Matrix4.cpp 5.4 KB

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  1. //
  2. // Copyright (c) 2008-2017 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "../Precompiled.h"
  23. #include "../Math/Matrix3x4.h"
  24. #include "../Math/Matrix4.h"
  25. #include <cstdio>
  26. #include "../DebugNew.h"
  27. namespace Atomic
  28. {
  29. const Matrix4 Matrix4::ZERO(
  30. 0.0f, 0.0f, 0.0f, 0.0f,
  31. 0.0f, 0.0f, 0.0f, 0.0f,
  32. 0.0f, 0.0f, 0.0f, 0.0f,
  33. 0.0f, 0.0f, 0.0f, 0.0f);
  34. const Matrix4 Matrix4::IDENTITY;
  35. Matrix4 Matrix4::operator *(const Matrix3x4& rhs) const
  36. {
  37. return Matrix4(
  38. m00_ * rhs.m00_ + m01_ * rhs.m10_ + m02_ * rhs.m20_,
  39. m00_ * rhs.m01_ + m01_ * rhs.m11_ + m02_ * rhs.m21_,
  40. m00_ * rhs.m02_ + m01_ * rhs.m12_ + m02_ * rhs.m22_,
  41. m00_ * rhs.m03_ + m01_ * rhs.m13_ + m02_ * rhs.m23_ + m03_,
  42. m10_ * rhs.m00_ + m11_ * rhs.m10_ + m12_ * rhs.m20_,
  43. m10_ * rhs.m01_ + m11_ * rhs.m11_ + m12_ * rhs.m21_,
  44. m10_ * rhs.m02_ + m11_ * rhs.m12_ + m12_ * rhs.m22_,
  45. m10_ * rhs.m03_ + m11_ * rhs.m13_ + m12_ * rhs.m23_ + m13_,
  46. m20_ * rhs.m00_ + m21_ * rhs.m10_ + m22_ * rhs.m20_,
  47. m20_ * rhs.m01_ + m21_ * rhs.m11_ + m22_ * rhs.m21_,
  48. m20_ * rhs.m02_ + m21_ * rhs.m12_ + m22_ * rhs.m22_,
  49. m20_ * rhs.m03_ + m21_ * rhs.m13_ + m22_ * rhs.m23_ + m23_,
  50. m30_ * rhs.m00_ + m31_ * rhs.m10_ + m32_ * rhs.m20_,
  51. m30_ * rhs.m01_ + m31_ * rhs.m11_ + m32_ * rhs.m21_,
  52. m30_ * rhs.m02_ + m31_ * rhs.m12_ + m32_ * rhs.m22_,
  53. m30_ * rhs.m03_ + m31_ * rhs.m13_ + m32_ * rhs.m23_ + m33_
  54. );
  55. }
  56. void Matrix4::Decompose(Vector3& translation, Quaternion& rotation, Vector3& scale) const
  57. {
  58. translation.x_ = m03_;
  59. translation.y_ = m13_;
  60. translation.z_ = m23_;
  61. scale.x_ = sqrtf(m00_ * m00_ + m10_ * m10_ + m20_ * m20_);
  62. scale.y_ = sqrtf(m01_ * m01_ + m11_ * m11_ + m21_ * m21_);
  63. scale.z_ = sqrtf(m02_ * m02_ + m12_ * m12_ + m22_ * m22_);
  64. Vector3 invScale(1.0f / scale.x_, 1.0f / scale.y_, 1.0f / scale.z_);
  65. rotation = Quaternion(ToMatrix3().Scaled(invScale));
  66. }
  67. Matrix4 Matrix4::Inverse() const
  68. {
  69. float v0 = m20_ * m31_ - m21_ * m30_;
  70. float v1 = m20_ * m32_ - m22_ * m30_;
  71. float v2 = m20_ * m33_ - m23_ * m30_;
  72. float v3 = m21_ * m32_ - m22_ * m31_;
  73. float v4 = m21_ * m33_ - m23_ * m31_;
  74. float v5 = m22_ * m33_ - m23_ * m32_;
  75. float i00 = (v5 * m11_ - v4 * m12_ + v3 * m13_);
  76. float i10 = -(v5 * m10_ - v2 * m12_ + v1 * m13_);
  77. float i20 = (v4 * m10_ - v2 * m11_ + v0 * m13_);
  78. float i30 = -(v3 * m10_ - v1 * m11_ + v0 * m12_);
  79. float invDet = 1.0f / (i00 * m00_ + i10 * m01_ + i20 * m02_ + i30 * m03_);
  80. i00 *= invDet;
  81. i10 *= invDet;
  82. i20 *= invDet;
  83. i30 *= invDet;
  84. float i01 = -(v5 * m01_ - v4 * m02_ + v3 * m03_) * invDet;
  85. float i11 = (v5 * m00_ - v2 * m02_ + v1 * m03_) * invDet;
  86. float i21 = -(v4 * m00_ - v2 * m01_ + v0 * m03_) * invDet;
  87. float i31 = (v3 * m00_ - v1 * m01_ + v0 * m02_) * invDet;
  88. v0 = m10_ * m31_ - m11_ * m30_;
  89. v1 = m10_ * m32_ - m12_ * m30_;
  90. v2 = m10_ * m33_ - m13_ * m30_;
  91. v3 = m11_ * m32_ - m12_ * m31_;
  92. v4 = m11_ * m33_ - m13_ * m31_;
  93. v5 = m12_ * m33_ - m13_ * m32_;
  94. float i02 = (v5 * m01_ - v4 * m02_ + v3 * m03_) * invDet;
  95. float i12 = -(v5 * m00_ - v2 * m02_ + v1 * m03_) * invDet;
  96. float i22 = (v4 * m00_ - v2 * m01_ + v0 * m03_) * invDet;
  97. float i32 = -(v3 * m00_ - v1 * m01_ + v0 * m02_) * invDet;
  98. v0 = m21_ * m10_ - m20_ * m11_;
  99. v1 = m22_ * m10_ - m20_ * m12_;
  100. v2 = m23_ * m10_ - m20_ * m13_;
  101. v3 = m22_ * m11_ - m21_ * m12_;
  102. v4 = m23_ * m11_ - m21_ * m13_;
  103. v5 = m23_ * m12_ - m22_ * m13_;
  104. float i03 = -(v5 * m01_ - v4 * m02_ + v3 * m03_) * invDet;
  105. float i13 = (v5 * m00_ - v2 * m02_ + v1 * m03_) * invDet;
  106. float i23 = -(v4 * m00_ - v2 * m01_ + v0 * m03_) * invDet;
  107. float i33 = (v3 * m00_ - v1 * m01_ + v0 * m02_) * invDet;
  108. return Matrix4(
  109. i00, i01, i02, i03,
  110. i10, i11, i12, i13,
  111. i20, i21, i22, i23,
  112. i30, i31, i32, i33);
  113. }
  114. String Matrix4::ToString() const
  115. {
  116. char tempBuffer[MATRIX_CONVERSION_BUFFER_LENGTH];
  117. 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_,
  118. m21_, m22_, m23_, m30_, m31_, m32_, m33_);
  119. return String(tempBuffer);
  120. }
  121. }