Matrix3x4.cpp 3.3 KB

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  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 "Matrix3x4.h"
  25. const Matrix3x4 Matrix3x4::ZERO(
  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. const Matrix3x4 Matrix3x4::IDENTITY(
  30. 1.0f, 0.0f, 0.0f, 0.0f,
  31. 0.0f, 1.0f, 0.0f, 0.0f,
  32. 0.0f, 0.0f, 1.0f, 0.0f);
  33. Matrix3x4::Matrix3x4(const Vector3& translation, const Quaternion& rotation, float scale)
  34. {
  35. SetRotation(rotation.RotationMatrix() * scale);
  36. SetTranslation(translation);
  37. }
  38. Matrix3x4::Matrix3x4(const Vector3& translation, const Quaternion& rotation, const Vector3& scale)
  39. {
  40. SetRotation(rotation.RotationMatrix().Scaled(scale));
  41. SetTranslation(translation);
  42. }
  43. void Matrix3x4::Decompose(Vector3& translation, Quaternion& rotation, Vector3& scale) const
  44. {
  45. translation.x_ = m03_;
  46. translation.y_ = m13_;
  47. translation.z_ = m23_;
  48. scale.x_ = sqrtf(m00_ * m00_ + m10_ * m10_ + m20_ * m20_);
  49. scale.y_ = sqrtf(m01_ * m01_ + m11_ * m11_ + m21_ * m21_);
  50. scale.z_ = sqrtf(m02_ * m02_ + m12_ * m12_ + m22_ * m22_);
  51. Vector3 invScale(1.0f / scale.x_, 1.0f / scale.y_, 1.0f / scale.z_);
  52. rotation = Quaternion(ToMatrix3().Scaled(invScale));
  53. }
  54. Matrix3x4 Matrix3x4::Inverse() const
  55. {
  56. float det = m00_ * m11_ * m22_ +
  57. m10_ * m21_ * m02_ +
  58. m20_ * m01_ * m12_ -
  59. m20_ * m11_ * m02_ -
  60. m10_ * m01_ * m22_ -
  61. m00_ * m21_ * m12_;
  62. float invDet = 1.0f / det;
  63. Matrix3x4 ret;
  64. ret.m00_ = (m11_ * m22_ - m21_ * m12_) * invDet;
  65. ret.m01_ = -(m01_ * m22_ - m21_ * m02_) * invDet;
  66. ret.m02_ = (m01_ * m12_ - m11_ * m02_) * invDet;
  67. ret.m03_ = -(m03_ * ret.m00_ + m13_ * ret.m01_ + m23_ * ret.m02_);
  68. ret.m10_ = -(m10_ * m22_ - m20_ * m12_) * invDet;
  69. ret.m11_ = (m00_ * m22_ - m20_ * m02_) * invDet;
  70. ret.m12_ = -(m00_ * m12_ - m10_ * m02_) * invDet;
  71. ret.m13_ = -(m03_ * ret.m10_ + m13_ * ret.m11_ + m23_ * ret.m12_);
  72. ret.m20_ = (m10_ * m21_ - m20_ * m11_) * invDet;
  73. ret.m21_ = -(m00_ * m21_ - m20_ * m01_) * invDet;
  74. ret.m22_ = (m00_ * m11_ - m10_ * m01_) * invDet;
  75. ret.m23_ = -(m03_ * ret.m20_ + m13_ * ret.m21_ + m23_ * ret.m22_);
  76. return ret;
  77. }