Make aiMatrix4x4t ctor that takes in pos, rot and scale take in const refs. Fixes #284.
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fe87b09246
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@ -84,8 +84,8 @@ public:
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* @param rotation The rotation as a hamilton quaternion
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* @param rotation The rotation as a hamilton quaternion
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* @param position The position for the x,y,z axes
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* @param position The position for the x,y,z axes
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*/
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*/
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aiMatrix4x4t(aiVector3t<TReal>& scaling, aiQuaterniont<TReal>& rotation,
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aiMatrix4x4t(const aiVector3t<TReal>& scaling, const aiQuaterniont<TReal>& rotation,
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aiVector3t<TReal>& position);
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const aiVector3t<TReal>& position);
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public:
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public:
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@ -109,7 +109,7 @@ inline aiMatrix4x4t<TReal>::aiMatrix4x4t (const aiMatrix3x3t<TReal>& m)
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// ----------------------------------------------------------------------------------------
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// ----------------------------------------------------------------------------------------
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template <typename TReal>
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template <typename TReal>
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inline aiMatrix4x4t<TReal>::aiMatrix4x4t (aiVector3t<TReal>& scaling, aiQuaterniont<TReal>& rotation, aiVector3t<TReal>& position)
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inline aiMatrix4x4t<TReal>::aiMatrix4x4t (const aiVector3t<TReal>& scaling, const aiQuaterniont<TReal>& rotation, const aiVector3t<TReal>& position)
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{
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{
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// build a 3x3 rotation matrix
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// build a 3x3 rotation matrix
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aiMatrix3x3t<TReal> m = rotation.GetMatrix();
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aiMatrix3x3t<TReal> m = rotation.GetMatrix();
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