diff options
Diffstat (limited to 'src/math')
-rw-r--r-- | src/math/Matrix.h | 32 | ||||
-rw-r--r-- | src/math/math.cpp | 10 |
2 files changed, 17 insertions, 25 deletions
diff --git a/src/math/Matrix.h b/src/math/Matrix.h index b4a866a0..da38cb1d 100644 --- a/src/math/Matrix.h +++ b/src/math/Matrix.h @@ -127,20 +127,14 @@ public: } void Scale(float scale) { - // GTA treats this as 4x4 floats - m_matrix.right.x *= scale; - m_matrix.right.y *= scale; - m_matrix.right.z *= scale; - m_matrix.up.x *= scale; - m_matrix.up.y *= scale; - m_matrix.up.z *= scale; - m_matrix.at.x *= scale; - m_matrix.at.y *= scale; - m_matrix.at.z *= scale; - m_matrix.pos.x *= scale; - m_matrix.pos.y *= scale; - m_matrix.pos.z *= scale; - m_matrix.flags = 0; + float *pFloatMatrix = (float*)&m_matrix; + for (int i = 0; i < 3; i++) +#ifdef FIX_BUGS // BUGFIX from VC + for (int j = 0; j < 3; j++) +#else + for (int j = 0; j < 4; j++) +#endif + pFloatMatrix[i * 4 + j] *= scale; } @@ -255,7 +249,15 @@ public: CMatrix &Invert(const CMatrix &src, CMatrix &dst); CVector operator*(const CMatrix &mat, const CVector &vec); CMatrix operator*(const CMatrix &m1, const CMatrix &m2); -CVector MultiplyInverse(const CMatrix &mat, const CVector &vec); +inline CVector MultiplyInverse(const CMatrix &mat, const CVector &vec) +{ + CVector v(vec.x - mat.m_matrix.pos.x, vec.y - mat.m_matrix.pos.y, vec.z - mat.m_matrix.pos.z); + return CVector( + mat.m_matrix.right.x * v.x + mat.m_matrix.right.y * v.y + mat.m_matrix.right.z * v.z, + mat.m_matrix.up.x * v.x + mat.m_matrix.up.y * v.y + mat.m_matrix.up.z * v.z, + mat.m_matrix.at.x * v.x + mat.m_matrix.at.y * v.y + mat.m_matrix.at.z * v.z); +} + const CVector Multiply3x3(const CMatrix &mat, const CVector &vec); const CVector Multiply3x3(const CVector &vec, const CMatrix &mat); diff --git a/src/math/math.cpp b/src/math/math.cpp index 6201cee6..4f74fac9 100644 --- a/src/math/math.cpp +++ b/src/math/math.cpp @@ -126,16 +126,6 @@ operator*(const CMatrix &m1, const CMatrix &m2) return out; } -CVector -MultiplyInverse(const CMatrix &mat, const CVector &vec) -{ - CVector v(vec.x - mat.m_matrix.pos.x, vec.y - mat.m_matrix.pos.y, vec.z - mat.m_matrix.pos.z); - return CVector( - mat.m_matrix.right.x * v.x + mat.m_matrix.right.y * v.y + mat.m_matrix.right.z * v.z, - mat.m_matrix.up.x * v.x + mat.m_matrix.up.y * v.y + mat.m_matrix.up.z * v.z, - mat.m_matrix.at.x * v.x + mat.m_matrix.at.y * v.y + mat.m_matrix.at.z * v.z); -} - const CVector Multiply3x3(const CMatrix &mat, const CVector &vec) { |