Base: fix many lint warnings in Matrix class
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@@ -63,9 +63,9 @@ Matrix4D::Matrix4D (double a11, double a12, double a13, double a14,
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{
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}
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Matrix4D::Matrix4D (const Matrix4D& rclMtrx) : Matrix4D()
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Matrix4D::Matrix4D (const Matrix4D& mat) : Matrix4D()
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{
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(*this) = rclMtrx;
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(*this) = mat;
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}
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Matrix4D::Matrix4D (const Vector3f& rclBase, const Vector3f& rclDir, float fAngle)
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@@ -148,47 +148,48 @@ double Matrix4D::determinant() const
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double Matrix4D::determinant3() const
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{
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double a = dMtrx4D[0][0] * dMtrx4D[1][1] * dMtrx4D[2][2];
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double b = dMtrx4D[0][1] * dMtrx4D[1][2] * dMtrx4D[2][0];
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double c = dMtrx4D[1][0] * dMtrx4D[2][1] * dMtrx4D[0][2];
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double d = dMtrx4D[0][2] * dMtrx4D[1][1] * dMtrx4D[2][0];
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double e = dMtrx4D[1][0] * dMtrx4D[0][1] * dMtrx4D[2][2];
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double f = dMtrx4D[0][0] * dMtrx4D[2][1] * dMtrx4D[1][2];
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double det = (a + b + c) - (d + e + f);
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double va = dMtrx4D[0][0] * dMtrx4D[1][1] * dMtrx4D[2][2];
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double vb = dMtrx4D[0][1] * dMtrx4D[1][2] * dMtrx4D[2][0];
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double vc = dMtrx4D[1][0] * dMtrx4D[2][1] * dMtrx4D[0][2];
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double vd = dMtrx4D[0][2] * dMtrx4D[1][1] * dMtrx4D[2][0];
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double ve = dMtrx4D[1][0] * dMtrx4D[0][1] * dMtrx4D[2][2];
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double vf = dMtrx4D[0][0] * dMtrx4D[2][1] * dMtrx4D[1][2];
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double det = (va + vb + vc) - (vd + ve + vf);
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return det;
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}
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void Matrix4D::move (const Vector3f& rclVct)
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void Matrix4D::move (const Vector3f& vec)
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{
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move(convertTo<Vector3d>(rclVct));
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move(convertTo<Vector3d>(vec));
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}
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void Matrix4D::move (const Vector3d& rclVct)
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void Matrix4D::move (const Vector3d& vec)
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{
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dMtrx4D[0][3] += rclVct.x;
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dMtrx4D[1][3] += rclVct.y;
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dMtrx4D[2][3] += rclVct.z;
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dMtrx4D[0][3] += vec.x;
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dMtrx4D[1][3] += vec.y;
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dMtrx4D[2][3] += vec.z;
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}
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void Matrix4D::scale (const Vector3f& rclVct)
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void Matrix4D::scale (const Vector3f& vec)
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{
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scale(convertTo<Vector3d>(rclVct));
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scale(convertTo<Vector3d>(vec));
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}
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void Matrix4D::scale (const Vector3d& rclVct)
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void Matrix4D::scale (const Vector3d& vec)
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{
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Matrix4D clMat;
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clMat.dMtrx4D[0][0] = rclVct.x;
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clMat.dMtrx4D[1][1] = rclVct.y;
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clMat.dMtrx4D[2][2] = rclVct.z;
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clMat.dMtrx4D[0][0] = vec.x;
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clMat.dMtrx4D[1][1] = vec.y;
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clMat.dMtrx4D[2][2] = vec.z;
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(*this) = clMat * (*this);
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}
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void Matrix4D::rotX (double fAngle)
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{
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Matrix4D clMat;
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double fsin{}, fcos{};
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double fsin{};
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double fcos{};
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fsin = sin (fAngle);
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fcos = cos (fAngle);
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@@ -201,7 +202,8 @@ void Matrix4D::rotX (double fAngle)
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void Matrix4D::rotY (double fAngle)
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{
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Matrix4D clMat;
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double fsin{}, fcos{};
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double fsin{};
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double fcos{};
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fsin = sin (fAngle);
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fcos = cos (fAngle);
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@@ -214,7 +216,8 @@ void Matrix4D::rotY (double fAngle)
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void Matrix4D::rotZ (double fAngle)
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{
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Matrix4D clMat;
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double fsin{}, fcos{};
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double fsin{};
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double fcos{};
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fsin = sin (fAngle);
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fcos = cos (fAngle);
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@@ -224,17 +227,20 @@ void Matrix4D::rotZ (double fAngle)
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(*this) = clMat * (*this);
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}
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void Matrix4D::rotLine(const Vector3d& rclVct, double fAngle)
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void Matrix4D::rotLine(const Vector3d& vec, double fAngle)
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{
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// **** algorithm was taken from a math book
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Matrix4D clMA, clMB, clMC, clMRot;
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Vector3d clRotAxis(rclVct);
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short iz{}, is{};
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double fcos{}, fsin{};
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Matrix4D clMA;
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Matrix4D clMB;
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Matrix4D clMC;
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Matrix4D clMRot;
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Vector3d clRotAxis(vec);
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double fcos{};
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double fsin{};
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// set all entries to "0"
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for (iz = 0; iz < 4; iz++) {
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for (is = 0; is < 4; is++) {
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for (short iz = 0; iz < 4; iz++) {
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for (short is = 0; is < 4; is++) {
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clMA.dMtrx4D[iz][is] = 0;
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clMB.dMtrx4D[iz][is] = 0;
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clMC.dMtrx4D[iz][is] = 0;
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@@ -269,8 +275,8 @@ void Matrix4D::rotLine(const Vector3d& rclVct, double fAngle)
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clMC.dMtrx4D[2][0] = -fsin * clRotAxis.y;
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clMC.dMtrx4D[2][1] = fsin * clRotAxis.x;
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for (iz = 0; iz < 3; iz++) {
