Open Source Tomb Raider Engine
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

Matrix.cpp 15KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515
  1. /*!
  2. * \file src/math/Matrix.cpp
  3. * \brief 3D Matrix
  4. *
  5. * \author Mongoose
  6. */
  7. #include <stdio.h>
  8. #include <math.h>
  9. #include "global.h"
  10. #include "math/Matrix.h"
  11. Matrix::Matrix() {
  12. setIdentity();
  13. }
  14. Matrix::Matrix(float m[16]) {
  15. setMatrix(m);
  16. }
  17. Matrix::Matrix(Quaternion& q) {
  18. float m[16];
  19. q.getMatrix(m);
  20. setMatrix(m);
  21. }
  22. bool Matrix::getInvert(float out[16]) {
  23. float m[16];
  24. #ifdef COLUMN_ORDER
  25. getMatrix(m);
  26. #else
  27. getTransposeMatrix(m);
  28. #endif
  29. /*
  30. * Mongoose: This code was from a Jeff Lander tutorial which was based
  31. * on MESA GL's InvertMatrix.
  32. *
  33. * NB. OpenGL Matrices are COLUMN major
  34. */
  35. #define SWAP_ROWS(a, b) { float *_tmp = a; (a)=(b); (b)=_tmp; }
  36. #define MAT(m,r,c) (m)[(c)*4+(r)]
  37. float wtmp[4][8];
  38. float m0, m1, m2, m3, s;
  39. float* r0, *r1, *r2, *r3;
  40. r0 = wtmp[0];
  41. r1 = wtmp[1];
  42. r2 = wtmp[2];
  43. r3 = wtmp[3];
  44. r0[0] = MAT(m, 0, 0);
  45. r0[1] = MAT(m, 0, 1);
  46. r0[2] = MAT(m, 0, 2);
  47. r0[3] = MAT(m, 0, 3);
  48. r0[4] = 1.0f;
  49. r0[5] = r0[6] = r0[7] = 0.0f;
  50. r1[0] = MAT(m, 1, 0);
  51. r1[1] = MAT(m, 1, 1);
  52. r1[2] = MAT(m, 1, 2);
  53. r1[3] = MAT(m, 1, 3);
  54. r1[5] = 1.0f;
  55. r1[4] = r1[6] = r1[7] = 0.0f;
  56. r2[0] = MAT(m, 2, 0);
  57. r2[1] = MAT(m, 2, 1);
  58. r2[2] = MAT(m, 2, 2);
  59. r2[3] = MAT(m, 2, 3);
  60. r2[6] = 1.0f;
  61. r2[4] = r2[5] = r2[7] = 0.0f;
  62. r3[0] = MAT(m, 3, 0);
  63. r3[1] = MAT(m, 3, 1);
  64. r3[2] = MAT(m, 3, 2);
  65. r3[3] = MAT(m, 3, 3);
  66. r3[7] = 1.0f;
  67. r3[4] = r3[5] = r3[6] = 0.0f;
  68. // choose pivot or die
  69. if (fabs(r3[0]) > fabs(r2[0]))
  70. SWAP_ROWS(r3, r2);
  71. if (fabs(r2[0]) > fabs(r1[0]))
  72. SWAP_ROWS(r2, r1);
  73. if (fabs(r1[0]) > fabs(r0[0]))
  74. SWAP_ROWS(r1, r0);
  75. if (0.0f == r0[0])
  76. return false;
  77. // eliminate first variable
  78. m1 = r1[0] / r0[0];
  79. m2 = r2[0] / r0[0];
  80. m3 = r3[0] / r0[0];
  81. s = r0[1];
  82. r1[1] -= m1 * s;
  83. r2[1] -= m2 * s;
  84. r3[1] -= m3 * s;
  85. s = r0[2];
  86. r1[2] -= m1 * s;
  87. r2[2] -= m2 * s;
  88. r3[2] -= m3 * s;
  89. s = r0[3];
  90. r1[3] -= m1 * s;
  91. r2[3] -= m2 * s;
  92. r3[3] -= m3 * s;
  93. s = r0[4];
  94. if (s != 0.0f) {
  95. r1[4] -= m1 * s;
  96. r2[4] -= m2 * s;
  97. r3[4] -= m3 * s;
  98. }
  99. s = r0[5];
  100. if (s != 0.0f) {
  101. r1[5] -= m1 * s;
  102. r2[5] -= m2 * s;
