Matrix3x3.cpp 15 KB

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  1. /*
  2. Copyright (c) 2013 Daniele Bartolini, Michele Rossi
  3. Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
  4. Permission is hereby granted, free of charge, to any person
  5. obtaining a copy of this software and associated documentation
  6. files (the "Software"), to deal in the Software without
  7. restriction, including without limitation the rights to use,
  8. copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. copies of the Software, and to permit persons to whom the
  10. Software is furnished to do so, subject to the following
  11. conditions:
  12. The above copyright notice and this permission notice shall be
  13. included in all copies or substantial portions of the Software.
  14. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
  15. EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
  16. OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
  17. NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
  18. HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
  19. WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  20. FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
  21. OTHER DEALINGS IN THE SOFTWARE.
  22. */
  23. #include "Assert.h"
  24. #include "Matrix3x3.h"
  25. #include "Types.h"
  26. #include "Matrix4x4.h"
  27. #include "MathUtils.h"
  28. #include "Quaternion.h"
  29. #include "Vector3.h"
  30. namespace crown
  31. {
  32. const Matrix3x3 Matrix3x3::IDENTITY = Matrix3x3(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0);
  33. //-----------------------------------------------------------------------------
  34. Matrix3x3::Matrix3x3()
  35. {
  36. }
  37. //-----------------------------------------------------------------------------
  38. Matrix3x3::Matrix3x3(float r1c1, float r2c1, float r3c1, float r1c2, float r2c2, float r3c2,
  39. float r1c3, float r2c3, float r3c3)
  40. {
  41. m[0] = r1c1;
  42. m[1] = r2c1;
  43. m[2] = r3c1;
  44. m[3] = r1c2;
  45. m[4] = r2c2;
  46. m[5] = r3c2;
  47. m[6] = r1c3;
  48. m[7] = r2c3;
  49. m[8] = r3c3;
  50. }
  51. //-----------------------------------------------------------------------------
  52. Matrix3x3::Matrix3x3(const float v[9])
  53. {
  54. m[0] = v[0];
  55. m[1] = v[1];
  56. m[2] = v[2];
  57. m[3] = v[3];
  58. m[4] = v[4];
  59. m[5] = v[5];
  60. m[6] = v[6];
  61. m[7] = v[7];
  62. m[8] = v[8];
  63. }
  64. //-----------------------------------------------------------------------------
  65. Matrix3x3::Matrix3x3(const Matrix3x3& a)
  66. {
  67. m[0] = a.m[0];
  68. m[1] = a.m[1];
  69. m[2] = a.m[2];
  70. m[3] = a.m[3];
  71. m[4] = a.m[4];
  72. m[5] = a.m[5];
  73. m[6] = a.m[6];
  74. m[7] = a.m[7];
  75. m[8] = a.m[8];
  76. }
  77. //-----------------------------------------------------------------------------
  78. Matrix3x3& Matrix3x3::operator=(const Matrix3x3& a)
  79. {
  80. m[0] = a.m[0];
  81. m[1] = a.m[1];
  82. m[2] = a.m[2];
  83. m[3] = a.m[3];
  84. m[4] = a.m[4];
