const float *data() const { return &Base::operator()(0, 0); }
- void multiply(const Matrix &);
- void translate(float x, float y, float z) { translate(Vector3(x, y, z)); }
- void translate(const Vector3 &);
- void rotate(const Angle &a, float x, float y, float z) { rotate(a, Vector3(x, y, z)); }
- void rotate(const Angle &, const Vector3 &);
- void rotate(float a, float x, float y, float z) { rotate(Angle::from_radians(a), Vector3(x, y, z)); }
- void rotate(float a, const Vector3 &x) { rotate(Angle::from_radians(a), x); }
- void rotate_deg(float a, float x, float y, float z) { rotate(Angle::from_degrees(a), Vector3(x, y, z)); }
- void rotate_deg(float a, const Vector3 & x) { rotate(Angle::from_degrees(a), x); }
- void scale(float s) { scale(Vector3(s, s, s)); }
- void scale(float x, float y, float z) { scale(Vector3(x, y, z)); }
- void scale(const Vector3 &);
-
- Matrix operator*(const Matrix &) const;
- Matrix &operator*=(const Matrix &);
- Vector4 operator*(const Vector4 &) const;
- Vector3 operator*(const Vector3 &) const;
+ Matrix &multiply(const Matrix &m) { return operator*=(m); }
+ Matrix &translate(float x, float y, float z) { return translate(Vector3(x, y, z)); }
+ Matrix &translate(const Vector3 &);
+ Matrix &rotate(const Angle &a, float x, float y, float z) { return rotate(a, Vector3(x, y, z)); }
+ Matrix &rotate(const Angle &, const Vector3 &);
+ Matrix &rotate(float a, float x, float y, float z) { return rotate(Angle::from_radians(a), Vector3(x, y, z)); }
+ Matrix &rotate(float a, const Vector3 &x) { return rotate(Angle::from_radians(a), x); }
+ Matrix &rotate_deg(float a, float x, float y, float z) { return rotate(Angle::from_degrees(a), Vector3(x, y, z)); }
+ Matrix &rotate_deg(float a, const Vector3 & x) { return rotate(Angle::from_degrees(a), x); }
+ Matrix &scale(float s) { return scale(Vector3(s, s, s)); }
+ Matrix &scale(float x, float y, float z) { return scale(Vector3(x, y, z)); }
+ Matrix &scale(const Vector3 &);
+
+ Matrix operator*(const Matrix &m) const { return static_cast<const Base &>(*this)*static_cast<const Base &>(m); }
+ Matrix &operator*=(const Matrix &m) { Base::operator*=(m); return *this; }
+ Vector4 operator*(const Vector4 &v) const { return static_cast<const Base &>(*this)*v; }
+ Vector3 operator*(const Vector3 &v) const { return ((*this)*compose(v, 1.0f)).slice<3>(0); }
float operator[](unsigned) const;
static Matrix translation(float x, float y, float z) { return translation(Vector3(x, y, z)); }