// // Urho3D Engine // Copyright (c) 2008-2011 Lasse Öörni // // 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 "Matrix4.h" const Matrix4 Matrix4::sZero( 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::sIdentity( 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f); void Matrix4::getDecomposition(Vector3& translation, Quaternion& rotation, Vector3& scale) const { translation.mX = m03; translation.mY = m13; translation.mZ = m23; Vector3 row1(m00, m10, m20); Vector3 row2(m01, m11, m21); Vector3 row3(m02, m12, m22); scale.mX = row1.getLength(); scale.mY = row2.getLength(); scale.mZ = row3.getLength(); // Remove scaling from the 3x3 matrix to get rotation row1 /= scale.mX; row2 /= scale.mY; row3 /= scale.mZ; rotation.fromRotationMatrix(Matrix3(row1.mX, row2.mX, row3.mX, row1.mY, row2.mY, row3.mY, row1.mZ, row2.mZ, row3.mZ)); } Matrix4 Matrix4::getInverse() 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); }