Matrix3.cpp 3.0 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 "Matrix3.h"
  25. const Matrix3 Matrix3::sZero(
  26. 0.0f, 0.0f, 0.0f,
  27. 0.0f, 0.0f, 0.0f,
  28. 0.0f, 0.0f, 0.0f);
  29. const Matrix3 Matrix3::sIdentity(
  30. 1.0f, 0.0f, 0.0f,
  31. 0.0f, 1.0f, 0.0f,
  32. 0.0f, 0.0f, 1.0f);
  33. void Matrix3::setRotation(float angle, const Vector3& axis)
  34. {
  35. Vector3 normAxis = axis.getNormalized();
  36. float sinAngle = sinf(angle * M_DEGTORAD);
  37. float cosAngle = cosf(angle * M_DEGTORAD);
  38. m00 = normAxis.mX * normAxis.mX + cosAngle * (1.0f - normAxis.mX * normAxis.mX);
  39. m01 = normAxis.mX * normAxis.mY * (1.0f - cosAngle) - sinAngle * normAxis.mZ;
  40. m02 = normAxis.mX * normAxis.mZ * (1.0f - cosAngle) + sinAngle * normAxis.mY;
  41. m10 = normAxis.mX * normAxis.mY * (1.0f - cosAngle) + sinAngle * normAxis.mZ;
  42. m11 = normAxis.mY * normAxis.mY + cosAngle * (1.0f - normAxis.mY * normAxis.mY);
  43. m12 = normAxis.mY * normAxis.mZ * (1.0f - cosAngle) - sinAngle * normAxis.mX;
  44. m20 = normAxis.mX * normAxis.mZ * (1.0f - cosAngle) - sinAngle * normAxis.mY;
  45. m21 = normAxis.mY * normAxis.mZ * (1.0f - cosAngle) + sinAngle * normAxis.mX;
  46. m22 = normAxis.mZ * normAxis.mZ + cosAngle * (1.0f - normAxis.mZ * normAxis.mZ);
  47. }
  48. Matrix3 Matrix3::getInverse() const
  49. {
  50. float det = m00 * m11 * m22 +
  51. m10 * m21 * m02 +
  52. m20 * m01 * m12 -
  53. m20 * m11 * m02 -
  54. m10 * m01 * m22 -
  55. m00 * m21 * m12;
  56. float invDet = 1.0f / det;
  57. return Matrix3(
  58. (m11 * m22 - m21 * m12) * invDet,
  59. -(m01 * m22 - m21 * m02) * invDet,
  60. (m01 * m12 - m11 * m02) * invDet,
  61. -(m10 * m22 - m20 * m12) * invDet,
  62. (m00 * m22 - m20 * m02) * invDet,
  63. -(m00 * m12 - m10 * m02) * invDet,
  64. (m10 * m21 - m20 * m11) * invDet,
  65. -(m00 * m21 - m20 * m01) * invDet,
  66. (m00 * m11 - m10 * m01) * invDet
  67. );
  68. }