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@@ -1051,14 +1051,11 @@ transpose_in_place() {
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// successfully inverted, false if the was a
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// singularity.
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////////////////////////////////////////////////////////////////////
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-
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-// bugbug: we could optimize this for rotation/scale/translation matrices
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-// (transpose upper 3x3 and take negative of translation component)
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INLINE_LINMATH bool FLOATNAME(LMatrix4)::
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invert_from(const FLOATNAME(LMatrix4) &other) {
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- if (IS_NEARLY_EQUAL(other._m.m._30, 0.0f) &&
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- IS_NEARLY_EQUAL(other._m.m._31, 0.0f) &&
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- IS_NEARLY_EQUAL(other._m.m._32, 0.0f) &&
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+ if (IS_NEARLY_EQUAL(other._m.m._03, 0.0f) &&
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+ IS_NEARLY_EQUAL(other._m.m._13, 0.0f) &&
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+ IS_NEARLY_EQUAL(other._m.m._23, 0.0f) &&
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IS_NEARLY_EQUAL(other._m.m._33, 1.0f)) {
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return invert_affine_from(other);
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}
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