const float *data() const { return &Base::operator()(0, 0); }
- Matrix &multiply(const Matrix &);
+ 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 &scale(float x, float y, float z) { return scale(Vector3(x, y, z)); }
Matrix &scale(const Vector3 &);
- Matrix operator*(const Matrix &) const;
- Matrix &operator*=(const Matrix &);
- Vector4 operator*(const Vector4 &) const;
- Vector3 operator*(const Vector3 &) const;
+ 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)); }