/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2005 The OGRE Team Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. ----------------------------------------------------------------------------- */ #include "OgreStableHeaders.h" #include "OgreMatrix4.h" #include "OgreVector3.h" #include "OgreMatrix3.h" namespace Ogre { const Matrix4 Matrix4::ZERO( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); const Matrix4 Matrix4::IDENTITY( 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ); const Matrix4 Matrix4::CLIPSPACE2DTOIMAGESPACE( 0.5, 0, 0, 0.5, 0, -0.5, 0, 0.5, 0, 0, 1, 0, 0, 0, 0, 1); //----------------------------------------------------------------------- inline static Real MINOR(const Matrix4& m, const size_t r0, const size_t r1, const size_t r2, const size_t c0, const size_t c1, const size_t c2) { return m[r0][c0] * (m[r1][c1] * m[r2][c2] - m[r2][c1] * m[r1][c2]) - m[r0][c1] * (m[r1][c0] * m[r2][c2] - m[r2][c0] * m[r1][c2]) + m[r0][c2] * (m[r1][c0] * m[r2][c1] - m[r2][c0] * m[r1][c1]); } //----------------------------------------------------------------------- Matrix4 Matrix4::adjoint() const { return Matrix4( MINOR(*this, 1, 2, 3, 1, 2, 3), -MINOR(*this, 0, 2, 3, 1, 2, 3), MINOR(*this, 0, 1, 3, 1, 2, 3), -MINOR(*this, 0, 1, 2, 1, 2, 3), -MINOR(*this, 1, 2, 3, 0, 2, 3), MINOR(*this, 0, 2, 3, 0, 2, 3), -MINOR(*this, 0, 1, 3, 0, 2, 3), MINOR(*this, 0, 1, 2, 0, 2, 3), MINOR(*this, 1, 2, 3, 0, 1, 3), -MINOR(*this, 0, 2, 3, 0, 1, 3), MINOR(*this, 0, 1, 3, 0, 1, 3), -MINOR(*this, 0, 1, 2, 0, 1, 3), -MINOR(*this, 1, 2, 3, 0, 1, 2), MINOR(*this, 0, 2, 3, 0, 1, 2), -MINOR(*this, 0, 1, 3, 0, 1, 2), MINOR(*this, 0, 1, 2, 0, 1, 2)); } //----------------------------------------------------------------------- Real Matrix4::determinant() const { return m[0][0] * MINOR(*this, 1, 2, 3, 1, 2, 3) - m[0][1] * MINOR(*this, 1, 2, 3, 0, 2, 3) + m[0][2] * MINOR(*this, 1, 2, 3, 0, 1, 3) - m[0][3] * MINOR(*this, 1, 2, 3, 0, 1, 2); } //----------------------------------------------------------------------- Matrix4 Matrix4::inverse() const { return adjoint() * (1.0f / determinant()); } //----------------------------------------------------------------------- void Matrix4::makeTransform(const Vector3& position, const Vector3& scale, const Quaternion& orientation) { // Ordering: // 1. Scale // 2. Rotate // 3. Translate Matrix3 rot3x3, scale3x3; orientation.ToRotationMatrix(rot3x3); scale3x3 = Matrix3::ZERO; scale3x3[0][0] = scale.x; scale3x3[1][1] = scale.y; scale3x3[2][2] = scale.z; // Set up final matrix with scale, rotation and translation *this = rot3x3 * scale3x3; this->setTrans(position); // No projection term m[3][0] = 0; m[3][1] = 0; m[3][2] = 0; m[3][3] = 1; } //----------------------------------------------------------------------- void Matrix4::makeInverseTransform(const Vector3& position, const Vector3& scale, const Quaternion& orientation) { // Invert the parameters Vector3 invTranslate = -position; Vector3 invScale(1 / scale.x, 1 / scale.y, 1 / scale.z); Quaternion invRot = orientation.Inverse(); // Because we're inverting, order is translation, rotation, scale // So make translation relative to scale & rotation invTranslate *= invScale; // scale invTranslate = invRot * invTranslate; // rotate // Next, make a 3x3 rotation matrix and apply inverse scale Matrix3 rot3x3, scale3x3; invRot.ToRotationMatrix(rot3x3); scale3x3 = Matrix3::ZERO; scale3x3[0][0] = invScale.x; scale3x3[1][1] = invScale.y; scale3x3[2][2] = invScale.z; // Set up final matrix with scale, rotation and translation *this = scale3x3 * rot3x3; this->setTrans(invTranslate); // No projection term m[3][0] = 0; m[3][1] = 0; m[3][2] = 0; m[3][3] = 1; } }