  103. r3[5] -= m3 * s;
  104. }
  105. s = r0[6];
  106. if (s != 0.0f) {
  107. r1[6] -= m1 * s;
  108. r2[6] -= m2 * s;
  109. r3[6] -= m3 * s;
  110. }
  111. s = r0[7];
  112. if (s != 0.0f) {
  113. r1[7] -= m1 * s;
  114. r2[7] -= m2 * s;
  115. r3[7] -= m3 * s;
  116. }
  117. // choose pivot or die
  118. if (fabs(r3[1]) > fabs(r2[1]))
  119. SWAP_ROWS(r3, r2);
  120. if (fabs(r2[1]) > fabs(r1[1]))
  121. SWAP_ROWS(r2, r1);
  122. if (0.0f == r1[1])
  123. return false;
  124. // eliminate second variable
  125. m2 = r2[1] / r1[1];
  126. m3 = r3[1] / r1[1];
  127. r2[2] -= m2 * r1[2];
  128. r3[2] -= m3 * r1[2];
  129. r2[3] -= m2 * r1[3];
  130. r3[3] -= m3 * r1[3];
  131. s = r1[4];
  132. if (0.0f != s) {
  133. r2[4] -= m2 * s;
  134. r3[4] -= m3 * s;
  135. }
  136. s = r1[5];
  137. if (0.0f != s) {
  138. r2[5] -= m2 * s;
  139. r3[5] -= m3 * s;
  140. }
  141. s = r1[6];
  142. if (0.0f != s) {
  143. r2[6] -= m2 * s;
  144. r3[6] -= m3 * s;
  145. }
  146. s = r1[7];
  147. if (0.0f != s) {
  148. r2[7] -= m2 * s;
  149. r3[7] -= m3 * s;
  150. }
  151. // choose pivot or die
  152. if (fabs(r3[2]) > fabs(r2[2])) SWAP_ROWS(r3, r2);
  153. if (0.0f == r2[2]) return false;
  154. // eliminate third variable
  155. m3 = r3[2] / r2[2];
  156. r3[3] -= m3 * r2[3];
  157. r3[4] -= m3 * r2[4];
  158. r3[5] -= m3 * r2[5];
  159. r3[6] -= m3 * r2[6];
  160. r3[7] -= m3 * r2[7];
  161. // last check
  162. if (0.0f == r3[3])
  163. return false;
  164. s = 1.0f / r3[3]; // now back substitute row 3
  165. r3[4] *= s;
  166. r3[5] *= s;
  167. r3[6] *= s;
  168. r3[7] *= s;
  169. m2 = r2[3]; // now back substitute row 2
  170. s = 1.0f / r2[2];
  171. r2[4] = s * (r2[4] - r3[4] * m2);
  172. r2[5] = s * (r2[5] - r3[5] * m2);
  173. r2[6] = s * (r2[6] - r3[6] * m2);
  174. r2[7] = s * (r2[7] - r3[7] * m2);
  175. m1 = r1[3];
  176. r1[4] -= r3[4] * m1;
  177. r1[5] -= r3[5] * m1;
  178. r1[6] -= r3[6] * m1;
  179. r1[7] -= r3[7] * m1;
  180. m0 = r0[3];
  181. r0[4] -= r3[4] * m0;
  182. r0[5] -= r3[5] * m0;
  183. r0[6] -= r3[6] * m0;
  184. r0[7] -= r3[7] * m0;
  185. m1 = r1[2]; // now back substitute row 1
  186. s = 1.0f / r1[1];
  187. r1[4] = s * (r1[4] - r2[4] * m1);
  188. r1[5] = s * (r1[5] - r2[5] * m1);
  189. r1[6] = s * (r1[6] - r2[6] * m1);
  190. r1[7] = s * (r1[7] - r2[7] * m1);
  191. m0 = r0[2];
  192. r0[4] -= r2[4] * m0;
  193. r0[5] -= r2[5] * m0;
  194. r0[6] -= r2[6] * m0;
  195. r0[7] -= r2[7] * m0;
  196. m0 = r0[1]; // now back substitute row 0
  197. s = 1.0f / r0[0];
  198. r0[4] = s * (r0[4] - r1[4] * m0);
  199. r0[5] = s * (r0[5] - r1[5] * m0);
  200. r0[6] = s * (r0[6] - r1[6] * m0);
  201. r0[7] = s * (r0[7] - r1[7] * m0);