  85. m[5] = a.m[5];
  86. m[6] = a.m[6];
  87. m[7] = a.m[7];
  88. m[8] = a.m[8];
  89. return *this;
  90. }
  91. //-----------------------------------------------------------------------------
  92. float Matrix3x3::operator[](uint32_t i) const
  93. {
  94. CE_ASSERT(i < 9, "Index must be < 9");
  95. return m[i];
  96. }
  97. //-----------------------------------------------------------------------------
  98. float& Matrix3x3::operator[](uint32_t i)
  99. {
  100. CE_ASSERT(i < 9, "Index must be < 9");
  101. return m[i];
  102. }
  103. //-----------------------------------------------------------------------------
  104. float Matrix3x3::operator()(uint32_t row, uint32_t column) const
  105. {
  106. CE_ASSERT(row < 3 && column < 3, "Row and column must be < 3");
  107. return m[row + column * 3];
  108. }
  109. //-----------------------------------------------------------------------------
  110. Matrix3x3 Matrix3x3::operator+(const Matrix3x3& a) const
  111. {
  112. Matrix3x3 tmp;
  113. tmp.m[0] = m[0] + a.m[0];
  114. tmp.m[1] = m[1] + a.m[1];
  115. tmp.m[2] = m[2] + a.m[2];
  116. tmp.m[3] = m[3] + a.m[3];
  117. tmp.m[4] = m[4] + a.m[4];
  118. tmp.m[5] = m[5] + a.m[5];
  119. tmp.m[6] = m[6] + a.m[6];
  120. tmp.m[7] = m[7] + a.m[7];
  121. tmp.m[8] = m[8] + a.m[8];
  122. return tmp;
  123. }
  124. //-----------------------------------------------------------------------------
  125. Matrix3x3& Matrix3x3::operator+=(const Matrix3x3& a)
  126. {
  127. m[0] = m[0] + a.m[0];
  128. m[1] = m[1] + a.m[1];
  129. m[2] = m[2] + a.m[2];
  130. m[3] = m[3] + a.m[3];
  131. m[4] = m[4] + a.m[4];
  132. m[5] = m[5] + a.m[5];
  133. m[6] = m[6] + a.m[6];
  134. m[7] = m[7] + a.m[7];
  135. m[8] = m[8] + a.m[8];
  136. return *this;
  137. }
  138. //-----------------------------------------------------------------------------
  139. Matrix3x3 Matrix3x3::operator-(const Matrix3x3& a) const
  140. {
  141. Matrix3x3 tmp;
  142. tmp.m[0] = m[0] - a.m[0];
  143. tmp.m[1] = m[1] - a.m[1];
  144. tmp.m[2] = m[2] - a.m[2];
  145. tmp.m[3] = m[3] - a.m[3];
  146. tmp.m[4] = m[4] - a.m[4];
  147. tmp.m[5] = m[5] - a.m[5];
  148. tmp.m[6] = m[6] - a.m[6];
  149. tmp.m[7] = m[7] - a.m[7];
  150. tmp.m[8] = m[8] - a.m[8];
  151. return tmp;
  152. }
  153. //-----------------------------------------------------------------------------
  154. Matrix3x3& Matrix3x3::operator-=(const Matrix3x3& a)
  155. {
  156. m[0] = m[0] - a.m[0];
  157. m[1] = m[1] - a.m[1];
  158. m[2] = m[2] - a.m[2];
  159. m[3] = m[3] - a.m[3];
  160. m[4] = m[4] - a.m[4];
  161. m[5] = m[5] - a.m[5];
  162. m[6] = m[6] - a.m[6];
  163. m[7] = m[7] - a.m[7];
  164. m[8] = m[8] - a.m[8];
  165. return *this;
  166. }
  167. //-----------------------------------------------------------------------------
  168. Matrix3x3 Matrix3x3::operator*(float k) const
  169. {
  170. Matrix3x3 tmp;
  171. tmp.m[0] = m[0] * k;
  172. tmp.m[1] = m[1] * k;
  173. tmp.m[2] = m[2] * k;
  174. tmp.m[3] = m[3] * k;
  175. tmp.m[4] = m[4] * k;
  176. tmp.m[5] = m[5] * k;
