Implement Mat4x4::Swaps
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@@ -74,10 +74,7 @@ namespace LinearAlgebra {
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static Matrix3x3 LookAt(const Vector3& forward, const Vector3& target, const Vector3& localUp, const Vector3& worldUp);
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static Matrix3x3 FromQuat(const Quaternion& orientation)
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{
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return Matrix3x3(orientation);
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}
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static Matrix3x3 FromQuat(const Quaternion& orientation);
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Quaternion ToQuat() const;
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@@ -87,14 +84,8 @@ namespace LinearAlgebra {
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// Transforming a vector v using this matrix computes the vector
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// v' == M * v == R*S*v == (R * (S * v)) which means the scale operation
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// is applied to the vector first, followed by rotation, and finally translation
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static Matrix3x3 FromRS(const Quaternion& rotate, const Vector3& scale)
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{
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return Matrix3x3(rotate) * Matrix3x3::Scale(scale);
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}
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static Matrix3x3 FromRS(const Matrix3x3 &rotate, const Vector3& scale)
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{
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return rotate * Matrix3x3::Scale(scale);
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}
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static Matrix3x3 FromRS(const Quaternion& rotate, const Vector3& scale);
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static Matrix3x3 FromRS(const Matrix3x3 &rotate, const Vector3& scale);
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/// Creates a new transformation matrix that scales by the given factors.
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