Fixed Vector3.GetNormalised!!!!!!! #211
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@ -483,6 +483,16 @@ namespace SHADE
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return result;
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return result;
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}
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}
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SHMatrix SHMatrix::Transform(const SHVec3& pos, const SHVec3& eulerAngles, const SHVec3& scale) noexcept
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{
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return Scale(scale) * Rotate(eulerAngles) * Translate(pos);
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}
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SHMatrix SHMatrix::Transform(const SHVec3& pos, const SHQuaternion& rot, const SHVec3& scale) noexcept
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{
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return Scale(scale) * Rotate(rot) * Translate(pos);
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}
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SHMatrix SHMatrix::LookAtRH(const SHVec3& eye, const SHVec3& target, const SHVec3& up) noexcept
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SHMatrix SHMatrix::LookAtRH(const SHVec3& eye, const SHVec3& target, const SHVec3& up) noexcept
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{
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{
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SHMatrix result;
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SHMatrix result;
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@ -149,6 +149,9 @@ namespace SHADE
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[[nodiscard]] static SHMatrix Scale (float x, float y, float z) noexcept;
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[[nodiscard]] static SHMatrix Scale (float x, float y, float z) noexcept;
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[[nodiscard]] static SHMatrix Scale (const SHVec3& scale) noexcept;
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[[nodiscard]] static SHMatrix Scale (const SHVec3& scale) noexcept;
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[[nodiscard]] static SHMatrix Transform (const SHVec3& pos, const SHVec3& eulerAngles, const SHVec3& scale) noexcept;
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[[nodiscard]] static SHMatrix Transform (const SHVec3& pos, const SHQuaternion& rot, const SHVec3& scale) noexcept;
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[[nodiscard]] static SHMatrix LookAtRH (const SHVec3& eye, const SHVec3& target, const SHVec3& up) noexcept;
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[[nodiscard]] static SHMatrix LookAtRH (const SHVec3& eye, const SHVec3& target, const SHVec3& up) noexcept;
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[[nodiscard]] static SHMatrix LookAtLH (const SHVec3& eye, const SHVec3& target, const SHVec3& up) noexcept;
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[[nodiscard]] static SHMatrix LookAtLH (const SHVec3& eye, const SHVec3& target, const SHVec3& up) noexcept;
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[[nodiscard]] static SHMatrix CamToWorldRH (const SHVec3& pos, const SHVec3& forward, const SHVec3& up) noexcept;
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[[nodiscard]] static SHMatrix CamToWorldRH (const SHVec3& pos, const SHVec3& forward, const SHVec3& up) noexcept;
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@ -52,7 +52,7 @@ namespace SHADE
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Vector3 Vector3::GetNormalised()
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Vector3 Vector3::GetNormalised()
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{
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{
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return *this / GetSqrMagnitude();
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return *this / GetMagnitude();
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}
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}
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float Vector3::GetMagnitude()
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float Vector3::GetMagnitude()
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