Implement Matrix4x4::RotateX() RotateY() RotateZ()
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@@ -221,8 +221,7 @@ namespace J3ML::LinearAlgebra {
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/** Calling RotateX, RotateY, or RotateZ is slightly faster than calling the more generic RotateAxisAngle function.
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@param radians The angle to rotate by, in radians. For example, Pi/4.f equals 45 degrees.
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@param pointOnAxis If specified, the rotation is performed about an axis that passes through this point,
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and not through the origin. The returned matrix will not be a pure rotation matrix, but will also contain translation.
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*/
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and not through the origin. The returned matrix will not be a pure rotation matrix, but will also contain translation. */
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static Matrix4x4 RotateX(float radians, const Vector3 &pointOnAxis);
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/// [similarOverload: RotateX] [hideIndex]
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static Matrix4x4 RotateX(float radians);
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@@ -379,6 +378,8 @@ namespace J3ML::LinearAlgebra {
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void SetCol(int col, const Vector4& colVector);
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void SetCol(int col, float m_c0, float m_c1, float m_c2, float m_c3);
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void SetCol3(int col, float x, float y, float z);
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/// Returns the given row.
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/** @param The zero-based index [0, 3] of the row to get */
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Vector4 GetRow(int row) const;
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