Tweak vector_3::apply_rotation
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		| @@ -76,10 +76,10 @@ void vector_3::normalize() { | ||||
| } | ||||
|  | ||||
| void vector_3::apply_rotation(const matrix_3x3 &matrix) { | ||||
|   const float _x = x * matrix.matrix[3 * 0 + 0] + y * matrix.matrix[3 * 1 + 0] + z * matrix.matrix[3 * 2 + 0], | ||||
|               _y = x * matrix.matrix[3 * 0 + 1] + y * matrix.matrix[3 * 1 + 1] + z * matrix.matrix[3 * 2 + 1], | ||||
|               _z = x * matrix.matrix[3 * 0 + 2] + y * matrix.matrix[3 * 1 + 2] + z * matrix.matrix[3 * 2 + 2]; | ||||
|   x = _x; y = _y; z = _z; | ||||
|   const float _x = x, _y = y; | ||||
|   x = _x * matrix.matrix[3 * 0 + 0] + _y * matrix.matrix[3 * 1 + 0] + z * matrix.matrix[3 * 2 + 0]; | ||||
|   y = _x * matrix.matrix[3 * 0 + 1] + _y * matrix.matrix[3 * 1 + 1] + z * matrix.matrix[3 * 2 + 1]; | ||||
|   z = _x * matrix.matrix[3 * 0 + 2] + _y * matrix.matrix[3 * 1 + 2] + z * matrix.matrix[3 * 2 + 2]; | ||||
| } | ||||
|  | ||||
| void vector_3::debug(const char * const title) { | ||||
|   | ||||
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