#include "MT_Optimize.h" /* * This is a supposedly faster inverter than the cofactor * computation. It uses an LU decomposition sort of thing. */ GEN_INLINE void MT_Matrix4x4::invert() { /* normalize row 0 */ int i,j,k; for (i=1; i < 4; i++) m_el[0][i] /= m_el[0][0]; for (i=1; i < 4; i++) { for (j=i; j < 4; j++) { // do a column of L MT_Scalar sum = 0.0; for (k = 0; k < i; k++) sum += m_el[j][k] * m_el[k][i]; m_el[j][i] -= sum; } if (i == 3) continue; for (j=i+1; j < 4; j++) { // do a row of U MT_Scalar sum = 0.0; for (k = 0; k < i; k++) sum += m_el[i][k]*m_el[k][j]; m_el[i][j] = (m_el[i][j]-sum) / m_el[i][i]; } } for (i = 0; i < 4; i++ ) // invert L for (j = i; j < 4; j++ ) { MT_Scalar x = 1.0; if ( i != j ) { x = 0.0; for (k = i; k < j; k++ ) x -= m_el[j][k]*m_el[k][i]; } m_el[j][i] = x / m_el[j][j]; } for (i = 0; i < 4; i++ ) // invert U for (j = i; j < 4; j++ ) { if ( i == j ) continue; MT_Scalar sum = 0.0; for (k = i; k < j; k++ ) sum += m_el[k][j]*( (i==k) ? 1.0 : m_el[i][k] ); m_el[i][j] = -sum; } for (i = 0; i < 4; i++ ) // final inversion for (j = 0; j < 4; j++ ) { MT_Scalar sum = 0.0; for (k = ((i>j)?i:j); k < 4; k++ ) sum += ((j==k)?1.0:m_el[j][k])*m_el[k][i]; m_el[j][i] = sum; } } /* We do things slightly different here, because the invert() modifies * the buffer itself. This makes it impossible to make this op right * away. Like other, still missing facilities, I will repair this * later. */ /* GEN_INLINE T_Matrix4x4 MT_Matrix4x4::inverse() const */ /* { */ /* } */ GEN_INLINE MT_Matrix4x4& MT_Matrix4x4::operator*=(const MT_Matrix4x4& m) { setValue(m.tdot(0, m_el[0]), m.tdot(1, m_el[0]), m.tdot(2, m_el[0]), m.tdot(3, m_el[0]), m.tdot(0, m_el[1]), m.tdot(1, m_el[1]), m.tdot(2, m_el[1]), m.tdot(3, m_el[1]), m.tdot(0, m_el[2]), m.tdot(1, m_el[2]), m.tdot(2, m_el[2]), m.tdot(3, m_el[2]), m.tdot(0, m_el[3]), m.tdot(1, m_el[3]), m.tdot(2, m_el[3]), m.tdot(3, m_el[3])); return *this; } GEN_INLINE MT_Vector4 operator*(const MT_Matrix4x4& m, const MT_Vector4& v) { return MT_Vector4(MT_dot(m[0], v), MT_dot(m[1], v), MT_dot(m[2], v), MT_dot(m[3], v)); } GEN_INLINE MT_Vector4 operator*(const MT_Vector4& v, const MT_Matrix4x4& m) { return MT_Vector4(m.tdot(0, v), m.tdot(1, v), m.tdot(2, v), m.tdot(3, v)); } GEN_INLINE MT_Matrix4x4 operator*(const MT_Matrix4x4& m1, const MT_Matrix4x4& m2) { return MT_Matrix4x4(m2.tdot(0, m1[0]), m2.tdot(1, m1[0]), m2.tdot(2, m1[0]), m2.tdot(3, m1[0]), m2.tdot(0, m1[1]), m2.tdot(1, m1[1]), m2.tdot(2, m1[1]), m2.tdot(3, m1[1]), m2.tdot(0, m1[2]), m2.tdot(1, m1[2]), m2.tdot(2, m1[2]), m2.tdot(3, m1[2]), m2.tdot(0, m1[3]), m2.tdot(1, m1[3]), m2.tdot(2, m1[3]), m2.tdot(3, m1[3])); } GEN_INLINE MT_Matrix4x4 MT_Matrix4x4::transposed() const { return MT_Matrix4x4(m_el[0][0], m_el[1][0], m_el[2][0], m_el[3][0], m_el[0][1], m_el[1][1], m_el[2][1], m_el[3][1], m_el[0][2], m_el[1][2], m_el[2][2], m_el[3][2], m_el[0][3], m_el[1][3], m_el[2][3], m_el[3][3]); } GEN_INLINE void MT_Matrix4x4::transpose() { *this = transposed(); } GEN_INLINE MT_Matrix4x4 MT_Matrix4x4::absolute() const { return MT_Matrix4x4(MT_abs(m_el[0][0]), MT_abs(m_el[0][1]), MT_abs(m_el[0][2]), MT_abs(m_el[0][3]), MT_abs(m_el[1][0]), MT_abs(m_el[1][1]), MT_abs(m_el[1][2]), MT_abs(m_el[1][3]), MT_abs(m_el[2][0]), MT_abs(m_el[2][1]), MT_abs(m_el[2][2]), MT_abs(m_el[2][3]), MT_abs(m_el[3][0]), MT_abs(m_el[3][1]), MT_abs(m_el[3][2]), MT_abs(m_el[3][3])); }