Matrix4.cpp 4.0 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2012 Lasse Oorni
  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. namespace Urho3D
  26. {
  27. const Matrix4 Matrix4::ZERO(
  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. 0.0f, 0.0f, 0.0f, 0.0f);
  32. const Matrix4 Matrix4::IDENTITY(
  33. 1.0f, 0.0f, 0.0f, 0.0f,
  34. 0.0f, 1.0f, 0.0f, 0.0f,
  35. 0.0f, 0.0f, 1.0f, 0.0f,
  36. 0.0f, 0.0f, 0.0f, 1.0f);
  37. void Matrix4::Decompose(Vector3& translation, Quaternion& rotation, Vector3& scale) const
  38. {
  39. translation.x_ = m03_;
  40. translation.y_ = m13_;
  41. translation.z_ = m23_;
  42. scale.x_ = sqrtf(m00_ * m00_ + m10_ * m10_ + m20_ * m20_);
  43. scale.y_ = sqrtf(m01_ * m01_ + m11_ * m11_ + m21_ * m21_);
  44. scale.z_ = sqrtf(m02_ * m02_ + m12_ * m12_ + m22_ * m22_);
  45. Vector3 invScale(1.0f / scale.x_, 1.0f / scale.y_, 1.0f / scale.z_);
  46. rotation = Quaternion(ToMatrix3().Scaled(invScale));
  47. }
  48. Matrix4 Matrix4::Inverse() const
  49. {
  50. float v0 = m20_ * m31_ - m21_ * m30_;
  51. float v1 = m20_ * m32_ - m22_ * m30_;
  52. float v2 = m20_ * m33_ - m23_ * m30_;
  53. float v3 = m21_ * m32_ - m22_ * m31_;
  54. float v4 = m21_ * m33_ - m23_ * m31_;
  55. float v5 = m22_ * m33_ - m23_ * m32_;
  56. float i00 = (v5 * m11_ - v4 * m12_ + v3 * m13_);
  57. float i10 = -(v5 * m10_ - v2 * m12_ + v1 * m13_);
  58. float i20 = (v4 * m10_ - v2 * m11_ + v0 * m13_);
  59. float i30 = -(v3 * m10_ - v1 * m11_ + v0 * m12_);
  60. float invDet = 1.0f / (i00 * m00_ + i10 * m01_ + i20 * m02_ + i30 * m03_);
  61. i00 *= invDet;
  62. i10 *= invDet;
  63. i20 *= invDet;
  64. i30 *= invDet;
  65. float i01 = -(v5 * m01_ - v4 * m02_ + v3 * m03_) * invDet;
  66. float i11 = (v5 * m00_ - v2 * m02_ + v1 * m03_) * invDet;
  67. float i21 = -(v4 * m00_ - v2 * m01_ + v0 * m03_) * invDet;
  68. float i31 = (v3 * m00_ - v1 * m01_ + v0 * m02_) * invDet;
  69. v0 = m10_ * m31_ - m11_ * m30_;
  70. v1 = m10_ * m32_ - m12_ * m30_;
  71. v2 = m10_ * m33_ - m13_ * m30_;
  72. v3 = m11_ * m32_ - m12_ * m31_;
  73. v4 = m11_ * m33_ - m13_ * m31_;
  74. v5 = m12_ * m33_ - m13_ * m32_;
  75. float i02 = (v5 * m01_ - v4 * m02_ + v3 * m03_) * invDet;
  76. float i12 = -(v5 * m00_ - v2 * m02_ + v1 * m03_) * invDet;
  77. float i22 = (v4 * m00_ - v2 * m01_ + v0 * m03_) * invDet;
  78. float i32 = -(v3 * m00_ - v1 * m01_ + v0 * m02_) * invDet;
  79. v0 = m21_ * m10_ - m20_ * m11_;
  80. v1 = m22_ * m10_ - m20_ * m12_;
  81. v2 = m23_ * m10_ - m20_ * m13_;
  82. v3 = m22_ * m11_ - m21_ * m12_;
  83. v4 = m23_ * m11_ - m21_ * m13_;
  84. v5 = m23_ * m12_ - m22_ * m13_;
  85. float i03 = -(v5 * m01_ - v4 * m02_ + v3 * m03_) * invDet;
  86. float i13 = (v5 * m00_ - v2 * m02_ + v1 * m03_) * invDet;
  87. float i23 = -(v4 * m00_ - v2 * m01_ + v0 * m03_) * invDet;
  88. float i33 = (v3 * m00_ - v1 * m01_ + v0 * m02_) * invDet;
  89. return Matrix4(
  90. i00, i01, i02, i03,
  91. i10, i11, i12, i13,
  92. i20, i21, i22, i23,
  93. i30, i31, i32, i33);
  94. }
  95. }