Coverage Report

Created: 2026-05-24 07:02

next uncovered line (L), next uncovered region (R), next uncovered branch (B)
/src/ogre/OgreMain/src/OgreMatrix4.cpp
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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(Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org/
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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#include "OgreStableHeaders.h"
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namespace Ogre
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{
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    const Matrix4 Matrix4::ZERO(
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        0, 0, 0, 0,
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        0, 0, 0, 0,
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        0, 0, 0, 0,
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        0, 0, 0, 0 );
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    const Affine3 Affine3::ZERO(
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        0, 0, 0, 0,
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        0, 0, 0, 0,
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        0, 0, 0, 0);
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    const Affine3 Affine3::IDENTITY(
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        1, 0, 0, 0,
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        0, 1, 0, 0,
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        0, 0, 1, 0);
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    const Matrix4 Matrix4::IDENTITY(
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        1, 0, 0, 0,
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        0, 1, 0, 0,
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        0, 0, 1, 0,
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        0, 0, 0, 1 );
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    const Matrix4 Matrix4::CLIPSPACE2DTOIMAGESPACE(
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        0.5,    0,  0, 0.5, 
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          0, -0.5,  0, 0.5, 
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          0,    0,  1,   0,
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          0,    0,  0,   1);
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    //-----------------------------------------------------------------------
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    static Real
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        MINOR(const TransformBaseReal& m, const size_t r0, const size_t r1, const size_t r2,
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                                const size_t c0, const size_t c1, const size_t c2)
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0
    {
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0
        return m[r0][c0] * (m[r1][c1] * m[r2][c2] - m[r2][c1] * m[r1][c2]) -
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0
            m[r0][c1] * (m[r1][c0] * m[r2][c2] - m[r2][c0] * m[r1][c2]) +
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0
            m[r0][c2] * (m[r1][c0] * m[r2][c1] - m[r2][c0] * m[r1][c1]);
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0
    }
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    //-----------------------------------------------------------------------
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    Matrix4 Matrix4::adjoint() const
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0
    {
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0
        return Matrix4( MINOR(*this, 1, 2, 3, 1, 2, 3),
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0
            -MINOR(*this, 0, 2, 3, 1, 2, 3),
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0
            MINOR(*this, 0, 1, 3, 1, 2, 3),
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0
            -MINOR(*this, 0, 1, 2, 1, 2, 3),
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0
            -MINOR(*this, 1, 2, 3, 0, 2, 3),
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0
            MINOR(*this, 0, 2, 3, 0, 2, 3),
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0
            -MINOR(*this, 0, 1, 3, 0, 2, 3),
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0
            MINOR(*this, 0, 1, 2, 0, 2, 3),
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            MINOR(*this, 1, 2, 3, 0, 1, 3),
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0
            -MINOR(*this, 0, 2, 3, 0, 1, 3),
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0
            MINOR(*this, 0, 1, 3, 0, 1, 3),
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0
            -MINOR(*this, 0, 1, 2, 0, 1, 3),
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            -MINOR(*this, 1, 2, 3, 0, 1, 2),
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            MINOR(*this, 0, 2, 3, 0, 1, 2),
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            -MINOR(*this, 0, 1, 3, 0, 1, 2),
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            MINOR(*this, 0, 1, 2, 0, 1, 2));
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0
    }
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    //-----------------------------------------------------------------------
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    Real TransformBaseReal::determinant() const
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0
    {
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0
        return m[0][0] * MINOR(*this, 1, 2, 3, 1, 2, 3) -
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            m[0][1] * MINOR(*this, 1, 2, 3, 0, 2, 3) +
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            m[0][2] * MINOR(*this, 1, 2, 3, 0, 1, 3) -
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            m[0][3] * MINOR(*this, 1, 2, 3, 0, 1, 2);
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0
    }
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    //-----------------------------------------------------------------------
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    Matrix4 Matrix4::inverse() const
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0
    {
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0
