| 29 | } |
| 30 | |
| 31 | void Matrix3x3::NormalizeScale() |
| 32 | { |
| 33 | const float scaleX = 1.0f / Float3(M11, M21, M31).Length(); |
| 34 | const float scaleY = 1.0f / Float3(M12, M22, M32).Length(); |
| 35 | const float scaleZ = 1.0f / Float3(M13, M23, M33).Length(); |
| 36 | |
| 37 | M11 *= scaleX; |
| 38 | M21 *= scaleX; |
| 39 | M31 *= scaleX; |
| 40 | |
| 41 | M12 *= scaleY; |
| 42 | M22 *= scaleY; |
| 43 | M32 *= scaleY; |
| 44 | |
| 45 | M13 *= scaleZ; |
| 46 | M23 *= scaleZ; |
| 47 | M33 *= scaleZ; |
| 48 | } |
| 49 | |
| 50 | void Matrix3x3::Invert(const Matrix3x3& value, Matrix3x3& result) |
| 51 | { |