float4 operator *(const float4 &lhs, const float3x4 &rhs) { ///\todo SSE. return float4(DOT3STRIDED(lhs, rhs.ptr(), 4), DOT3STRIDED(lhs, rhs.ptr()+1, 4), DOT3STRIDED(lhs, rhs.ptr()+2, 4), DOT3STRIDED(lhs, rhs.ptr()+3, 4) + lhs.w); }
float3x3 float3x3::operator *(const float3x3 &rhs) const { float3x3 r; const float *c0 = rhs.ptr(); const float *c1 = rhs.ptr() + 1; const float *c2 = rhs.ptr() + 2; r[0][0] = DOT3STRIDED(v[0], c0, 3); r[0][1] = DOT3STRIDED(v[0], c1, 3); r[0][2] = DOT3STRIDED(v[0], c2, 3); r[1][0] = DOT3STRIDED(v[1], c0, 3); r[1][1] = DOT3STRIDED(v[1], c1, 3); r[1][2] = DOT3STRIDED(v[1], c2, 3); r[2][0] = DOT3STRIDED(v[2], c0, 3); r[2][1] = DOT3STRIDED(v[2], c1, 3); r[2][2] = DOT3STRIDED(v[2], c2, 3); return r; }
float3x4 float3x4::operator *(const float3x3 &rhs) const { ///\todo SSE. float3x4 r; const float *c0 = rhs.ptr(); const float *c1 = rhs.ptr() + 1; const float *c2 = rhs.ptr() + 2; r[0][0] = DOT3STRIDED(v[0], c0, 3); r[0][1] = DOT3STRIDED(v[0], c1, 3); r[0][2] = DOT3STRIDED(v[0], c2, 3); r[0][3] = v[0][3]; r[1][0] = DOT3STRIDED(v[1], c0, 3); r[1][1] = DOT3STRIDED(v[1], c1, 3); r[1][2] = DOT3STRIDED(v[1], c2, 3); r[1][3] = v[1][3]; r[2][0] = DOT3STRIDED(v[2], c0, 3); r[2][1] = DOT3STRIDED(v[2], c1, 3); r[2][2] = DOT3STRIDED(v[2], c2, 3); r[2][3] = v[2][3]; return r; }
float3 float3x3::TransformLeft(const float3 &vector) const { return float3(DOT3STRIDED(vector, ptr(), 3), DOT3STRIDED(vector, ptr()+1, 3), DOT3STRIDED(vector, ptr()+2, 3)); }
float3x4 float3x4::operator *(const float3x4 &rhs) const { float3x4 r; #ifdef MATH_SSE mat3x4_mul_sse(r.row, row, rhs.row); #else const float *c0 = rhs.ptr(); const float *c1 = rhs.ptr() + 1; const float *c2 = rhs.ptr() + 2; const float *c3 = rhs.ptr() + 3; r[0][0] = DOT3STRIDED(v[0], c0, 4); r[0][1] = DOT3STRIDED(v[0], c1, 4); r[0][2] = DOT3STRIDED(v[0], c2, 4); r[0][3] = DOT3STRIDED(v[0], c3, 4) + v[0][3]; r[1][0] = DOT3STRIDED(v[1], c0, 4); r[1][1] = DOT3STRIDED(v[1], c1, 4); r[1][2] = DOT3STRIDED(v[1], c2, 4); r[1][3] = DOT3STRIDED(v[1], c3, 4) + v[1][3]; r[2][0] = DOT3STRIDED(v[2], c0, 4); r[2][1] = DOT3STRIDED(v[2], c1, 4); r[2][2] = DOT3STRIDED(v[2], c2, 4); r[2][3] = DOT3STRIDED(v[2], c3, 4) + v[2][3]; #endif return r; }