Base(other)
{ }
-void Matrix::multiply(const Matrix &other)
+Matrix &Matrix::multiply(const Matrix &other)
{
*this = *this*other;
+ return *this;
}
-void Matrix::translate(const Vector3 &t)
+Matrix &Matrix::translate(const Vector3 &t)
{
- multiply(translation(t));
+ return multiply(translation(t));
}
-void Matrix::rotate(const Angle &a, const Vector3 &x)
+Matrix &Matrix::rotate(const Angle &a, const Vector3 &x)
{
- multiply(rotation(a, x));
+ return multiply(rotation(a, x));
}
-void Matrix::scale(const Vector3 &s)
+Matrix &Matrix::scale(const Vector3 &s)
{
- multiply(scaling(s));
+ return multiply(scaling(s));
}
Matrix Matrix::operator*(const Matrix &other) const
Matrix &Matrix::operator*=(const Matrix &other)
{
- multiply(other);
- return *this;
+ return multiply(other);
}
Vector4 Matrix::operator*(const Vector4 &vec) const
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 &multiply(const Matrix &);
+ 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 &) const;
Matrix &operator*=(const Matrix &);