  202. MAT(out, 0, 0) = r0[4];
  203. MAT(out, 0, 1) = r0[5];
  204. MAT(out, 0, 2) = r0[6];
  205. MAT(out, 0, 3) = r0[7];
  206. MAT(out, 1, 0) = r1[4];
  207. MAT(out, 1, 1) = r1[5];
  208. MAT(out, 1, 2) = r1[6];
  209. MAT(out, 1, 3) = r1[7];
  210. MAT(out, 2, 0) = r2[4];
  211. MAT(out, 2, 1) = r2[5];
  212. MAT(out, 2, 2) = r2[6];
  213. MAT(out, 2, 3) = r2[7];
  214. MAT(out, 3, 0) = r3[4];
  215. MAT(out, 3, 1) = r3[5];
  216. MAT(out, 3, 2) = r3[6];
  217. MAT(out, 3, 3) = r3[7];
  218. return true;
  219. }
  220. void Matrix::getMatrix(float mat[16]) {
  221. copy(mMatrix, mat);
  222. }
  223. void Matrix::getTransposeMatrix(float m[16]) {
  224. m[ 0] = mMatrix[0]; m[ 1] = mMatrix[4]; m[ 2] = mMatrix[ 8]; m[ 3] = mMatrix[12];
  225. m[ 4] = mMatrix[1]; m[ 5] = mMatrix[5]; m[ 6] = mMatrix[ 9]; m[ 7] = mMatrix[13];
  226. m[ 8] = mMatrix[2]; m[ 9] = mMatrix[6]; m[10] = mMatrix[10]; m[11] = mMatrix[14];
  227. m[12] = mMatrix[3]; m[13] = mMatrix[7]; m[14] = mMatrix[11]; m[15] = mMatrix[15];
  228. }
  229. Matrix Matrix::multiply(const Matrix& a, const Matrix& b) {
  230. Matrix c;
  231. multiply(a.mMatrix, b.mMatrix, c.mMatrix);
  232. return c;
  233. }
  234. Matrix Matrix::operator *(const Matrix& a) {
  235. return multiply(a, *this);
  236. }
  237. Vec3 Matrix::operator *(Vec3 v) {
  238. float x = v.x, y = v.y, z = v.z;
  239. #ifdef COLUMN_ORDER
  240. return Vec3(mMatrix[0] * x + mMatrix[4] * y + mMatrix[ 8] * z + mMatrix[12],
  241. mMatrix[1] * x + mMatrix[5] * y + mMatrix[ 9] * z + mMatrix[13],
  242. mMatrix[2] * x + mMatrix[6] * y + mMatrix[10] * z + mMatrix[14]);
  243. #else
  244. return Vec3(mMatrix[0] * x + mMatrix[1] * y + mMatrix[ 2] * z + mMatrix[ 3],
  245. mMatrix[4] * x + mMatrix[5] * y + mMatrix[ 6] * z + mMatrix[ 7],
  246. mMatrix[8] * x + mMatrix[9] * y + mMatrix[10] * z + mMatrix[11]);
  247. #endif
  248. }
  249. void Matrix::multiply3v(float v[3], float result[3]) {
  250. float x = v[0], y = v[1], z = v[2];
  251. result[0] = mMatrix[0] * x + mMatrix[1] * y + mMatrix[ 2] * z + mMatrix[ 3];
  252. result[1] = mMatrix[4] * x + mMatrix[5] * y + mMatrix[ 6] * z + mMatrix[ 7];
  253. result[2] = mMatrix[8] * x + mMatrix[9] * y + mMatrix[10] * z + mMatrix[11];
  254. }
  255. void Matrix::multiply4v(float v[4], float result[4]) {
  256. float x = v[0], y = v[1], z = v[2], w = v[3];
  257. result[0] = mMatrix[ 0] * x + mMatrix[ 1] * y + mMatrix[ 2] * z + mMatrix[ 3] * w;
  258. result[1] = mMatrix[ 4] * x + mMatrix[ 5] * y + mMatrix[ 6] * z + mMatrix[ 7] * w;
  259. result[2] = mMatrix[ 8] * x + mMatrix[ 9] * y + mMatrix[10] * z + mMatrix[11] * w;
  260. result[3] = mMatrix[12] * x + mMatrix[13] * y + mMatrix[14] * z + mMatrix[15] * w;
