/* =========================================================================== IceTech GPL Source Code Copyright (C) 2026 Justin Marshall This file is part of the IceTech GPL Source Code (?IceTech Source Code?). IceTech Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. IceTech Source Code 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 General Public License for more details. You should have received a copy of the GNU General Public License along with IceTech Source Code. If not, see . In addition, the IceTech Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the IceTech Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing Justin Marshall, justinmarshall20@gmail.com =========================================================================== */ #include "precompiled.h" #pragma hdrstop //=============================================================== // // idMat2 // //=============================================================== idMat2 mat2_zero(idVec2(0, 0), idVec2(0, 0)); idMat2 mat2_identity(idVec2(1, 0), idVec2(0, 1)); /* ============ idMat2::InverseSelf ============ */ bool idMat2::InverseSelf(void) { // 2+4 = 6 multiplications // 1 division double det, invDet, a; det = mat[0][0] * mat[1][1] - mat[0][1] * mat[1][0]; if (idMath::Fabs(det) < MATRIX_INVERSE_EPSILON) { return false; } invDet = 1.0f / det; a = mat[0][0]; mat[0][0] = mat[1][1] * invDet; mat[0][1] = -mat[0][1] * invDet; mat[1][0] = -mat[1][0] * invDet; mat[1][1] = a * invDet; return true; } /* ============ idMat2::InverseFastSelf ============ */ bool idMat2::InverseFastSelf(void) { #if 1 // 2+4 = 6 multiplications // 1 division double det, invDet, a; det = mat[0][0] * mat[1][1] - mat[0][1] * mat[1][0]; if (idMath::Fabs(det) < MATRIX_INVERSE_EPSILON) { return false; } invDet = 1.0f / det; a = mat[0][0]; mat[0][0] = mat[1][1] * invDet; mat[0][1] = -mat[0][1] * invDet; mat[1][0] = -mat[1][0] * invDet; mat[1][1] = a * invDet; return true; #else // 2*4 = 8 multiplications // 2 division float* mat = reinterpret_cast(this); double d, di; float s; di = mat[0]; s = di; mat[0 * 2 + 0] = d = 1.0f / di; mat[0 * 2 + 1] *= d; d = -d; mat[1 * 2 + 0] *= d; d = mat[1 * 2 + 0] * di; mat[1 * 2 + 1] += mat[0 * 2 + 1] * d; di = mat[1 * 2 + 1]; s *= di; mat[1 * 2 + 1] = d = 1.0f / di; mat[1 * 2 + 0] *= d; d = -d; mat[0 * 2 + 1] *= d; d = mat[0 * 2 + 1] * di; mat[0 * 2 + 0] += mat[1 * 2 + 0] * d; return (s != 0.0f && !FLOAT_IS_NAN(s)); #endif } /* ============= idMat2::ToString ============= */ const char* idMat2::ToString(int precision) const { return idStr::FloatArrayToString(ToFloatPtr(), GetDimension(), precision); } //=============================================================== // // idMat3 // //=============================================================== idMat3 mat3_zero(idVec3(0, 0, 0), idVec3(0, 0, 0), idVec3(0, 0, 0)); idMat3 mat3_identity(idVec3(1, 0, 0), idVec3(0, 1, 0), idVec3(0, 0, 1)); /* ============ idMat3::ToAngles ============ */ idAngles idMat3::ToAngles(void) const { idAngles angles; double theta; double cp; float sp; sp = mat[0][2]; // cap off our sin value so that we don't get any NANs if (sp > 1.0f) { sp = 1.0f; } else if (sp < -1.0f) { sp = -1.0f; } theta = -asin(sp); #ifdef QUAKE4 cp = idMath::Cos(theta); if (cp > 8192.0f * idMath::FLOAT_EPSILON) { angles.pitch = RAD2DEG(theta); angles.yaw = RAD2DEG(idMath::ATan(mat[0][1], mat[0][0])); angles.roll = RAD2DEG(idMath::ATan(mat[1][2], mat[2][2])); } else { angles.pitch = RAD2DEG(theta); angles.yaw = RAD2DEG(-idMath::ATan(mat[1][0], mat[1][1])); angles.roll = 0; } #else cp = cos(theta); if (cp > 8192.0f * idMath::FLT_EPSILON) { angles.pitch = RAD2DEG(theta); angles.yaw = RAD2DEG(atan2(mat[0][1], mat[0][0])); angles.roll = RAD2DEG(atan2(mat[1][2], mat[2][2])); } else { angles.pitch = RAD2DEG(theta); angles.yaw = RAD2DEG(-atan2(mat[1][0], mat[1][1])); angles.roll = 0; } #endif return angles; } #ifdef QUAKE4 // idMat3::RotateAbsolute -- rotates around world x, y, or z void idMat3::RotateAbsolute(int whichAxis, float howManyDegrees) { idMat3 rotation; float sinVal, cosVal; idMath::SinCos(DEG2RAD(howManyDegrees), sinVal, cosVal); rotation.Identity(); switch (whichAxis) { case 0: // x-axis rotation[1][1] = cosVal; rotation[1][2] = sinVal; rotation[2][1] = -sinVal; rotation[2][2] = cosVal; break; case 1: // y-axis rotation[0][0] = cosVal; rotation[0][2] = -sinVal; rotation[2][0] = sinVal; rotation[2][2] = cosVal; break; case 2: // z-axis rotation[0][0] = cosVal; rotation[0][1] = sinVal; rotation[1][0] = -sinVal; rotation[1][1] = cosVal; break; default: assert(!"idMat3::RotateAbsolute -- valid axis numbers are 0, 1, and 2"); return; } *this *= rotation; } // idMat3::RotateRelative -- rotates around the fwd, left, or up vector of the matrix void idMat3::RotateRelative(int whichAxis, float howManyDegrees) { idMat3 rotation; float sinVal, cosVal; idMath::SinCos(DEG2RAD(howManyDegrees), sinVal, cosVal); rotation.Identity(); switch (whichAxis) { case 0: // x-axis rotation[1][1] = cosVal; rotation[1][2] = sinVal; rotation[2][1] = -sinVal; rotation[2][2] = cosVal; break; case 1: // y-axis rotation[0][0] = cosVal; rotation[0][2] = -sinVal; rotation[2][0] = sinVal; rotation[2][2] = cosVal; break; case 2: // z-axis rotation[0][0] = cosVal; rotation[0][1] = sinVal; rotation[1][0] = -sinVal; rotation[1][1] = cosVal; break; default: assert(!"idMat3::RotateRelative -- valid axis numbers are 0, 1, and 2"); return; } *this = rotation * (*this); } // idMat3::RotateArbitrary -- rotates around the given unit vector void idMat3::RotateArbitrary(const idVec3& rotAxis, float howManyDegrees) { float sinVal, cosVal; idMath::SinCos(DEG2RAD(howManyDegrees), sinVal, cosVal); float d = idMath::Sqrt(rotAxis[1] * rotAxis[1] + rotAxis[2] * rotAxis[2]); // if the rotation axis turns out to be one of the world axes, just do a RotateAbsolute on it if (rotAxis.Compare(idVec3(1, 0, 0))) { RotateAbsolute(0, howManyDegrees); return; } if (rotAxis.Compare(idVec3(-1, 0, 0))) { RotateAbsolute(0, -howManyDegrees); return; } if (rotAxis.Compare(idVec3(0, 1, 0))) { RotateAbsolute(1, howManyDegrees); return; } if (rotAxis.Compare(idVec3(0, -1, 0))) { RotateAbsolute(1, -howManyDegrees); return; } if (rotAxis.Compare(idVec3(0, 0, 1))) { RotateAbsolute(2, howManyDegrees); return; } if (rotAxis.Compare(idVec3(0, 0, -1))) { RotateAbsolute(2, -howManyDegrees); return; } idMat3 rotationX(1, 0, 0, 0, rotAxis[2] / d, rotAxis[1] / d, 0, -rotAxis[1] / d, rotAxis[2] / d); idMat3 rotationY(d, 0, rotAxis[0], 0, 1, 0, -rotAxis[0], 0, d); idMat3 rotationZ(cosVal, sinVal, 0, -sinVal, cosVal, 0, 0, 0, 1); idMat3 rotationXinv = rotationX.Inverse(); idMat3 rotationYinv = rotationY.Inverse(); idMat3 tempMat; tempMat = rotationYinv * rotationXinv; tempMat = rotationZ * tempMat; tempMat = rotationY * tempMat; tempMat = rotationX * tempMat; *this = *this * tempMat; } #endif /* ============ idMat3::ToQuat ============ */ idQuat idMat3::ToQuat(void) const { idQuat q; float trace; float s; float t; int i; int j; int k; static int next[3] = { 1, 2, 0 }; trace = mat[0][0] + mat[1][1] + mat[2][2]; if (trace > 0.0f) { t = trace + 1.0f; s = idMath::InvSqrt(t) * 0.5f; q[3] = s * t; q[0] = (mat[2][1] - mat[1][2]) * s; q[1] = (mat[0][2] - mat[2][0]) * s; q[2] = (mat[1][0] - mat[0][1]) * s; } else { i = 0; if (mat[1][1] > mat[0][0]) { i = 1; } if (mat[2][2] > mat[i][i]) { i = 2; } j = next[i]; k = next[j]; t = (mat[i][i] - (mat[j][j] + mat[k][k])) + 1.0f; s = idMath::InvSqrt(t) * 0.5f; q[i] = s * t; q[3] = (mat[k][j] - mat[j][k]) * s; q[j] = (mat[j][i] + mat[i][j]) * s; q[k] = (mat[k][i] + mat[i][k]) * s; } return q; } /* ============ idMat3::ToCQuat ============ */ idCQuat idMat3::ToCQuat(void) const { idQuat q = ToQuat(); if (q.w < 0.0f) { return idCQuat(-q.x, -q.y, -q.z); } return idCQuat(q.x, q.y, q.z); } /* ============ idMat3::ToRotation ============ */ idRotation idMat3::ToRotation(void) const { idRotation r; float trace; float s; float t; int i; int j; int k; static int next[3] = { 1, 2, 0 }; trace = mat[0][0] + mat[1][1] + mat[2][2]; if (trace > 0.0f) { t = trace + 1.0f; s = idMath::InvSqrt(t) * 0.5f; r.angle = s * t; r.vec[0] = (mat[2][1] - mat[1][2]) * s; r.vec[1] = (mat[0][2] - mat[2][0]) * s; r.vec[2] = (mat[1][0] - mat[0][1]) * s; } else { i = 0; if (mat[1][1] > mat[0][0]) { i = 1; } if (mat[2][2] > mat[i][i]) { i = 2; } j = next[i]; k = next[j]; t = (mat[i][i] - (mat[j][j] + mat[k][k])) + 1.0f; s = idMath::InvSqrt(t) * 0.5f; r.vec[i] = s * t; r.angle = (mat[k][j] - mat[j][k]) * s; r.vec[j] = (mat[j][i] + mat[i][j]) * s; r.vec[k] = (mat[k][i] + mat[i][k]) * s; } r.angle = idMath::ACos(r.angle); if (idMath::Fabs(r.angle) < 1e-10f) { r.vec.Set(0.0f, 0.0f, 1.0f); r.angle = 0.0f; } else { //vec *= (1.0f / sin( angle )); r.vec.Normalize(); r.vec.FixDegenerateNormal(); r.angle *= 2.0f * idMath::M_RAD2DEG; } r.origin.Zero(); r.axis = *this; r.axisValid = true; return r; } /* ================= idMat3::ToAngularVelocity ================= */ idVec3 idMat3::ToAngularVelocity(void) const { idRotation rotation = ToRotation(); return rotation.GetVec() * DEG2RAD(rotation.GetAngle()); } /* ============ idMat3::Determinant ============ */ float idMat3::Determinant(void) const { float det2_12_01 = mat[1][0] * mat[2][1] - mat[1][1] * mat[2][0]; float det2_12_02 = mat[1][0] * mat[2][2] - mat[1][2] * mat[2][0]; float det2_12_12 = mat[1][1] * mat[2][2] - mat[1][2] * mat[2][1]; return mat[0][0] * det2_12_12 - mat[0][1] * det2_12_02 + mat[0][2] * det2_12_01; } /* ============ idMat3::InverseSelf ============ */ bool idMat3::InverseSelf(void) { // 18+3+9 = 30 multiplications // 1 division idMat3 inverse; double det, invDet; inverse[0][0] = mat[1][1] * mat[2][2] - mat[1][2] * mat[2][1]; inverse[1][0] = mat[1][2] * mat[2][0] - mat[1][0] * mat[2][2]; inverse[2][0] = mat[1][0] * mat[2][1] - mat[1][1] * mat[2][0]; det = mat[0][0] * inverse[0][0] + mat[0][1] * inverse[1][0] + mat[0][2] * inverse[2][0]; if (idMath::Fabs(det) < MATRIX_INVERSE_EPSILON) { return false; } invDet = 1.0f / det; inverse[0][1] = mat[0][2] * mat[2][1] - mat[0][1] * mat[2][2]; inverse[0][2] = mat[0][1] * mat[1][2] - mat[0][2] * mat[1][1]; inverse[1][1] = mat[0][0] * mat[2][2] - mat[0][2] * mat[2][0]; inverse[1][2] = mat[0][2] * mat[1][0] - mat[0][0] * mat[1][2]; inverse[2][1] = mat[0][1] * mat[2][0] - mat[0][0] * mat[2][1]; inverse[2][2] = mat[0][0] * mat[1][1] - mat[0][1] * mat[1][0]; mat[0][0] = inverse[0][0] * invDet; mat[0][1] = inverse[0][1] * invDet; mat[0][2] = inverse[0][2] * invDet; mat[1][0] = inverse[1][0] * invDet; mat[1][1] = inverse[1][1] * invDet; mat[1][2] = inverse[1][2] * invDet; mat[2][0] = inverse[2][0] * invDet; mat[2][1] = inverse[2][1] * invDet; mat[2][2] = inverse[2][2] * invDet; return true; } /* ============ idMat3::InverseFastSelf ============ */ bool idMat3::InverseFastSelf(void) { #if 1 // 18+3+9 = 30 multiplications // 1 division idMat3 inverse; double det, invDet; inverse[0][0] = mat[1][1] * mat[2][2] - mat[1][2] * mat[2][1]; inverse[1][0] = mat[1][2] * mat[2][0] - mat[1][0] * mat[2][2]; inverse[2][0] = mat[1][0] * mat[2][1] - mat[1][1] * mat[2][0]; det = mat[0][0] * inverse[0][0] + mat[0][1] * inverse[1][0] + mat[0][2] * inverse[2][0]; if (idMath::Fabs(det) < MATRIX_INVERSE_EPSILON) { return false; } invDet = 1.0f / det; inverse[0][1] = mat[0][2] * mat[2][1] - mat[0][1] * mat[2][2]; inverse[0][2] = mat[0][1] * mat[1][2] - mat[0][2] * mat[1][1]; inverse[1][1] = mat[0][0] * mat[2][2] - mat[0][2] * mat[2][0]; inverse[1][2] = mat[0][2] * mat[1][0] - mat[0][0] * mat[1][2]; inverse[2][1] = mat[0][1] * mat[2][0] - mat[0][0] * mat[2][1]; inverse[2][2] = mat[0][0] * mat[1][1] - mat[0][1] * mat[1][0]; mat[0][0] = inverse[0][0] * invDet; mat[0][1] = inverse[0][1] * invDet; mat[0][2] = inverse[0][2] * invDet; mat[1][0] = inverse[1][0] * invDet; mat[1][1] = inverse[1][1] * invDet; mat[1][2] = inverse[1][2] * invDet; mat[2][0] = inverse[2][0] * invDet; mat[2][1] = inverse[2][1] * invDet; mat[2][2] = inverse[2][2] * invDet; return true; #elif 0 // 3*10 = 30 multiplications // 3 divisions float* mat = reinterpret_cast(this); float s; double d, di; di = mat[0]; s = di; mat[0] = d = 1.0f / di; mat[1] *= d; mat[2] *= d; d = -d; mat[3] *= d; mat[6] *= d; d = mat[3] * di; mat[4] += mat[1] * d; mat[5] += mat[2] * d; d = mat[6] * di; mat[7] += mat[1] * d; mat[8] += mat[2] * d; di = mat[4]; s *= di; mat[4] = d = 1.0f / di; mat[3] *= d; mat[5] *= d; d = -d; mat[1] *= d; mat[7] *= d; d = mat[1] * di; mat[0] += mat[3] * d; mat[2] += mat[5] * d; d = mat[7] * di; mat[6] += mat[3] * d; mat[8] += mat[5] * d; di = mat[8]; s *= di; mat[8] = d = 1.0f / di; mat[6] *= d; mat[7] *= d; d = -d; mat[2] *= d; mat[5] *= d; d = mat[2] * di; mat[0] += mat[6] * d; mat[1] += mat[7] * d; d = mat[5] * di; mat[3] += mat[6] * d; mat[4] += mat[7] * d; return (s != 0.0f && !FLOAT_IS_NAN(s)); #else // 4*2+4*4 = 24 multiplications // 2*1 = 2 divisions idMat2 r0; float r1[2], r2[2], r3; float det, invDet; float* mat = reinterpret_cast(this); // r0 = m0.Inverse(); // 2x2 det = mat[0 * 3 + 0] * mat[1 * 3 + 1] - mat[0 * 3 + 1] * mat[1 * 3 + 0]; if (idMath::Fabs(det) < MATRIX_INVERSE_EPSILON) { return false; } invDet = 1.0f / det; r0[0][0] = mat[1 * 3 + 1] * invDet; r0[0][1] = -mat[0 * 3 + 1] * invDet; r0[1][0] = -mat[1 * 3 + 0] * invDet; r0[1][1] = mat[0 * 3 + 0] * invDet; // r1 = r0 * m1; // 2x1 = 2x2 * 2x1 r1[0] = r0[0][0] * mat[0 * 3 + 2] + r0[0][1] * mat[1 * 3 + 2]; r1[1] = r0[1][0] * mat[0 * 3 + 2] + r0[1][1] * mat[1 * 3 + 2]; // r2 = m2 * r1; // 1x1 = 1x2 * 2x1 r2[0] = mat[2 * 3 + 0] * r1[0] + mat[2 * 3 + 1] * r1[1]; // r3 = r2 - m3; // 1x1 = 1x1 - 1x1 r3 = r2[0] - mat[2 * 3 + 2]; // r3.InverseSelf(); if (idMath::Fabs(r3) < MATRIX_INVERSE_EPSILON) { return false; } r3 = 1.0f / r3; // r2 = m2 * r0; // 1x2 = 1x2 * 2x2 r2[0] = mat[2 * 3 + 0] * r0[0][0] + mat[2 * 3 + 1] * r0[1][0]; r2[1] = mat[2 * 3 + 0] * r0[0][1] + mat[2 * 3 + 1] * r0[1][1]; // m2 = r3 * r2; // 1x2 = 1x1 * 1x2 mat[2 * 3 + 0] = r3 * r2[0]; mat[2 * 3 + 1] = r3 * r2[1]; // m0 = r0 - r1 * m2; // 2x2 - 2x1 * 1x2 mat[0 * 3 + 0] = r0[0][0] - r1[0] * mat[2 * 3 + 0]; mat[0 * 3 + 1] = r0[0][1] - r1[0] * mat[2 * 3 + 1]; mat[1 * 3 + 0] = r0[1][0] - r1[1] * mat[2 * 3 + 0]; mat[1 * 3 + 1] = r0[1][1] - r1[1] * mat[2 * 3 + 1]; // m1 = r1 * r3; // 2x1 = 2x1 * 1x1 mat[0 * 3 + 2] = r1[0] * r3; mat[1 * 3 + 2] = r1[1] * r3; // m3 = -r3; mat[2 * 3 + 2] = -r3; return true; #endif } /* ============ idMat3::InertiaTranslate ============ */ idMat3 idMat3::InertiaTranslate(const float mass, const idVec3& centerOfMass, const idVec3& translation) const { idMat3 m; idVec3 newCenter; newCenter = centerOfMass + translation; m[0][0] = mass * ((centerOfMass[1] * centerOfMass[1] + centerOfMass[2] * centerOfMass[2]) - (newCenter[1] * newCenter[1] + newCenter[2] * newCenter[2])); m[1][1] = mass * ((centerOfMass[0] * centerOfMass[0] + centerOfMass[2] * centerOfMass[2]) - (newCenter[0] * newCenter[0] + newCenter[2] * newCenter[2])); m[2][2] = mass * ((centerOfMass[0] * centerOfMass[0] + centerOfMass[1] * centerOfMass[1]) - (newCenter[0] * newCenter[0] + newCenter[1] * newCenter[1])); m[0][1] = m[1][0] = mass * (newCenter[0] * newCenter[1] - centerOfMass[0] * centerOfMass[1]); m[1][2] = m[2][1] = mass * (newCenter[1] * newCenter[2] - centerOfMass[1] * centerOfMass[2]); m[0][2] = m[2][0] = mass * (newCenter[0] * newCenter[2] - centerOfMass[0] * centerOfMass[2]); return (*this) + m; } /* ============ idMat3::InertiaTranslateSelf ============ */ idMat3& idMat3::InertiaTranslateSelf(const float mass, const idVec3& centerOfMass, const idVec3& translation) { idMat3 m; idVec3 newCenter; newCenter = centerOfMass + translation; m[0][0] = mass * ((centerOfMass[1] * centerOfMass[1] + centerOfMass[2] * centerOfMass[2]) - (newCenter[1] * newCenter[1] + newCenter[2] * newCenter[2])); m[1][1] = mass * ((centerOfMass[0] * centerOfMass[0] + centerOfMass[2] * centerOfMass[2]) - (newCenter[0] * newCenter[0] + newCenter[2] * newCenter[2])); m[2][2] = mass * ((centerOfMass[0] * centerOfMass[0] + centerOfMass[1] * centerOfMass[1]) - (newCenter[0] * newCenter[0] + newCenter[1] * newCenter[1])); m[0][1] = m[1][0] = mass * (newCenter[0] * newCenter[1] - centerOfMass[0] * centerOfMass[1]); m[1][2] = m[2][1] = mass * (newCenter[1] * newCenter[2] - centerOfMass[1] * centerOfMass[2]); m[0][2] = m[2][0] = mass * (newCenter[0] * newCenter[2] - centerOfMass[0] * centerOfMass[2]); (*this) += m; return (*this); } /* ============ idMat3::InertiaRotate ============ */ idMat3 idMat3::InertiaRotate(const idMat3& rotation) const { // NOTE: the rotation matrix is stored column-major return rotation.Transpose() * (*this) * rotation; } /* ============ idMat3::InertiaRotateSelf ============ */ idMat3& idMat3::InertiaRotateSelf(const idMat3& rotation) { // NOTE: the rotation matrix is stored column-major *this = rotation.Transpose() * (*this) * rotation; return *this; } /* ============= idMat3::ToString ============= */ const char* idMat3::ToString(int precision) const { return idStr::FloatArrayToString(ToFloatPtr(), GetDimension(), precision); } //=============================================================== // // idMat4 // //=============================================================== idMat4 mat4_zero(idVec4(0, 0, 0, 0), idVec4(0, 0, 0, 0), idVec4(0, 0, 0, 0), idVec4(0, 0, 0, 0)); idMat4 mat4_identity(idVec4(1, 0, 0, 0), idVec4(0, 1, 0, 0), idVec4(0, 0, 1, 0), idVec4(0, 0, 0, 1)); /* ============ idMat4::Transpose ============ */ idMat4 idMat4::Transpose(void) const { idMat4 transpose; int i, j; for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { transpose[i][j] = mat[j][i]; } } return transpose; } /* ============ idMat4::TransposeSelf ============ */ idMat4& idMat4::TransposeSelf(void) { float temp; int i, j; for (i = 0; i < 4; i++) { for (j = i + 1; j < 4; j++) { temp = mat[i][j]; mat[i][j] = mat[j][i]; mat[j][i] = temp; } } return *this; } /* ============ idMat4::Determinant ============ */ float idMat4::Determinant(void) const { // 2x2 sub-determinants float det2_01_01 = mat[0][0] * mat[1][1] - mat[0][1] * mat[1][0]; float det2_01_02 = mat[0][0] * mat[1][2] - mat[0][2] * mat[1][0]; float det2_01_03 = mat[0][0] * mat[1][3] - mat[0][3] * mat[1][0]; float det2_01_12 = mat[0][1] * mat[1][2] - mat[0][2] * mat[1][1]; float det2_01_13 = mat[0][1] * mat[1][3] - mat[0][3] * mat[1][1]; float det2_01_23 = mat[0][2] * mat[1][3] - mat[0][3] * mat[1][2]; // 3x3 sub-determinants float det3_201_012 = mat[2][0] * det2_01_12 - mat[2][1] * det2_01_02 + mat[2][2] * det2_01_01; float det3_201_013 = mat[2][0] * det2_01_13 - mat[2][1] * det2_01_03 + mat[2][3] * det2_01_01; float det3_201_023 = mat[2][0] * det2_01_23 - mat[2][2] * det2_01_03 + mat[2][3] * det2_01_02; float det3_201_123 = mat[2][1] * det2_01_23 - mat[2][2] * det2_01_13 + mat[2][3] * det2_01_12; return (-det3_201_123 * mat[3][0] + det3_201_023 * mat[3][1] - det3_201_013 * mat[3][2] + det3_201_012 * mat[3][3]); } /* ============ idMat4::InverseSelf ============ */ bool idMat4::InverseSelf(void) { // 84+4+16 = 104 multiplications // 1 division double det, invDet; // 2x2 sub-determinants required to calculate 4x4 determinant float det2_01_01 = mat[0][0] * mat[1][1] - mat[0][1] * mat[1][0]; float det2_01_02 = mat[0][0] * mat[1][2] - mat[0][2] * mat[1][0]; float det2_01_03 = mat[0][0] * mat[1][3] - mat[0][3] * mat[1][0]; float det2_01_12 = mat[0][1] * mat[1][2] - mat[0][2] * mat[1][1]; float det2_01_13 = mat[0][1] * mat[1][3] - mat[0][3] * mat[1][1]; float det2_01_23 = mat[0][2] * mat[1][3] - mat[0][3] * mat[1][2]; // 3x3 sub-determinants required to calculate 4x4 determinant float det3_201_012 = mat[2][0] * det2_01_12 - mat[2][1] * det2_01_02 + mat[2][2] * det2_01_01; float det3_201_013 = mat[2][0] * det2_01_13 - mat[2][1] * det2_01_03 + mat[2][3] * det2_01_01; float det3_201_023 = mat[2][0] * det2_01_23 - mat[2][2] * det2_01_03 + mat[2][3] * det2_01_02; float det3_201_123 = mat[2][1] * det2_01_23 - mat[2][2] * det2_01_13 + mat[2][3] * det2_01_12; det = (-det3_201_123 * mat[3][0] + det3_201_023 * mat[3][1] - det3_201_013 * mat[3][2] + det3_201_012 * mat[3][3]); if (idMath::Fabs(det) < MATRIX_INVERSE_EPSILON) { return false; } invDet = 1.0f / det; // remaining 2x2 sub-determinants float det2_03_01 = mat[0][0] * mat[3][1] - mat[0][1] * mat[3][0]; float det2_03_02 = mat[0][0] * mat[3][2] - mat[0][2] * mat[3][0]; float det2_03_03 = mat[0][0] * mat[3][3] - mat[0][3] * mat[3][0]; float det2_03_12 = mat[0][1] * mat[3][2] - mat[0][2] * mat[3][1]; float det2_03_13 = mat[0][1] * mat[3][3] - mat[0][3] * mat[3][1]; float det2_03_23 = mat[0][2] * mat[3][3] - mat[0][3] * mat[3][2]; float det2_13_01 = mat[1][0] * mat[3][1] - mat[1][1] * mat[3][0]; float det2_13_02 = mat[1][0] * mat[3][2] - mat[1][2] * mat[3][0]; float det2_13_03 = mat[1][0] * mat[3][3] - mat[1][3] * mat[3][0]; float det2_13_12 = mat[1][1] * mat[3][2] - mat[1][2] * mat[3][1]; float det2_13_13 = mat[1][1] * mat[3][3] - mat[1][3] * mat[3][1]; float det2_13_23 = mat[1][2] * mat[3][3] - mat[1][3] * mat[3][2]; // remaining 3x3 sub-determinants float det3_203_012 = mat[2][0] * det2_03_12 - mat[2][1] * det2_03_02 + mat[2][2] * det2_03_01; float det3_203_013 = mat[2][0] * det2_03_13 - mat[2][1] * det2_03_03 + mat[2][3] * det2_03_01; float det3_203_023 = mat[2][0] * det2_03_23 - mat[2][2] * det2_03_03 + mat[2][3] * det2_03_02; float det3_203_123 = mat[2][1] * det2_03_23 - mat[2][2] * det2_03_13 + mat[2][3] * det2_03_12; float det3_213_012 = mat[2][0] * det2_13_12 - mat[2][1] * det2_13_02 + mat[2][2] * det2_13_01; float det3_213_013 = mat[2][0] * det2_13_13 - mat[2][1] * det2_13_03 + mat[2][3] * det2_13_01; float det3_213_023 = mat[2][0] * det2_13_23 - mat[2][2] * det2_13_03 + mat[2][3] * det2_13_02; float det3_213_123 = mat[2][1] * det2_13_23 - mat[2][2] * det2_13_13 + mat[2][3] * det2_13_12; float det3_301_012 = mat[3][0] * det2_01_12 - mat[3][1] * det2_01_02 + mat[3][2] * det2_01_01; float det3_301_013 = mat[3][0] * det2_01_13 - mat[3][1] * det2_01_03 + mat[3][3] * det2_01_01; float det3_301_023 = mat[3][0] * det2_01_23 - mat[3][2] * det2_01_03 + mat[3][3] * det2_01_02; float det3_301_123 = mat[3][1] * det2_01_23 - mat[3][2] * det2_01_13 + mat[3][3] * det2_01_12; mat[0][0] = -det3_213_123 * invDet; mat[1][0] = +det3_213_023 * invDet; mat[2][0] = -det3_213_013 * invDet; mat[3][0] = +det3_213_012 * invDet; mat[0][1] = +det3_203_123 * invDet; mat[1][1] = -det3_203_023 * invDet; mat[2][1] = +det3_203_013 * invDet; mat[3][1] = -det3_203_012 * invDet; mat[0][2] = +det3_301_123 * invDet; mat[1][2] = -det3_301_023 * invDet; mat[2][2] = +det3_301_013 * invDet; mat[3][2] = -det3_301_012 * invDet; mat[0][3] = -det3_201_123 * invDet; mat[1][3] = +det3_201_023 * invDet; mat[2][3] = -det3_201_013 * invDet; mat[3][3] = +det3_201_012 * invDet; return true; } /* ============ idMat4::InverseFastSelf ============ */ bool idMat4::InverseFastSelf(void) { #if 0 // 84+4+16 = 104 multiplications // 1 division double det, invDet; // 2x2 sub-determinants required to calculate 4x4 determinant float det2_01_01 = mat[0][0] * mat[1][1] - mat[0][1] * mat[1][0]; float det2_01_02 = mat[0][0] * mat[1][2] - mat[0][2] * mat[1][0]; float det2_01_03 = mat[0][0] * mat[1][3] - mat[0][3] * mat[1][0]; float det2_01_12 = mat[0][1] * mat[1][2] - mat[0][2] * mat[1][1]; float det2_01_13 = mat[0][1] * mat[1][3] - mat[0][3] * mat[1][1]; float det2_01_23 = mat[0][2] * mat[1][3] - mat[0][3] * mat[1][2]; // 3x3 sub-determinants required to calculate 4x4 determinant float det3_201_012 = mat[2][0] * det2_01_12 - mat[2][1] * det2_01_02 + mat[2][2] * det2_01_01; float det3_201_013 = mat[2][0] * det2_01_13 - mat[2][1] * det2_01_03 + mat[2][3] * det2_01_01; float det3_201_023 = mat[2][0] * det2_01_23 - mat[2][2] * det2_01_03 + mat[2][3] * det2_01_02; float det3_201_123 = mat[2][1] * det2_01_23 - mat[2][2] * det2_01_13 + mat[2][3] * det2_01_12; det = (-det3_201_123 * mat[3][0] + det3_201_023 * mat[3][1] - det3_201_013 * mat[3][2] + det3_201_012 * mat[3][3]); if (idMath::Fabs(det) < MATRIX_INVERSE_EPSILON) { return false; } invDet = 1.0f / det; // remaining 2x2 sub-determinants float det2_03_01 = mat[0][0] * mat[3][1] - mat[0][1] * mat[3][0]; float det2_03_02 = mat[0][0] * mat[3][2] - mat[0][2] * mat[3][0]; float det2_03_03 = mat[0][0] * mat[3][3] - mat[0][3] * mat[3][0]; float det2_03_12 = mat[0][1] * mat[3][2] - mat[0][2] * mat[3][1]; float det2_03_13 = mat[0][1] * mat[3][3] - mat[0][3] * mat[3][1]; float det2_03_23 = mat[0][2] * mat[3][3] - mat[0][3] * mat[3][2]; float det2_13_01 = mat[1][0] * mat[3][1] - mat[1][1] * mat[3][0]; float det2_13_02 = mat[1][0] * mat[3][2] - mat[1][2] * mat[3][0]; float det2_13_03 = mat[1][0] * mat[3][3] - mat[1][3] * mat[3][0]; float det2_13_12 = mat[1][1] * mat[3][2] - mat[1][2] * mat[3][1]; float det2_13_13 = mat[1][1] * mat[3][3] - mat[1][3] * mat[3][1]; float det2_13_23 = mat[1][2] * mat[3][3] - mat[1][3] * mat[3][2]; // remaining 3x3 sub-determinants float det3_203_012 = mat[2][0] * det2_03_12 - mat[2][1] * det2_03_02 + mat[2][2] * det2_03_01; float