This commit is contained in:
Glenn Maynard
2006-01-23 03:03:01 +00:00
parent 92f64dc940
commit 075ada3a71
+14 -14
View File
@@ -95,8 +95,8 @@ void RageVec4TransformCoord( RageVector4* pOut, const RageVector4* pV, const Rag
cblas_sgemv(CblasRowMajor, CblasTrans, 4, 4, 1, &pM->m00, 4, &pV->x, 1,
0, &pOut->x, 1);
#else
const RageMatrix &a = *pM;
const RageVector4 &v = *pV;
const RageMatrix &a = *pM;
const RageVector4 &v = *pV;
*pOut = RageVector4(
a.m00*v.x+a.m10*v.y+a.m20*v.z+a.m30*v.w,
a.m01*v.x+a.m11*v.y+a.m21*v.z+a.m31*v.w,
@@ -143,8 +143,8 @@ void RageMatrixMultiply( RageMatrix* pOut, const RageMatrix* pA, const RageMatri
// // <30 cycles for theirs versus >100 for ours.
// D3DXMatrixMultiply( (D3DMATRIX*)pOut, (D3DMATRIX*)pA, (D3DMATRIX*)pB );
//#else
const RageMatrix &a = *pA;
const RageMatrix &b = *pB;
const RageMatrix &a = *pA;
const RageMatrix &b = *pB;
*pOut = RageMatrix(
b.m00*a.m00+b.m01*a.m10+b.m02*a.m20+b.m03*a.m30,
@@ -343,7 +343,7 @@ void RageQuatMultiply( RageVector4* pOut, const RageVector4 &pA, const RageVecto
out.z = pA.w * pB.z + pA.z * pB.w + pA.x * pB.y - pA.y * pB.x;
out.w = pA.w * pB.w - pA.x * pB.x - pA.y * pB.y - pA.z * pB.z;
float dist, square;
float dist, square;
square = out.x * out.x + out.y * out.y + out.z * out.z + out.w * out.w;
@@ -351,10 +351,10 @@ void RageQuatMultiply( RageVector4* pOut, const RageVector4 &pA, const RageVecto
dist = 1.0f / sqrtf(square);
else dist = 1;
out.x *= dist;
out.y *= dist;
out.z *= dist;
out.w *= dist;
out.x *= dist;
out.y *= dist;
out.z *= dist;
out.w *= dist;
*pOut = out;
}
@@ -501,7 +501,7 @@ void RageQuatSlerp(RageVector4 *pOut, const RageVector4 &from, const RageVector4
scale1 = RageFastSin(t * omega) / sinom;
}
else
{
{
// "from" and "to" quaternions are very close
// ... so we can do a linear interpolation
scale0 = 1.0f - t;
@@ -531,8 +531,8 @@ RageMatrix RageLookAt(
Y = RageVector3(
Z[1] * X[2] - Z[2] * X[1],
-Z[0] * X[2] + Z[2] * X[0],
Z[0] * X[1] - Z[1] * X[0] );
-Z[0] * X[2] + Z[2] * X[0],
Z[0] * X[1] - Z[1] * X[0] );
RageVec3Normalize(&X, &X);
RageVec3Normalize(&Y, &Y);
@@ -541,7 +541,7 @@ RageMatrix RageLookAt(
X[0], Y[0], Z[0], 0,
X[1], Y[1], Z[1], 0,
X[2], Y[2], Z[2], 0,
0, 0, 0, 1 );
0, 0, 0, 1 );
RageMatrix mat2;
RageMatrixTranslation(&mat2, -eyex, -eyey, -eyez);
@@ -615,7 +615,7 @@ float RageFastSin( float x )
float fRemainder = fIndex - iSampleIndex[0];
for( unsigned i=0; i<ARRAYSIZE(iSampleIndex); i++ )
iSampleIndex[i] %= ARRAYSIZE(table) * 2;
iSampleIndex[i] %= ARRAYSIZE(table) * 2;
DEBUG_ASSERT( fRemainder>=0 && fRemainder<=1 );