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#ifndef __CGLA_MAT4X4_H__
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#define __CGLA_MAT4X4_H__
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#include "ExceptionStandard.h"
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#include "CGLA.h"
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#include "Vec3f.h"
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#include "Vec3Hf.h"
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#include "Vec4f.h"
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#include "ArithSqMat4x4Float.h"
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namespace CGLA {
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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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			or translation where 3x3 matrices do not suffice. */
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	class Mat4x4f: public ArithSqMat4x4Float<Vec4f, Mat4x4f>
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	{
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	public:
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		/// Construct a Mat4x4f from four Vec4f vectors
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		Mat4x4f(Vec4f _a, Vec4f _b, Vec4f _c, Vec4f _d): 
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			ArithSqMat4x4Float<Vec4f, Mat4x4f> (_a,_b,_c,_d) {}
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		/// Construct the NaN matrix
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		Mat4x4f() {}
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		/// Construct a matrix with identical elements.
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		Mat4x4f(float a): 
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			ArithSqMat4x4Float<Vec4f, Mat4x4f> (a) {}
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		/// Construct from a pointed to array of 16 floats.
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		explicit Mat4x4f(const float* sa): 
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			ArithSqMat4x4Float<Vec4f, Mat4x4f> (sa) {}
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	};
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	/// Create a rotation _matrix. Rotates about one of the major axes.
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	Mat4x4f rotation_Mat4x4f(CGLA::Axis axis, float angle);
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	/// Create a translation matrix
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	Mat4x4f translation_Mat4x4f(const Vec3f&);
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	/// Create a scaling matrix.
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	Mat4x4f scaling_Mat4x4f(const Vec3f&);
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	/// Create an identity matrix.
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	inline Mat4x4f identity_Mat4x4f()
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	{
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		return Mat4x4f(Vec4f(1,0,0,0), 
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									 Vec4f(0,1,0,0), 
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									 Vec4f(0,0,1,0), 
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									 Vec4f(0,0,0,1));
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	}
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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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			ACTUALLY THE EYE IS NOT AT THE ORIGIN BUT BEHIND IT. CHECK UP ON
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			THIS ONE */
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	Mat4x4f perspective_Mat4x4f(float d);
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}
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#endif
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