Fixed the plane vector equation to a simpler one (only dependent on the normal)
Removed the calculation of the inverse matrix since the rotation matrix is orthogonal, therefore inverted == transposed. Much simpler and mathematically robust.
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@ -47,8 +47,8 @@ struct matrix_3x3
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float matrix[9];
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static matrix_3x3 create_from_rows(vector_3 row_0, vector_3 row_1, vector_3 row_2);
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static matrix_3x3 create_look_at(vector_3 target, vector_3 up);
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static matrix_3x3 create_inverse(matrix_3x3 original);
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static matrix_3x3 create_look_at(vector_3 target);
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static matrix_3x3 transpose(matrix_3x3 original);
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void set_to_identity();
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