        Real m00 = m[0][0], m01 = m[0][1], m02 = m[0][2], m03 = m[0][3];
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0
        Real m10 = m[1][0], m11 = m[1][1], m12 = m[1][2], m13 = m[1][3];
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0
        Real m20 = m[2][0], m21 = m[2][1], m22 = m[2][2], m23 = m[2][3];
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        Real m30 = m[3][0], m31 = m[3][1], m32 = m[3][2], m33 = m[3][3];
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        Real v0 = m20 * m31 - m21 * m30;
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        Real v1 = m20 * m32 - m22 * m30;
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        Real v2 = m20 * m33 - m23 * m30;
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        Real v3 = m21 * m32 - m22 * m31;
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        Real v4 = m21 * m33 - m23 * m31;
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        Real v5 = m22 * m33 - m23 * m32;
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0
        Real t00 = + (v5 * m11 - v4 * m12 + v3 * m13);
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0
        Real t10 = - (v5 * m10 - v2 * m12 + v1 * m13);
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0
        Real t20 = + (v4 * m10 - v2 * m11 + v0 * m13);
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        Real t30 = - (v3 * m10 - v1 * m11 + v0 * m12);
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0
        Real invDet = 1 / (t00 * m00 + t10 * m01 + t20 * m02 + t30 * m03);
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0
        Real d00 = t00 * invDet;
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        Real d10 = t10 * invDet;
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        Real d20 = t20 * invDet;
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        Real d30 = t30 * invDet;
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0
        Real d01 = - (v5 * m01 - v4 * m02 + v3 * m03) * invDet;
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        Real d11 = + (v5 * m00 - v2 * m02 + v1 * m03) * invDet;
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        Real d21 = - (v4 * m00 - v2 * m01 + v0 * m03) * invDet;
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        Real d31 = + (v3 * m00 - v1 * m01 + v0 * m02) * invDet;
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        v0 = m10 * m31 - m11 * m30;
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        v1 = m10 * m32 - m12 * m30;
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        v2 = m10 * m33 - m13 * m30;
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        v3 = m11 * m32 - m12 * m31;
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        v4 = m11 * m33 - m13 * m31;
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        v5 = m12 * m33 - m13 * m32;
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        Real d02 = + (v5 * m01 - v4 * m02 + v3 * m03) * invDet;
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        Real d12 = - (v5 * m00 - v2 * m02 + v1 * m03) * invDet;
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        Real d22 = + (v4 * m00 - v2 * m01 + v0 * m03) * invDet;
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        Real d32 = - (v3 * m00 - v1 * m01 + v0 * m02) * invDet;
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0
        v0 = m21 * m10 - m20 * m11;
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0
        v1 = m22 * m10 - m20 * m12;
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0
        v2 = m23 * m10 - m20 * m13;
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0
        v3 = m22 * m11 - m21 * m12;
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        v4 = m23 * m11 - m21 * m13;
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0
        v5 = m23 * m12 - m22 * m13;
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0
        Real d03 = - (v5 * m01 - v4 * m02 + v3 * m03) * invDet;
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        Real d13 = + (v5 * m00 - v2 * m02 + v1 * m03) * invDet;
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        Real d23 = - (v4 * m00 - v2 * m01 + v0 * m03) * invDet;
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        Real d33 = + (v3 * m00 - v1 * m01 + v0 * m02) * invDet;
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0
        return Matrix4(
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0
            d00, d01, d02, d03,
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            d10, d11, d12, d13,
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            d20, d21, d22, d23,
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            d30, d31, d32, d33);
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0
    }
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    //-----------------------------------------------------------------------
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    Affine3 Affine3::inverse() const
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0
    {
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0
        Real m10 = m[1][0], m11 = m[1][1], m12 = m[1][2];
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0
        Real m20 = m[2][0], m21 = m[2][1], m22 = m[2][2];
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0
        Real t00 = m22 * m11 - m21 * m12;
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0
        Real t10 = m20 * m12 - m22 * m10;
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0
        Real t20 = m21 * m10 - m20 * m11;
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        Real m00 = m[0][0], m01 = m[0][1], m02 = m[0][2];
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0
        Real invDet = 1 / (m00 * t00 + m01 * t10 + m02 * t20);
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0
        t00 *= invDet; t10 *= invDet; t20 *= invDet;
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0
        m00 *= invDet; m01 *= invDet; m02 *= invDet;
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0
        Real r00 = t00;
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        Real r01 = m02 * m21 - m01 * m22;
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        Real r02 = m01 * m12 - m02 * m11;
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        Real r10 = t10;