  261. }
  262. void Matrix::print() {
  263. printf("{\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n%f %f %f %f\n}\n",
  264. #ifdef COLUMN_ORDER
  265. mMatrix[0], mMatrix[4], mMatrix[ 8], mMatrix[12],
  266. mMatrix[1], mMatrix[5], mMatrix[ 9], mMatrix[13],
  267. mMatrix[2], mMatrix[6], mMatrix[10], mMatrix[14],
  268. mMatrix[3], mMatrix[7], mMatrix[11], mMatrix[15]);
  269. #else
  270. mMatrix[ 0], mMatrix[ 1], mMatrix[ 2], mMatrix[ 3],
  271. mMatrix[ 4], mMatrix[ 5], mMatrix[ 6], mMatrix[ 7],
  272. mMatrix[ 8], mMatrix[ 9], mMatrix[10], mMatrix[11],
  273. mMatrix[12], mMatrix[13], mMatrix[14], mMatrix[15]);
  274. #endif
  275. }
  276. bool Matrix::isIdentity() {
  277. if (equalEpsilon(mMatrix[ 0], 1.0) && equalEpsilon(mMatrix[ 1], 0.0)
  278. && equalEpsilon(mMatrix[ 2], 0.0) &&
  279. equalEpsilon(mMatrix[ 3], 0.0) && equalEpsilon(mMatrix[ 4], 0.0) && equalEpsilon(mMatrix[ 5], 1.0)
  280. &&
  281. equalEpsilon(mMatrix[ 6], 0.0) && equalEpsilon(mMatrix[ 7], 0.0) && equalEpsilon(mMatrix[ 8], 0.0)
  282. &&
  283. equalEpsilon(mMatrix[ 9], 0.0) && equalEpsilon(mMatrix[10], 1.0) && equalEpsilon(mMatrix[11], 0.0)
  284. &&
  285. equalEpsilon(mMatrix[12], 0.0) && equalEpsilon(mMatrix[13], 0.0) && equalEpsilon(mMatrix[14], 0.0)
  286. &&
  287. equalEpsilon(mMatrix[15], 1.0))
  288. return true;
  289. return false;
  290. }
  291. void Matrix::setMatrix(float mat[16]) {
  292. copy(mat, mMatrix);
  293. }
  294. void Matrix::setIdentity() {
  295. mMatrix[ 0] = 1; mMatrix[ 1] = 0; mMatrix[ 2] = 0; mMatrix[ 3] = 0;
  296. mMatrix[ 4] = 0; mMatrix[ 5] = 1; mMatrix[ 6] = 0; mMatrix[ 7] = 0;
  297. mMatrix[ 8] = 0; mMatrix[ 9] = 0; mMatrix[10] = 1; mMatrix[11] = 0;
  298. mMatrix[12] = 0; mMatrix[13] = 0; mMatrix[14] = 0; mMatrix[15] = 1;
  299. }
  300. void Matrix::scale(const float* xyz) {
  301. scale(xyz[0], xyz[1], xyz[2]);
  302. }
  303. void Matrix::scale(float sx, float sy, float sz) {
  304. float smatrix[16];
  305. float tmp[16];
  306. smatrix[ 0] = sx; smatrix[ 1] = 0; smatrix[ 2] = 0; smatrix[ 3] = 0;
  307. smatrix[ 4] = 0; smatrix[ 5] = sy; smatrix[ 6] = 0; smatrix[ 7] = 0;
  308. smatrix[ 8] = 0; smatrix[ 9] = 0; smatrix[10] = sz; smatrix[11] = 0;
  309. smatrix[12] = 0; smatrix[13] = 0; smatrix[14] = 0; smatrix[15] = 1;
  310. copy(mMatrix, tmp);
  311. multiply(tmp, smatrix, mMatrix);
  312. }
  313. void Matrix::rotate(const float* xyz) {
  314. rotate(xyz[0], xyz[1], xyz[2]);
  315. }
  316. void Matrix::rotate(float ax, float ay, float az) {
  317. float xmat[16], ymat[16], zmat[16], tmp[16], tmp2[16];
  318. xmat[ 0] = 1; xmat[ 1] = 0; xmat[ 2] = 0; xmat[ 3] = 0;
  319. xmat[ 4] = 0; xmat[ 5] = cosf(ax); xmat[ 6] = sinf(ax); xmat[ 7] = 0;
