#include <string.h>
#include "math_vector.h"
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Data Structures | |
| class | mat3_t |
Functions | |
| ID_INLINE void | InverseMultiply (const mat3_t &inv, const mat3_t &b, mat3_t &dst) |
| ID_INLINE mat3_t | operator * (float a, mat3_t const &b) |
| ID_INLINE idVec3_t | operator * (const idVec3_t &vec, const mat3_t &mat) |
| ID_INLINE mat3_t | SkewSymmetric (idVec3_t const &src) |
Variables | |
| mat3_t | mat3_default |
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Definition at line 205 of file math_matrix.h. 00205 {
00206 dst[0].x = inv[0].x * b[0].x + inv[1].x * b[1].x + inv[2].x * b[2].x;
00207 dst[0].y = inv[0].x * b[0].y + inv[1].x * b[1].y + inv[2].x * b[2].y;
00208 dst[0].z = inv[0].x * b[0].z + inv[1].x * b[1].z + inv[2].x * b[2].z;
00209 dst[1].x = inv[0].y * b[0].x + inv[1].y * b[1].x + inv[2].y * b[2].x;
00210 dst[1].y = inv[0].y * b[0].y + inv[1].y * b[1].y + inv[2].y * b[2].y;
00211 dst[1].z = inv[0].y * b[0].z + inv[1].y * b[1].z + inv[2].y * b[2].z;
00212 dst[2].x = inv[0].z * b[0].x + inv[1].z * b[1].x + inv[2].z * b[2].x;
00213 dst[2].y = inv[0].z * b[0].y + inv[1].z * b[1].y + inv[2].z * b[2].y;
00214 dst[2].z = inv[0].z * b[0].z + inv[1].z * b[1].z + inv[2].z * b[2].z;
00215 }
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Definition at line 160 of file math_matrix.h. References a, b, ID_INLINE, x, y, and z. 00160 {
00161 return mat3_t(
00162 b[0].x * a, b[0].y * a, b[0].z * a,
00163 b[1].x * a, b[1].y * a, b[1].z * a,
00164 b[2].x * a, b[2].y * a, b[2].z * a );
00165 }
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Definition at line 153 of file math_matrix.h. References ID_INLINE, idVec3_t::x, x, idVec3_t::y, and idVec3_t::z. 00153 {
00154 return idVec3_t(
00155 mat[ 0 ].x * vec.x + mat[ 1 ].x * vec.y + mat[ 2 ].x * vec.z,
00156 mat[ 0 ].y * vec.x + mat[ 1 ].y * vec.y + mat[ 2 ].y * vec.z,
00157 mat[ 0 ].z * vec.x + mat[ 1 ].z * vec.y + mat[ 2 ].z * vec.z );
00158 }
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Definition at line 217 of file math_matrix.h. References f, ID_INLINE, src, coord::x, and coord::y. 00217 {
00218 return mat3_t( 0.0f, -src.z, src.y, src.z, 0.0f, -src.x, -src.y, src.x, 0.0f );
00219 }
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1.3.9.1