1 | /* |
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2 | ----------------------------------------------------------------------------- |
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3 | This source file is part of OGRE |
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4 | (Object-oriented Graphics Rendering Engine) |
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5 | For the latest info, see http://www.ogre3d.org/ |
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6 | |
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7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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8 | Also see acknowledgements in Readme.html |
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9 | |
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10 | This program is free software; you can redistribute it and/or modify it under |
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11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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12 | Foundation; either version 2 of the License, or (at your option) any later |
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13 | version. |
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14 | |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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18 | |
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19 | You should have received a copy of the GNU Lesser General Public License along with |
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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22 | http://www.gnu.org/copyleft/lesser.txt. |
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23 | |
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24 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | #include "OgreStableHeaders.h" |
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30 | #include "OgreMatrix4.h" |
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31 | |
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32 | #include "OgreVector3.h" |
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33 | #include "OgreMatrix3.h" |
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34 | |
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35 | namespace Ogre |
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36 | { |
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37 | |
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38 | const Matrix4 Matrix4::ZERO( |
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39 | 0, 0, 0, 0, |
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40 | 0, 0, 0, 0, |
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41 | 0, 0, 0, 0, |
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42 | 0, 0, 0, 0 ); |
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43 | |
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44 | const Matrix4 Matrix4::IDENTITY( |
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45 | 1, 0, 0, 0, |
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46 | 0, 1, 0, 0, |
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47 | 0, 0, 1, 0, |
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48 | 0, 0, 0, 1 ); |
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49 | |
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50 | const Matrix4 Matrix4::CLIPSPACE2DTOIMAGESPACE( |
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51 | 0.5, 0, 0, 0.5, |
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52 | 0, -0.5, 0, 0.5, |
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53 | 0, 0, 1, 0, |
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54 | 0, 0, 0, 1); |
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55 | |
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56 | //----------------------------------------------------------------------- |
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57 | inline static Real |
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58 | MINOR(const Matrix4& m, const size_t r0, const size_t r1, const size_t r2, |
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59 | const size_t c0, const size_t c1, const size_t c2) |
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60 | { |
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61 | return m[r0][c0] * (m[r1][c1] * m[r2][c2] - m[r2][c1] * m[r1][c2]) - |
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62 | m[r0][c1] * (m[r1][c0] * m[r2][c2] - m[r2][c0] * m[r1][c2]) + |
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63 | m[r0][c2] * (m[r1][c0] * m[r2][c1] - m[r2][c0] * m[r1][c1]); |
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64 | } |
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65 | //----------------------------------------------------------------------- |
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66 | Matrix4 Matrix4::adjoint() const |
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67 | { |
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68 | return Matrix4( MINOR(*this, 1, 2, 3, 1, 2, 3), |
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69 | -MINOR(*this, 0, 2, 3, 1, 2, 3), |
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70 | MINOR(*this, 0, 1, 3, 1, 2, 3), |
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71 | -MINOR(*this, 0, 1, 2, 1, 2, 3), |
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72 | |
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73 | -MINOR(*this, 1, 2, 3, 0, 2, 3), |
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74 | MINOR(*this, 0, 2, 3, 0, 2, 3), |
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75 | -MINOR(*this, 0, 1, 3, 0, 2, 3), |
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76 | MINOR(*this, 0, 1, 2, 0, 2, 3), |
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77 | |
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78 | MINOR(*this, 1, 2, 3, 0, 1, 3), |
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79 | -MINOR(*this, 0, 2, 3, 0, 1, 3), |
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80 | MINOR(*this, 0, 1, 3, 0, 1, 3), |
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81 | -MINOR(*this, 0, 1, 2, 0, 1, 3), |
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82 | |
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83 | -MINOR(*this, 1, 2, 3, 0, 1, 2), |
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84 | MINOR(*this, 0, 2, 3, 0, 1, 2), |
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85 | -MINOR(*this, 0, 1, 3, 0, 1, 2), |
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86 | MINOR(*this, 0, 1, 2, 0, 1, 2)); |
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87 | } |
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88 | //----------------------------------------------------------------------- |
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89 | Real Matrix4::determinant() const |
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90 | { |
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91 | return m[0][0] * MINOR(*this, 1, 2, 3, 1, 2, 3) - |
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92 | m[0][1] * MINOR(*this, 1, 2, 3, 0, 2, 3) + |
