Use CVector4f instead of atVec4f

This commit is contained in:
Phillip Stephens 2016-02-23 20:40:14 -08:00
parent a857250ccf
commit 17f1cda1c0
1 changed files with 18 additions and 18 deletions

View File

@ -71,27 +71,27 @@ public:
{ {
float sinT = sinf(theta); float sinT = sinf(theta);
float cosT = cosf(theta); float cosT = cosf(theta);
return CTransform(CMatrix3f(atVec4f{1.f, 0.f, 0.f, 0.f}, return CTransform(CMatrix3f(CVector4f{1.f, 0.f, 0.f, 0.f},
atVec4f{0.f, cosT, sinT, 0.f}, CVector4f{0.f, cosT, sinT, 0.f},
atVec4f{0.f, -sinT, cosT, 0.f})); CVector4f{0.f, -sinT, cosT, 0.f}));
} }
static inline CTransform RotateY(float theta) static inline CTransform RotateY(float theta)
{ {
float sinT = sinf(theta); float sinT = sinf(theta);
float cosT = cosf(theta); float cosT = cosf(theta);
return CTransform(CMatrix3f(atVec4f{cosT, 0.f, -sinT, 0.f}, return CTransform(CMatrix3f(CVector4f{cosT, 0.f, -sinT, 0.f},
atVec4f{0.f, 1.f, 0.f, 0.f}, CVector4f{0.f, 1.f, 0.f, 0.f},
atVec4f{sinT, 0.f, cosT, 0.f})); CVector4f{sinT, 0.f, cosT, 0.f}));
} }
static inline CTransform RotateZ(float theta) static inline CTransform RotateZ(float theta)
{ {
float sinT = sinf(theta); float sinT = sinf(theta);
float cosT = cosf(theta); float cosT = cosf(theta);
return CTransform(CMatrix3f(atVec4f{cosT, sinT, 0.f, 0.f}, return CTransform(CMatrix3f(CVector4f{cosT, sinT, 0.f, 0.f},
atVec4f{-sinT, cosT, 0.f, 0.f}, CVector4f{-sinT, cosT, 0.f, 0.f},
atVec4f{0.f, 0.f, 1.f, 0.f})); CVector4f{0.f, 0.f, 1.f, 0.f}));
} }
inline void rotateLocalX(float theta) inline void rotateLocalX(float theta)
@ -152,23 +152,23 @@ public:
static inline CTransform Scale(const CVector3f& factor) static inline CTransform Scale(const CVector3f& factor)
{ {
return CTransform(CMatrix3f(atVec4f{factor.x, 0.f, 0.f, 0.f}, return CTransform(CMatrix3f(CVector4f{factor.x, 0.f, 0.f, 0.f},
atVec4f{0.f, factor.y, 0.f, 0.f}, CVector4f{0.f, factor.y, 0.f, 0.f},
atVec4f{0.f, 0.f, factor.z, 0.f})); CVector4f{0.f, 0.f, factor.z, 0.f}));
} }
static inline CTransform Scale(float x, float y, float z) static inline CTransform Scale(float x, float y, float z)
{ {
return CTransform(CMatrix3f(atVec4f{x, 0.f, 0.f, 0.f}, return CTransform(CMatrix3f(CVector4f{x, 0.f, 0.f, 0.f},
atVec4f{0.f, y, 0.f, 0.f}, CVector4f{0.f, y, 0.f, 0.f},
atVec4f{0.f, 0.f, z, 0.f})); CVector4f{0.f, 0.f, z, 0.f}));
} }
static inline CTransform Scale(float factor) static inline CTransform Scale(float factor)
{ {
return CTransform(CMatrix3f(atVec4f{factor, 0.f, 0.f, 0.f}, return CTransform(CMatrix3f(CVector4f{factor, 0.f, 0.f, 0.f},
atVec4f{0.f, factor, 0.f, 0.f}, CVector4f{0.f, factor, 0.f, 0.f},
atVec4f{0.f, 0.f, factor, 0.f})); CVector4f{0.f, 0.f, factor, 0.f}));
} }
inline void multiplyIgnoreTranslation(const CTransform& xfrm) { m_basis = m_basis*xfrm.m_basis; } inline void multiplyIgnoreTranslation(const CTransform& xfrm) { m_basis = m_basis*xfrm.m_basis; }