Add rigid inverse for 3x3 and 4x4 matrices
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@@ -39,6 +39,7 @@ void CgeMat3fTranspose(const float in[9], float out[9]);
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float CgeMat3fTrace(const float in[9]);
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float CgeMat3fDet(const float in[9]);
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int CgeMat3fInverse(const float in[9], float out[9]);
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void CgeMat3fInverseRigid(const float in[9], float out[9]);
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void CgeMat3fFromScale(float x, float y, float out[9]);
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void CgeMat3fFromTranslation(float x, float y, float out[9]);
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void CgeMat3fFromRotation(float angle, float out[9]);
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@@ -54,6 +55,7 @@ void CgeMat4fTranspose(const float in[16], float out[16]);
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float CgeMat4fTrace(const float in[16]);
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float CgeMat4fDet(const float in[16]);
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int CgeMat4fInverse(const float in[16], float out[16]);
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void CgeMat4fInverseRigid(const float in[16], float out[16]);
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void CgeMat4fFromScale(float x, float y, float z, float out[16]);
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void CgeMat4fFromTranslation(float x, float y, float z, float out[16]);
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void CgeMat4fFromRotationX(float angle, float out[16]);
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