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#ifndef __CGLA_MAT4X4D_H__
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#ifndef __CGLA_MAT4X4D_H__
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#define __CGLA_MAT4X4D_H__
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#define __CGLA_MAT4X4D_H__
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#include "ExceptionStandard.h"
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#include "ExceptionStandard.h"
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#include "CGLA.h"
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#include "CGLA.h"
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#include "Vec3d.h"
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#include "Vec3d.h"
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#include "Vec3Hf.h"
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#include "Vec3Hf.h"
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#include "Vec4d.h"
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#include "Vec4d.h"
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#include "ArithSqMat4x4Float.h"
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#include "ArithSqMat4x4Float.h"
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namespace CGLA {
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namespace CGLA {
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	/** Four by four float matrix.
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	/** Four by four float matrix.
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			This class is useful for transformations such as perspective projections 
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			This class is useful for transformations such as perspective projections 
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			or translation where 3x3 matrices do not suffice. */
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			or translation where 3x3 matrices do not suffice. */
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	class Mat4x4d: public ArithSqMat4x4Float<Vec4d, Mat4x4d>
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	class Mat4x4d: public ArithSqMat4x4Float<Vec4d, Mat4x4d>
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	{
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	{
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	public:
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	public:
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		/// Construct a Mat4x4d from four Vec4d vectors
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		/// Construct a Mat4x4d from four Vec4d vectors
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		Mat4x4d(Vec4d _a, Vec4d _b, Vec4d _c, Vec4d _d): 
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		Mat4x4d(Vec4d _a, Vec4d _b, Vec4d _c, Vec4d _d): 
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			ArithSqMat4x4Float<Vec4d, Mat4x4d> (_a,_b,_c,_d) {}
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			ArithSqMat4x4Float<Vec4d, Mat4x4d> (_a,_b,_c,_d) {}
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		/// Construct the 0 matrix
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		/// Construct the nan matrix
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		Mat4x4d() {}
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		Mat4x4d() {}
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		/// Construct a matrix with identical elements.
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		Mat4x4d(double a): 
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			ArithSqMat4x4Float<Vec4d, Mat4x4d> (a) {}
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		/// Construct from a pointed to array of 16 floats.
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		/// Construct from a pointed to array of 16 floats.
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		Mat4x4d(const float* sa): ArithSqMat4x4Float<Vec4d, Mat4x4d> (sa) {}
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		Mat4x4d(const float* sa): ArithSqMat4x4Float<Vec4d, Mat4x4d> (sa) {}
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	};
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	};
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	/// Create a rotation _matrix. Rotates about one of the major axes.
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	/// Create a rotation _matrix. Rotates about one of the major axes.
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	Mat4x4d rotation_Mat4x4d(CGLA::Axis axis, float angle);
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	Mat4x4d rotation_Mat4x4d(CGLA::Axis axis, float angle);
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	/// Create a translation matrix
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	/// Create a translation matrix
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	Mat4x4d translation_Mat4x4d(const Vec3d&);
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	Mat4x4d translation_Mat4x4d(const Vec3d&);
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	/// Create a scaling matrix.
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	/// Create a scaling matrix.
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	Mat4x4d scaling_Mat4x4d(const Vec3d&);
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	Mat4x4d scaling_Mat4x4d(const Vec3d&);
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	/// Create an identity matrix.
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	/// Create an identity matrix.
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	inline Mat4x4d identity_Mat4x4d()
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	inline Mat4x4d identity_Mat4x4d()
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	{
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	{
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		return Mat4x4d(Vec4d(1,0,0,0), 
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		return Mat4x4d(Vec4d(1,0,0,0), 
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									 Vec4d(0,1,0,0), 
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									 Vec4d(0,1,0,0), 
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									 Vec4d(0,0,1,0), 
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									 Vec4d(0,0,1,0), 
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									 Vec4d(0,0,0,1));
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									 Vec4d(0,0,0,1));
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	}
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	}
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	/** Create a perspective matrix. Assumes the eye is at the origin and
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	/** Create a perspective matrix. Assumes the eye is at the origin and
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			that we are looking down the negative z axis.
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			that we are looking down the negative z axis.
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			ACTUALLY THE EYE IS NOT AT THE ORIGIN BUT BEHIND IT. CHECK UP ON
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			ACTUALLY THE EYE IS NOT AT THE ORIGIN BUT BEHIND IT. CHECK UP ON
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			THIS ONE */
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			THIS ONE */
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	Mat4x4d perspective_Mat4x4d(float d);
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	Mat4x4d perspective_Mat4x4d(float d);
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}
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}
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#endif
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#endif
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