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93 | m[0][2] * MINOR(*this, 1, 2, 3, 0, 1, 3) - |
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94 | m[0][3] * MINOR(*this, 1, 2, 3, 0, 1, 2); |
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95 | } |
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96 | //----------------------------------------------------------------------- |
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97 | Matrix4 Matrix4::inverse() const |
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98 | { |
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99 | Real m00 = m[0][0], m01 = m[0][1], m02 = m[0][2], m03 = m[0][3]; |
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100 | Real m10 = m[1][0], m11 = m[1][1], m12 = m[1][2], m13 = m[1][3]; |
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101 | Real m20 = m[2][0], m21 = m[2][1], m22 = m[2][2], m23 = m[2][3]; |
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102 | Real m30 = m[3][0], m31 = m[3][1], m32 = m[3][2], m33 = m[3][3]; |
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103 | |
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104 | Real v0 = m20 * m31 - m21 * m30; |
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105 | Real v1 = m20 * m32 - m22 * m30; |
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106 | Real v2 = m20 * m33 - m23 * m30; |
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107 | Real v3 = m21 * m32 - m22 * m31; |
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108 | Real v4 = m21 * m33 - m23 * m31; |
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109 | Real v5 = m22 * m33 - m23 * m32; |
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110 | |
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111 | Real t00 = + (v5 * m11 - v4 * m12 + v3 * m13); |
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112 | Real t10 = - (v5 * m10 - v2 * m12 + v1 * m13); |
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113 | Real t20 = + (v4 * m10 - v2 * m11 + v0 * m13); |
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114 | Real t30 = - (v3 * m10 - v1 * m11 + v0 * m12); |
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115 | |
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116 | Real invDet = 1 / (t00 * m00 + t10 * m01 + t20 * m02 + t30 * m03); |
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117 | |
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118 | Real d00 = t00 * invDet; |
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119 | Real d10 = t10 * invDet; |
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120 | Real d20 = t20 * invDet; |
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121 | Real d30 = t30 * invDet; |
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122 | |
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123 | Real d01 = - (v5 * m01 - v4 * m02 + v3 * m03) * invDet; |
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124 | Real d11 = + (v5 * m00 - v2 * m02 + v1 * m03) * invDet; |
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125 | Real d21 = - (v4 * m00 - v2 * m01 + v0 * m03) * invDet; |
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126 | Real d31 = + (v3 * m00 - v1 * m01 + v0 * m02) * invDet; |
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127 | |
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128 | v0 = m10 * m31 - m11 * m30; |
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129 | v1 = m10 * m32 - m12 * m30; |
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130 | v2 = m10 * m33 - m13 * m30; |
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131 | v3 = m11 * m32 - m12 * m31; |
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132 | v4 = m11 * m33 - m13 * m31; |
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133 | v5 = m12 * m33 - m13 * m32; |
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134 | |
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135 | Real d02 = + (v5 * m01 - v4 * m02 + v3 * m03) * invDet; |
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136 | Real d12 = - (v5 * m00 - v2 * m02 + v1 * m03) * invDet; |
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137 | Real d22 = + (v4 * m00 - v2 * m01 + v0 * m03) * invDet; |
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138 | Real d32 = - (v3 * m00 - v1 * m01 + v0 * m02) * invDet; |
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139 | |
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140 | v0 = m21 * m10 - m20 * m11; |
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141 | v1 = m22 * m10 - m20 * m12; |
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142 | v2 = m23 * m10 - m20 * m13; |
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143 | v3 = m22 * m11 - m21 * m12; |
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144 | v4 = m23 * m11 - m21 * m13; |
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145 | v5 = m23 * m12 - m22 * m13; |
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146 | |
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147 | Real d03 = - (v5 * m01 - v4 * m02 + v3 * m03) * invDet; |
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148 | Real d13 = + (v5 * m00 - v2 * m02 + v1 * m03) * invDet; |
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149 | Real d23 = - (v4 * m00 - v2 * m01 + v0 * m03) * invDet; |
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150 | Real d33 = + (v3 * m00 - v1 * m01 + v0 * m02) * invDet; |
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151 | |
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152 | return Matrix4( |
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153 | d00, d01, d02, d03, |
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154 | d10, d11, d12, d13, |
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155 | d20, d21, d22, d23, |
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156 | d30, d31, d32, d33); |
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157 | } |
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158 | //----------------------------------------------------------------------- |
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159 | Matrix4 Matrix4::inverseAffine(void) const |
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160 | { |
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161 | assert(isAffine()); |
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162 | |
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163 | Real m10 = m[1][0], m11 = m[1][1], m12 = m[1][2]; |
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164 | Real m20 = m[2][0], m21 = m[2][1], m22 = m[2][2]; |
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165 | |
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166 | Real t00 = m22 * m11 - m21 * m12; |
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167 | Real t10 = m20 * m12 - m22 * m10; |
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168 | Real t20 = m21 * m10 - m20 * m11; |
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169 | |
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170 | Real m00 = m[0][0], m01 = m[0][1], m02 = m[0][2]; |
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171 | |
