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- //
- // Urho3D Engine
- // Copyright (c) 2008-2011 Lasse Öörni
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include "Precompiled.h"
- #include "Matrix3.h"
- const Matrix3 Matrix3::sZero(
- 0.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.0f);
- const Matrix3 Matrix3::sIdentity(
- 1.0f, 0.0f, 0.0f,
- 0.0f, 1.0f, 0.0f,
- 0.0f, 0.0f, 1.0f);
- void Matrix3::setRotation(float angle, const Vector3& axis)
- {
- Vector3 normAxis = axis.getNormalized();
- float sinAngle = sinf(angle * M_DEGTORAD);
- float cosAngle = cosf(angle * M_DEGTORAD);
-
- m00 = normAxis.mX * normAxis.mX + cosAngle * (1.0f - normAxis.mX * normAxis.mX);
- m01 = normAxis.mX * normAxis.mY * (1.0f - cosAngle) - sinAngle * normAxis.mZ;
- m02 = normAxis.mX * normAxis.mZ * (1.0f - cosAngle) + sinAngle * normAxis.mY;
- m10 = normAxis.mX * normAxis.mY * (1.0f - cosAngle) + sinAngle * normAxis.mZ;
- m11 = normAxis.mY * normAxis.mY + cosAngle * (1.0f - normAxis.mY * normAxis.mY);
- m12 = normAxis.mY * normAxis.mZ * (1.0f - cosAngle) - sinAngle * normAxis.mX;
- m20 = normAxis.mX * normAxis.mZ * (1.0f - cosAngle) - sinAngle * normAxis.mY;
- m21 = normAxis.mY * normAxis.mZ * (1.0f - cosAngle) + sinAngle * normAxis.mX;
- m22 = normAxis.mZ * normAxis.mZ + cosAngle * (1.0f - normAxis.mZ * normAxis.mZ);
- }
- Matrix3 Matrix3::getInverse() const
- {
- float det = m00 * m11 * m22 +
- m10 * m21 * m02 +
- m20 * m01 * m12 -
- m20 * m11 * m02 -
- m10 * m01 * m22 -
- m00 * m21 * m12;
-
- float invDet = 1.0f / det;
-
- return Matrix3(
- (m11 * m22 - m21 * m12) * invDet,
- -(m01 * m22 - m21 * m02) * invDet,
- (m01 * m12 - m11 * m02) * invDet,
- -(m10 * m22 - m20 * m12) * invDet,
- (m00 * m22 - m20 * m02) * invDet,
- -(m00 * m12 - m10 * m02) * invDet,
- (m10 * m21 - m20 * m11) * invDet,
- -(m00 * m21 - m20 * m01) * invDet,
- (m00 * m11 - m10 * m01) * invDet
- );
- }
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