// // 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 "Matrix4x3.h" const Matrix4x3 Matrix4x3::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); const Matrix4x3 Matrix4x3::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); Matrix4x3::Matrix4x3(const Vector3& translation, const Quaternion& rotation, float scale) { define(translation, rotation, scale); } Matrix4x3::Matrix4x3(const Vector3& translation, const Quaternion& rotation, const Vector3& scale) { define(translation, rotation, scale); } void Matrix4x3::define(const Vector3& translation, const Quaternion& rotation, float scale) { setRotation(rotation.getRotationMatrix() * scale); setTranslation(translation); } void Matrix4x3::define(const Vector3& translation, const Quaternion& rotation, const Vector3& scale) { setRotation(rotation.getRotationMatrix().getScaled(scale)); setTranslation(translation); } void Matrix4x3::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.define(Matrix3(row1.mX, row2.mX, row3.mX, row1.mY, row2.mY, row3.mY, row1.mZ, row2.mZ, row3.mZ)); } Matrix4x3 Matrix4x3::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; Matrix4x3 out; out.m00 = (m11 * m22 - m21 * m12) * invDet; out.m01 = -(m01 * m22 - m21 * m02) * invDet; out.m02 = (m01 * m12 - m11 * m02) * invDet; out.m03 = -(m03 * out.m00 + m13 * out.m01 + m23 * out.m02); out.m10 = -(m10 * m22 - m20 * m12) * invDet; out.m11 = (m00 * m22 - m20 * m02) * invDet; out.m12 = -(m00 * m12 - m10 * m02) * invDet; out.m13 = -(m03 * out.m10 + m13 * out.m11 + m23 * out.m12); out.m20 = (m10 * m21 - m20 * m11) * invDet; out.m21 = -(m00 * m21 - m20 * m01) * invDet; out.m22 = (m00 * m11 - m10 * m01) * invDet; out.m23 = -(m03 * out.m20 + m13 * out.m21 + m23 * out.m22); return out; }