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Change Matrix4 to use unsafe code for invert (#719)
* Change Matrix4 to use unsafe code for invert * Fix stylecop error * Isolate unsafe code * Move unsafe block
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@ -1238,121 +1238,143 @@ namespace OpenTK
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/// <exception cref="InvalidOperationException">Thrown if the Matrix4 is singular.</exception>
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public static void Invert(ref Matrix4 mat, out Matrix4 result)
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{
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int[] colIdx = { 0, 0, 0, 0 };
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int[] rowIdx = { 0, 0, 0, 0 };
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int[] pivotIdx = { -1, -1, -1, -1 };
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// convert the matrix to an array for easy looping
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float[,] inverse = {{mat.Row0.X, mat.Row0.Y, mat.Row0.Z, mat.Row0.W},
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{mat.Row1.X, mat.Row1.Y, mat.Row1.Z, mat.Row1.W},
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{mat.Row2.X, mat.Row2.Y, mat.Row2.Z, mat.Row2.W},
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{mat.Row3.X, mat.Row3.Y, mat.Row3.Z, mat.Row3.W} };
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int icol = 0;
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int irow = 0;
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for (int i = 0; i < 4; i++)
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result = mat;
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unsafe
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{
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// Find the largest pivot value
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float maxPivot = 0.0f;
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for (int j = 0; j < 4; j++)
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float* inv = stackalloc float[16];
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fixed (Matrix4* m0 = &mat, m1 = &result)
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{
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if (pivotIdx[j] != 0)
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var m = (float*)m0;
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var invOut = (float*)m1;
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float det;
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inv[0] = m[5] * m[10] * m[15] -
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m[5] * m[11] * m[14] -
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m[9] * m[6] * m[15] +
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m[9] * m[7] * m[14] +
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m[13] * m[6] * m[11] -
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m[13] * m[7] * m[10];
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inv[4] = -m[4] * m[10] * m[15] +
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m[4] * m[11] * m[14] +
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m[8] * m[6] * m[15] -
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m[8] * m[7] * m[14] -
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m[12] * m[6] * m[11] +
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m[12] * m[7] * m[10];
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inv[8] = m[4] * m[9] * m[15] -
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m[4] * m[11] * m[13] -
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m[8] * m[5] * m[15] +
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m[8] * m[7] * m[13] +
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m[12] * m[5] * m[11] -
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m[12] * m[7] * m[9];
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inv[12] = -m[4] * m[9] * m[14] +
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m[4] * m[10] * m[13] +
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m[8] * m[5] * m[14] -
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m[8] * m[6] * m[13] -
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m[12] * m[5] * m[10] +
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m[12] * m[6] * m[9];
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inv[1] = -m[1] * m[10] * m[15] +
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m[1] * m[11] * m[14] +
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m[9] * m[2] * m[15] -
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m[9] * m[3] * m[14] -
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m[13] * m[2] * m[11] +
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m[13] * m[3] * m[10];
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inv[5] = m[0] * m[10] * m[15] -
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m[0] * m[11] * m[14] -
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m[8] * m[2] * m[15] +
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m[8] * m[3] * m[14] +
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m[12] * m[2] * m[11] -
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m[12] * m[3] * m[10];
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inv[9] = -m[0] * m[9] * m[15] +
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m[0] * m[11] * m[13] +
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m[8] * m[1] * m[15] -
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m[8] * m[3] * m[13] -
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m[12] * m[1] * m[11] +
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m[12] * m[3] * m[9];
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inv[13] = m[0] * m[9] * m[14] -
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m[0] * m[10] * m[13] -
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m[8] * m[1] * m[14] +
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m[8] * m[2] * m[13] +
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m[12] * m[1] * m[10] -
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m[12] * m[2] * m[9];
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inv[2] = m[1] * m[6] * m[15] -
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m[1] * m[7] * m[14] -
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m[5] * m[2] * m[15] +
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m[5] * m[3] * m[14] +
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m[13] * m[2] * m[7] -
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m[13] * m[3] * m[6];
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inv[6] = -m[0] * m[6] * m[15] +
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m[0] * m[7] * m[14] +
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m[4] * m[2] * m[15] -
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m[4] * m[3] * m[14] -
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m[12] * m[2] * m[7] +
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m[12] * m[3] * m[6];
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inv[10] = m[0] * m[5] * m[15] -
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m[0] * m[7] * m[13] -
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m[4] * m[1] * m[15] +
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m[4] * m[3] * m[13] +
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m[12] * m[1] * m[7] -
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m[12] * m[3] * m[5];
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inv[14] = -m[0] * m[5] * m[14] +
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m[0] * m[6] * m[13] +
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m[4] * m[1] * m[14] -
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m[4] * m[2] * m[13] -
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m[12] * m[1] * m[6] +
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m[12] * m[2] * m[5];
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inv[3] = -m[1] * m[6] * m[11] +
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m[1] * m[7] * m[10] +
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m[5] * m[2] * m[11] -
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m[5] * m[3] * m[10] -
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m[9] * m[2] * m[7] +
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m[9] * m[3] * m[6];
