[692] | 1 | /*
|
---|
| 2 | -----------------------------------------------------------------------------
|
---|
| 3 | This source file is part of OGRE
|
---|
| 4 | (Object-oriented Graphics Rendering Engine)
|
---|
| 5 | For the latest info, see http://www.ogre3d.org/
|
---|
| 6 |
|
---|
| 7 | Copyright (c) 2000-2005 The OGRE Team
|
---|
| 8 | Also see acknowledgements in Readme.html
|
---|
| 9 |
|
---|
| 10 | This program is free software; you can redistribute it and/or modify it under
|
---|
| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
|
---|
| 12 | Foundation; either version 2 of the License, or (at your option) any later
|
---|
| 13 | version.
|
---|
| 14 |
|
---|
| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
|
---|
| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
|
---|
| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
|
---|
| 18 |
|
---|
| 19 | You should have received a copy of the GNU Lesser General Public License along with
|
---|
| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
---|
| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
|
---|
| 22 | http://www.gnu.org/copyleft/lesser.txt.
|
---|
| 23 | -----------------------------------------------------------------------------
|
---|
| 24 | */
|
---|
| 25 | #include "OgreStableHeaders.h"
|
---|
| 26 | #include "OgreMatrix4.h"
|
---|
| 27 |
|
---|
| 28 | #include "OgreVector3.h"
|
---|
| 29 | #include "OgreMatrix3.h"
|
---|
| 30 |
|
---|
| 31 | namespace Ogre
|
---|
| 32 | {
|
---|
| 33 |
|
---|
| 34 | const Matrix4 Matrix4::ZERO(
|
---|
| 35 | 0, 0, 0, 0,
|
---|
| 36 | 0, 0, 0, 0,
|
---|
| 37 | 0, 0, 0, 0,
|
---|
| 38 | 0, 0, 0, 0 );
|
---|
| 39 |
|
---|
| 40 | const Matrix4 Matrix4::IDENTITY(
|
---|
| 41 | 1, 0, 0, 0,
|
---|
| 42 | 0, 1, 0, 0,
|
---|
| 43 | 0, 0, 1, 0,
|
---|
| 44 | 0, 0, 0, 1 );
|
---|
| 45 |
|
---|
| 46 | const Matrix4 Matrix4::CLIPSPACE2DTOIMAGESPACE(
|
---|
| 47 | 0.5, 0, 0, 0.5,
|
---|
| 48 | 0, -0.5, 0, 0.5,
|
---|
| 49 | 0, 0, 1, 0,
|
---|
| 50 | 0, 0, 0, 1);
|
---|
| 51 |
|
---|
| 52 | //-----------------------------------------------------------------------
|
---|
| 53 | inline static Real
|
---|
| 54 | MINOR(const Matrix4& m, const size_t r0, const size_t r1, const size_t r2,
|
---|
| 55 | const size_t c0, const size_t c1, const size_t c2)
|
---|
| 56 | {
|
---|
| 57 | return m[r0][c0] * (m[r1][c1] * m[r2][c2] - m[r2][c1] * m[r1][c2]) -
|
---|
| 58 | m[r0][c1] * (m[r1][c0] * m[r2][c2] - m[r2][c0] * m[r1][c2]) +
|
---|
| 59 | m[r0][c2] * (m[r1][c0] * m[r2][c1] - m[r2][c0] * m[r1][c1]);
|
---|
| 60 | }
|
---|
| 61 | //-----------------------------------------------------------------------
|
---|
| 62 | Matrix4 Matrix4::adjoint() const
|
---|
| 63 | {
|
---|
| 64 | return Matrix4( MINOR(*this, 1, 2, 3, 1, 2, 3),
|
---|
| 65 | -MINOR(*this, 0, 2, 3, 1, 2, 3),
|
---|
| 66 | MINOR(*this, 0, 1, 3, 1, 2, 3),
|
---|
| 67 | -MINOR(*this, 0, 1, 2, 1, 2, 3),
|
---|
| 68 |
|
---|
| 69 | -MINOR(*this, 1, 2, 3, 0, 2, 3),
|
---|
| 70 | MINOR(*this, 0, 2, 3, 0, 2, 3),
|
---|
| 71 | -MINOR(*this, 0, 1, 3, 0, 2, 3),
|
---|
| 72 | MINOR(*this, 0, 1, 2, 0, 2, 3),
|
---|
| 73 |
|
---|
| 74 | MINOR(*this, 1, 2, 3, 0, 1, 3),
|
---|
| 75 | -MINOR(*this, 0, 2, 3, 0, 1, 3),
|
---|
| 76 | MINOR(*this, 0, 1, 3, 0, 1, 3),
