From 65d4652e9264a61e8ab5b4e335915e4ae166b7ec Mon Sep 17 00:00:00 2001 From: ndogxj Date: Mon, 11 Jul 2016 17:10:05 +0200 Subject: [PATCH] Fix VS 2010 build errors VS 2010 cannot handle C99-style variable declarations in C mode. Fixes #785. --- deps/linmath.h | 21 ++++++++++++--------- 1 file changed, 12 insertions(+), 9 deletions(-) diff --git a/deps/linmath.h b/deps/linmath.h index 985e9f92..467f881c 100644 --- a/deps/linmath.h +++ b/deps/linmath.h @@ -192,19 +192,20 @@ static inline void mat4x4_rotate(mat4x4 R, mat4x4 M, float x, float y, float z, vec3 u = {x, y, z}; if(vec3_len(u) > 1e-4) { - vec3_norm(u, u); mat4x4 T; - mat4x4_from_vec3_mul_outer(T, u, u); - + mat4x4 C; mat4x4 S = { { 0, u[2], -u[1], 0}, {-u[2], 0, u[0], 0}, { u[1], -u[0], 0, 0}, { 0, 0, 0, 0} }; + + vec3_norm(u, u); + mat4x4_from_vec3_mul_outer(T, u, u); + mat4x4_scale(S, S, s); - mat4x4 C; mat4x4_identity(C); mat4x4_sub(C, C, T); @@ -257,6 +258,7 @@ static inline void mat4x4_rotate_Z(mat4x4 Q, mat4x4 M, float angle) } static inline void mat4x4_invert(mat4x4 T, mat4x4 M) { + float idet; float s[6]; float c[6]; s[0] = M[0][0]*M[1][1] - M[1][0]*M[0][1]; @@ -274,7 +276,7 @@ static inline void mat4x4_invert(mat4x4 T, mat4x4 M) c[5] = M[2][2]*M[3][3] - M[3][2]*M[2][3]; /* Assumes it is invertible */ - float idet = 1.0f/( s[0]*c[5]-s[1]*c[4]+s[2]*c[3]+s[3]*c[2]-s[4]*c[1]+s[5]*c[0] ); + idet = 1.0f/( s[0]*c[5]-s[1]*c[4]+s[2]*c[3]+s[3]*c[2]-s[4]*c[1]+s[5]*c[0] ); T[0][0] = ( M[1][1] * c[5] - M[1][2] * c[4] + M[1][3] * c[3]) * idet; T[0][1] = (-M[0][1] * c[5] + M[0][2] * c[4] - M[0][3] * c[3]) * idet; @@ -298,10 +300,10 @@ static inline void mat4x4_invert(mat4x4 T, mat4x4 M) } static inline void mat4x4_orthonormalize(mat4x4 R, mat4x4 M) { - mat4x4_dup(R, M); float s = 1.; vec3 h; + mat4x4_dup(R, M); vec3_norm(R[2], R[2]); s = vec3_mul_inner(R[1], R[2]); @@ -387,14 +389,15 @@ static inline void mat4x4_look_at(mat4x4 m, vec3 eye, vec3 center, vec3 up) /* TODO: The negation of of can be spared by swapping the order of * operands in the following cross products in the right way. */ vec3 f; + vec3 s; + vec3 t; + vec3_sub(f, center, eye); vec3_norm(f, f); - vec3 s; vec3_mul_cross(s, f, up); vec3_norm(s, s); - vec3 t; vec3_mul_cross(t, s, f); m[0][0] = s[0]; @@ -470,9 +473,9 @@ static inline void quat_conj(quat r, quat q) r[3] = q[3]; } static inline void quat_rotate(quat r, float angle, vec3 axis) { + int i; vec3 v; vec3_scale(v, axis, sinf(angle / 2)); - int i; for(i=0; i<3; ++i) r[i] = v[i]; r[3] = cosf(angle / 2);