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for (is = 0; is < 3; is++)
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for (short iz = 0; iz < 3; iz++) {
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for (short is = 0; is < 3; is++)
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clMRot.dMtrx4D[iz][is] = clMA.dMtrx4D[iz][is] +
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clMB.dMtrx4D[iz][is] +
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clMC.dMtrx4D[iz][is];
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@@ -279,9 +285,9 @@ void Matrix4D::rotLine(const Vector3d& rclVct, double fAngle)
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(*this) = clMRot * (*this);
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}
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void Matrix4D::rotLine(const Vector3f& rclVct, float fAngle)
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void Matrix4D::rotLine(const Vector3f& vec, float fAngle)
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{
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Vector3d tmp = convertTo<Vector3d>(rclVct);
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Vector3d tmp = convertTo<Vector3d>(vec);
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rotLine(tmp, static_cast<double>(fAngle));
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}
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@@ -455,35 +461,38 @@ bool Matrix4D::toAxisAngle (Vector3d& rclBase, Vector3d& rclDir, double& rfAngle
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return true;
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}
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void Matrix4D::transform (const Vector3f& rclVct, const Matrix4D& rclMtrx)
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void Matrix4D::transform (const Vector3f& vec, const Matrix4D& mat)
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{
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move(-rclVct);
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(*this) = rclMtrx * (*this);
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move(rclVct);
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move(-vec);
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(*this) = mat * (*this);
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move(vec);
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}
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void Matrix4D::transform (const Vector3d& rclVct, const Matrix4D& rclMtrx)
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void Matrix4D::transform (const Vector3d& vec, const Matrix4D& mat)
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{
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move(-rclVct);
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(*this) = rclMtrx * (*this);
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move(rclVct);
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move(-vec);
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(*this) = mat * (*this);
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move(vec);
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}
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void Matrix4D::inverse ()
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{
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Matrix4D clInvTrlMat, clInvRotMat;
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short iz{}, is{};
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Matrix4D clInvTrlMat;
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Matrix4D clInvRotMat;
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/**** Herausnehmen und Inversion der TranslationsMatrix
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aus der TransformationMatrix ****/
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for (iz = 0 ;iz < 3; iz++)
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for (short iz = 0 ;iz < 3; iz++) {
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clInvTrlMat.dMtrx4D[iz][3] = -dMtrx4D[iz][3];
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}
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/**** Herausnehmen und Inversion der RotationsMatrix
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aus der TransformationMatrix ****/
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for (iz = 0 ;iz < 3; iz++)
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for (is = 0 ;is < 3; is++)
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for (short iz = 0 ;iz < 3; iz++) {
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for (short is = 0 ;is < 3; is++) {
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clInvRotMat.dMtrx4D[iz][is] = dMtrx4D[is][iz];
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}
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}
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/**** inv(M) = inv(Mtrl * Mrot) = inv(Mrot) * inv(Mtrl) ****/
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(*this) = clInvRotMat * clInvTrlMat;
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@@ -563,12 +572,12 @@ void Matrix_gauss(Matrix a, Matrix b)
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void Matrix4D::inverseOrthogonal()
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{
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Base::Vector3d c(dMtrx4D[0][3],dMtrx4D[1][3],dMtrx4D[2][3]);
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Base::Vector3d vec(dMtrx4D[0][3],dMtrx4D[1][3],dMtrx4D[2][3]);
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transpose();
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c = this->operator * (c);
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dMtrx4D[0][3] = -c.x; dMtrx4D[3][0] = 0;
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dMtrx4D[1][3] = -c.y; dMtrx4D[3][1] = 0;
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dMtrx4D[2][3] = -c.z; dMtrx4D[3][2] = 0;
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vec = this->operator * (vec);
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dMtrx4D[0][3] = -vec.x; dMtrx4D[3][0] = 0;
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dMtrx4D[1][3] = -vec.y; dMtrx4D[3][1] = 0;
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dMtrx4D[2][3] = -vec.z; dMtrx4D[3][2] = 0;
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}
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void Matrix4D::inverseGauss ()
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@@ -767,8 +776,9 @@ std::string Matrix4D::analyse() const
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}
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}
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}
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if (hastranslation)
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if (hastranslation) {
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text += " with Translation";
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}
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}
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return text;
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}
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@@ -831,20 +841,26 @@ Matrix4D& Matrix4D::Hat(const Vector3d& rV)
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ScaleType Matrix4D::hasScale(double tol) const
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{
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const double defaultTolerance = 1e-9;
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// check for uniform scaling
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//
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// For a scaled rotation matrix it matters whether
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// the scaling was applied from the left or right side.
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// Only in case of uniform scaling it doesn't make a difference.
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if (tol == 0.0)
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tol = 1e-9;
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if (tol == 0.0) {
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tol = defaultTolerance;
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}
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// check if the absolute values are proportionally close or equal
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auto closeAbs = [&](double a, double b) {
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double c = fabs(a);
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double d = fabs(b);
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if (d>c) return (d-c)/d <= tol;
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else if (c>d) return (c-d)/c <= tol;
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auto closeAbs = [&](double val_a, double val_b) {
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double abs_a = fabs(val_a);
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double abs_b = fabs(val_b);
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if (abs_b > abs_a) {
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return (abs_b - abs_a)/abs_b <= tol;
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}
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if (abs_a > abs_b) {
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return (abs_a-abs_b)/abs_a <= tol;
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}
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return true;
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};
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