// Copyright (c) 2008-2023 the Urho3D project // License: MIT #include "../Precompiled.h" #include "../Math/Matrix3x4.h" #include #include "../DebugNew.h" namespace Urho3D { const Matrix3x4 Matrix3x4::ZERO( 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 Matrix3x4 Matrix3x4::IDENTITY; void Matrix3x4::Decompose(Vector3& translation, Quaternion& rotation, Vector3& scale) const { translation.x_ = m03_; translation.y_ = m13_; translation.z_ = m23_; scale.x_ = sqrtf(m00_ * m00_ + m10_ * m10_ + m20_ * m20_); scale.y_ = sqrtf(m01_ * m01_ + m11_ * m11_ + m21_ * m21_); scale.z_ = sqrtf(m02_ * m02_ + m12_ * m12_ + m22_ * m22_); Vector3 invScale(1.0f / scale.x_, 1.0f / scale.y_, 1.0f / scale.z_); rotation = Quaternion(ToMatrix3().Scaled(invScale)); } Matrix3x4 Matrix3x4::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; Matrix3x4 ret; ret.m00_ = (m11_ * m22_ - m21_ * m12_) * invDet; ret.m01_ = -(m01_ * m22_ - m21_ * m02_) * invDet; ret.m02_ = (m01_ * m12_ - m11_ * m02_) * invDet; ret.m03_ = -(m03_ * ret.m00_ + m13_ * ret.m01_ + m23_ * ret.m02_); ret.m10_ = -(m10_ * m22_ - m20_ * m12_) * invDet; ret.m11_ = (m00_ * m22_ - m20_ * m02_) * invDet; ret.m12_ = -(m00_ * m12_ - m10_ * m02_) * invDet; ret.m13_ = -(m03_ * ret.m10_ + m13_ * ret.m11_ + m23_ * ret.m12_); ret.m20_ = (m10_ * m21_ - m20_ * m11_) * invDet; ret.m21_ = -(m00_ * m21_ - m20_ * m01_) * invDet; ret.m22_ = (m00_ * m11_ - m10_ * m01_) * invDet; ret.m23_ = -(m03_ * ret.m20_ + m13_ * ret.m21_ + m23_ * ret.m22_); return ret; } String Matrix3x4::ToString() const { char tempBuffer[MATRIX_CONVERSION_BUFFER_LENGTH]; sprintf(tempBuffer, "%g %g %g %g %g %g %g %g %g %g %g %g", m00_, m01_, m02_, m03_, m10_, m11_, m12_, m13_, m20_, m21_, m22_, m23_); return String(tempBuffer); } }