det3_203_013 = mat[2][0] * det2_03_13 - mat[2][1] * det2_03_03 + mat[2][3] * det2_03_01; float det3_203_023 = mat[2][0] * det2_03_23 - mat[2][2] * det2_03_03 + mat[2][3] * det2_03_02; float det3_203_123 = mat[2][1] * det2_03_23 - mat[2][2] * det2_03_13 + mat[2][3] * det2_03_12; float det3_213_012 = mat[2][0] * det2_13_12 - mat[2][1] * det2_13_02 + mat[2][2] * det2_13_01; float det3_213_013 = mat[2][0] * det2_13_13 - mat[2][1] * det2_13_03 + mat[2][3] * det2_13_01; float det3_213_023 = mat[2][0] * det2_13_23 - mat[2][2] * det2_13_03 + mat[2][3] * det2_13_02; float det3_213_123 = mat[2][1] * det2_13_23 - mat[2][2] * det2_13_13 + mat[2][3] * det2_13_12; float det3_301_012 = mat[3][0] * det2_01_12 - mat[3][1] * det2_01_02 + mat[3][2] * det2_01_01; float det3_301_013 = mat[3][0] * det2_01_13 - mat[3][1] * det2_01_03 + mat[3][3] * det2_01_01; float det3_301_023 = mat[3][0] * det2_01_23 - mat[3][2] * det2_01_03 + mat[3][3] * det2_01_02; float det3_301_123 = mat[3][1] * det2_01_23 - mat[3][2] * det2_01_13 + mat[3][3] * det2_01_12; mat[0][0] = -det3_213_123 * invDet; mat[1][0] = +det3_213_023 * invDet; mat[2][0] = -det3_213_013 * invDet; mat[3][0] = +det3_213_012 * invDet; mat[0][1] = +det3_203_123 * invDet; mat[1][1] = -det3_203_023 * invDet; mat[2][1] = +det3_203_013 * invDet; mat[3][1] = -det3_203_012 * invDet; mat[0][2] = +det3_301_123 * invDet; mat[1][2] = -det3_301_023 * invDet; mat[2][2] = +det3_301_013 * invDet; mat[3][2] = -det3_301_012 * invDet; mat[0][3] = -det3_201_123 * invDet; mat[1][3] = +det3_201_023 * invDet; mat[2][3] = -det3_201_013 * invDet; mat[3][3] = +det3_201_012 * invDet; return true; #elif 0 // 4*18 = 72 multiplications // 4 divisions float* mat = reinterpret_cast(this); float s; double d, di; di = mat[0]; s = di; mat[0] = d = 1.0f / di; mat[1] *= d; mat[2] *= d; mat[3] *= d; d = -d; mat[4] *= d; mat[8] *= d; mat[12] *= d; d = mat[4] * di; mat[5] += mat[1] * d; mat[6] += mat[2] * d; mat[7] += mat[3] * d; d = mat[8] * di; mat[9] += mat[1] * d; mat[10] += mat[2] * d; mat[11] += mat[3] * d; d = mat[12] * di; mat[13] += mat[1] * d; mat[14] += mat[2] * d; mat[15] += mat[3] * d; di = mat[5]; s *= di; mat[5] = d = 1.0f / di; mat[4] *= d; mat[6] *= d; mat[7] *= d; d = -d; mat[1] *= d; mat[9] *= d; mat[13] *= d; d = mat[1] * di; mat[0] += mat[4] * d; mat[2] += mat[6] * d; mat[3] += mat[7] * d; d = mat[9] * di; mat[8] += mat[4] * d; mat[10] += mat[6] * d; mat[11] += mat[7] * d; d = mat[13] * di; mat[12] += mat[4] * d; mat[14] += mat[6] * d; mat[15] += mat[7] * d; di = mat[10]; s *= di; mat[10] = d = 1.0f / di; mat[8] *= d; mat[9] *= d; mat[11] *= d; d = -d; mat[2] *= d; mat[6] *= d; mat[14] *= d; d = mat[2] * di; mat[0] += mat[8] * d; mat[1] += mat[9] * d; mat[3] += mat[11] * d; d = mat[6] * di; mat[4] += mat[8] * d; mat[5] += mat[9] * d; mat[7] += mat[11] * d; d = mat[14] * di; mat[12] += mat[8] * d; mat[13] += mat[9] * d; mat[15] += mat[11] * d; di = mat[15]; s *= di; mat[15] = d = 1.0f / di; mat[12] *= d; mat[13] *= d; mat[14] *= d; d = -d; mat[3] *= d; mat[7] *= d; mat[11] *= d; d = mat[3] * di; mat[0] += mat[12] * d; mat[1] += mat[13] * d; mat[2] += mat[14] * d; d = mat[7] * di; mat[4] += mat[12] * d; mat[5] += mat[13] * d; mat[6] += mat[14] * d; d = mat[11] * di; mat[8] += mat[12] * d; mat[9] += mat[13] * d; mat[10] += mat[14] * d; return (s != 0.0f && !FLOAT_IS_NAN(s)); #else // 6*8+2*6 = 60 multiplications // 2*1 = 2 divisions idMat2 r0, r1, r2, r3; float a, det, invDet; float* mat = reinterpret_cast(this); // r0 = m0.Inverse(); det = mat[0 * 4 + 0] * mat[1 * 4 + 1] - mat[0 * 4 + 1] * mat[1 * 4 + 0]; if (idMath::Fabs(det) < MATRIX_INVERSE_EPSILON) { return false; } invDet = 1.0f / det; r0[0][0] = mat[1 * 4 + 1] * invDet; r0[0][1] = -mat[0 * 4 + 1] * invDet; r0[1][0] = -mat[1 * 4 + 0] * invDet; r0[1][1] = mat[0 * 4 + 0] * invDet; // r1 = r0 * m1; r1[0][0] = r0[0][0] * mat[0 * 4 + 2] + r0[0][1] * mat[1 * 4 + 2]; r1[0][1] = r0[0][0] * mat[0 * 4 + 3] + r0[0][1] * mat[1 * 4 + 3]; r1[1][0] = r0[1][0] * mat[0 * 4 + 2] + r0[1][1] * mat[1 * 4 + 2]; r1[1][1] = r0[1][0] * mat[0 * 4 + 3] + r0[1][1] * mat[1 * 4 + 3]; // r2 = m2 * r1; r2[0][0] = mat[2 * 4 + 0] * r1[0][0] + mat[2 * 4 + 1] * r1[1][0]; r2[0][1] = mat[2 * 4 + 0] * r1[0][1] + mat[2 * 4 + 1] * r1[1][1]; r2[1][0] = mat[3 * 4 + 0] * r1[0][0] + mat[3 * 4 + 1] * r1[1][0]; r2[1][1] = mat[3 * 4 + 0] * r1[0][1] + mat[3 * 4 + 1] * r1[1][1]; // r3 = r2 - m3; r3[0][0] = r2[0][0] - mat[2 * 4 + 2]; r3[0][1] = r2[0][1] - mat[2 * 4 + 3]; r3[1][0] = r2[1][0] - mat[3 * 4 + 2]; r3[1][1] = r2[1][1] - mat[3 * 4 + 3]; // r3.InverseSelf(); det = r3[0][0] * r3[1][1] - r3[0][1] * r3[1][0]; if (idMath::Fabs(det) < MATRIX_INVERSE_EPSILON) { return false; } invDet = 1.0f / det; a = r3[0][0]; r3[0][0] = r3[1][1] * invDet; r3[0][1] = -r3[0][1] * invDet; r3[1][0] = -r3[1][0] * invDet; r3[1][1] = a * invDet; // r2 = m2 * r0; r2[0][0] = mat[2 * 4 + 0] * r0[0][0] + mat[2 * 4 + 1] * r0[1][0]; r2[0][1] = mat[2 * 4 + 0] * r0[0][1] + mat[2 * 4 + 1] * r0[1][1]; r2[1][0] = mat[3 * 4 + 0] * r0[0][0] + mat[3 * 4 + 1] * r0[1][0]; r2[1][1] = mat[3 * 4 + 0] * r0[0][1] + mat[3 * 4 + 1] * r0[1][1]; // m2 = r3 * r2; mat[2 * 4 + 0] = r3[0][0] * r2[0][0] + r3[0][1] * r2[1][0]; mat[2 * 4 + 1] = r3[0][0] * r2[0][1] + r3[0][1] * r2[1][1]; mat[3 * 4 + 0] = r3[1][0] * r2[0][0] + r3[1][1] * r2[1][0]; mat[3 * 4 + 1] = r3[1][0] * r2[0][1] + r3[1][1] * r2[1][1]; // m0 = r0 - r1 * m2; mat[0 * 4 + 0] = r0[0][0] - r1[0][0] * mat[2 * 4 + 0] - r1[0][1] * mat[3 * 4 + 0]; mat[0 * 4 + 1] = r0[0][1] - r1[0][0] * mat[2 * 4 + 1] - r1[0][1] * mat[3 * 4 + 1]; mat[1 * 4 + 0] = r0[1][0] - r1[1][0] * mat[2 * 4 + 0] - r1[1][1] * mat[3 * 4 + 0]; mat[1 * 4 + 1] = r0[1][1] - r1[1][0] * mat[2 * 4 + 1] - r1[1][1] * mat[3 * 4 + 1]; // m1 = r1 * r3; mat[0 * 4 + 2] = r1[0][0] * r3[0][0] + r1[0][1] * r3[1][0]; mat[0 * 4 + 3] = r1[0][0] * r3[0][1] + r1[0][1] * r3[1][1]; mat[1 * 4 + 2] = r1[1][0] * r3[0][0] + r1[1][1] * r3[1][0]; mat[1 * 4 + 3] = r1[1][0] * r3[0][1] + r1[1][1] * r3[1][1]; // m3 = -r3; mat[2 * 4 + 2] = -r3[0][0]; mat[2 * 4 + 3] = -r3[0][1]; mat[3 * 4 + 2] = -r3[1][0]; mat[3 * 4 + 3] = -r3[1][1]; return true; #endif } /* ============= idMat4::ToString ============= */ const char* idMat4::ToString(int precision) const { return idStr::FloatArrayToString(ToFloatPtr(), GetDimension(), precision); } //=============================================================== // // idMat5 // //=============================================================== idMat5 mat5_zero(idVec5(0, 0, 0, 0, 0), idVec5(0, 0, 0, 0, 0), idVec5(0, 0, 0, 0, 0), idVec5(0, 0, 0, 0, 0), idVec5(0, 0, 0, 0, 0)); idMat5 mat5_identity(idVec5(1, 0, 0, 0, 0), idVec5(0, 1, 0, 0, 0), idVec5(0, 0, 1, 0, 0), idVec5(0, 0, 0, 1, 0), idVec5(0, 0, 0, 0, 1)); /* ============ idMat5::Transpose ============ */ idMat5 idMat5::Transpose(void) const { idMat5 transpose; int i, j; for (i = 0; i < 5; i++) { for (j = 0; j < 5; j++) { transpose[i][j] = mat[j][i]; } } return transpose; } /* ============ idMat5::TransposeSelf ============ */ idMat5& idMat5::TransposeSelf(void) { float temp; int i, j; for (i = 0; i < 5; i++) { for (j = i + 1; j < 5; j++) { temp = mat[i][j]; mat[i][j] = mat[j][i]; mat[j][i] = temp; } } return *this; } /* ============ idMat5::Determinant ============ */ float idMat5::Determinant(void) const { // 2x2 sub-determinants required to calculate 5x5 determinant float det2_34_01 = mat[3][0] * mat[4][1] - mat[3][1] * mat[4][0]; float det2_34_02 = mat[3][0] * mat[4][2] - mat[3][2] * mat[4][0]; float det2_34_03 = mat[3][0] * mat[4][3] - mat[3][3] * mat[4][0]; float det2_34_04 = mat[3][0] * mat[4][4] - mat[3][4] * mat[4][0]; float det2_34_12 = mat[3][1] * mat[4][2] - mat[3][2] * mat[4][1]; float det2_34_13 = mat[3][1] * mat[4][3] - mat[3][3] * mat[4][1]; float det2_34_14 = mat[3][1] * mat[4][4] - mat[3][4] * mat[4][1]; float det2_34_23 = mat[3][2] * mat[4][3] - mat[3][3] * mat[4][2]; float det2_34_24 = mat[3][2] * mat[4][4] - mat[3][4] * mat[4][2]; float det2_34_34 = mat[3][3] * mat[4][4] - mat[3][4] * mat[4][3]; // 3x3 sub-determinants required to calculate 5x5 determinant float det3_234_012 = mat[2][0] * det2_34_12 - mat[2][1] * det2_34_02 + mat[2][2] * det2_34_01; float det3_234_013 = mat[2][0] * det2_34_13 - mat[2][1] * det2_34_03 + mat[2][3] * det2_34_01; float det3_234_014 = mat[2][0] * det2_34_14 - mat[2][1] * det2_34_04 + mat[2][4] * det2_34_01; float det3_234_023 = mat[2][0] * det2_34_23 - mat[2][2] * det2_34_03 + mat[2][3] * det2_34_02; float det3_234_024 = mat[2][0] * det2_34_24 - mat[2][2] * det2_34_04 + mat[2][4] * det2_34_02; float det3_234_034 = mat[2][0] * det2_34_34 - mat[2][3] * det2_34_04 + mat[2][4] * det2_34_03; float det3_234_123 = mat[2][1] * det2_34_23 - mat[2][2] * det2_34_13 + mat[2][3] * det2_34_12; float det3_234_124 = mat[2][1] * det2_34_24 - mat[2][2] * det2_34_14 + mat[2][4] * det2_34_12; float det3_234_134 = mat[2][1] * det2_34_34 - mat[2][3] * det2_34_14 + mat[2][4] * det2_34_13; float det3_234_234 = mat[2][2] * det2_34_34 - mat[2][3] * det2_34_24 + mat[2][4] * det2_34_23; // 4x4 sub-determinants required to calculate 5x5 determinant float det4_1234_0123 = mat[1][0] * det3_234_123 - mat[1][1] * det3_234_023 + mat[1][2] * det3_234_013 - mat[1][3] * det3_234_012; float det4_1234_0124 = mat[1][0] * det3_234_124 - mat[1][1] * det3_234_024 + mat[1][2] * det3_234_014 - mat[1][4] * det3_234_012; float det4_1234_0134 = mat[1][0] * det3_234_134 - mat[1][1] * det3_234_034 + mat[1][3] * det3_234_014 - mat[1][4] * det3_234_013; float det4_1234_0234 = mat[1][0] * det3_234_234 - mat[1][2] * det3_234_034 + mat[1][3] * det3_234_024 - mat[1][4] * det3_234_023; float det4_1234_1234 = mat[1][1] * det3_234_234 - mat[1][2] * det3_234_134 + mat[1][3] * det3_234_124 - mat[1][4] * det3_234_123; // determinant of 5x5 matrix return mat[0][0] * det4_1234_1234 - mat[0][1] * det4_1234_0234 + mat[0][2] * det4_1234_0134 - mat[0][3] * det4_1234_0124 + mat[0][4] * det4_1234_0123; } /* ============ idMat5::InverseSelf ============ */ bool idMat5::InverseSelf(void) { // 280+5+25 = 310 multiplications // 1 division double det, invDet; // 2x2 sub-determinants required to calculate 5x5 determinant float det2_34_01 = mat[3][0] * mat[4][1] - mat[3][1] * mat[4][0]; float det2_34_02 = mat[3][0] * mat[4][2] - mat[3][2] * mat[4][0]; float det2_34_03 = mat[3][0] * mat[4][3] - mat[3][3] * mat[4][0]; float det2_34_04 = mat[3][0] * mat[4][4] - mat[3][4] * mat[4][0]; float det2_34_12 = mat[3][1] * mat[4][2] - mat[3][2] * mat[4][1]; float det2_34_13 = mat[3][1] * mat[4][3] - mat[3][3] * mat[4][1]; float det2_34_14 = mat[3][1] * mat[4][4] - mat[3][4] * mat[4][1]; float det2_34_23 = mat[3][2] * mat[4][3] - mat[3][3] * mat[4][2]; float det2_34_24 = mat[3][2] * mat[4][4] - mat[3][4] * mat[4][2]; float det2_34_34 = mat[3][3] * mat[4][4] - mat[3][4] * mat[4][3]; // 3x3 sub-determinants required to calculate 5x5 determinant float det3_234_012 = mat[2][0] * det2_34_12 - mat[2][1] * det2_34_02 + mat[2][2] * det2_34_01; float det3_234_013 = mat[2][0] * det2_34_13 - mat[2][1] * det2_34_03 + mat[2][3] * det2_34_01; float det3_234_014 = mat[2][0] * det2_34_14 - mat[2][1] * det2_34_04 + mat[2][4] * det2_34_01; float det3_234_023 = mat[2][0] * det2_34_23 - mat[2][2] * det2_34_03 + mat[2][3] * det2_34_02; float det3_234_024 = mat[2][0] * det2_34_24 - mat[2][2] * det2_34_04 + mat[2][4] * det2_34_02; float det3_234_034 = mat[2][0] * det2_34_34 - mat[2][3] * det2_34_04 + mat[2][4] * det2_34_03; float det3_234_123 = mat[2][1] * det2_34_23 - mat[2][2] * det2_34_13 + mat[2][3] * det2_34_12; float det3_234_124 = mat[2][1] * det2_34_24 - mat[2][2] * det2_34_14 + mat[2][4] * det2_34_12; float det3_234_134 = mat[2][1] * det2_34_34 - mat[2][3] * det2_34_14 + mat[2][4] * det2_34_13; float det3_234_234 = mat[2][2] * det2_34_34 - mat[2][3] * det2_34_24 + mat[2][4] * det2_34_23; // 4x4 sub-determinants required to calculate 5x5 determinant float det4_1234_0123 = mat[1][0] * det3_234_123 - mat[1][1] * det3_234_023 + mat[1][2] * det3_234_013 - mat[1][3] * det3_234_012; float det4_1234_0124 = mat[1][0] * det3_234_124 - mat[1][1] * det3_234_024 + mat[1][2] * det3_234_014 - mat[1][4] * det3_234_012; float det4_1234_0134 = mat[1][0] * det3_234_134 - mat[1][1] * det3_234_034 + mat[1][3] * det3_234_014 - mat[1][4] * det3_234_013; float det4_1234_0234 = mat[1][0] * det3_234_234 - mat[1][2] * det3_234_034 + mat[1][3] * det3_234_024 - mat[1][4] * det3_234_023; float det4_1234_1234 = mat[1][1] * det3_234_234 - mat[1][2] * det3_234_134 + mat[1][3] * det3_234_124 - mat[1][4] * det3_234_123; // determinant of 5x5 matrix det = mat[0][0] * det4_1234_1234 - mat[0][1] * det4_1234_0234 + mat[0][2] * det4_1234_0134 - mat[0][3] * det4_1234_0124 + mat[0][4] * det4_1234_0123; if (idMath::Fabs(det) < MATRIX_INVERSE_EPSILON) { return false; } invDet = 1.0f / det; // remaining 2x2 sub-determinants float det2_23_01 = mat[2][0] * mat[3][1] - mat[2][1] * mat[3][0]; float det2_23_02 = mat[2][0] * mat[3][2] - mat[2][2] * mat[3][0]; float det2_23_03 = mat[2][0] * mat[3][3] - mat[2][3] * mat[3][0]; float det2_23_04 = mat[2][0] * mat[3][4] - mat[2][4] * mat[3][0]; float det2_23_12 = mat[2][1] * mat[3][2] - mat[2][2] * mat[3][1]; float det2_23_13 = mat[2][1] * mat[3][3] - mat[2][3] * mat[3][1]; float det2_23_14 = mat[2][1] * mat[3][4] - mat[2][4] * mat[3][1]; float det2_23_23 = mat[2][2] * mat[3][3] - mat[2][3] * mat[3][2]; float det2_23_24 = mat[2][2] * mat[3][4] - mat[2][4] * mat[3][2]; float det2_23_34 = mat[2][3] * mat[3][4] - mat[2][4] * mat[3][3]; float det2_24_01 = mat[2][0] * mat[4][1] - mat[2][1] * mat[4][0]; float det2_24_02 = mat[2][0] * mat[4][2] - mat[2][2] * mat[4][0]; float det2_24_03 = mat[2][0] * mat[4][3] - mat[2][3] * mat[4][0]; float det2_24_04 = mat[2][0] * mat[4][4] - mat[2][4] * mat[4][0]; float det2_24_12 = mat[2][1] * mat[4][2] - mat[2][2] * mat[4][1]; float det2_24_13 = mat[2][1] * mat[4][3] - mat[2][3] * mat[4][1]; float det2_24_14 = mat[2][1] * mat[4][4] - mat[2][4] * mat[4][1]; float det2_24_23 = mat[2][2] * mat[4][3] - mat[2][3] * mat[4][2]; float det2_24_24 = mat[2][2] * mat[4][4] - mat[2][4] * mat[4][2]; float det2_24_34 = mat[2][3] * mat[4][4] - mat[2][4] * mat[4][3]; // remaining 3x3 sub-determinants float det3_123_012 = mat[1][0] * det2_23_12 - mat[1][1] * det2_23_02 + mat[1][2] * det2_23_01; float det3_123_013 = mat[1][0] * det2_23_13 - mat[1][1] * det2_23_03 + mat[1][3] * det2_23_01; float det3_123_014 = mat[1][0] * det2_23_14 - mat[1][1] * det2_23_04 + mat[1][4] * det2_23_01; float det3_123_023 = mat[1][0] * det2_23_23 - mat[1][2] * det2_23_03 + mat[1][3] * det2_23_02; float det3_123_024 = mat[1][0] * det2_23_24 - mat[1][2] * det2_23_04 + mat[1][4] * det2_23_02; float det3_123_034 = mat[1][0] * det2_23_34 - mat[1][3] * det2_23_04 + mat[1][4] * det2_23_03; float det3_123_123 = mat[1][1] * det2_23_23 - mat[1][2] * det2_23_13 + mat[1][3] * det2_23_12; float det3_123_124 = mat[1][1] * det2_23_24 - mat[1][2] * det2_23_14 + mat[1][4] * det2_23_12; float det3_123_134 = mat[1][1] * det2_23_34 - mat[1][3] * det2_23_14 + mat[1][4] * det2_23_13; float det3_123_234 = mat[1][2] * det2_23_34 - mat[1][3] * det2_23_24 + mat[1][4] * det2_23_23; float det3_124_012 = mat[1][0] * det2_24_12 - mat[1][1] * det2_24_02 + mat[1][2] * det2_24_01; float det3_124_013 = mat[1][0] * det2_24_13 - mat[1][1] * det2_24_03 + mat[1][3] * det2_24_01; float det3_124_014 = mat[1][0] * det2_24_14 - mat[1][1] * det2_24_04 + mat[1][4] * det2_24_01; float det3_124_023 = mat[1][0] * det2_24_23 - mat[1][2] * det2_24_03 + mat[1][3] * det2_24_02; float det3_124_024 = mat[1][0] * det2_24_24 - mat[1][2] * det2_24_04 + mat[1][4] * det2_24_02; float det3_124_034 = mat[1][0] * det2_24_34 - mat[1][3] * det2_24_04 + mat[1][4] * det2_24_03; float det3_124_123 = mat[1][1] * det2_24_23 - mat[1][2] * det2_24_13 + mat[1][3] * det2_24_12; float det3_124_124 = mat[1][1] * det2_24_24 - mat[1][2] * det2_24_14 + mat[1][4] * det2_24_12; float det3_124_134 = mat[1][1] * det2_24_34 - mat[1][3] * det2_24_14 + mat[1][4] * det2_24_13; float det3_124_234 = mat[1][2] * det2_24_34 - mat[1][3] * det2_24_24 + mat[1][4] * det2_24_23; float det3_134_012 = mat[1][0] * det2_34_12 - mat[1][1] * det2_34_02 + mat[1][2] * det2_34_01; float det3_134_013 = mat[1][0] * det2_34_13 - mat[1][1] * det2_34_03 + mat[1][3] * det2_34_01; float det3_134_014 = mat[1][0] * det2_34_14 - mat[1][1] * det2_34_04 + mat[1][4] * det2_34_01; float det3_134_023 = mat[1][0] * det2_34_23 - mat[1][2] * det2_34_03 + mat[1][3] * det2_34_02; float det3_134_024 = mat[1][0] * det2_34_24 - mat[1][2] * det2_34_04 + mat[1][4] * det2_34_02; float det3_134_034 = mat[1][0] * det2_34_34 - mat[1][3] * det2_34_04 + mat[1][4] * det2_34_03; float