  320. xmat[ 8] = 0; xmat[ 9] = -sinf(ax); xmat[10] = cosf(ax); xmat[11] = 0;
  321. xmat[12] = 0; xmat[13] = 0; xmat[14] = 0; xmat[15] = 1;
  322. ymat[ 0] = cosf(ay); ymat[ 1] = 0; ymat[ 2] = -sinf(ay); ymat[ 3] = 0;
  323. ymat[ 4] = 0; ymat[ 5] = 1; ymat[ 6] = 0; ymat[ 7] = 0;
  324. ymat[ 8] = sinf(ay); ymat[ 9] = 0; ymat[10] = cosf(ay); ymat[11] = 0;
  325. ymat[12] = 0; ymat[13] = 0; ymat[14] = 0; ymat[15] = 1;
  326. zmat[ 0] = cosf(az); zmat[ 1] = sinf(az); zmat[ 2] = 0; zmat[ 3] = 0;
  327. zmat[ 4] = -sinf(az); zmat[ 5] = cosf(az); zmat[ 6] = 0; zmat[ 7] = 0;
  328. zmat[ 8] = 0; zmat[ 9] = 0; zmat[10] = 1; zmat[11] = 0;
  329. zmat[12] = 0; zmat[13] = 0; zmat[14] = 0; zmat[15] = 1;
  330. multiply(mMatrix, ymat, tmp);
  331. multiply(tmp, xmat, tmp2);
  332. multiply(tmp2, zmat, mMatrix);
  333. }
  334. void Matrix::translate(const float* xyz) {
  335. translate(xyz[0], xyz[1], xyz[2]);
  336. }
  337. void Matrix::translate(float tx, float ty, float tz) {
  338. float tmat[16], tmp[16];
  339. tmat[ 0] = 1; tmat[ 1] = 0; tmat[ 2] = 0; tmat[ 3] = 0;
  340. tmat[ 4] = 0; tmat[ 5] = 1; tmat[ 6] = 0; tmat[ 7] = 0;
  341. tmat[ 8] = 0; tmat[ 9] = 0; tmat[10] = 1; tmat[11] = 0;
  342. tmat[12] = tx; tmat[13] = ty; tmat[14] = tz; tmat[15] = 1;
  343. copy(mMatrix, tmp);
  344. multiply(tmp, tmat, mMatrix);
  345. }
  346. void Matrix::copy(float source[16], float dest[16]) {
  347. for (int i = 0; i < 16; i++)
  348. dest[i] = source[i];
  349. }
  350. void Matrix::multiply(const float a[16], const float b[16], float result[16]) {
  351. /* Generated code for matrix mult
  352. * Code used:
  353. // char order is argument
  354. int i, j, k;
  355. if (order == 'r') {
  356. printf("// Row order\n");
  357. } else {
  358. printf("// Column order\n");
  359. }
  360. for (i = 0; i < 4; ++i) {
  361. for (j = 0; j < 4; ++j) {
  362. if (order == 'r') {
  363. printf("result[%2i] = ", j+i*4);
  364. } else {
  365. printf("result[%2i] = ", j+i*4);
  366. }
  367. for (k = 0; k < 4; ++k) {
  368. if (order == 'r') {
  369. printf("a[%2i] * b[%2i]%s",
  370. k+i*4, j+k*4, (k == 3) ? ";\n" : " + ");
  371. } else {
  372. printf("a[%2i] * b[%2i]%s",
  373. i+k*4, k+j*4, (k == 3) ? ";\n" : " + ");
  374. }
  375. //sum+=(elements[i+k*4]*m.elements[k+j*4]);
  376. }
  377. //result.elements[i+j*4]=sum;
  378. }
  379. printf("\n");
  380. }
  381. printf("\n");
  382. printf("// Transpose\n");
  383. for(i = 0; i < 4; ++i) {
  384. for (j = 0; j < 4; ++j) {
  385. printf("a[%2i] = b[%2i]%s",
  386. j+i*4, i+j*4, (j == 3) ? ";\n" : "; ");
  387. }
  388. }
  389. * was in test/Matrix.cpp
  390. */
  391. #ifdef COLUMN_ORDER
  392. /* Column order */
