// // 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 "Matrix3.h" const Matrix3 Matrix3::sZero( 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); const Matrix3 Matrix3::sIdentity( 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f); Matrix3 Matrix3::getInverse() 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 ); }