  177. tmp.m[6] = m[6] * k;
  178. tmp.m[7] = m[7] * k;
  179. tmp.m[8] = m[8] * k;
  180. return tmp;
  181. }
  182. //-----------------------------------------------------------------------------
  183. Matrix3x3& Matrix3x3::operator*=(float k)
  184. {
  185. m[0] *= k;
  186. m[1] *= k;
  187. m[2] *= k;
  188. m[3] *= k;
  189. m[4] *= k;
  190. m[5] *= k;
  191. m[6] *= k;
  192. m[7] *= k;
  193. m[8] *= k;
  194. return *this;
  195. }
  196. //-----------------------------------------------------------------------------
  197. Matrix3x3 Matrix3x3::operator/(float k) const
  198. {
  199. Matrix3x3 tmp;
  200. k = (float)1.0 / k;
  201. tmp.m[0] = m[0] * k;
  202. tmp.m[1] = m[1] * k;
  203. tmp.m[2] = m[2] * k;
  204. tmp.m[3] = m[3] * k;
  205. tmp.m[4] = m[4] * k;
  206. tmp.m[5] = m[5] * k;
  207. tmp.m[6] = m[6] * k;
  208. tmp.m[7] = m[7] * k;
  209. tmp.m[8] = m[8] * k;
  210. return tmp;
  211. }
  212. //-----------------------------------------------------------------------------
  213. Matrix3x3& Matrix3x3::operator/=(float k)
  214. {
  215. k = (float)1.0 / k;
  216. m[0] *= k;
  217. m[1] *= k;
  218. m[2] *= k;
  219. m[3] *= k;
  220. m[4] *= k;
  221. m[5] *= k;
  222. m[6] *= k;
  223. m[7] *= k;
  224. m[8] *= k;
  225. return *this;
  226. }
  227. //-----------------------------------------------------------------------------
  228. Vector3 Matrix3x3::operator*(const Vector3& v) const
  229. {
  230. Vector3 tmp;
  231. tmp.x = m[0] * v.x + m[3] * v.y + m[6] * v.z;
  232. tmp.y = m[1] * v.x + m[4] * v.y + m[7] * v.z;
  233. tmp.z = m[2] * v.x + m[5] * v.y + m[8] * v.z;
  234. return tmp;
  235. }
  236. //-----------------------------------------------------------------------------
  237. Matrix3x3 Matrix3x3::operator*(const Matrix3x3& a) const
  238. {
  239. Matrix3x3 tmp;
  240. tmp.m[0] = m[0] * a.m[0] + m[3] * a.m[1] + m[6] * a.m[2];
  241. tmp.m[1] = m[1] * a.m[0] + m[4] * a.m[1] + m[7] * a.m[2];
  242. tmp.m[2] = m[2] * a.m[0] + m[5] * a.m[1] + m[8] * a.m[2];
  243. tmp.m[3] = m[0] * a.m[3] + m[3] * a.m[4] + m[6] * a.m[5];
  244. tmp.m[4] = m[1] * a.m[3] + m[4] * a.m[4] + m[7] * a.m[5];
  245. tmp.m[5] = m[2] * a.m[3] + m[5] * a.m[4] + m[8] * a.m[5];
  246. tmp.m[6] = m[0] * a.m[6] + m[3] * a.m[7] + m[6] * a.m[8];
  247. tmp.m[7] = m[1] * a.m[6] + m[4] * a.m[7] + m[7] * a.m[8];
  248. tmp.m[8] = m[2] * a.m[6] + m[5] * a.m[7] + m[8] * a.m[8];
  249. return tmp;
  250. }
  251. //-----------------------------------------------------------------------------
  252. Matrix3x3& Matrix3x3::operator*=(const Matrix3x3& a)
  253. {
  254. Matrix3x3 tmp;
  255. tmp.m[0] = m[0] * a.m[0] + m[3] * a.m[1] + m[6] * a.m[2];
  256. tmp.m[1] = m[1] * a.m[0] + m[4] * a.m[1] + m[7] * a.m[2];
  257. tmp.m[2] = m[2] * a.m[0] + m[5] * a.m[1] + m[8] * a.m[2];
  258. tmp.m[3] = m[0] * a.m[3] + m[3] * a.m[4] + m[6] * a.m[5];
  259. tmp.m[4] = m[1] * a.m[3] + m[4] * a.m[4] + m[7] * a.m[5];
  260. tmp.m[5] = m[2] * a.m[3] + m[5] * a.m[4] + m[8] * a.m[5];
  261. tmp.m[6] = m[0] * a.m[6] + m[3] * a.m[7] + m[6] * a.m[8];