  393. result[ 0] = a[ 0] * b[ 0] + a[ 4] * b[ 1] + a[ 8] * b[ 2] + a[12] * b[ 3];
  394. result[ 1] = a[ 0] * b[ 4] + a[ 4] * b[ 5] + a[ 8] * b[ 6] + a[12] * b[ 7];
  395. result[ 2] = a[ 0] * b[ 8] + a[ 4] * b[ 9] + a[ 8] * b[10] + a[12] * b[11];
  396. result[ 3] = a[ 0] * b[12] + a[ 4] * b[13] + a[ 8] * b[14] + a[12] * b[15];
  397. result[ 4] = a[ 1] * b[ 0] + a[ 5] * b[ 1] + a[ 9] * b[ 2] + a[13] * b[ 3];
  398. result[ 5] = a[ 1] * b[ 4] + a[ 5] * b[ 5] + a[ 9] * b[ 6] + a[13] * b[ 7];
  399. result[ 6] = a[ 1] * b[ 8] + a[ 5] * b[ 9] + a[ 9] * b[10] + a[13] * b[11];
  400. result[ 7] = a[ 1] * b[12] + a[ 5] * b[13] + a[ 9] * b[14] + a[13] * b[15];
  401. result[ 8] = a[ 2] * b[ 0] + a[ 6] * b[ 1] + a[10] * b[ 2] + a[14] * b[ 3];
  402. result[ 9] = a[ 2] * b[ 4] + a[ 6] * b[ 5] + a[10] * b[ 6] + a[14] * b[ 7];
  403. result[10] = a[ 2] * b[ 8] + a[ 6] * b[ 9] + a[10] * b[10] + a[14] * b[11];
  404. result[11] = a[ 2] * b[12] + a[ 6] * b[13] + a[10] * b[14] + a[14] * b[15];
  405. result[12] = a[ 3] * b[ 0] + a[ 7] * b[ 1] + a[11] * b[ 2] + a[15] * b[ 3];
  406. result[13] = a[ 3] * b[ 4] + a[ 7] * b[ 5] + a[11] * b[ 6] + a[15] * b[ 7];
  407. result[14] = a[ 3] * b[ 8] + a[ 7] * b[ 9] + a[11] * b[10] + a[15] * b[11];
  408. result[15] = a[ 3] * b[12] + a[ 7] * b[13] + a[11] * b[14] + a[15] * b[15];
  409. #else
  410. /* Row order */
  411. result[ 0] = a[ 0] * b[ 0] + a[ 1] * b[ 4] + a[ 2] * b[ 8] + a[ 3] * b[12];
  412. result[ 1] = a[ 0] * b[ 1] + a[ 1] * b[ 5] + a[ 2] * b[ 9] + a[ 3] * b[13];
  413. result[ 2] = a[ 0] * b[ 2] + a[ 1] * b[ 6] + a[ 2] * b[10] + a[ 3] * b[14];
  414. result[ 3] = a[ 0] * b[ 3] + a[ 1] * b[ 7] + a[ 2] * b[11] + a[ 3] * b[15];
  415. result[ 4] = a[ 4] * b[ 0] + a[ 5] * b[ 4] + a[ 6] * b[ 8] + a[ 7] * b[12];
  416. result[ 5] = a[ 4] * b[ 1] + a[ 5] * b[ 5] + a[ 6] * b[ 9] + a[ 7] * b[13];
  417. result[ 6] = a[ 4] * b[ 2] + a[ 5] * b[ 6] + a[ 6] * b[10] + a[ 7] * b[14];
  418. result[ 7] = a[ 4] * b[ 3] + a[ 5] * b[ 7] + a[ 6] * b[11] + a[ 7] * b[15];
  419. result[ 8] = a[ 8] * b[ 0] + a[ 9] * b[ 4] + a[10] * b[ 8] + a[11] * b[12];
  420. result[ 9] = a[ 8] * b[ 1] + a[ 9] * b[ 5] + a[10] * b[ 9] + a[11] * b[13];
  421. result[10] = a[ 8] * b[ 2] + a[ 9] * b[ 6] + a[10] * b[10] + a[11] * b[14];
  422. result[11] = a[ 8] * b[ 3] + a[ 9] * b[ 7] + a[10] * b[11] + a[11] * b[15];
  423. result[12] = a[12] * b[ 0] + a[13] * b[ 4] + a[14] * b[ 8] + a[15] * b[12];
  424. result[13] = a[12] * b[ 1] + a[13] * b[ 5] + a[14] * b[ 9] + a[15] * b[13];
  425. result[14] = a[12] * b[ 2] + a[13] * b[ 6] + a[14] * b[10] + a[15] * b[14];
  426. result[15] = a[12] * b[ 3] + a[13] * b[ 7] + a[14] * b[11] + a[15] * b[15];
  427. #endif
  428. }