diff options
Diffstat (limited to 'engines/bladerunner/matrix.h')
-rw-r--r-- | engines/bladerunner/matrix.h | 29 |
1 files changed, 8 insertions, 21 deletions
diff --git a/engines/bladerunner/matrix.h b/engines/bladerunner/matrix.h index 4450306dad..5fe7fc2a01 100644 --- a/engines/bladerunner/matrix.h +++ b/engines/bladerunner/matrix.h @@ -27,8 +27,7 @@ namespace BladeRunner { -class Matrix3x2 -{ +class Matrix3x2 { public: float _m[2][3]; @@ -42,9 +41,7 @@ public: const float &operator()(int r, int c) const { assert(r >= 0 && r < 2); assert(c >= 0 && c < 3); return _m[r][c]; } }; -inline -Matrix3x2 operator*(const Matrix3x2 &a, const Matrix3x2 &b) -{ +inline Matrix3x2 operator*(const Matrix3x2 &a, const Matrix3x2 &b) { Matrix3x2 t; t(0,0) = a(0,0)*b(0,0) + a(0,1)*b(1,0); @@ -57,9 +54,7 @@ Matrix3x2 operator*(const Matrix3x2 &a, const Matrix3x2 &b) return t; } -inline -Matrix3x2 operator+(const Matrix3x2 &a, Vector2 b) -{ +inline Matrix3x2 operator+(const Matrix3x2 &a, Vector2 b) { Matrix3x2 t(a); t(0,2) += b.x; @@ -68,9 +63,7 @@ Matrix3x2 operator+(const Matrix3x2 &a, Vector2 b) return t; } -inline -Vector2 operator*(const Matrix3x2 &a, Vector2 b) -{ +inline Vector2 operator*(const Matrix3x2 &a, Vector2 b) { Vector2 t; t.x = a(0,0) * b.x + a(0,1) * b.y + a(0,2); @@ -79,8 +72,7 @@ Vector2 operator*(const Matrix3x2 &a, Vector2 b) return t; } -class Matrix4x3 -{ +class Matrix4x3 { public: float _m[3][4]; @@ -100,13 +92,10 @@ public: Matrix4x3 invertMatrix(const Matrix4x3 &m); Matrix4x3 rotationMatrixX(float angle); -inline -Matrix4x3 operator*(const Matrix4x3 &a, const Matrix4x3 &b) -{ +inline Matrix4x3 operator*(const Matrix4x3 &a, const Matrix4x3 &b) { Matrix4x3 t; - for (int i = 0; i !=3; ++i) - { + for (int i = 0; i !=3; ++i) { // printf("t(%d,0) = %7.2f*%7.2f + %7.2f*%7.2f + %7.2f*%7.2f\n", i, a(i,0), b(0,0), a(i,0), b(1,0), a(i,0), b(2,0)); t(i,0) = a(i,0)*b(0,0) + a(i,1)*b(1,0) + a(i,2)*b(2,0); t(i,1) = a(i,0)*b(0,1) + a(i,1)*b(1,1) + a(i,2)*b(2,1); @@ -117,9 +106,7 @@ Matrix4x3 operator*(const Matrix4x3 &a, const Matrix4x3 &b) return t; } -inline -Vector3 operator*(const Matrix4x3 &m, const Vector3 &v) -{ +inline Vector3 operator*(const Matrix4x3 &m, const Vector3 &v) { Vector3 r; r.x = m(0, 0) * v.x + m(0, 1) * v.y + m(0, 2) * v.z + m(0, 3); |