/* Quicktex Texture Compression Library Copyright (C) 2021-2022 Andrew Cassidy Partially derived from rgbcx.h written by Richard Geldreich and licenced under the public domain This program is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program. If not, see . */ #include "Matrix4x4.h" namespace quicktex { Matrix4x4 operator*(const Matrix4x4& lhs, const Matrix4x4& rhs) { Matrix4x4 trans_rhs = rhs.Transpose(); // 🏳️‍⚧️ Matrix4x4 result; for (unsigned r = 0; r < 4; r++) { for (unsigned c = 0; c < 4; c++) { result[r][c] = lhs[r].Dot(trans_rhs[c]); } } return result; } Vector4 operator*(const Matrix4x4& lhs, const Vector4& rhs) { Vector4 result; for (unsigned r = 0; r < 4; r++) { result[r] = rhs.Dot(lhs[r]); } return result; } void Matrix4x4::Mirror() { for (unsigned r = 0; r < 3; r++) { for (unsigned c = (r + 1); c < 4; c++) { _r[c][r] = _r[r][c]; } } } } // namespace quicktex