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-rw-r--r--src/math/Matrix.h32
-rw-r--r--src/math/math.cpp10
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)
{