gcc-4.1 issue
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photoneffect
../include/math3d.h: In member function 'void
Matrix3D::rotate(const Vector3D&)':
../include/math3d.h:232: error: 'PitchMatrix3D' was
not declared in this scope
../include/math3d.h:233: error: 'YawMatrix3D' was
not declared in this scope
../include/math3d.h:234: error: 'RollMatrix3D' was
not declared in this scope
Logged In: NO
--- math3d.h.orig 2000-11-18 11:41:48.000000000
+0100
+++ math3d.h 2006-09-21 11:31:50.000000000 +0200
@@ -156,6 +156,58 @@
}
};
+
+inline Matrix3D
+PitchMatrix3D(const float c, const float s)
+{
+ return Matrix3D(1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, c, -s, 0.0f,
+ 0.0f, s, c, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f);
+}
+
+
+inline Matrix3D
+PitchMatrix3D(const float theta)
+{
+ return PitchMatrix3D((float) cos(theta), (float)
sin(theta));
+}
+
+
+inline Matrix3D
+YawMatrix3D(const float c, const float s)
+{
+ return Matrix3D( c, 0.0f, s, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ -s, 0.0f, c, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f);
+}
+
+
+inline Matrix3D
+YawMatrix3D(const float theta)
+{
+ return YawMatrix3D((float) cos(theta), (float)
sin(theta));
+}
+
+
+inline Matrix3D
+RollMatrix3D(const float c, const float s)
+{
+ return Matrix3D(c, -s, 0.0f, 0.0f,
+ s, c, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f);
+}
+
+
+inline Matrix3D
+RollMatrix3D(const float theta)
+{
+ return RollMatrix3D((float) cos(theta), (float)
sin(theta));
+}
+
+
inline Vector3D operator* (float scalar, const Vector3D&
v)
{
return Vector3D(scalar*v.x,scalar*v.y,scalar*v.z);
@@ -261,57 +313,6 @@
}
-inline Matrix3D
-PitchMatrix3D(const float c, const float s)
-{
- return Matrix3D(1.0f, 0.0f, 0.0f, 0.0f,
- 0.0f, c, -s, 0.0f,
- 0.0f, s, c, 0.0f,
- 0.0f, 0.0f, 0.0f, 1.0f);
-}
-
-
-inline Matrix3D
-PitchMatrix3D(const float theta)
-{
- return PitchMatrix3D((float) cos(theta), (float)
sin(theta));
-}
-
-
-inline Matrix3D
-YawMatrix3D(const float c, const float s)
-{
- return Matrix3D( c, 0.0f, s, 0.0f,
- 0.0f, 1.0f, 0.0f, 0.0f,
- -s, 0.0f, c, 0.0f,
- 0.0f, 0.0f, 0.0f, 1.0f);
-}
-
-
-inline Matrix3D
-YawMatrix3D(const float theta)
-{
- return YawMatrix3D((float) cos(theta), (float)
sin(theta));
-}
-
-
-inline Matrix3D
-RollMatrix3D(const float c, const float s)
-{
- return Matrix3D(c, -s, 0.0f, 0.0f,
- s, c, 0.0f, 0.0f,
- 0.0f, 0.0f, 1.0f, 0.0f,
- 0.0f, 0.0f, 0.0f, 1.0f);
-}
-
-
-inline Matrix3D
-RollMatrix3D(const float theta)
-{
- return RollMatrix3D((float) cos(theta), (float)
sin(theta));
-}
-
-
template<class T>
inline T Max(T a, T b)
{