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quicktex/quicktex/Matrix4x4.cpp

51 lines
1.6 KiB
C++

/* Quicktex Texture Compression Library
Copyright (C) 2021-2022 Andrew Cassidy <drewcassidy@me.com>
Partially derived from rgbcx.h written by Richard Geldreich <richgel99@gmail.com>
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 <http://www.gnu.org/licenses/>.
*/
#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