mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 11:43:49 +00:00
normalize and affineInverse
added functions for normalize and affineInverse
This commit is contained in:
parent
2cee5f7e10
commit
8f8cc32636
2 changed files with 51 additions and 2 deletions
|
|
@ -372,9 +372,9 @@ Matrix<DATA_TYPE, rows, cols>& Matrix<DATA_TYPE, rows, cols>::inverse()
|
|||
}
|
||||
}
|
||||
|
||||
// Early out if pivot is 0, return a new empty matrix.
|
||||
// Early out if pivot is 0, return identity matrix.
|
||||
if (augmentedMatrix(i, i) == static_cast<DATA_TYPE>(0)) {
|
||||
return Matrix<DATA_TYPE, rows, cols>();
|
||||
return Matrix<DATA_TYPE, rows, cols>(true);
|
||||
}
|
||||
|
||||
DATA_TYPE pivotVal = augmentedMatrix(i, i);
|
||||
|
|
@ -550,6 +550,27 @@ bool Matrix<DATA_TYPE, rows, cols>::isAffine() const
|
|||
return true;
|
||||
}
|
||||
|
||||
template<typename DATA_TYPE, U32 rows, U32 cols>
|
||||
Matrix<DATA_TYPE, rows, cols>& Matrix<DATA_TYPE, rows, cols>::affineInverse()
|
||||
{
|
||||
AssertFatal(rows >= 4 && cols >= 4, "affineInverse requires at least 4x4");
|
||||
Matrix<DATA_TYPE, 3, 3> subMatrix;
|
||||
|
||||
for (U32 i = 0; i < 3; i++) {
|
||||
for (U32 j = 0; j < 3; j++) {
|
||||
subMatrix(i, j) = (*this)(i, j);
|
||||
}
|
||||
}
|
||||
|
||||
subMatrix.transpose();
|
||||
|
||||
Point3F pos = getPosition();
|
||||
(*this)(0, 3) = mDot(subMatrix.getColumn3F(0), pos);
|
||||
(*this)(1, 3) = mDot(subMatrix.getColumn3F(1), pos);
|
||||
(*this)(2, 3) = mDot(subMatrix.getColumn3F(2), pos);
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
template<typename DATA_TYPE, U32 rows, U32 cols>
|
||||
EulerF Matrix<DATA_TYPE, rows, cols>::toEuler() const
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue