daily update on 20230829 by nitload youmu
This commit is contained in:
@@ -28,22 +28,10 @@ namespace StgSharp.Math
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float a30, float a31, float a32, float a33
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)
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{
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M128* c0ref = internalIO.loadptr_internal(a00, a10, a20, a30);
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M128* c1ref = internalIO.loadptr_internal(a01, a11, a21, a31);
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M128* c2ref = internalIO.loadptr_internal(a02, a12, a22, a32);
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M128* c3ref = internalIO.loadptr_internal(a03, a13, a23, a33);
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mat.colum0 = *c0ref;
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mat.colum1 = *c1ref;
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mat.colum2 = *c2ref;
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mat.colum3 = *c3ref;
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/**/
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internalIO.deinitM128_internal(c0ref);
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internalIO.deinitM128_internal(c1ref);
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internalIO.deinitM128_internal(c2ref);
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internalIO.deinitM128_internal(c3ref);
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/**/
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mat.colum0 = new Vector4(a00, a10, a20, a30);
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mat.colum0 = new Vector4(a01, a11, a21, a31);
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mat.colum0 = new Vector4(a02, a12, a22, a32);
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mat.colum0 = new Vector4(a03, a13, a23, a33);
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}
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@@ -60,22 +48,44 @@ namespace StgSharp.Math
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throw new ArgumentOutOfRangeException(nameof(columNum));
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}
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InternalTranspose();
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fixed (float* p = &this.transpose.a00 )
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fixed (float* p = &this.transpose.m00 )
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{
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ulong pbit = (ulong)p
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+ (ulong)sizeof(M128) * (ulong)rowNum
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+ (ulong)sizeof(Vector4) * (ulong)rowNum
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+ (ulong)sizeof(float) * (ulong)columNum;
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return *(float*)pbit;
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}
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}
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set
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{
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if (rowNum > 3 || rowNum < 0)
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{
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throw new ArgumentOutOfRangeException(nameof(columNum));
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}
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if (columNum > 3 || columNum < 0)
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{
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throw new ArgumentOutOfRangeException(nameof(columNum));
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}
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InternalTranspose();
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fixed (float* p = &this.transpose.m00)
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{
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ulong pbit = (ulong)p
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+ (ulong)sizeof(Vector4) * (ulong)rowNum
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+ (ulong)sizeof(float) * (ulong)columNum;
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*(float*)pbit = value;
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}
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isTransposed = false;
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}
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}
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internal Matrix4x4(
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ref M128 vec0,
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ref M128 vec1,
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ref M128 vec2,
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ref M128 vec3
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Vector4 vec0,
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Vector4 vec1,
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Vector4 vec2,
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Vector4 vec3
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)
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{
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mat.colum0 = vec0;
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@@ -90,67 +100,111 @@ namespace StgSharp.Math
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static unsafe Matrix4x4 operator +(Matrix4x4 mat1, Matrix4x4 Mat2)
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public static unsafe Matrix4x4 operator +(Matrix4x4 left, Matrix4x4 right)
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{
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Mat4* refret = internalIO.add_mat4(ref mat1.mat, ref Mat2.mat);
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Matrix4x4 ret = new Matrix4x4(*refret);
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internalIO.deinit_mat4(refret);
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return ret;
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return new Matrix4x4(
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Mat4.add( right.mat,left.mat)
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static unsafe Matrix4x4 operator -(Matrix4x4 mat1, Matrix4x4 Mat2)
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public static unsafe Matrix4x4 operator -(Matrix4x4 left, Matrix4x4 right)
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{
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Mat4* refret = internalIO.sub_mat4(ref mat1.mat, ref Mat2.mat);
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Matrix4x4 ret = new Matrix4x4(*refret);
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internalIO.deinit_mat4(refret);
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return ret;
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return new Matrix4x4(
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Mat4.sub(right.mat, left.mat)
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static unsafe Matrix4x4 operator *(Matrix4x4 mat, float value)
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{
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Mat4* refret = internalIO.mul_const(ref mat.mat, value);
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Matrix4x4 ret = new Matrix4x4(*refret);
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internalIO.deinit_mat4(refret);