|
---|
| 77 | -MINOR(*this, 0, 1, 2, 0, 1, 3),
|
---|
| 78 |
|
---|
| 79 | -MINOR(*this, 1, 2, 3, 0, 1, 2),
|
---|
| 80 | MINOR(*this, 0, 2, 3, 0, 1, 2),
|
---|
| 81 | -MINOR(*this, 0, 1, 3, 0, 1, 2),
|
---|
| 82 | MINOR(*this, 0, 1, 2, 0, 1, 2));
|
---|
| 83 | }
|
---|
| 84 | //-----------------------------------------------------------------------
|
---|
| 85 | Real Matrix4::determinant() const
|
---|
| 86 | {
|
---|
| 87 | return m[0][0] * MINOR(*this, 1, 2, 3, 1, 2, 3) -
|
---|
| 88 | m[0][1] * MINOR(*this, 1, 2, 3, 0, 2, 3) +
|
---|
| 89 | m[0][2] * MINOR(*this, 1, 2, 3, 0, 1, 3) -
|
---|
| 90 | m[0][3] * MINOR(*this, 1, 2, 3, 0, 1, 2);
|
---|
| 91 | }
|
---|
| 92 | //-----------------------------------------------------------------------
|
---|
| 93 | Matrix4 Matrix4::inverse() const
|
---|
| 94 | {
|
---|
| 95 | return adjoint() * (1.0f / determinant());
|
---|
| 96 | }
|
---|
| 97 | //-----------------------------------------------------------------------
|
---|
| 98 | void Matrix4::makeTransform(const Vector3& position, const Vector3& scale, const Quaternion& orientation)
|
---|
| 99 | {
|
---|
| 100 | // Ordering:
|
---|
| 101 | // 1. Scale
|
---|
| 102 | // 2. Rotate
|
---|
| 103 | // 3. Translate
|
---|
| 104 |
|
---|
| 105 | Matrix3 rot3x3, scale3x3;
|
---|
| 106 | orientation.ToRotationMatrix(rot3x3);
|
---|
| 107 | scale3x3 = Matrix3::ZERO;
|
---|
| 108 | scale3x3[0][0] = scale.x;
|
---|
| 109 | scale3x3[1][1] = scale.y;
|
---|
| 110 | scale3x3[2][2] = scale.z;
|
---|
| 111 |
|
---|
| 112 | // Set up final matrix with scale, rotation and translation
|
---|
| 113 | *this = rot3x3 * scale3x3;
|
---|
| 114 | this->setTrans(position);
|
---|
| 115 |
|
---|
| 116 | // No projection term
|
---|
| 117 | m[3][0] = 0; m[3][1] = 0; m[3][2] = 0; m[3][3] = 1;
|
---|
| 118 | }
|
---|
| 119 | //-----------------------------------------------------------------------
|
---|
| 120 | void Matrix4::makeInverseTransform(const Vector3& position, const Vector3& scale, const Quaternion& orientation)
|
---|
| 121 | {
|
---|
| 122 | // Invert the parameters
|
---|
| 123 | Vector3 invTranslate = -position;
|
---|
| 124 | Vector3 invScale(1 / scale.x, 1 / scale.y, 1 / scale.z);
|
---|
| 125 | Quaternion invRot = orientation.Inverse();
|
---|
| 126 |
|
---|
| 127 | // Because we're inverting, order is translation, rotation, scale
|
---|
| 128 | // So make translation relative to scale & rotation
|
---|
| 129 | invTranslate *= invScale; // scale
|
---|
| 130 | invTranslate = invRot * invTranslate; // rotate
|
---|
| 131 |
|
---|
| 132 | // Next, make a 3x3 rotation matrix and apply inverse scale
|
---|
| 133 | Matrix3 rot3x3, scale3x3;
|
---|
| 134 | invRot.ToRotationMatrix(rot3x3);
|
---|
| 135 | scale3x3 = Matrix3::ZERO;
|
---|
| 136 | scale3x3[0][0] = invScale.x;
|
---|
| 137 | scale3x3[1][1] = invScale.y;
|
---|
| 138 | scale3x3[2][2] = invScale.z;
|
---|
| 139 |
|
---|
| 140 | // Set up final matrix with scale, rotation and translation
|
---|
| 141 | *this = scale3x3 * rot3x3;
|
---|
| 142 | this->setTrans(invTranslate);
|
---|
| 143 |
|
---|
| 144 | // No projection term
|
---|
| 145 | m[3][0] = 0; m[3][1] = 0; m[3][2] = 0; m[3][3] = 1;
|
---|
| 146 | }
|
---|
| 147 |
|
---|
| 148 | }
|
---|