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Pasted as C++ by glm ( 5 years ago )
struct compute_inverse<4, 4, T, Q, Aligned>
{
GLM_FUNC_QUALIFIER static mat<4, 4, T, Q> call(mat<4, 4, T, Q> const& m)
{
T Coef00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];
T Coef02 = m[1][2] * m[3][3] - m[3][2] * m[1][3];
T Coef03 = m[1][2] * m[2][3] - m[2][2] * m[1][3];
T Coef04 = m[2][1] * m[3][3] - m[3][1] * m[2][3];
T Coef06 = m[1][1] * m[3][3] - m[3][1] * m[1][3];
T Coef07 = m[1][1] * m[2][3] - m[2][1] * m[1][3];
T Coef08 = m[2][1] * m[3][2] - m[3][1] * m[2][2];
T Coef10 = m[1][1] * m[3][2] - m[3][1] * m[1][2];
T Coef11 = m[1][1] * m[2][2] - m[2][1] * m[1][2];
T Coef12 = m[2][0] * m[3][3] - m[3][0] * m[2][3];
T Coef14 = m[1][0] * m[3][3] - m[3][0] * m[1][3];
T Coef15 = m[1][0] * m[2][3] - m[2][0] * m[1][3];
T Coef16 = m[2][0] * m[3][2] - m[3][0] * m[2][2];
T Coef18 = m[1][0] * m[3][2] - m[3][0] * m[1][2];
T Coef19 = m[1][0] * m[2][2] - m[2][0] * m[1][2];
T Coef20 = m[2][0] * m[3][1] - m[3][0] * m[2][1];
T Coef22 = m[1][0] * m[3][1] - m[3][0] * m[1][1];
T Coef23 = m[1][0] * m[2][1] - m[2][0] * m[1][1];
vec<4, T, Q> Fac0(Coef00, Coef00, Coef02, Coef03);
vec<4, T, Q> Fac1(Coef04, Coef04, Coef06, Coef07);
vec<4, T, Q> Fac2(Coef08, Coef08, Coef10, Coef11);
vec<4, T, Q> Fac3(Coef12, Coef12, Coef14, Coef15);
vec<4, T, Q> Fac4(Coef16, Coef16, Coef18, Coef19);
vec<4, T, Q> Fac5(Coef20, Coef20, Coef22, Coef23);
vec<4, T, Q> Vec0(m[1][0], m[0][0], m[0][0], m[0][0]);
vec<4, T, Q> Vec1(m[1][1], m[0][1], m[0][1], m[0][1]);
vec<4, T, Q> Vec2(m[1][2], m[0][2], m[0][2], m[0][2]);
vec<4, T, Q> Vec3(m[1][3], m[0][3], m[0][3], m[0][3]);
vec<4, T, Q> Inv0(Vec1 * Fac0 - Vec2 * Fac1 + Vec3 * Fac2);
vec<4, T, Q> Inv1(Vec0 * Fac0 - Vec2 * Fac3 + Vec3 * Fac4);
vec<4, T, Q> Inv2(Vec0 * Fac1 - Vec1 * Fac3 + Vec3 * Fac5);
vec<4, T, Q> Inv3(Vec0 * Fac2 - Vec1 * Fac4 + Vec2 * Fac5);
vec<4, T, Q> SignA(+1, -1, +1, -1);
vec<4, T, Q> SignB(-1, +1, -1, +1);
mat<4, 4, T, Q> Inverse(Inv0 * SignA, Inv1 * SignB, Inv2 * SignA, Inv3 * SignB);
vec<4, T, Q> Row0(Inverse[0][0], Inverse[1][0], Inverse[2][0], Inverse[3][0]);
vec<4, T, Q> Dot0(m[0] * Row0);
T Dot1 = (Dot0.x + Dot0.y) + (Dot0.z + Dot0.w);
T OneOverDeterminant = static_cast<T>(1) / Dot1;
return Inverse * OneOverDeterminant;
}
};
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