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172 | Real invDet = 1 / (m00 * t00 + m01 * t10 + m02 * t20); |
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173 | |
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174 | t00 *= invDet; t10 *= invDet; t20 *= invDet; |
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175 | |
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176 | m00 *= invDet; m01 *= invDet; m02 *= invDet; |
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177 | |
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178 | Real r00 = t00; |
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179 | Real r01 = m02 * m21 - m01 * m22; |
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180 | Real r02 = m01 * m12 - m02 * m11; |
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181 | |
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182 | Real r10 = t10; |
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183 | Real r11 = m00 * m22 - m02 * m20; |
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184 | Real r12 = m02 * m10 - m00 * m12; |
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185 | |
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186 | Real r20 = t20; |
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187 | Real r21 = m01 * m20 - m00 * m21; |
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188 | Real r22 = m00 * m11 - m01 * m10; |
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189 | |
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190 | Real m03 = m[0][3], m13 = m[1][3], m23 = m[2][3]; |
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191 | |
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192 | Real r03 = - (r00 * m03 + r01 * m13 + r02 * m23); |
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193 | Real r13 = - (r10 * m03 + r11 * m13 + r12 * m23); |
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194 | Real r23 = - (r20 * m03 + r21 * m13 + r22 * m23); |
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195 | |
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196 | return Matrix4( |
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197 | r00, r01, r02, r03, |
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198 | r10, r11, r12, r13, |
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199 | r20, r21, r22, r23, |
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200 | 0, 0, 0, 1); |
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201 | } |
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202 | //----------------------------------------------------------------------- |
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203 | void Matrix4::makeTransform(const Vector3& position, const Vector3& scale, const Quaternion& orientation) |
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204 | { |
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205 | // Ordering: |
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206 | // 1. Scale |
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207 | // 2. Rotate |
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208 | // 3. Translate |
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209 | |
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210 | Matrix3 rot3x3, scale3x3; |
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211 | orientation.ToRotationMatrix(rot3x3); |
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212 | scale3x3 = Matrix3::ZERO; |
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213 | scale3x3[0][0] = scale.x; |
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214 | scale3x3[1][1] = scale.y; |
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215 | scale3x3[2][2] = scale.z; |
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216 | |
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217 | // Set up final matrix with scale, rotation and translation |
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218 | *this = rot3x3 * scale3x3; |
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219 | this->setTrans(position); |
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220 | |
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221 | // No projection term |
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222 | m[3][0] = 0; m[3][1] = 0; m[3][2] = 0; m[3][3] = 1; |
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223 | } |
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224 | //----------------------------------------------------------------------- |
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225 | void Matrix4::makeInverseTransform(const Vector3& position, const Vector3& scale, const Quaternion& orientation) |
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226 | { |
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227 | // Invert the parameters |
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228 | Vector3 invTranslate = -position; |
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229 | Vector3 invScale(1 / scale.x, 1 / scale.y, 1 / scale.z); |
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230 | Quaternion invRot = orientation.Inverse(); |
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231 | |
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232 | // Because we're inverting, order is translation, rotation, scale |
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233 | // So make translation relative to scale & rotation |
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234 | invTranslate *= invScale; // scale |
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235 | invTranslate = invRot * invTranslate; // rotate |
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236 | |
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237 | // Next, make a 3x3 rotation matrix and apply inverse scale |
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238 | Matrix3 rot3x3, scale3x3; |
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239 | invRot.ToRotationMatrix(rot3x3); |
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240 | scale3x3 = Matrix3::ZERO; |
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241 | scale3x3[0][0] = invScale.x; |
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242 | scale3x3[1][1] = invScale.y; |
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243 | scale3x3[2][2] = invScale.z; |
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244 | |
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245 | // Set up final matrix with scale, rotation and translation |
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246 | *this = scale3x3 * rot3x3; |
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247 | this->setTrans(invTranslate); |
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248 | |
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249 | // No projection term |
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250 | m[3][0] = 0; m[3][1] = 0; m[3][2] = 0; m[3][3] = 1; |
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251 | } |
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252 | |
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253 | } |
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