From 17f1cda1c06b51dbf496ad2dd3d4a45ceb3ca003 Mon Sep 17 00:00:00 2001 From: Phillip Stephens Date: Tue, 23 Feb 2016 20:40:14 -0800 Subject: [PATCH] Use CVector4f instead of atVec4f --- include/CTransform.hpp | 36 ++++++++++++++++++------------------ 1 file changed, 18 insertions(+), 18 deletions(-) diff --git a/include/CTransform.hpp b/include/CTransform.hpp index afbba0e..9503b39 100644 --- a/include/CTransform.hpp +++ b/include/CTransform.hpp @@ -71,27 +71,27 @@ public: { float sinT = sinf(theta); float cosT = cosf(theta); - return CTransform(CMatrix3f(atVec4f{1.f, 0.f, 0.f, 0.f}, - atVec4f{0.f, cosT, sinT, 0.f}, - atVec4f{0.f, -sinT, cosT, 0.f})); + return CTransform(CMatrix3f(CVector4f{1.f, 0.f, 0.f, 0.f}, + CVector4f{0.f, cosT, sinT, 0.f}, + CVector4f{0.f, -sinT, cosT, 0.f})); } static inline CTransform RotateY(float theta) { float sinT = sinf(theta); float cosT = cosf(theta); - return CTransform(CMatrix3f(atVec4f{cosT, 0.f, -sinT, 0.f}, - atVec4f{0.f, 1.f, 0.f, 0.f}, - atVec4f{sinT, 0.f, cosT, 0.f})); + return CTransform(CMatrix3f(CVector4f{cosT, 0.f, -sinT, 0.f}, + CVector4f{0.f, 1.f, 0.f, 0.f}, + CVector4f{sinT, 0.f, cosT, 0.f})); } static inline CTransform RotateZ(float theta) { float sinT = sinf(theta); float cosT = cosf(theta); - return CTransform(CMatrix3f(atVec4f{cosT, sinT, 0.f, 0.f}, - atVec4f{-sinT, cosT, 0.f, 0.f}, - atVec4f{0.f, 0.f, 1.f, 0.f})); + return CTransform(CMatrix3f(CVector4f{cosT, sinT, 0.f, 0.f}, + CVector4f{-sinT, cosT, 0.f, 0.f}, + CVector4f{0.f, 0.f, 1.f, 0.f})); } inline void rotateLocalX(float theta) @@ -152,23 +152,23 @@ public: static inline CTransform Scale(const CVector3f& factor) { - return CTransform(CMatrix3f(atVec4f{factor.x, 0.f, 0.f, 0.f}, - atVec4f{0.f, factor.y, 0.f, 0.f}, - atVec4f{0.f, 0.f, factor.z, 0.f})); + return CTransform(CMatrix3f(CVector4f{factor.x, 0.f, 0.f, 0.f}, + CVector4f{0.f, factor.y, 0.f, 0.f}, + CVector4f{0.f, 0.f, factor.z, 0.f})); } static inline CTransform Scale(float x, float y, float z) { - return CTransform(CMatrix3f(atVec4f{x, 0.f, 0.f, 0.f}, - atVec4f{0.f, y, 0.f, 0.f}, - atVec4f{0.f, 0.f, z, 0.f})); + return CTransform(CMatrix3f(CVector4f{x, 0.f, 0.f, 0.f}, + CVector4f{0.f, y, 0.f, 0.f}, + CVector4f{0.f, 0.f, z, 0.f})); } static inline CTransform Scale(float factor) { - return CTransform(CMatrix3f(atVec4f{factor, 0.f, 0.f, 0.f}, - atVec4f{0.f, factor, 0.f, 0.f}, - atVec4f{0.f, 0.f, factor, 0.f})); + return CTransform(CMatrix3f(CVector4f{factor, 0.f, 0.f, 0.f}, + CVector4f{0.f, factor, 0.f, 0.f}, + CVector4f{0.f, 0.f, factor, 0.f})); } inline void multiplyIgnoreTranslation(const CTransform& xfrm) { m_basis = m_basis*xfrm.m_basis; }