void RageVec4TransformCoord( RageVector4* pOut, const RageVector4* pV, const RageMatrix* pM ) { const RageMatrix &a = *pM; const RageVector4 &v = *pV; *pOut = RageVector4( a.m00*v.x+a.m10*v.y+a.m20*v.z+a.m30*v.w, a.m01*v.x+a.m11*v.y+a.m21*v.z+a.m31*v.w, a.m02*v.x+a.m12*v.y+a.m22*v.z+a.m32*v.w, a.m03*v.x+a.m13*v.y+a.m23*v.z+a.m33*v.w ); }
RageVector4 RageQuatFromR(float theta ) { theta *= PI/180.0f; theta /= 2.0f; theta *= -1; const float c = RageFastCos(theta); const float s = RageFastSin(theta); return RageVector4(0, 0, s, c); }
RageVector4 RageQuatFromR(float theta ) { theta *= PI/180.0f; theta /= 2.0f; theta *= -1; const float c = cosf(theta); const float s = sinf(theta); return RageVector4(0, 0, s, c); }
void Actor::TweenState::Init() { pos = RageVector3( 0, 0, 0 ); rotation = RageVector3( 0, 0, 0 ); quat = RageVector4( 0, 0, 0, 1 ); scale = RageVector3( 1, 1, 1 ); crop = RectF( 0,0,0,0 ); fade = RectF( 0,0,0,0 ); fadecolor = RageColor( 1, 1, 1, 0 ); for(int i=0; i<4; i++) diffuse[i] = RageColor( 1, 1, 1, 1 ); glow = RageColor( 1, 1, 1, 0 ); glowmode = GLOW_WHITEN; }