diff options
Diffstat (limited to 'src/math/matrix.h')
-rw-r--r-- | src/math/matrix.h | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/src/math/matrix.h b/src/math/matrix.h index 0315a33..7ee40e8 100644 --- a/src/math/matrix.h +++ b/src/math/matrix.h @@ -388,9 +388,9 @@ inline bool MatricesEqual(const Matrix &m1, const Matrix &m2, } //! Convenience function for getting transposed matrix -inline Matrix Transpose(const Matrix &m) +inline Math::Matrix Transpose(const Math::Matrix &m) { - Matrix result = m; + Math::Matrix result = m; result.Transpose(); return result; } @@ -399,7 +399,7 @@ inline Matrix Transpose(const Matrix &m) /** \a left left-hand matrix \a right right-hand matrix \returns multiplied matrices */ -inline Matrix MultiplyMatrices(const Matrix &left, const Matrix &right) +inline Math::Matrix MultiplyMatrices(const Math::Matrix &left, const Math::Matrix &right) { return left.Multiply(right); } @@ -413,25 +413,25 @@ inline Matrix MultiplyMatrices(const Matrix &left, const Matrix &right) The result, a 4x1 vector is then converted to 3x1 by dividing x,y,z coords by the fourth coord (w). */ -inline Vector MatrixVectorMultiply(const Matrix &m, const Vector &v, bool wDivide = false) +inline Math::Vector MatrixVectorMultiply(const Math::Matrix &m, const Math::Vector &v, bool wDivide = false) { float x = v.x * m.m[0 ] + v.y * m.m[4 ] + v.z * m.m[8 ] + m.m[12]; float y = v.x * m.m[1 ] + v.y * m.m[5 ] + v.z * m.m[9 ] + m.m[13]; float z = v.x * m.m[2 ] + v.y * m.m[6 ] + v.z * m.m[10] + m.m[14]; if (!wDivide) - return Vector(x, y, z); + return Math::Vector(x, y, z); float w = v.x * m.m[3 ] + v.y * m.m[7 ] + v.z * m.m[11] + m.m[15]; if (IsZero(w)) - return Vector(x, y, z); + return Math::Vector(x, y, z); x /= w; y /= w; z /= w; - return Vector(x, y, z); + return Math::Vector(x, y, z); } /* @} */ // end of group |