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inv[7] = m[0] * m[6] * m[11] -
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m[0] * m[7] * m[10] -
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m[4] * m[2] * m[11] +
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m[4] * m[3] * m[10] +
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m[8] * m[2] * m[7] -
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m[8] * m[3] * m[6];
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inv[11] = -m[0] * m[5] * m[11] +
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m[0] * m[7] * m[9] +
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m[4] * m[1] * m[11] -
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m[4] * m[3] * m[9] -
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m[8] * m[1] * m[7] +
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m[8] * m[3] * m[5];
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inv[15] = m[0] * m[5] * m[10] -
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m[0] * m[6] * m[9] -
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m[4] * m[1] * m[10] +
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m[4] * m[2] * m[9] +
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m[8] * m[1] * m[6] -
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m[8] * m[2] * m[5];
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det = m[0] * inv[0] + m[1] * inv[4] + m[2] * inv[8] + m[3] * inv[12];
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if (det == 0)
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{
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for (int k = 0; k < 4; ++k)
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{
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if (pivotIdx[k] == -1)
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{
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float absVal = System.Math.Abs(inverse[j, k]);
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if (absVal > maxPivot)
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{
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maxPivot = absVal;
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irow = j;
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icol = k;
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}
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}
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else if (pivotIdx[k] > 0)
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{
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result = mat;
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return;
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}
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}
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throw new InvalidOperationException("Matrix is singular and cannot be inverted.");
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}
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}
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++(pivotIdx[icol]);
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// Swap rows over so pivot is on diagonal
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if (irow != icol)
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{
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for (int k = 0; k < 4; ++k)
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else
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{
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float f = inverse[irow, k];
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inverse[irow, k] = inverse[icol, k];
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inverse[icol, k] = f;
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}
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}
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det = 1.0f / det;
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rowIdx[i] = irow;
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colIdx[i] = icol;
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float pivot = inverse[icol, icol];
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// check for singular matrix
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if (pivot == 0.0f)
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{
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throw new InvalidOperationException("Matrix is singular and cannot be inverted.");
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}
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// Scale row so it has a unit diagonal
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float oneOverPivot = 1.0f / pivot;
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inverse[icol, icol] = 1.0f;
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for (int k = 0; k < 4; ++k)
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{
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inverse[icol, k] *= oneOverPivot;
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}
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// Do elimination of non-diagonal elements
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for (int j = 0; j < 4; ++j)
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{
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// check this isn't on the diagonal
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if (icol != j)
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{
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float f = inverse[j, icol];
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inverse[j, icol] = 0.0f;
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for (int k = 0; k < 4; ++k)
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{
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inverse[j, k] -= inverse[icol, k] * f;
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}
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for (int i = 0; i < 16; i++)
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invOut[i] = inv[i] * det;
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}
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}
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}
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for (int j = 3; j >= 0; --j)
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{
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int ir = rowIdx[j];
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int ic = colIdx[j];
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for (int k = 0; k < 4; ++k)
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{
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float f = inverse[k, ir];
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inverse[k, ir] = inverse[k, ic];
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inverse[k, ic] = f;
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}
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}
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result.Row0.X = inverse[0, 0];
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result.Row0.Y = inverse[0, 1];
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result.Row0.Z = inverse[0, 2];
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result.Row0.W = inverse[0, 3];
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result.Row1.X = inverse[1, 0];
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result.Row1.Y = inverse[1, 1];
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result.Row1.Z = inverse[1, 2];
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result.Row1.W = inverse[1, 3];
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result.Row2.X = inverse[2, 0];
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result.Row2.Y = inverse[2, 1];
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result.Row2.Z = inverse[2, 2];
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result.Row2.W = inverse[2, 3];
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result.Row3.X = inverse[3, 0];
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result.Row3.Y = inverse[3, 1];
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result.Row3.Z = inverse[3, 2];
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result.Row3.W = inverse[3, 3];
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}
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/// <summary>
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