lib/mittsu/math/matrix4.rb in mittsu-0.3.2 vs lib/mittsu/math/matrix4.rb in mittsu-0.3.3

- old
+ new

@@ -84,13 +84,13 @@ end def make_rotation_from_euler(euler) te = self.elements x, y, z = euler.x, euler.y, euler.z - a, b = Math.cos(x), Math.sin(x) - c, d = Math.cos(y), Math.sin(y) - e, f = Math.cos(z), Math.sin(z) + a, b = ::Math.cos(x), ::Math.sin(x) + c, d = ::Math.cos(y), ::Math.sin(y) + e, f = ::Math.cos(z), ::Math.sin(z) if euler.order == 'XYZ' ae = a * e; af = a * f; be = b * e; bf = b * f te[0] = c * e te[4] = - c * f te[8] = d @@ -397,11 +397,11 @@ def max_scale_on_axis te = self.elements scale_x_sq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2] scale_y_sq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6] scale_z_sq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10] - Math.sqrt([scale_x_sq, scale_y_sq, scale_z_sq].max) + ::Math.sqrt([scale_x_sq, scale_y_sq, scale_z_sq].max) end def make_translation(x, y, z) self.set( 1.0, 0.0, 0.0, x.to_f, @@ -411,33 +411,33 @@ ) self end def make_rotation_x(theta) - c, s = Math.cos(theta), Math.sin(theta) + c, s = ::Math.cos(theta), ::Math.sin(theta) self.set( 1.0, 0.0, 0.0, 0.0, 0.0, c, -s, 0.0, 0.0, s, c, 0.0, 0.0, 0.0, 0.0, 1.0 ) self end def make_rotation_y(theta) - c, s = Math.cos(theta), Math.sin(theta) + c, s = ::Math.cos(theta), ::Math.sin(theta) self.set( c, 0.0, s, 0.0, 0.0, 1.0, 0.0, 0.0, -s, 0.0, c, 0.0, 0.0, 0.0, 0.0, 1.0 ) self end def make_rotation_z(theta) - c, s = Math.cos(theta), Math.sin(theta) + c, s = ::Math.cos(theta), ::Math.sin(theta) self.set( c, -s, 0.0, 0.0, s, c, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 @@ -445,12 +445,12 @@ self end def make_rotation_axis(axis, angle) # Based on http:#www.gamedev.net/reference/articles/article1199.asp - c = Math.cos(angle) - s = Math.sin(angle) + c = ::Math.cos(angle) + s = ::Math.sin(angle) t = 1.0 - c x, y, z = axis.x, axis.y, axis.z tx, ty = t * x, t * y self.set( tx * x + c, tx * y - s * z, tx * z + s * y, 0.0, @@ -532,10 +532,10 @@ end def make_perspective(fov, aspect, near, far) fov, aspect, near, far = fov.to_f, aspect.to_f, near.to_f, far.to_f - ymax = near * Math.tan(Math.deg_to_rad(fov * 0.5)) + ymax = near * ::Math.tan(Math.deg_to_rad(fov * 0.5)) ymin = -ymax xmin = ymin * aspect xmax = ymax * aspect self.make_frustum(xmin, xmax, ymin, ymax, near, far) end