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return ret;
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return new Matrix4x4(
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mat.mat.colum0 * value,
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mat.mat.colum1 * value,
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mat.mat.colum2 * value,
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mat.mat.colum3 * value
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static unsafe Matrix4x2 operator *(Matrix4x4 left, Matrix4x2 right)
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{
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left.InternalTranspose();
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Mat4 tr = left.transpose;
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return new Matrix4x2(
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internalIO.mulps_sum_internal(&tr.colum0, &right.mat.colum0),
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internalIO.mulps_sum_internal(&tr.colum0, &right.mat.colum1),
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internalIO.mulps_sum_internal(&tr.colum1, &right.mat.colum0),
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internalIO.mulps_sum_internal(&tr.colum1, &right.mat.colum1),
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internalIO.mulps_sum_internal(&tr.colum2, &right.mat.colum0),
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internalIO.mulps_sum_internal(&tr.colum2, &right.mat.colum1),
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internalIO.mulps_sum_internal(&tr.colum3, &right.mat.colum0),
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internalIO.mulps_sum_internal(&tr.colum3, &right.mat.colum1)
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);
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Vector4.Dot(left.transpose.colum0, right.mat.colum0),
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Vector4.Dot(left.transpose.colum0, right.mat.colum1),
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Vector4.Dot(left.transpose.colum1, right.mat.colum0),
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Vector4.Dot(left.transpose.colum1, right.mat.colum1),
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Vector4.Dot(left.transpose.colum2, right.mat.colum0),
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Vector4.Dot(left.transpose.colum2, right.mat.colum1),
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Vector4.Dot(left.transpose.colum3, right.mat.colum0),
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Vector4.Dot(left.transpose.colum3, right.mat.colum1)
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static unsafe Matrix4x4 operator *(Matrix4x4 left, Matrix4x4 right)
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public static Matrix4x3 operator *(Matrix4x4 left, Matrix4x3 right)
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{
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left.InternalTranspose();
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Mat4* p = internalIO.mul_4_4(&left.transpose, &right.mat);
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Matrix4x4 ret = new Matrix4x4(*p);
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internalIO.deinit_mat4(p);
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return ret;
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return new Matrix4x3(
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Vector4.Dot(left.transpose.colum0,right.mat.colum0),
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Vector4.Dot(left.transpose.colum0,right.mat.colum1),
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Vector4.Dot(left.transpose.colum0,right.mat.colum2),
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Vector4.Dot(left.transpose.colum1,right.mat.colum0),
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Vector4.Dot(left.transpose.colum1,right.mat.colum1),
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Vector4.Dot(left.transpose.colum1,right.mat.colum2),
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Vector4.Dot(left.transpose.colum2,right.mat.colum0),
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Vector4.Dot(left.transpose.colum2,right.mat.colum1),
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Vector4.Dot(left.transpose.colum2,right.mat.colum2),
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Vector4.Dot(left.transpose.colum3,right.mat.colum0),
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Vector4.Dot(left.transpose.colum3,right.mat.colum1),
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Vector4.Dot(left.transpose.colum3,right.mat.colum2)
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Matrix4x4 operator *(Matrix4x4 left, Matrix4x4 right)
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{
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left.InternalTranspose();
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return new Matrix4x4(
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Vector4.Dot(left.transpose.colum0, right.mat.colum0),
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Vector4.Dot(left.transpose.colum0, right.mat.colum1),
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Vector4.Dot(left.transpose.colum0, right.mat.colum2),
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Vector4.Dot(left.transpose.colum0, right.mat.colum3),
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Vector4.Dot(left.transpose.colum1, right.mat.colum0),
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Vector4.Dot(left.transpose.colum1, right.mat.colum1),
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Vector4.Dot(left.transpose.colum1, right.mat.colum2),
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Vector4.Dot(left.transpose.colum1, right.mat.colum3),
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Vector4.Dot(left.transpose.colum2, right.mat.colum0),
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Vector4.Dot(left.transpose.colum2, right.mat.colum1),
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Vector4.Dot(left.transpose.colum2, right.mat.colum2),
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Vector4.Dot(left.transpose.colum2, right.mat.colum3),
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Vector4.Dot(left.transpose.colum3, right.mat.colum0),
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Vector4.Dot(left.transpose.colum3, right.mat.colum1),
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Vector4.Dot(left.transpose.colum3, right.mat.colum2),
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Vector4.Dot(left.transpose.colum3, right.mat.colum3)
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);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public unsafe float Det()
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{
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InternalTranspose();
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fixed (Matrix4x4* _this = &this)
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fixed (Mat4* _this = &mat, _trans = &transpose)
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{
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return internalIO.det_mat4(_this);
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return internalIO.det_mat4(_this,_trans);
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}
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}
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