Matrix4.cpp 4.2 KB

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  1. // Copyright (c) 2008-2023 the Urho3D project
  2. // License: MIT
  3. #include "../Precompiled.h"
  4. #include "../Math/Matrix3x4.h"
  5. #include "../Math/Matrix4.h"
  6. #include <cstdio>
  7. #include "../DebugNew.h"
  8. namespace Urho3D
  9. {
  10. const Matrix4 Matrix4::ZERO(
  11. 0.0f, 0.0f, 0.0f, 0.0f,
  12. 0.0f, 0.0f, 0.0f, 0.0f,
  13. 0.0f, 0.0f, 0.0f, 0.0f,
  14. 0.0f, 0.0f, 0.0f, 0.0f);
  15. const Matrix4 Matrix4::IDENTITY;
  16. Matrix4 Matrix4::operator *(const Matrix3x4& rhs) const
  17. {
  18. return Matrix4(
  19. m00_ * rhs.m00_ + m01_ * rhs.m10_ + m02_ * rhs.m20_,
  20. m00_ * rhs.m01_ + m01_ * rhs.m11_ + m02_ * rhs.m21_,
  21. m00_ * rhs.m02_ + m01_ * rhs.m12_ + m02_ * rhs.m22_,
  22. m00_ * rhs.m03_ + m01_ * rhs.m13_ + m02_ * rhs.m23_ + m03_,
  23. m10_ * rhs.m00_ + m11_ * rhs.m10_ + m12_ * rhs.m20_,
  24. m10_ * rhs.m01_ + m11_ * rhs.m11_ + m12_ * rhs.m21_,
  25. m10_ * rhs.m02_ + m11_ * rhs.m12_ + m12_ * rhs.m22_,
  26. m10_ * rhs.m03_ + m11_ * rhs.m13_ + m12_ * rhs.m23_ + m13_,
  27. m20_ * rhs.m00_ + m21_ * rhs.m10_ + m22_ * rhs.m20_,
  28. m20_ * rhs.m01_ + m21_ * rhs.m11_ + m22_ * rhs.m21_,
  29. m20_ * rhs.m02_ + m21_ * rhs.m12_ + m22_ * rhs.m22_,
  30. m20_ * rhs.m03_ + m21_ * rhs.m13_ + m22_ * rhs.m23_ + m23_,
  31. m30_ * rhs.m00_ + m31_ * rhs.m10_ + m32_ * rhs.m20_,
  32. m30_ * rhs.m01_ + m31_ * rhs.m11_ + m32_ * rhs.m21_,
  33. m30_ * rhs.m02_ + m31_ * rhs.m12_ + m32_ * rhs.m22_,
  34. m30_ * rhs.m03_ + m31_ * rhs.m13_ + m32_ * rhs.m23_ + m33_
  35. );
  36. }
  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. String Matrix4::ToString() const
  96. {
  97. char tempBuffer[MATRIX_CONVERSION_BUFFER_LENGTH];
  98. sprintf(tempBuffer, "%g %g %g %g %g %g %g %g %g %g %g %g %g %g %g %g", m00_, m01_, m02_, m03_, m10_, m11_, m12_, m13_, m20_,
  99. m21_, m22_, m23_, m30_, m31_, m32_, m33_);
  100. return String(tempBuffer);
  101. }
  102. }