Matrix4.cpp 4.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115
  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2011 Lasse Öörni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #include "Precompiled.h"
  24. #include "Matrix4.h"
  25. const Matrix4 Matrix4::sZero(
  26. 0.0f, 0.0f, 0.0f, 0.0f,
  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 Matrix4 Matrix4::sIdentity(
  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. 0.0f, 0.0f, 0.0f, 1.0f);
  35. void Matrix4::getDecomposition(Vector3& translation, Quaternion& rotation, Vector3& scale) const
  36. {
  37. translation.mX = m03;
  38. translation.mY = m13;
  39. translation.mZ = m23;
  40. Vector3 row1(m00, m10, m20);
  41. Vector3 row2(m01, m11, m21);
  42. Vector3 row3(m02, m12, m22);
  43. scale.mX = row1.getLength();
  44. scale.mY = row2.getLength();
  45. scale.mZ = row3.getLength();
  46. // Remove scaling from the 3x3 matrix to get rotation
  47. row1 /= scale.mX;
  48. row2 /= scale.mY;
  49. row3 /= scale.mZ;
  50. rotation.fromRotationMatrix(Matrix3(row1.mX, row2.mX, row3.mX, row1.mY, row2.mY, row3.mY, row1.mZ, row2.mZ, row3.mZ));
  51. }
  52. Matrix4 Matrix4::getInverse() const
  53. {
  54. float v0 = m20 * m31 - m21 * m30;
  55. float v1 = m20 * m32 - m22 * m30;
  56. float v2 = m20 * m33 - m23 * m30;
  57. float v3 = m21 * m32 - m22 * m31;
  58. float v4 = m21 * m33 - m23 * m31;
  59. float v5 = m22 * m33 - m23 * m32;
  60. float i00 = (v5 * m11 - v4 * m12 + v3 * m13);
  61. float i10 = -(v5 * m10 - v2 * m12 + v1 * m13);
  62. float i20 = (v4 * m10 - v2 * m11 + v0 * m13);
  63. float i30 = -(v3 * m10 - v1 * m11 + v0 * m12);
  64. float invDet = 1.0f / (i00 * m00 + i10 * m01 + i20 * m02 + i30 * m03);
  65. i00 *= invDet;
  66. i10 *= invDet;
  67. i20 *= invDet;
  68. i30 *= invDet;
  69. float i01 = -(v5 * m01 - v4 * m02 + v3 * m03) * invDet;
  70. float i11 = (v5 * m00 - v2 * m02 + v1 * m03) * invDet;
  71. float i21 = -(v4 * m00 - v2 * m01 + v0 * m03) * invDet;
  72. float i31 = (v3 * m00 - v1 * m01 + v0 * m02) * invDet;
  73. v0 = m10 * m31 - m11 * m30;
  74. v1 = m10 * m32 - m12 * m30;
  75. v2 = m10 * m33 - m13 * m30;
  76. v3 = m11 * m32 - m12 * m31;
  77. v4 = m11 * m33 - m13 * m31;
  78. v5 = m12 * m33 - m13 * m32;
  79. float i02 = (v5 * m01 - v4 * m02 + v3 * m03) * invDet;
  80. float i12 = -(v5 * m00 - v2 * m02 + v1 * m03) * invDet;
  81. float i22 = (v4 * m00 - v2 * m01 + v0 * m03) * invDet;
  82. float i32 = -(v3 * m00 - v1 * m01 + v0 * m02) * invDet;
  83. v0 = m21 * m10 - m20 * m11;
  84. v1 = m22 * m10 - m20 * m12;
  85. v2 = m23 * m10 - m20 * m13;
  86. v3 = m22 * m11 - m21 * m12;
  87. v4 = m23 * m11 - m21 * m13;
  88. v5 = m23 * m12 - m22 * m13;
  89. float i03 = -(v5 * m01 - v4 * m02 + v3 * m03) * invDet;
  90. float i13 = (v5 * m00 - v2 * m02 + v1 * m03) * invDet;
  91. float i23 = -(v4 * m00 - v2 * m01 + v0 * m03) * invDet;
  92. float i33 = (v3 * m00 - v1 * m01 + v0 * m02) * invDet;
  93. return Matrix4(
  94. i00, i01, i02, i03,
  95. i10, i11, i12, i13,
  96. i20, i21, i22, i23,
  97. i30, i31, i32, i33);
  98. }