Matrix4.cpp 3.4 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 "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. Matrix4 Matrix4::getInverse() const
  36. {
  37. float v0 = m20 * m31 - m21 * m30;
  38. float v1 = m20 * m32 - m22 * m30;
  39. float v2 = m20 * m33 - m23 * m30;
  40. float v3 = m21 * m32 - m22 * m31;
  41. float v4 = m21 * m33 - m23 * m31;
  42. float v5 = m22 * m33 - m23 * m32;
  43. float i00 = (v5 * m11 - v4 * m12 + v3 * m13);
  44. float i10 = -(v5 * m10 - v2 * m12 + v1 * m13);
  45. float i20 = (v4 * m10 - v2 * m11 + v0 * m13);
  46. float i30 = -(v3 * m10 - v1 * m11 + v0 * m12);
  47. float invDet = 1.0f / (i00 * m00 + i10 * m01 + i20 * m02 + i30 * m03);
  48. i00 *= invDet;
  49. i10 *= invDet;
  50. i20 *= invDet;
  51. i30 *= invDet;
  52. float i01 = -(v5 * m01 - v4 * m02 + v3 * m03) * invDet;
  53. float i11 = (v5 * m00 - v2 * m02 + v1 * m03) * invDet;
  54. float i21 = -(v4 * m00 - v2 * m01 + v0 * m03) * invDet;
  55. float i31 = (v3 * m00 - v1 * m01 + v0 * m02) * invDet;
  56. v0 = m10 * m31 - m11 * m30;
  57. v1 = m10 * m32 - m12 * m30;
  58. v2 = m10 * m33 - m13 * m30;
  59. v3 = m11 * m32 - m12 * m31;
  60. v4 = m11 * m33 - m13 * m31;
  61. v5 = m12 * m33 - m13 * m32;
  62. float i02 = (v5 * m01 - v4 * m02 + v3 * m03) * invDet;
  63. float i12 = -(v5 * m00 - v2 * m02 + v1 * m03) * invDet;
  64. float i22 = (v4 * m00 - v2 * m01 + v0 * m03) * invDet;
  65. float i32 = -(v3 * m00 - v1 * m01 + v0 * m02) * invDet;
  66. v0 = m21 * m10 - m20 * m11;
  67. v1 = m22 * m10 - m20 * m12;
  68. v2 = m23 * m10 - m20 * m13;
  69. v3 = m22 * m11 - m21 * m12;
  70. v4 = m23 * m11 - m21 * m13;
  71. v5 = m23 * m12 - m22 * m13;
  72. float i03 = -(v5 * m01 - v4 * m02 + v3 * m03) * invDet;
  73. float i13 = (v5 * m00 - v2 * m02 + v1 * m03) * invDet;
  74. float i23 = -(v4 * m00 - v2 * m01 + v0 * m03) * invDet;
  75. float i33 = (v3 * m00 - v1 * m01 + v0 * m02) * invDet;
  76. return Matrix4(
  77. i00, i01, i02, i03,
  78. i10, i11, i12, i13,
  79. i20, i21, i22, i23,
  80. i30, i31, i32, i33);
  81. }