  262. tmp.m[7] = m[1] * a.m[6] + m[4] * a.m[7] + m[7] * a.m[8];
  263. tmp.m[8] = m[2] * a.m[6] + m[5] * a.m[7] + m[8] * a.m[8];
  264. *this = tmp;
  265. return *this;
  266. }
  267. //-----------------------------------------------------------------------------
  268. Matrix3x3 operator*(float k, const Matrix3x3& a)
  269. {
  270. return a * k;
  271. }
  272. //-----------------------------------------------------------------------------
  273. void Matrix3x3::build_rotation_x(float radians)
  274. {
  275. m[0] = 1.0;
  276. m[1] = 0.0;
  277. m[2] = 0.0;
  278. m[3] = 0.0;
  279. m[4] = math::cos(radians);
  280. m[5] = math::sin(radians);
  281. m[6] = 0.0;
  282. m[7] = -math::sin(radians);
  283. m[8] = math::cos(radians);
  284. }
  285. //-----------------------------------------------------------------------------
  286. void Matrix3x3::build_rotation_y(float radians)
  287. {
  288. m[0] = math::cos(radians);
  289. m[1] = 0.0;
  290. m[2] = -math::sin(radians);
  291. m[3] = 0.0;
  292. m[4] = 1.0;
  293. m[5] = 0.0;
  294. m[6] = math::sin(radians);
  295. m[7] = 0.0;
  296. m[8] = math::cos(radians);
  297. }
  298. //-----------------------------------------------------------------------------
  299. void Matrix3x3::build_rotation_z(float radians)
  300. {
  301. m[0] = math::cos(radians);
  302. m[1] = math::sin(radians);
  303. m[2] = 0.0;
  304. m[3] = -math::sin(radians);
  305. m[4] = math::cos(radians);
  306. m[5] = 0.0;
  307. m[6] = 0.0;
  308. m[7] = 0.0;
  309. m[8] = 1.0;
  310. }
  311. //-----------------------------------------------------------------------------
  312. void Matrix3x3::build_rotation(const Vector3& n, float radians)
  313. {
  314. float a = (float)1.0 - math::cos(radians);
  315. float sin_a = math::sin(radians);
  316. float cos_a = math::cos(radians);
  317. m[0] = n.x * n.x * a + cos_a;
  318. m[1] = n.x * n.y * a + n.z * sin_a;
  319. m[2] = n.x * n.z * a - n.y * sin_a;
  320. m[3] = n.x * n.y * a - n.z * sin_a;
  321. m[4] = n.y * n.y * a + cos_a;
  322. m[5] = n.y * n.z * a + n.x * sin_a;
  323. m[6] = n.x * n.z * a + n.y * sin_a;
  324. m[7] = n.y * n.z * a - n.x * sin_a;
  325. m[8] = n.z * n.z * a + cos_a;
  326. }
  327. //-----------------------------------------------------------------------------
  328. Matrix3x3& Matrix3x3::transpose()
  329. {
  330. float tmp;
  331. tmp = m[1];
  332. m[1] = m[3];
  333. m[3] = tmp;
  334. tmp = m[2];
  335. m[2] = m[6];
  336. m[6] = tmp;
  337. tmp = m[5];
  338. m[5] = m[7];
  339. m[7] = tmp;
  340. return *this;
  341. }
  342. //-----------------------------------------------------------------------------
  343. Matrix3x3 Matrix3x3::get_transposed() const
  344. {
  345. Matrix3x3 tmp;
  346. tmp.m[0] = m[0];
  347. tmp.m[1] = m[3];
  348. tmp.m[2] = m[6];
  349. tmp.m[3] = m[1];
  350. tmp.m[4] = m[4];
  351. tmp.m[5] = m[7];
  352. tmp.m[6] = m[2];
  353. tmp.m[7] = m[5];
  354. tmp.m[8] = m[8];
  355. return tmp;
  356. }
  357. //-----------------------------------------------------------------------------
