Matrix4.cpp 4.0 KB

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  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 "Matrix4.h"
  24. namespace Urho3D
  25. {
  26. const Matrix4 Matrix4::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. 0.0f, 0.0f, 0.0f, 0.0f);
  31. const Matrix4 Matrix4::IDENTITY(
  32. 1.0f, 0.0f, 0.0f, 0.0f,
  33. 0.0f, 1.0f, 0.0f, 0.0f,
  34. 0.0f, 0.0f, 1.0f, 0.0f,
  35. 0.0f, 0.0f, 0.0f, 1.0f);
  36. void Matrix4::Decompose(Vector3& translation, Quaternion& rotation, Vector3& scale) const
  37. {
  38. translation.x_ = m03_;
  39. translation.y_ = m13_;
  40. translation.z_ = m23_;
  41. scale.x_ = sqrtf(m00_ * m00_ + m10_ * m10_ + m20_ * m20_);
  42. scale.y_ = sqrtf(m01_ * m01_ + m11_ * m11_ + m21_ * m21_);
  43. scale.z_ = sqrtf(m02_ * m02_ + m12_ * m12_ + m22_ * m22_);
  44. Vector3 invScale(1.0f / scale.x_, 1.0f / scale.y_, 1.0f / scale.z_);
  45. rotation = Quaternion(ToMatrix3().Scaled(invScale));
  46. }
  47. Matrix4 Matrix4::Inverse() const
  48. {
  49. float v0 = m20_ * m31_ - m21_ * m30_;
  50. float v1 = m20_ * m32_ - m22_ * m30_;
  51. float v2 = m20_ * m33_ - m23_ * m30_;
  52. float v3 = m21_ * m32_ - m22_ * m31_;
  53. float v4 = m21_ * m33_ - m23_ * m31_;
  54. float v5 = m22_ * m33_ - m23_ * m32_;
  55. float i00 = (v5 * m11_ - v4 * m12_ + v3 * m13_);
  56. float i10 = -(v5 * m10_ - v2 * m12_ + v1 * m13_);
  57. float i20 = (v4 * m10_ - v2 * m11_ + v0 * m13_);
  58. float i30 = -(v3 * m10_ - v1 * m11_ + v0 * m12_);
  59. float invDet = 1.0f / (i00 * m00_ + i10 * m01_ + i20 * m02_ + i30 * m03_);
  60. i00 *= invDet;
  61. i10 *= invDet;
  62. i20 *= invDet;
  63. i30 *= invDet;
  64. float i01 = -(v5 * m01_ - v4 * m02_ + v3 * m03_) * invDet;
  65. float i11 = (v5 * m00_ - v2 * m02_ + v1 * m03_) * invDet;
  66. float i21 = -(v4 * m00_ - v2 * m01_ + v0 * m03_) * invDet;
  67. float i31 = (v3 * m00_ - v1 * m01_ + v0 * m02_) * invDet;
  68. v0 = m10_ * m31_ - m11_ * m30_;
  69. v1 = m10_ * m32_ - m12_ * m30_;
  70. v2 = m10_ * m33_ - m13_ * m30_;
  71. v3 = m11_ * m32_ - m12_ * m31_;
  72. v4 = m11_ * m33_ - m13_ * m31_;
  73. v5 = m12_ * m33_ - m13_ * m32_;
  74. float i02 = (v5 * m01_ - v4 * m02_ + v3 * m03_) * invDet;
  75. float i12 = -(v5 * m00_ - v2 * m02_ + v1 * m03_) * invDet;
  76. float i22 = (v4 * m00_ - v2 * m01_ + v0 * m03_) * invDet;
  77. float i32 = -(v3 * m00_ - v1 * m01_ + v0 * m02_) * invDet;
  78. v0 = m21_ * m10_ - m20_ * m11_;
  79. v1 = m22_ * m10_ - m20_ * m12_;
  80. v2 = m23_ * m10_ - m20_ * m13_;
  81. v3 = m22_ * m11_ - m21_ * m12_;
  82. v4 = m23_ * m11_ - m21_ * m13_;
  83. v5 = m23_ * m12_ - m22_ * m13_;
  84. float i03 = -(v5 * m01_ - v4 * m02_ + v3 * m03_) * invDet;
  85. float i13 = (v5 * m00_ - v2 * m02_ + v1 * m03_) * invDet;
  86. float i23 = -(v4 * m00_ - v2 * m01_ + v0 * m03_) * invDet;
  87. float i33 = (v3 * m00_ - v1 * m01_ + v0 * m02_) * invDet;
  88. return Matrix4(
  89. i00, i01, i02, i03,
  90. i10, i11, i12, i13,
  91. i20, i21, i22, i23,
  92. i30, i31, i32, i33);
  93. }
  94. }