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        Real r11 = m00 * m22 - m02 * m20;
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        Real r12 = m02 * m10 - m00 * m12;
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        Real r20 = t20;
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        Real r21 = m01 * m20 - m00 * m21;
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0
        Real r22 = m00 * m11 - m01 * m10;
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        Real m03 = m[0][3], m13 = m[1][3], m23 = m[2][3];
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        Real r03 = - (r00 * m03 + r01 * m13 + r02 * m23);
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        Real r13 = - (r10 * m03 + r11 * m13 + r12 * m23);
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        Real r23 = - (r20 * m03 + r21 * m13 + r22 * m23);
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0
        return Affine3(
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0
            r00, r01, r02, r03,
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            r10, r11, r12, r13,
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            r20, r21, r22, r23);
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0
    }
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    //-----------------------------------------------------------------------
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    void TransformBaseReal::makeTransform(const Vector3& position, const Vector3& scale, const Quaternion& orientation)
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0
    {
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        // Ordering:
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        //    1. Scale
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        //    2. Rotate
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        //    3. Translate
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        Matrix3 rot3x3;
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        orientation.ToRotationMatrix(rot3x3);
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        // Set up final matrix with scale, rotation and translation
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0
        m[0][0] = scale.x * rot3x3[0][0]; m[0][1] = scale.y * rot3x3[0][1]; m[0][2] = scale.z * rot3x3[0][2]; m[0][3] = position.x;
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0
        m[1][0] = scale.x * rot3x3[1][0]; m[1][1] = scale.y * rot3x3[1][1]; m[1][2] = scale.z * rot3x3[1][2]; m[1][3] = position.y;
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0
        m[2][0] = scale.x * rot3x3[2][0]; m[2][1] = scale.y * rot3x3[2][1]; m[2][2] = scale.z * rot3x3[2][2]; m[2][3] = position.z;
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        // No projection term
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        m[3][0] = 0; m[3][1] = 0; m[3][2] = 0; m[3][3] = 1;
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0
    }
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    //-----------------------------------------------------------------------
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    void TransformBaseReal::makeInverseTransform(const Vector3& position, const Vector3& scale, const Quaternion& orientation)
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0
    {
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        // Invert the parameters
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0
        Vector3 invTranslate = -position;
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        Vector3 invScale(1 / scale.x, 1 / scale.y, 1 / scale.z);
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        Quaternion invRot = orientation.Inverse();
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        // Because we're inverting, order is translation, rotation, scale
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        // So make translation relative to scale & rotation
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        invTranslate = invRot * invTranslate; // rotate
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        invTranslate *= invScale; // scale
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        // Next, make a 3x3 rotation matrix
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        Matrix3 rot3x3;
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        invRot.ToRotationMatrix(rot3x3);
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        // Set up final matrix with scale, rotation and translation
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0
        m[0][0] = invScale.x * rot3x3[0][0]; m[0][1] = invScale.x * rot3x3[0][1]; m[0][2] = invScale.x * rot3x3[0][2]; m[0][3] = invTranslate.x;
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0
        m[1][0] = invScale.y * rot3x3[1][0]; m[1][1] = invScale.y * rot3x3[1][1]; m[1][2] = invScale.y * rot3x3[1][2]; m[1][3] = invTranslate.y;
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0
        m[2][0] = invScale.z * rot3x3[2][0]; m[2][1] = invScale.z * rot3x3[2][1]; m[2][2] = invScale.z * rot3x3[2][2]; m[2][3] = invTranslate.z;        
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        // No projection term
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0
        m[3][0] = 0; m[3][1] = 0; m[3][2] = 0; m[3][3] = 1;
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0
    }
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    //-----------------------------------------------------------------------
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    void Affine3::decomposition(Vector3& position, Vector3& scale, Quaternion& orientation) const
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0
    {
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0
        Matrix3 matQ;
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0
        Vector3 vecU;
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0
        linear().QDUDecomposition( matQ, scale, vecU );
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0
        orientation = Quaternion( matQ );
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0
        position = Vector3( m[0][3], m[1][3], m[2][3] );
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0
    }
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}