// // Urho3D Engine // Copyright (c) 2008-2012 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 "Matrix3.h" const Matrix3 Matrix3::ZERO( 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); const Matrix3 Matrix3::IDENTITY( 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f); Matrix3 Matrix3::Inverse() const { float det = m00_ * m11_ * m22_ + m10_ * m21_ * m02_ + m20_ * m01_ * m12_ - m20_ * m11_ * m02_ - m10_ * m01_ * m22_ - m00_ * m21_ * m12_; float invDet = 1.0f / det; return Matrix3( (m11_ * m22_ - m21_ * m12_) * invDet, -(m01_ * m22_ - m21_ * m02_) * invDet, (m01_ * m12_ - m11_ * m02_) * invDet, -(m10_ * m22_ - m20_ * m12_) * invDet, (m00_ * m22_ - m20_ * m02_) * invDet, -(m00_ * m12_ - m10_ * m02_) * invDet, (m10_ * m21_ - m20_ * m11_) * invDet, -(m00_ * m21_ - m20_ * m01_) * invDet, (m00_ * m11_ - m10_ * m01_) * invDet ); }