// // Copyright (c) 2008-2017 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #include "../Precompiled.h" #include "../Math/Matrix3x4.h" #include "../Math/Matrix4.h" #include #include "../DebugNew.h" namespace Atomic { const Matrix4 Matrix4::ZERO( 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); const Matrix4 Matrix4::IDENTITY; Matrix4 Matrix4::operator *(const Matrix3x4& rhs) const { return Matrix4( m00_ * rhs.m00_ + m01_ * rhs.m10_ + m02_ * rhs.m20_, m00_ * rhs.m01_ + m01_ * rhs.m11_ + m02_ * rhs.m21_, m00_ * rhs.m02_ + m01_ * rhs.m12_ + m02_ * rhs.m22_, m00_ * rhs.m03_ + m01_ * rhs.m13_ + m02_ * rhs.m23_ + m03_, m10_ * rhs.m00_ + m11_ * rhs.m10_ + m12_ * rhs.m20_, m10_ * rhs.m01_ + m11_ * rhs.m11_ + m12_ * rhs.m21_, m10_ * rhs.m02_ + m11_ * rhs.m12_ + m12_ * rhs.m22_, m10_ * rhs.m03_ + m11_ * rhs.m13_ + m12_ * rhs.m23_ + m13_, m20_ * rhs.m00_ + m21_ * rhs.m10_ + m22_ * rhs.m20_, m20_ * rhs.m01_ + m21_ * rhs.m11_ + m22_ * rhs.m21_, m20_ * rhs.m02_ + m21_ * rhs.m12_ + m22_ * rhs.m22_, m20_ * rhs.m03_ + m21_ * rhs.m13_ + m22_ * rhs.m23_ + m23_, m30_ * rhs.m00_ + m31_ * rhs.m10_ + m32_ * rhs.m20_, m30_ * rhs.m01_ + m31_ * rhs.m11_ + m32_ * rhs.m21_, m30_ * rhs.m02_ + m31_ * rhs.m12_ + m32_ * rhs.m22_, m30_ * rhs.m03_ + m31_ * rhs.m13_ + m32_ * rhs.m23_ + m33_ ); } void Matrix4::Decompose(Vector3& translation, Quaternion& rotation, Vector3& scale) const { translation.x_ = m03_; translation.y_ = m13_; translation.z_ = m23_; scale.x_ = sqrtf(m00_ * m00_ + m10_ * m10_ + m20_ * m20_); scale.y_ = sqrtf(m01_ * m01_ + m11_ * m11_ + m21_ * m21_); scale.z_ = sqrtf(m02_ * m02_ + m12_ * m12_ + m22_ * m22_); Vector3 invScale(1.0f / scale.x_, 1.0f / scale.y_, 1.0f / scale.z_); rotation = Quaternion(ToMatrix3().Scaled(invScale)); } Matrix4 Matrix4::Inverse() const { float v0 = m20_ * m31_ - m21_ * m30_; float v1 = m20_ * m32_ - m22_ * m30_; float v2 = m20_ * m33_ - m23_ * m30_; float v3 = m21_ * m32_ - m22_ * m31_; float v4 = m21_ * m33_ - m23_ * m31_; float v5 = m22_ * m33_ - m23_ * m32_; float i00 = (v5 * m11_ - v4 * m12_ + v3 * m13_); float i10 = -(v5 * m10_ - v2 * m12_ + v1 * m13_); float i20 = (v4 * m10_ - v2 * m11_ + v0 * m13_); float i30 = -(v3 * m10_ - v1 * m11_ + v0 * m12_); float invDet = 1.0f / (i00 * m00_ + i10 * m01_ + i20 * m02_ + i30 * m03_); i00 *= invDet; i10 *= invDet; i20 *= invDet; i30 *= invDet; float i01 = -(v5 * m01_ - v4 * m02_ + v3 * m03_) * invDet; float i11 = (v5 * m00_ - v2 * m02_ + v1 * m03_) * invDet; float i21 = -(v4 * m00_ - v2 * m01_ + v0 * m03_) * invDet; float i31 = (v3 * m00_ - v1 * m01_ + v0 * m02_) * invDet; v0 = m10_ * m31_ - m11_ * m30_; v1 = m10_ * m32_ - m12_ * m30_; v2 = m10_ * m33_ - m13_ * m30_; v3 = m11_ * m32_ - m12_ * m31_; v4 = m11_ * m33_ - m13_ * m31_; v5 = m12_ * m33_ - m13_ * m32_; float i02 = (v5 * m01_ - v4 * m02_ + v3 * m03_) * invDet; float i12 = -(v5 * m00_ - v2 * m02_ + v1 * m03_) * invDet; float i22 = (v4 * m00_ - v2 * m01_ + v0 * m03_) * invDet; float i32 = -(v3 * m00_ - v1 * m01_ + v0 * m02_) * invDet; v0 = m21_ * m10_ - m20_ * m11_; v1 = m22_ * m10_ - m20_ * m12_; v2 = m23_ * m10_ - m20_ * m13_; v3 = m22_ * m11_ - m21_ * m12_; v4 = m23_ * m11_ - m21_ * m13_; v5 = m23_ * m12_ - m22_ * m13_; float i03 = -(v5 * m01_ - v4 * m02_ + v3 * m03_) * invDet; float i13 = (v5 * m00_ - v2 * m02_ + v1 * m03_) * invDet; float i23 = -(v4 * m00_ - v2 * m01_ + v0 * m03_) * invDet; float i33 = (v3 * m00_ - v1 * m01_ + v0 * m02_) * invDet; return Matrix4( i00, i01, i02, i03, i10, i11, i12, i13, i20, i21, i22, i23, i30, i31, i32, i33); } String Matrix4::ToString() const { char tempBuffer[MATRIX_CONVERSION_BUFFER_LENGTH]; sprintf(tempBuffer, "%g %g %g %g %g %g %g %g %g %g %g %g %g %g %g %g", m00_, m01_, m02_, m03_, m10_, m11_, m12_, m13_, m20_, m21_, m22_, m23_, m30_, m31_, m32_, m33_); return String(tempBuffer); } }