C++ 如何简化DirectX11上的矩阵乘法?
我是否可以简化以下语句,使其更具可读性?关于对齐要求,我可以一步一步地执行以下乘法吗C++ 如何简化DirectX11上的矩阵乘法?,c++,directx-11,directxmath,C++,Directx 11,Directxmath,我是否可以简化以下语句,使其更具可读性?关于对齐要求,我可以一步一步地执行以下乘法吗 DirectX::XMStoreFloat4x4(&this->worldTransform, DirectX::XMMatrixMultiply(DirectX::XMMatrixMultiply(DirectX::XMMatrixScalingFromVector(DirectX::XMLoadFloat4(&this->scaling)), DirectX::XMMatrixR
DirectX::XMStoreFloat4x4(&this->worldTransform, DirectX::XMMatrixMultiply(DirectX::XMMatrixMultiply(DirectX::XMMatrixScalingFromVector(DirectX::XMLoadFloat4(&this->scaling)), DirectX::XMMatrixRotationQuaternion(DirectX::XMLoadFloat4(&this->rotation))), DirectX::XMMatrixTranslationFromVector(DirectX::XMLoadFloat4(&this->translation))));
使用
XMVECTOR
和XMMATRIX
局部变量。在优化的构建中,生成的代码应该是相同的
XMVECTOR vTrans = DirectX::XMLoadFloat4(&this->translation);
XMMATRIX mTrans = DirectX::XMMatrixTranslationFromVector(vTrans);
XMVECTOR vScale = DirectX::XMLoadFloat4(&this->scaling);
XMMATRIX mScale = DirectX::XMMatrixScalingFromVector(vScale);
XMVECTOR vRot = DirectX::XMLoadFloat4(&this->rotation);
XMMATRIX mRot = DirectX::XMMatrixRotationQuaternion(rot);
XMMATRIX mTemp = DirectX::XMMatrixMultiply(mScale, mRot);
mTemp = DirectX::XMMatrixMultiply(mTemp, mTrans);
DirectX::XMStoreFloat4x4(&this->worldTransform, mTemp);