Commit 65d436d2 by Ken Martin

### Added some methods

parent 18c0fbb2
 ... ... @@ -26,13 +26,14 @@ class vlMatrix4x4 : public vlObject vlMatrix4x4 (); void operator= (float element); void operator= (vlMatrix4x4& source); float *operator[](const unsigned int i) const {return &(Element[i][0]);}; // Calculate the inverse of in and // return it in out. void Invert (vlMatrix4x4 in,vlMatrix4x4 & out); void Invert (void) { Invert(*this,*this);}; void VectorMultiply(float,float,float,float,float a[4]); void VectorMultiply(float in[4], float out[4]); void Adjoint (vlMatrix4x4 & in,vlMatrix4x4 & out); float Determinant (vlMatrix4x4 & in); char *GetClassName () {return "vlMatrix4x4";}; ... ...
 ... ... @@ -33,17 +33,21 @@ void vlMatrix4x4::operator= (float element) this->Modified (); } void vlMatrix4x4::VectorMultiply(float,float,float,float,float result[4]) void vlMatrix4x4::VectorMultiply(float in[4],float result[4]) { int i; float v1 = in[0]; float v2 = in[1]; float v3 = in[2]; float v4 = in[3]; for (i = 0; i < 4; i++) { result[i] = result[0] * this->Element[0][3] + result[1] * this->Element[1][3] + result[2] * this->Element[2][3] + result[3] * this->Element[3][3]; v1 * this->Element[0][i] + v2 * this->Element[1][i] + v3 * this->Element[2][i] + v4 * this->Element[3][i]; } } ... ...
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