static inline void m3x3_scale( m3x3f m, v3f v )
{
- m[0][0] = m[0][0] * v[0];
- m[0][1] = m[0][1] * v[0];
- m[0][2] = m[0][2] * v[0];
+ v3_muls( m[0], v[0], m[0] );
+ v3_muls( m[1], v[1], m[1] );
+ v3_muls( m[2], v[2], m[2] );
+}
- m[1][0] = m[1][0] * v[1];
- m[1][1] = m[1][1] * v[1];
- m[1][2] = m[1][2] * v[1];
+static inline void m3x3_scalef( m3x3f m, float f )
+{
+ v3f v;
+ v3_fill( v, f );
+ m3x3_scale( m, v );
}
static inline void m3x3_rotate( m3x3f m, float angle )
v3_muladds( m[3], m[2], v[2], m[3] );
}
-static inline void m4x3_scale( m4x3f m, float s )
-{
- v3_muls( m[0], s, m[0] );
- v3_muls( m[1], s, m[1] );
- v3_muls( m[2], s, m[2] );
-}
-
-static inline void m4x3_scalev( m4x3f m, v3f v )
-{
- v3_muls(m[0], v[0], m[0]);
- v3_muls(m[1], v[1], m[1]);
- v3_muls(m[2], v[2], m[2]);
-}
-
static inline void m4x3_rotate_x( m4x3f m, float angle )
{
m4x3f t = M4X3_IDENTITY;