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50 lines
2.1 KiB
C++
50 lines
2.1 KiB
C++
/*
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Copyright (C) 2007 Peter Mackay and Chris Swindle.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "math.hpp"
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namespace quake
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{
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namespace math
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{
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void multiply(const ScePspFMatrix4& a, const ScePspFMatrix4& b, ScePspFMatrix4* out)
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{
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out->x.x = a.x.x * b.x.x + a.x.y * b.y.x + a.x.z * b.z.x + a.x.w * b.w.x;
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out->x.y = a.x.x * b.x.y + a.x.y * b.y.y + a.x.z * b.z.y + a.x.w * b.w.y;
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out->x.z = a.x.x * b.x.z + a.x.y * b.y.z + a.x.z * b.z.z + a.x.w * b.w.z;
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out->x.w = a.x.x * b.x.w + a.x.y * b.y.w + a.x.z * b.z.w + a.x.w * b.w.w;
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out->y.x = a.y.x * b.x.x + a.y.y * b.y.x + a.y.z * b.z.x + a.y.w * b.w.x;
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out->y.y = a.y.x * b.x.y + a.y.y * b.y.y + a.y.z * b.z.y + a.y.w * b.w.y;
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out->y.z = a.y.x * b.x.z + a.y.y * b.y.z + a.y.z * b.z.z + a.y.w * b.w.z;
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out->y.w = a.y.x * b.x.w + a.y.y * b.y.w + a.y.z * b.z.w + a.y.w * b.w.w;
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out->z.x = a.z.x * b.x.x + a.z.y * b.y.x + a.z.z * b.z.x + a.z.w * b.w.x;
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out->z.y = a.z.x * b.x.y + a.z.y * b.y.y + a.z.z * b.z.y + a.z.w * b.w.y;
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out->z.z = a.z.x * b.x.z + a.z.y * b.y.z + a.z.z * b.z.z + a.z.w * b.w.z;
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out->z.w = a.z.x * b.x.w + a.z.y * b.y.w + a.z.z * b.z.w + a.z.w * b.w.w;
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out->w.x = a.w.x * b.x.x + a.w.y * b.y.x + a.w.z * b.z.x + a.w.w * b.w.x;
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out->w.y = a.w.x * b.x.y + a.w.y * b.y.y + a.w.z * b.z.y + a.w.w * b.w.y;
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out->w.z = a.w.x * b.x.z + a.w.y * b.y.z + a.w.z * b.z.z + a.w.w * b.w.z;
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out->w.w = a.w.x * b.x.w + a.w.y * b.y.w + a.w.z * b.z.w + a.w.w * b.w.w;
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}
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}
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}
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