Matrix3x4.cpp 3.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293
  1. //
  2. // Copyright (c) 2008-2013 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "Matrix3x4.h"
  24. namespace Urho3D
  25. {
  26. const Matrix3x4 Matrix3x4::ZERO(
  27. 0.0f, 0.0f, 0.0f, 0.0f,
  28. 0.0f, 0.0f, 0.0f, 0.0f,
  29. 0.0f, 0.0f, 0.0f, 0.0f);
  30. const Matrix3x4 Matrix3x4::IDENTITY(
  31. 1.0f, 0.0f, 0.0f, 0.0f,
  32. 0.0f, 1.0f, 0.0f, 0.0f,
  33. 0.0f, 0.0f, 1.0f, 0.0f);
  34. Matrix3x4::Matrix3x4(const Vector3& translation, const Quaternion& rotation, float scale)
  35. {
  36. SetRotation(rotation.RotationMatrix() * scale);
  37. SetTranslation(translation);
  38. }
  39. Matrix3x4::Matrix3x4(const Vector3& translation, const Quaternion& rotation, const Vector3& scale)
  40. {
  41. SetRotation(rotation.RotationMatrix().Scaled(scale));
  42. SetTranslation(translation);
  43. }
  44. void Matrix3x4::Decompose(Vector3& translation, Quaternion& rotation, Vector3& scale) const
  45. {
  46. translation.x_ = m03_;
  47. translation.y_ = m13_;
  48. translation.z_ = m23_;
  49. scale.x_ = sqrtf(m00_ * m00_ + m10_ * m10_ + m20_ * m20_);
  50. scale.y_ = sqrtf(m01_ * m01_ + m11_ * m11_ + m21_ * m21_);
  51. scale.z_ = sqrtf(m02_ * m02_ + m12_ * m12_ + m22_ * m22_);
  52. Vector3 invScale(1.0f / scale.x_, 1.0f / scale.y_, 1.0f / scale.z_);
  53. rotation = Quaternion(ToMatrix3().Scaled(invScale));
  54. }
  55. Matrix3x4 Matrix3x4::Inverse() const
  56. {
  57. float det = m00_ * m11_ * m22_ +
  58. m10_ * m21_ * m02_ +
  59. m20_ * m01_ * m12_ -
  60. m20_ * m11_ * m02_ -
  61. m10_ * m01_ * m22_ -
  62. m00_ * m21_ * m12_;
  63. float invDet = 1.0f / det;
  64. Matrix3x4 ret;
  65. ret.m00_ = (m11_ * m22_ - m21_ * m12_) * invDet;
  66. ret.m01_ = -(m01_ * m22_ - m21_ * m02_) * invDet;
  67. ret.m02_ = (m01_ * m12_ - m11_ * m02_) * invDet;
  68. ret.m03_ = -(m03_ * ret.m00_ + m13_ * ret.m01_ + m23_ * ret.m02_);
  69. ret.m10_ = -(m10_ * m22_ - m20_ * m12_) * invDet;
  70. ret.m11_ = (m00_ * m22_ - m20_ * m02_) * invDet;
  71. ret.m12_ = -(m00_ * m12_ - m10_ * m02_) * invDet;
  72. ret.m13_ = -(m03_ * ret.m10_ + m13_ * ret.m11_ + m23_ * ret.m12_);
  73. ret.m20_ = (m10_ * m21_ - m20_ * m11_) * invDet;
  74. ret.m21_ = -(m00_ * m21_ - m20_ * m01_) * invDet;
  75. ret.m22_ = (m00_ * m11_ - m10_ * m01_) * invDet;
  76. ret.m23_ = -(m03_ * ret.m20_ + m13_ * ret.m21_ + m23_ * ret.m22_);
  77. return ret;
  78. }
  79. }