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@@ -21,10 +21,10 @@ Matrix* transposeMatrix(Matrix* m) {
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Matrix* mulSetMatrix(Matrix* m, const Matrix* a) {
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for(int i = 0; i < 4; i++) {
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Vector4 d = VECTOR4;
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- addSet(&d, mul(a->data + 0, m->data[i].data[0]));
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- addSet(&d, mul(a->data + 1, m->data[i].data[1]));
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- addSet(&d, mul(a->data + 2, m->data[i].data[2]));
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- addSet(&d, mul(a->data + 3, m->data[i].data[3]));
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+ addSet(&d, mul(a->data + 0, m->data[i].x));
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+ addSet(&d, mul(a->data + 1, m->data[i].y));
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+ addSet(&d, mul(a->data + 2, m->data[i].z));
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+ addSet(&d, mul(a->data + 3, m->data[i].w));
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m->data[i] = d;
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}
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return m;
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@@ -37,18 +37,18 @@ Matrix* mulMatrix(Matrix* m, const Matrix* a, const Matrix* b) {
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}
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Vector3* mulMatrixV3(Vector3* v, const Matrix* m, const Vector3* a) {
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- Vector4 v4 = V(a->data[0], a->data[1], a->data[2], 1.0f);
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- v->data[0] = dot(m->data + 0, &v4);
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- v->data[1] = dot(m->data + 1, &v4);
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- v->data[2] = dot(m->data + 2, &v4);
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+ Vector4 v4 = V(a->x, a->y, a->z, 1.0f);
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+ v->x = dot(m->data + 0, &v4);
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+ v->y = dot(m->data + 1, &v4);
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+ v->z = dot(m->data + 2, &v4);
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mulSet(v, 1.0f / dot(m->data + 3, &v4));
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return v;
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}
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Matrix* scaleMatrix(Matrix* m, const Vector3* v) {
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- mulSet(m->data + 0, v->data[0]);
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- mulSet(m->data + 1, v->data[1]);
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- mulSet(m->data + 2, v->data[2]);
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+ mulSet(m->data + 0, v->x);
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+ mulSet(m->data + 1, v->y);
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+ mulSet(m->data + 2, v->z);
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return m;
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}
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@@ -57,9 +57,9 @@ Matrix* scaleMatrixF(Matrix* m, float f) {
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}
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Matrix* translateMatrix(Matrix* m, const Vector3* v) {
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- translateMatrixX(m, v->data[0]);
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- translateMatrixY(m, v->data[1]);
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- translateMatrixZ(m, v->data[2]);
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+ translateMatrixX(m, v->x);
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+ translateMatrixY(m, v->y);
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+ translateMatrixZ(m, v->z);
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return m;
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}
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@@ -79,9 +79,9 @@ Matrix* translateMatrixZ(Matrix* m, float tz) {
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}
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Matrix* translateMatrixTo(Matrix* m, const Vector3* v) {
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- m->data[0] = V(1.0f, 0.0f, 0.0f, v->data[0]);
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- m->data[1] = V(0.0f, 1.0f, 0.0f, v->data[1]);
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- m->data[2] = V(0.0f, 0.0f, 1.0f, v->data[2]);
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+ m->data[0] = V(1.0f, 0.0f, 0.0f, v->x);
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+ m->data[1] = V(0.0f, 1.0f, 0.0f, v->y);
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+ m->data[2] = V(0.0f, 0.0f, 1.0f, v->z);
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m->data[3] = V(0.0f, 0.0f, 0.0f, 1.0f);
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return m;
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}
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@@ -117,9 +117,9 @@ Matrix* rotateMatrix(Matrix* m, const Quaternion* q) {
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mul(&b, q, &V(M(m, 0, 1), M(m, 1, 1), M(m, 2, 1)));
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mul(&c, q, &V(M(m, 0, 2), M(m, 1, 2), M(m, 2, 2)));
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mul(&d, q, &V(M(m, 0, 3), M(m, 1, 3), M(m, 2, 3)));
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- m->data[0] = V(a.data[0], b.data[0], c.data[0], d.data[0]);
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- m->data[1] = V(a.data[1], b.data[1], c.data[1], d.data[1]);
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- m->data[2] = V(a.data[2], b.data[2], c.data[2], d.data[2]);
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+ m->data[0] = V(a.x, b.x, c.x, d.x);
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+ m->data[1] = V(a.y, b.y, c.y, d.y);
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+ m->data[2] = V(a.z, b.z, c.z, d.z);
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return m;
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}
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