  358. float Matrix3x3::get_determinant() const
  359. {
  360. float det;
  361. det = m[0] * (m[4] * m[8] - m[7] * m[5]) -
  362. m[3] * (m[1] * m[8] - m[7] * m[2]) +
  363. m[6] * (m[1] * m[5] - m[4] * m[2]);
  364. return det;
  365. }
  366. //-----------------------------------------------------------------------------
  367. Matrix3x3& Matrix3x3::invert()
  368. {
  369. Matrix3x3 mat;
  370. float det;
  371. mat.m[0] = (m[4] * m[8] - m[7] * m[5]);
  372. mat.m[1] = (m[1] * m[8] - m[7] * m[2]);
  373. mat.m[2] = (m[1] * m[5] - m[4] * m[2]);
  374. det = m[0] * mat.m[0] - m[3] * mat.m[1] + m[6] * mat.m[2];
  375. det = (float)1.0 / det;
  376. mat.m[3] = (m[3] * m[8] - m[6] * m[5]);
  377. mat.m[4] = (m[0] * m[8] - m[6] * m[2]);
  378. mat.m[5] = (m[0] * m[5] - m[3] * m[2]);
  379. mat.m[6] = (m[3] * m[7] - m[6] * m[4]);
  380. mat.m[7] = (m[0] * m[7] - m[6] * m[1]);
  381. mat.m[8] = (m[0] * m[4] - m[3] * m[1]);
  382. m[0] = + mat.m[0] * det;
  383. m[1] = - mat.m[1] * det;
  384. m[2] = + mat.m[2] * det;
  385. m[3] = - mat.m[3] * det;
  386. m[4] = + mat.m[4] * det;
  387. m[5] = - mat.m[5] * det;
  388. m[6] = + mat.m[6] * det;
  389. m[7] = - mat.m[7] * det;
  390. m[8] = + mat.m[8] * det;
  391. return *this;
  392. }
  393. //-----------------------------------------------------------------------------
  394. inline Matrix3x3 Matrix3x3::get_inverted() const
  395. {
  396. Matrix3x3 tmp(*this);
  397. return tmp.invert();
  398. }
  399. //-----------------------------------------------------------------------------
  400. void Matrix3x3::load_identity()
  401. {
  402. m[0] = m[4] = m[8] = 1.0;
  403. m[1] = m[2] = m[3] = m[5] = m[6] = m[7] = 0.0;
  404. }
  405. //-----------------------------------------------------------------------------
  406. Vector3 Matrix3x3::x() const
  407. {
  408. return Vector3(m[0], m[1], m[2]);
  409. }
  410. //-----------------------------------------------------------------------------
  411. Vector3 Matrix3x3::y() const
  412. {
  413. return Vector3(m[3], m[4], m[5]);
  414. }
  415. //-----------------------------------------------------------------------------
  416. Vector3 Matrix3x3::z() const
  417. {
  418. return Vector3(m[6], m[7], m[8]);
  419. }
  420. //-----------------------------------------------------------------------------
  421. void Matrix3x3::set_x(const Vector3& x)
  422. {
  423. m[0] = x.x;
  424. m[1] = x.y;
  425. m[2] = x.z;
  426. }
  427. //-----------------------------------------------------------------------------
  428. void Matrix3x3::set_y(const Vector3& y)
  429. {
  430. m[3] = y.x;
  431. m[4] = y.y;
  432. m[5] = y.z;
  433. }
  434. //-----------------------------------------------------------------------------
  435. void Matrix3x3::set_z(const Vector3& z)
  436. {
  437. m[6] = z.x;
  438. m[7] = z.y;
  439. m[8] = z.z;
  440. }
  441. //-----------------------------------------------------------------------------
  442. Vector3 Matrix3x3::get_scale() const
  443. {
  444. Vector3 tmp;
