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////  Mat4.cpp//  libraries/script-engine/src////  Created by Anthony Thibault on 3/7/16.//  Copyright 2016 High Fidelity, Inc.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #include "Mat4.h" #include <glm/glm.hpp>#include <glm/gtx/string_cast.hpp>#include <glm/gtc/type_ptr.hpp> #include <QDebug>#include <GLMHelpers.h> #include "ScriptEngineLogging.h"#include "ScriptEngine.h" glm::mat4 Mat4::multiply(const glm::mat4& m1, const glm::mat4& m2) const {    return m1 * m2;} glm::mat4 Mat4::createFromRotAndTrans(const glm::quat& rot, const glm::vec3& trans) const {    return ::createMatFromQuatAndPos(rot, trans);} glm::mat4 Mat4::createFromScaleRotAndTrans(const glm::vec3& scale, const glm::quat& rot, const glm::vec3& trans) const {    return createMatFromScaleQuatAndPos(scale, rot, trans);} glm::mat4 Mat4::createFromColumns(const glm::vec4& col0, const glm::vec4& col1, const glm::vec4& col2, const glm::vec4& col3) const {    return glm::mat4(col0, col1, col2, col3);} glm::mat4 Mat4::createFromArray(const QVector<float>& floats) const {    if (floats.size() != 16 && floats.size() != 9) {        context()->throwError("createFromVector requires 16 floats for mat4 (or 9 if providing a mat3)");        return glm::mat4();    }    return floats.size() == 9 ? glm::mat4(glm::make_mat3(floats.constData())) : glm::make_mat4(floats.constData());} glm::vec3 Mat4::extractTranslation(const glm::mat4& m) const {    return ::extractTranslation(m);} glm::quat Mat4::extractRotation(const glm::mat4& m) const {    return ::glmExtractRotation(m);} glm::vec3 Mat4::extractScale(const glm::mat4& m) const {    return ::extractScale(m);} glm::vec3 Mat4::transformPoint(const glm::mat4& m, const glm::vec3& point) const {    return ::transformPoint(m, point);} glm::vec3 Mat4::transformVector(const glm::mat4& m, const glm::vec3& vector) const {    return ::transformVectorFast(m, vector);} glm::mat4 Mat4::inverse(const glm::mat4& m) const {    return glm::inverse(m);} glm::vec3 Mat4::getForward(const glm::mat4& m) const {    return glm::vec3(-m[0][2], -m[1][2], -m[2][2]);} glm::vec3 Mat4::getRight(const glm::mat4& m) const {    return glm::vec3(m[0][0], m[1][0], m[2][0]);} glm::vec3 Mat4::getUp(const glm::mat4& m) const {    return glm::vec3(m[0][1], m[1][1], m[2][1]);} void Mat4::print(const QString& label, const glm::mat4& m, bool transpose) const {    glm::dmat4 out = transpose ? glm::transpose(m) : m;    QString message = QString("%1 %2").arg(qPrintable(label));    message = message.arg(glm::to_string(out).c_str());    qCDebug(scriptengine) << message;    if (ScriptEngine* scriptEngine = qobject_cast<ScriptEngine*>(engine())) {        scriptEngine->print(message);    }}