  445. tmp.x = m[0];
  446. tmp.y = m[4];
  447. tmp.z = m[8];
  448. return tmp;
  449. }
  450. //-----------------------------------------------------------------------------
  451. void Matrix3x3::set_scale(const Vector3& scale)
  452. {
  453. m[0] = scale.x;
  454. m[4] = scale.y;
  455. m[8] = scale.z;
  456. }
  457. //-----------------------------------------------------------------------------
  458. float* Matrix3x3::to_float_ptr()
  459. {
  460. return &m[0];
  461. }
  462. //-----------------------------------------------------------------------------
  463. const float* Matrix3x3::to_float_ptr() const
  464. {
  465. return &m[0];
  466. }
  467. //-----------------------------------------------------------------------------
  468. Matrix4x4 Matrix3x3::to_mat4() const
  469. {
  470. Matrix4x4 tmp;
  471. tmp.m[0] = m[0];
  472. tmp.m[1] = m[1];
  473. tmp.m[2] = m[2];
  474. tmp.m[3] = 0.0;
  475. tmp.m[4] = m[3];
  476. tmp.m[5] = m[4];
  477. tmp.m[6] = m[5];
  478. tmp.m[7] = 0.0;
  479. tmp.m[8] = m[6];
  480. tmp.m[9] = m[7];
  481. tmp.m[10] = m[8];
  482. tmp.m[11] = 0.0;
  483. tmp.m[12] = 0.0;
  484. tmp.m[13] = 0.0;
  485. tmp.m[14] = 0.0;
  486. tmp.m[15] = 1.0;
  487. return tmp;
  488. }
  489. //-----------------------------------------------------------------------------
  490. Quaternion Matrix3x3::to_quat() const
  491. {
  492. Quaternion tmp;
  493. float fourWSquaredMinusOne = m[0] + m[4] + m[8];
  494. float fourXSquaredMinusOne = m[0] - m[4] - m[8];
  495. float fourYSquaredMinusOne = -m[0] + m[4] - m[8];
  496. float fourZSquaredMinusOne = -m[0] - m[4] + m[8];
  497. float fourMaxSquaredMinusOne = fourWSquaredMinusOne;
  498. uint32_t index = 0;
  499. if (fourXSquaredMinusOne > fourMaxSquaredMinusOne)
  500. {
  501. fourMaxSquaredMinusOne = fourXSquaredMinusOne;
  502. index = 1;
  503. }
  504. if (fourYSquaredMinusOne > fourMaxSquaredMinusOne)
  505. {
  506. fourMaxSquaredMinusOne = fourYSquaredMinusOne;
  507. index = 2;
  508. }
  509. if (fourZSquaredMinusOne > fourMaxSquaredMinusOne)
  510. {
  511. fourMaxSquaredMinusOne = fourZSquaredMinusOne;
  512. index = 3;
  513. }
  514. float biggest = math::sqrt(fourMaxSquaredMinusOne + (float)1.0) * (float)0.5;
  515. float mult = (float)0.25 / biggest;
  516. switch (index)
  517. {
  518. case 0:
  519. tmp.w = biggest;
  520. tmp.v.x = (-m[7] + m[5]) * mult;
  521. tmp.v.y = (-m[2] + m[6]) * mult;
  522. tmp.v.z = (-m[3] + m[1]) * mult;
  523. break;
  524. case 1:
  525. tmp.v.x = biggest;
  526. tmp.w = (-m[7] + m[5]) * mult;
  527. tmp.v.y = (-m[3] - m[1]) * mult;
  528. tmp.v.z = (-m[2] - m[6]) * mult;
  529. break;
  530. case 2:
  531. tmp.v.y = biggest;
  532. tmp.w = (-m[2] + m[6]) * mult;
  533. tmp.v.x = (-m[3] - m[1]) * mult;
  534. tmp.v.z = (-m[7] - m[5]) * mult;
  535. break;
  536. case 3:
  537. tmp.v.z = biggest;
  538. tmp.w = (-m[3] + m[1]) * mult;
  539. tmp.v.x = (-m[2] - m[6]) * mult;
  540. tmp.v.y = (-m[7] - m[5]) * mult;
  541. break;
  542. }
  543. return tmp;
  544. }
  545. } // namespace crown