det3_134_123 = mat[1][1] * det2_34_23 - mat[1][2] * det2_34_13 + mat[1][3] * det2_34_12; float det3_134_124 = mat[1][1] * det2_34_24 - mat[1][2] * det2_34_14 + mat[1][4] * det2_34_12; float det3_134_134 = mat[1][1] * det2_34_34 - mat[1][3] * det2_34_14 + mat[1][4] * det2_34_13; float det3_134_234 = mat[1][2] * det2_34_34 - mat[1][3] * det2_34_24 + mat[1][4] * det2_34_23; // remaining 4x4 sub-determinants float det4_0123_0123 = mat[0][0] * det3_123_123 - mat[0][1] * det3_123_023 + mat[0][2] * det3_123_013 - mat[0][3] * det3_123_012; float det4_0123_0124 = mat[0][0] * det3_123_124 - mat[0][1] * det3_123_024 + mat[0][2] * det3_123_014 - mat[0][4] * det3_123_012; float det4_0123_0134 = mat[0][0] * det3_123_134 - mat[0][1] * det3_123_034 + mat[0][3] * det3_123_014 - mat[0][4] * det3_123_013; float det4_0123_0234 = mat[0][0] * det3_123_234 - mat[0][2] * det3_123_034 + mat[0][3] * det3_123_024 - mat[0][4] * det3_123_023; float det4_0123_1234 = mat[0][1] * det3_123_234 - mat[0][2] * det3_123_134 + mat[0][3] * det3_123_124 - mat[0][4] * det3_123_123; float det4_0124_0123 = mat[0][0] * det3_124_123 - mat[0][1] * det3_124_023 + mat[0][2] * det3_124_013 - mat[0][3] * det3_124_012; float det4_0124_0124 = mat[0][0] * det3_124_124 - mat[0][1] * det3_124_024 + mat[0][2] * det3_124_014 - mat[0][4] * det3_124_012; float det4_0124_0134 = mat[0][0] * det3_124_134 - mat[0][1] * det3_124_034 + mat[0][3] * det3_124_014 - mat[0][4] * det3_124_013; float det4_0124_0234 = mat[0][0] * det3_124_234 - mat[0][2] * det3_124_034 + mat[0][3] * det3_124_024 - mat[0][4] * det3_124_023; float det4_0124_1234 = mat[0][1] * det3_124_234 - mat[0][2] * det3_124_134 + mat[0][3] * det3_124_124 - mat[0][4] * det3_124_123; float det4_0134_0123 = mat[0][0] * det3_134_123 - mat[0][1] * det3_134_023 + mat[0][2] * det3_134_013 - mat[0][3] * det3_134_012; float det4_0134_0124 = mat[0][0] * det3_134_124 - mat[0][1] * det3_134_024 + mat[0][2] * det3_134_014 - mat[0][4] * det3_134_012; float det4_0134_0134 = mat[0][0] * det3_134_134 - mat[0][1] * det3_134_034 + mat[0][3] * det3_134_014 - mat[0][4] * det3_134_013; float det4_0134_0234 = mat[0][0] * det3_134_234 - mat[0][2] * det3_134_034 + mat[0][3] * det3_134_024 - mat[0][4] * det3_134_023; float det4_0134_1234 = mat[0][1] * det3_134_234 - mat[0][2] * det3_134_134 + mat[0][3] * det3_134_124 - mat[0][4] * det3_134_123; float det4_0234_0123 = mat[0][0] * det3_234_123 - mat[0][1] * det3_234_023 + mat[0][2] * det3_234_013 - mat[0][3] * det3_234_012; float det4_0234_0124 = mat[0][0] * det3_234_124 - mat[0][1] * det3_234_024 + mat[0][2] * det3_234_014 - mat[0][4] * det3_234_012; float det4_0234_0134 = mat[0][0] * det3_234_134 - mat[0][1] * det3_234_034 + mat[0][3] * det3_234_014 - mat[0][4] * det3_234_013; float det4_0234_0234 = mat[0][0] * det3_234_234 - mat[0][2] * det3_234_034 + mat[0][3] * det3_234_024 - mat[0][4] * det3_234_023; float det4_0234_1234 = mat[0][1] * det3_234_234 - mat[0][2] * det3_234_134 + mat[0][3] * det3_234_124 - mat[0][4] * det3_234_123; mat[0][0] = det4_1234_1234 * invDet; mat[0][1] = -det4_0234_1234 * invDet; mat[0][2] = det4_0134_1234 * invDet; mat[0][3] = -det4_0124_1234 * invDet; mat[0][4] = det4_0123_1234 * invDet; mat[1][0] = -det4_1234_0234 * invDet; mat[1][1] = det4_0234_0234 * invDet; mat[1][2] = -det4_0134_0234 * invDet; mat[1][3] = det4_0124_0234 * invDet; mat[1][4] = -det4_0123_0234 * invDet; mat[2][0] = det4_1234_0134 * invDet; mat[2][1] = -det4_0234_0134 * invDet; mat[2][2] = det4_0134_0134 * invDet; mat[2][3] = -det4_0124_0134 * invDet; mat[2][4] = det4_0123_0134 * invDet; mat[3][0] = -det4_1234_0124 * invDet; mat[3][1] = det4_0234_0124 * invDet; mat[3][2] = -det4_0134_0124 * invDet; mat[3][3] = det4_0124_0124 * invDet; mat[3][4] = -det4_0123_0124 * invDet; mat[4][0] = det4_1234_0123 * invDet; mat[4][1] = -det4_0234_0123 * invDet; mat[4][2] = det4_0134_0123 * invDet; mat[4][3] = -det4_0124_0123 * invDet; mat[4][4] = det4_0123_0123 * invDet; return true; } /* ============ idMat5::InverseFastSelf ============ */ bool idMat5::InverseFastSelf(void) { #if 0 // 280+5+25 = 310 multiplications // 1 division double det, invDet; // 2x2 sub-determinants required to calculate 5x5 determinant float det2_34_01 = mat[3][0] * mat[4][1] - mat[3][1] * mat[4][0]; float det2_34_02 = mat[3][0] * mat[4][2] - mat[3][2] * mat[4][0]; float det2_34_03 = mat[3][0] * mat[4][3] - mat[3][3] * mat[4][0]; float det2_34_04 = mat[3][0] * mat[4][4] - mat[3][4] * mat[4][0]; float det2_34_12 = mat[3][1] * mat[4][2] - mat[3][2] * mat[4][1]; float det2_34_13 = mat[3][1] * mat[4][3] - mat[3][3] * mat[4][1]; float det2_34_14 = mat[3][1] * mat[4][4] - mat[3][4] * mat[4][1]; float det2_34_23 = mat[3][2] * mat[4][3] - mat[3][3] * mat[4][2]; float det2_34_24 = mat[3][2] * mat[4][4] - mat[3][4] * mat[4][2]; float det2_34_34 = mat[3][3] * mat[4][4] - mat[3][4] * mat[4][3]; // 3x3 sub-determinants required to calculate 5x5 determinant float det3_234_012 = mat[2][0] * det2_34_12 - mat[2][1] * det2_34_02 + mat[2][2] * det2_34_01; float det3_234_013 = mat[2][0] * det2_34_13 - mat[2][1] * det2_34_03 + mat[2][3] * det2_34_01; float det3_234_014 = mat[2][0] * det2_34_14 - mat[2][1] * det2_34_04 + mat[2][4] * det2_34_01; float det3_234_023 = mat[2][0] * det2_34_23 - mat[2][2] * det2_34_03 + mat[2][3] * det2_34_02; float det3_234_024 = mat[2][0] * det2_34_24 - mat[2][2] * det2_34_04 + mat[2][4] * det2_34_02; float det3_234_034 = mat[2][0] * det2_34_34 - mat[2][3] * det2_34_04 + mat[2][4] * det2_34_03; float det3_234_123 = mat[2][1] * det2_34_23 - mat[2][2] * det2_34_13 + mat[2][3] * det2_34_12; float det3_234_124 = mat[2][1] * det2_34_24 - mat[2][2] * det2_34_14 + mat[2][4] * det2_34_12; float det3_234_134 = mat[2][1] * det2_34_34 - mat[2][3] * det2_34_14 + mat[2][4] * det2_34_13; float det3_234_234 = mat[2][2] * det2_34_34 - mat[2][3] * det2_34_24 + mat[2][4] * det2_34_23; // 4x4 sub-determinants required to calculate 5x5 determinant float det4_1234_0123 = mat[1][0] * det3_234_123 - mat[1][1] * det3_234_023 + mat[1][2] * det3_234_013 - mat[1][3] * det3_234_012; float det4_1234_0124 = mat[1][0] * det3_234_124 - mat[1][1] * det3_234_024 + mat[1][2] * det3_234_014 - mat[1][4] * det3_234_012; float det4_1234_0134 = mat[1][0] * det3_234_134 - mat[1][1] * det3_234_034 + mat[1][3] * det3_234_014 - mat[1][4] * det3_234_013; float det4_1234_0234 = mat[1][0] * det3_234_234 - mat[1][2] * det3_234_034 + mat[1][3] * det3_234_024 - mat[1][4] * det3_234_023; float det4_1234_1234 = mat[1][1] * det3_234_234 - mat[1][2] * det3_234_134 + mat[1][3] * det3_234_124 - mat[1][4] * det3_234_123; // determinant of 5x5 matrix det = mat[0][0] * det4_1234_1234 - mat[0][1] * det4_1234_0234 + mat[0][2] * det4_1234_0134 - mat[0][3] * det4_1234_0124 + mat[0][4] * det4_1234_0123; if (idMath::Fabs(det) < MATRIX_INVERSE_EPSILON) { return false; } invDet = 1.0f / det; // remaining 2x2 sub-determinants float det2_23_01 = mat[2][0] * mat[3][1] - mat[2][1] * mat[3][0]; float det2_23_02 = mat[2][0] * mat[3][2] - mat[2][2] * mat[3][0]; float det2_23_03 = mat[2][0] * mat[3][3] - mat[2][3] * mat[3][0]; float det2_23_04 = mat[2][0] * mat[3][4] - mat[2][4] * mat[3][0]; float det2_23_12 = mat[2][1] * mat[3][2] - mat[2][2] * mat[3][1]; float det2_23_13 = mat[2][1] * mat[3][3] - mat[2][3] * mat[3][1]; float det2_23_14 = mat[2][1] * mat[3][4] - mat[2][4] * mat[3][1]; float det2_23_23 = mat[2][2] * mat[3][3] - mat[2][3] * mat[3][2]; float det2_23_24 = mat[2][2] * mat[3][4] - mat[2][4] * mat[3][2]; float det2_23_34 = mat[2][3] * mat[3][4] - mat[2][4] * mat[3][3]; float det2_24_01 = mat[2][0] * mat[4][1] - mat[2][1] * mat[4][0]; float det2_24_02 = mat[2][0] * mat[4][2] - mat[2][2] * mat[4][0]; float det2_24_03 = mat[2][0] * mat[4][3] - mat[2][3] * mat[4][0]; float det2_24_04 = mat[2][0] * mat[4][4] - mat[2][4] * mat[4][0]; float det2_24_12 = mat[2][1] * mat[4][2] - mat[2][2] * mat[4][1]; float det2_24_13 = mat[2][1] * mat[4][3] - mat[2][3] * mat[4][1]; float det2_24_14 = mat[2][1] * mat[4][4] - mat[2][4] * mat[4][1]; float det2_24_23 = mat[2][2] * mat[4][3] - mat[2][3] * mat[4][2]; float det2_24_24 = mat[2][2] * mat[4][4] - mat[2][4] * mat[4][2]; float det2_24_34 = mat[2][3] * mat[4][4] - mat[2][4] * mat[4][3]; // remaining 3x3 sub-determinants float det3_123_012 = mat[1][0] * det2_23_12 - mat[1][1] * det2_23_02 + mat[1][2] * det2_23_01; float det3_123_013 = mat[1][0] * det2_23_13 - mat[1][1] * det2_23_03 + mat[1][3] * det2_23_01; float det3_123_014 = mat[1][0] * det2_23_14 - mat[1][1] * det2_23_04 + mat[1][4] * det2_23_01; float det3_123_023 = mat[1][0] * det2_23_23 - mat[1][2] * det2_23_03 + mat[1][3] * det2_23_02; float det3_123_024 = mat[1][0] * det2_23_24 - mat[1][2] * det2_23_04 + mat[1][4] * det2_23_02; float det3_123_034 = mat[1][0] * det2_23_34 - mat[1][3] * det2_23_04 + mat[1][4] * det2_23_03; float det3_123_123 = mat[1][1] * det2_23_23 - mat[1][2] * det2_23_13 + mat[1][3] * det2_23_12; float det3_123_124 = mat[1][1] * det2_23_24 - mat[1][2] * det2_23_14 + mat[1][4] * det2_23_12; float det3_123_134 = mat[1][1] * det2_23_34 - mat[1][3] * det2_23_14 + mat[1][4] * det2_23_13; float det3_123_234 = mat[1][2] * det2_23_34 - mat[1][3] * det2_23_24 + mat[1][4] * det2_23_23; float det3_124_012 = mat[1][0] * det2_24_12 - mat[1][1] * det2_24_02 + mat[1][2] * det2_24_01; float det3_124_013 = mat[1][0] * det2_24_13 - mat[1][1] * det2_24_03 + mat[1][3] * det2_24_01; float det3_124_014 = mat[1][0] * det2_24_14 - mat[1][1] * det2_24_04 + mat[1][4] * det2_24_01; float det3_124_023 = mat[1][0] * det2_24_23 - mat[1][2] * det2_24_03 + mat[1][3] * det2_24_02; float det3_124_024 = mat[1][0] * det2_24_24 - mat[1][2] * det2_24_04 + mat[1][4] * det2_24_02; float det3_124_034 = mat[1][0] * det2_24_34 - mat[1][3] * det2_24_04 + mat[1][4] * det2_24_03; float det3_124_123 = mat[1][1] * det2_24_23 - mat[1][2] * det2_24_13 + mat[1][3] * det2_24_12; float det3_124_124 = mat[1][1] * det2_24_24 - mat[1][2] * det2_24_14 + mat[1][4] * det2_24_12; float det3_124_134 = mat[1][1] * det2_24_34 - mat[1][3] * det2_24_14 + mat[1][4] * det2_24_13; float det3_124_234 = mat[1][2] * det2_24_34 - mat[1][3] * det2_24_24 + mat[1][4] * det2_24_23; float det3_134_012 = mat[1][0] * det2_34_12 - mat[1][1] * det2_34_02 + mat[1][2] * det2_34_01; float det3_134_013 = mat[1][0] * det2_34_13 - mat[1][1] * det2_34_03 + mat[1][3] * det2_34_01; float det3_134_014 = mat[1][0] * det2_34_14 - mat[1][1] * det2_34_04 + mat[1][4] * det2_34_01; float det3_134_023 = mat[1][0] * det2_34_23 - mat[1][2] * det2_34_03 + mat[1][3] * det2_34_02; float det3_134_024 = mat[1][0] * det2_34_24 - mat[1][2] * det2_34_04 + mat[1][4] * det2_34_02; float det3_134_034 = mat[1][0] * det2_34_34 - mat[1][3] * det2_34_04 + mat[1][4] * det2_34_03; float det3_134_123 = mat[1][1] * det2_34_23 - mat[1][2] * det2_34_13 + mat[1][3] * det2_34_12; float det3_134_124 = mat[1][1] * det2_34_24 - mat[1][2] * det2_34_14 + mat[1][4] * det2_34_12; float det3_134_134 = mat[1][1] * det2_34_34 - mat[1][3] * det2_34_14 + mat[1][4] * det2_34_13; float det3_134_234 = mat[1][2] * det2_34_34 - mat[1][3] * det2_34_24 + mat[1][4] * det2_34_23; // remaining 4x4 sub-determinants float det4_0123_0123 = mat[0][0] * det3_123_123 - mat[0][1] * det3_123_023 + mat[0][2] * det3_123_013 - mat[0][3] * det3_123_012; float det4_0123_0124 = mat[0][0] * det3_123_124 - mat[0][1] * det3_123_024 + mat[0][2] * det3_123_014 - mat[0][4] * det3_123_012; float det4_0123_0134 = mat[0][0] * det3_123_134 - mat[0][1] * det3_123_034 + mat[0][3] * det3_123_014 - mat[0][4] * det3_123_013; float det4_0123_0234 = mat[0][0] * det3_123_234 - mat[0][2] * det3_123_034 + mat[0][3] * det3_123_024 - mat[0][4] * det3_123_023; float det4_0123_1234 = mat[0][1] * det3_123_234 - mat[0][2] * det3_123_134 + mat[0][3] * det3_123_124 - mat[0][4] * det3_123_123; float det4_0124_0123 = mat[0][0] * det3_124_123 - mat[0][1] * det3_124_023 + mat[0][2] * det3_124_013 - mat[0][3] * det3_124_012; float det4_0124_0124 = mat[0][0] * det3_124_124 - mat[0][1] * det3_124_024 + mat[0][2] * det3_124_014 - mat[0][4] * det3_124_012; float det4_0124_0134 = mat[0][0] * det3_124_134 - mat[0][1] * det3_124_034 + mat[0][3] * det3_124_014 - mat[0][4] * det3_124_013; float det4_0124_0234 = mat[0][0] * det3_124_234 - mat[0][2] * det3_124_034 + mat[0][3] * det3_124_024 - mat[0][4] * det3_124_023; float det4_0124_1234 = mat[0][1] * det3_124_234 - mat[0][2] * det3_124_134 + mat[0][3] * det3_124_124 - mat[0][4] * det3_124_123; float det4_0134_0123 = mat[0][0] * det3_134_123 - mat[0][1] * det3_134_023 + mat[0][2] * det3_134_013 - mat[0][3] * det3_134_012; float det4_0134_0124 = mat[0][0] * det3_134_124 - mat[0][1] * det3_134_024 + mat[0][2] * det3_134_014 - mat[0][4] * det3_134_012; float det4_0134_0134 = mat[0][0] * det3_134_134 - mat[0][1] * det3_134_034 + mat[0][3] * det3_134_014 - mat[0][4] * det3_134_013; float det4_0134_0234 = mat[0][0] * det3_134_234 - mat[0][2] * det3_134_034 + mat[0][3] * det3_134_024 - mat[0][4] * det3_134_023; float det4_0134_1234 = mat[0][1] * det3_134_234 - mat[0][2] * det3_134_134 + mat[0][3] * det3_134_124 - mat[0][4] * det3_134_123; float det4_0234_0123 = mat[0][0] * det3_234_123 - mat[0][1] * det3_234_023 + mat[0][2] * det3_234_013 - mat[0][3] * det3_234_012; float det4_0234_0124 = mat[0][0] * det3_234_124 - mat[0][1] * det3_234_024 + mat[0][2] * det3_234_014 - mat[0][4] * det3_234_012; float det4_0234_0134 = mat[0][0] * det3_234_134 - mat[0][1] * det3_234_034 + mat[0][3] * det3_234_014 - mat[0][4] * det3_234_013; float det4_0234_0234 = mat[0][0] * det3_234_234 - mat[0][2] * det3_234_034 + mat[0][3] * det3_234_024 - mat[0][4] * det3_234_023; float det4_0234_1234 = mat[0][1] * det3_234_234 - mat[0][2] * det3_234_134 + mat[0][3] * det3_234_124 - mat[0][4] * det3_234_123; mat[0][0] = det4_1234_1234 * invDet; mat[0][1] = -det4_0234_1234 * invDet; mat[0][2] = det4_0134_1234 * invDet; mat[0][3] = -det4_0124_1234 * invDet; mat[0][4] = det4_0123_1234 * invDet; mat[1][0] = -det4_1234_0234 * invDet; mat[1][1] = det4_0234_0234 * invDet; mat[1][2] = -det4_0134_0234 * invDet; mat[1][3] = det4_0124_0234 * invDet; mat[1][4] = -det4_0123_0234 * invDet; mat[2][0] = det4_1234_0134 * invDet; mat[2][1] = -det4_0234_0134 * invDet; mat[2][2] = det4_0134_0134 * invDet; mat[2][3] = -det4_0124_0134 * invDet; mat[2][4] = det4_0123_0134 * invDet; mat[3][0] = -det4_1234_0124 * invDet; mat[3][1] = det4_0234_0124 * invDet; mat[3][2] = -det4_0134_0124 * invDet; mat[3][3] = det4_0124_0124 * invDet; mat[3][4] = -det4_0123_0124 * invDet; mat[4][0] = det4_1234_0123 * invDet; mat[4][1] = -det4_0234_0123 * invDet; mat[4][2] = det4_0134_0123 * invDet; mat[4][3] = -det4_0124_0123 * invDet; mat[4][4] = det4_0123_0123 * invDet; return true; #elif 0 // 5*28 = 140 multiplications // 5 divisions float* mat = reinterpret_cast(this); float s; double d, di; di = mat[0]; s = di; mat[0] = d = 1.0f / di; mat[1] *= d; mat[2] *= d; mat[3] *= d; mat[4] *= d; d = -d; mat[5] *= d; mat[10] *= d; mat[15] *= d; mat[20] *= d; d = mat[5] * di; mat[6] += mat[1] * d; mat[7] += mat[2] * d; mat[8] += mat[3] * d; mat[9] += mat[4] * d; d = mat[10] * di; mat[11] += mat[1] * d; mat[12] += mat[2] * d; mat[13] += mat[3] * d; mat[14] += mat[4] * d; d = mat[15] * di; mat[16] += mat[1] * d; mat[17] += mat[2] * d; mat[18] += mat[3] * d; mat[19] += mat[4] * d; d = mat[20] * di; mat[21] += mat[1] * d; mat[22] += mat[2] * d; mat[23] += mat[3] * d; mat[24] += mat[4] * d; di = mat[6]; s *= di; mat[6] = d = 1.0f / di; mat[5] *= d; mat[7] *= d; mat[8] *= d; mat[9] *= d; d = -d; mat[1] *= d; mat[11] *= d; mat[16] *= d; mat[21] *= d; d = mat[1] * di; mat[0] += mat[5] * d; mat[2] += mat[7] * d; mat[3] += mat[8] * d; mat[4] += mat[9] * d; d = mat[11] * di; mat[10] += mat[5] * d; mat[12] += mat[7] * d; mat[13] += mat[8] * d; mat[14] += mat[9] * d; d = mat[16] * di; mat[15] += mat[5] * d; mat[17] += mat[7] * d; mat[18] += mat[8] * d; mat[19] += mat[9] * d; d = mat[21] * di; mat[20] += mat[5] * d; mat[22] += mat[7] * d; mat[23] += mat[8] * d; mat[24] += mat[9] * d; di = mat[12]; s *= di; mat[12] = d = 1.0f / di; mat[10] *= d; mat[11] *= d; mat[13] *= d; mat[14] *= d; d = -d; mat[2] *= d; mat[7] *= d; mat[17] *= d; mat[22] *= d; d = mat[2] * di; mat[0] += mat[10] * d; mat[1] += mat[11] * d; mat[3] += mat[13] * d; mat[4] += mat[14] * d; d = mat[7] * di; mat[5] += mat[10] * d; mat[6] += mat[11] * d; mat[8] += mat[13] * d; mat[9] += mat[14] * d; d = mat[17] * di; mat[15] += mat[10] * d; mat[16] += mat[11] * d; mat[18] += mat[13] * d; mat[19] += mat[14] * d; d = mat[22] * di; mat[20] += mat[10] * d; mat[21] += mat[11] * d; mat[23] += mat[13] * d; mat[24] += mat[14] * d; di = mat[18]; s *= di; mat[18] = d = 1.0f / di; mat[15] *= d; mat[16] *= d; mat[17] *= d; mat[19] *= d; d = -d; mat[3] *= d; mat[8] *= d; mat[13] *= d; mat[23] *= d; d = mat[3] * di; mat[0] += mat[15] * d; mat[1] += mat[16] * d; mat[2] += mat[17] * d; mat[4] += mat[19] * d; d = mat[8] * di; mat[5] += mat[15] * d; mat[6] += mat[16] * d; mat[7] += mat[17] * d; mat[9] += mat[19] * d; d = mat[13] * di; mat[10] += mat[15] * d; mat[11] += mat[16] * d; mat[12] += mat[17] * d; mat[14] += mat[19] * d; d = mat[23] * di; mat[20] += mat[15] * d; mat[21] += mat[16] * d; mat[22] += mat[17] * d; mat[24] += mat[19] * d; di = mat[24]; s *= di; mat[24] = d = 1.0f / di; mat[20] *= d; mat[21] *= d; mat[22] *= d; mat[23] *= d; d = -d; mat[4] *= d; mat[9] *= d; mat[14] *= d; mat[19] *= d; d = mat[4] * di; mat[0] += mat[20] * d; mat[1] += mat[21] * d; mat[2] += mat[22] * d; mat[3] += mat[23] * d; d = mat[9] * di; mat[5] += mat[20] * d; mat[6] += mat[21] * d; mat[7] += mat[22] * d; mat[8] += mat[23] * d; d = mat[14] * di; mat[10] += mat[20] * d; mat[11] += mat[21] * d; mat[12] += mat[22] * d; mat[13] += mat[23] * d; d = mat[19] * di; mat[15] += mat[20] * d; mat[16] += mat[21] * d; mat[17] += mat[22] * d; mat[18] += mat[23] * d; return (s != 0.0f && !FLOAT_IS_NAN(s)); #else // 86+30+6 = 122 multiplications // 2*1 = 2 divisions idMat3 r0, r1, r2, r3; float c0, c1, c2, det, invDet; float* mat = reinterpret_cast(this); // r0 = m0.Inverse(); // 3x3 c0 = mat[1 * 5 + 1] * mat[2 * 5 + 2] - mat[1 * 5 + 2] * mat[2 * 5 + 1]; c1 = mat[1 * 5 + 2] * mat[2 * 5 + 0] - mat[1 * 5 + 0] * mat[2 * 5 + 2]; c2 = mat[1 * 5 + 0] * mat[2 * 5 + 1] - mat[1 * 5 + 1] * mat[2 * 5 + 0]; det = mat[0 * 5 + 0] * c0 + mat[0 * 5 + 1] * c1 + mat[0 * 5 + 2] * c2; if (idMath::Fabs(det) < MATRIX_INVERSE_EPSILON) { return false; } invDet = 1.0f / det; r0[0][0] = c0 * invDet; r0[0][1] = (mat[0 * 5 + 2] * mat[2 * 5 + 1] - mat[0 * 5 + 1] * mat[2 * 5 + 2]) * invDet; r0[0][2] = (mat[0 * 5 + 1] * mat[1 * 5 + 2] - mat[0 * 5 + 2] * mat[1 * 5 + 1]) * invDet; r0[1][0] = c1 * invDet; r0[1][1] = (mat[0 * 5 + 0] * mat[2 * 5 + 2] - mat[0 * 5 + 2] * mat[2 * 5 + 0]) * invDet; r0[1][2] = (mat[0 * 5 + 2] * mat[1 * 5 + 0] - mat[0 * 5 + 0] * mat[1 * 5 + 2]) * invDet; r0[2][0] = c2 * invDet; r0[2][1] = (mat[0 * 5 + 1] * mat[2 * 5 + 0] - mat[0 * 5 + 0] * mat[2 * 5 + 1]) * invDet; r0[2][2] = (mat[0 * 5 + 0] * mat[1 * 5 + 1] - mat[0 * 5 + 1] * mat[1 * 5 + 0]) * invDet; // r1 = r0 * m1; // 3x2 = 3x3 * 3x2 r1[0][0] = r0[0][0] * mat[0 * 5 + 3] + r0[0][1] * mat[1 * 5 + 3] + r0[0][2] * mat[2 * 5 + 3]; r1[0][1] = r0[0][0] * mat[0 * 5 + 4] + r0[0][1] * mat[1 * 5 + 4] + r0[0][2] * mat[2 * 5 + 4]; r1[1][0] = r0[1][0] * mat[0 * 5 + 3] + r0[1][1] * mat[1 * 5 + 3] + r0[1][2] * mat[2 * 5 + 3]; r1[1][1] = r0[1][0] * mat[0 * 5 + 4] + r0[1][1] * mat[1 * 5 + 4] + r0[1][2] * mat[2 * 5 + 4]; r1[2][0] = r0[2][0] * mat[0 * 5 + 3] + r0[2][1] * mat[1 * 5 + 3] + r0[2][2] * mat[2 * 5 + 3]; r1[2][1] = r0[2][0] * mat[0 * 5 + 4] + r0[2][1] * mat[1 * 5 + 4] + r0[2][2] * mat[2 * 5 + 4]; // r2 = m2 * r1; // 2x2 = 2x3 * 3x2 r2[0][0] = mat[3 * 5 + 0] * r1[0][0] + mat[3 * 5 + 1] * r1[1][0] + mat[3 * 5 + 2] * r1[2][0]; r2[0][1] = mat[3 * 5 + 0] * r1[0][1] + mat[3 * 5 + 1] * r1[1][1] + mat[3 * 5 + 2] * r1[2][1]; r2[1][0] = mat[4 * 5 + 0] * r1[0][0] + mat[4 * 5 + 1] * r1[1][0] + mat[4 * 5 + 2] * r1[2][0]; r2[1][1] = mat[4 * 5 + 0] * r1[0][1] + mat[4 * 5 + 1] * r1[1][1] + mat[4 * 5 + 2] * r1[2][1]; // r3 = r2 - m3; // 2x2 = 2x2 - 2x2 r3[0][0] = r2[0][0] - mat[3 * 5 + 3]; r3[0][1] = r2[0][1] - mat[3 * 5 + 4]; r3[1][0] = r2[1][0] - mat[4 * 5 + 3]; r3[1][1] = r2[1][1] - mat[4 * 5 + 4]; // r3.InverseSelf(); // 2x2 det = r3[0][0] * r3[1][1] - r3[0][1] * r3[1][0]; if (idMath::Fabs(det) < MATRIX_INVERSE_EPSILON) { return false; } invDet = 1.0f / det; c0 = r3[0][0]; r3[0][0] = r3[1][1] * invDet; r3[0][1] = -r3[0][1] * invDet; r3[1][0] = -r3[1][0] * invDet; r3[1][1] = c0 * invDet; // r2 = m2 * r0; // 2x3 = 2x3 * 3x3 r2[0][0] = mat[3 * 5 + 0] * r0[0][0] + mat[3 * 5 + 1] * r0[1][0] + mat[3 * 5 + 2] * r0[2][0]; r2[0][1] = mat[3 * 5 + 0] * r0[0][1] + mat[3 * 5 + 1] * r0[1][1] + mat[3 * 5 + 2] * r0[2][1]; r2[0][2] = mat[3 * 5 + 0] * r0[0][2] + mat[3 * 5 + 1] * r0[1][2] + mat[3 * 5 + 2] * r0[2][2]; r2[1][0] = mat[4 * 5 + 0] * r0[0][0] + mat[4 * 5 + 1] * r0[1][0] + mat[4 * 5 + 2] * r0[2][0]; r2[1][1] = mat[4 * 5 + 0] * r0[0][1] + mat[4 * 5 + 1] * r0[1][1] + mat[4 * 5 + 2] * r0[2][1]; r2[1][2] = mat[4 * 5 + 0] * r0[0][2] + mat[4 * 5 + 1] * r0[1][2] + mat[4 * 5 + 2] * r0[2][2]; // m2 = r3 * r2; // 2x3 = 2x2 * 2x3 mat[3 * 5 + 0] = r3[0][0] * r2[0][0] + r3[0][1] * r2[1][0]; mat[3 * 5 + 1] = r3[0][0] * r2[0][1] + r3[0][1] * r2[1][1]; mat[3 * 5 + 2] = r3[0][0] * r2[0][2] + r3[0][1] * r2[1][2]; mat[4 * 5 + 0] = r3[1][0] * r2[0][0] + r3[1][1] * r2[1][0]; mat[4 * 5 + 1] = r3[1][0] * r2[0][1] + r3[1][1] * r2[1][1]; mat[4 * 5 + 2] = r3[1][0] * r2[0][2] + r3[1][1] * r2[1][2]; // m0 = r0 - r1 * m2; // 3x3 = 3x3 - 3x2 * 2x3 mat[0 * 5 + 0] = r0[0][0] - r1[0][0] * mat[3 * 5 + 0] - r1[0][1] * mat[4 * 5 + 0]; mat[0 * 5 + 1] = r0[0][1] - r1[0][0] * mat[3 * 5 + 1] - r1[0][1] * mat[4 * 5 + 1]; mat[0 * 5 + 2] = r0[0][2] - r1[0][0] * mat[3 * 5 + 2] - r1[0][1] * mat[4 * 5 + 2]; mat[1 * 5 + 0] = r0[1][0] - r1[1][0] * mat[3 * 5 + 0] - r1[1][1] * mat[4 * 5 + 0]; mat[1 * 5 + 1] = r0[1][1] - r1[1][0] * mat[3 * 5 + 1] - r1[1][1] * mat[4 * 5 + 1]; mat[1 * 5 + 2] = r0[1][2] - r1[1][0] * mat[3 * 5 + 2] - r1[1][1] * mat[4 * 5 + 2]; mat[2 * 5 + 0] = r0[2][0] - r1[2][0] * mat[3 * 5 + 0] - r1[2][1] * mat[4 * 5 + 0]; mat[2 * 5 + 1] = r0[2][1] - r1[2][0] * mat[3 * 5 + 1] - r1[2][1] * mat[4 * 5 + 1]; mat[2 * 5 + 2] = r0[2][2] - r1[2][0] * mat[3 * 5 + 2] - r1[2][1] * mat[4 * 5 + 2]; // m1 = r1 * r3; // 3x2 = 3x2 * 2x2 mat[0 * 5 + 3] = r1[0][0] * r3[0][0] + r1[0][1] * r3[1][0]; mat[0 * 5 + 4] = r1[0][0] * r3[0][1] + r1[0][1] * r3[1][1]; mat[1 * 5 + 3] = r1[1][0] * r3[0][0] + r1[1][1] * r3[1][0]; mat[1 * 5 + 4] = r1[1][0] * r3[0][1] + r1[1][1] * r3[1][1]; mat[2 * 5 + 3] = r1[2][0] * r3[0][0] + r1[2][1] * r3[1][0]; mat[2 * 5 + 4] = r1[2][0] * r3[0][1] + r1[2][1] * r3[1][1]; // m3 = -r3; // 2x2 = - 2x2 mat[3 * 5 + 3] = -r3[0][0]; mat[3 * 5 + 4] = -r3[0][1]; mat[4 * 5 + 3] = -r3[1][0]; mat[4 * 5 + 4] = -r3[1][1]; return true; #endif } /* ============= idMat5::ToString ============= */ const char* idMat5::ToString(int precision) const { return idStr::FloatArrayToString(ToFloatPtr(), GetDimension(), precision); } //=============================================================== // // idMat6 // //=============================================================== idMat6 mat6_zero(idVec6(0, 0, 0, 0, 0, 0), idVec6(0, 0, 0, 0, 0, 0), idVec6(0, 0, 0, 0, 0, 0), idVec6(0, 0, 0, 0, 0, 0), idVec6(0, 0, 0, 0, 0, 0), idVec6(0, 0, 0, 0, 0, 0)); idMat6 mat6_identity(idVec6(1, 0, 0, 0, 0, 0), idVec6(0, 1, 0, 0, 0, 0), idVec6(0, 0, 1, 0, 0, 0), idVec6(0, 0, 0, 1, 0, 0), idVec6(0, 0, 0, 0, 1, 0), idVec6(0, 0, 0, 0, 0, 1)); /* ============ idMat6::Transpose ============ */ idMat6 idMat6::Transpose(void) const { idMat6 transpose; int i, j; for (i = 0; i < 6; i++) { for (j = 0; j < 6; j++) { transpose[i][j] = mat[j][i]; } } return transpose; } /* ============ idMat6::TransposeSelf ============ */ idMat6& idMat6::TransposeSelf(void) { float temp; int i, j; for (i = 0; i < 6; i++) { for (j = i + 1; j < 6; j++) { temp = mat[i][j]; mat[i][j] = mat[j][i]; mat[j][i] = temp; } } return *this; } /* ============ idMat6::Determinant ============ */ float idMat6::Determinant(void) const { // 2x2 sub-determinants required to calculate 6x6 determinant float det2_45_01 = mat[4][0] * mat[5][1] - mat[4][1] * mat[5][0]; float det2_45_02 = mat[4][0] * mat[5][2] - mat[4][2] * mat[5][0]; float det2_45_03 = mat[4][0] * mat[5][3] - mat[4][3] * mat[5][0]; float det2_45_04 = mat[4][0] * mat[5][4] - mat[4][4] * mat[5][0]; float det2_45_05 = mat[4][0] * mat[5][5] - mat[4][5] * mat[5][0]; float det2_45_12 = mat[4][1] * mat[5][2] - mat[4][2] * mat[5][1]; float det2_45_13 = mat[4][1] * mat[5][3] - mat[4][3] * mat[5][1]; float det2_45_14 = mat[4][1] * mat[5][4] - mat[4][4] * mat[5][1]; float det2_45_15 = mat[4][1] * mat[5][5] - mat[4][5] * mat[5][1]; float det2_45_23 = mat[4][2] * mat[5][3] - mat[4][3] * mat[5][2]; float det2_45_24 = mat[4][2] * mat[5][4] - mat[4][4] * mat[5][2]; float det2_45_25 = mat[4][2] * mat[5][5] - mat[4][5] * mat[5][2]; float det2_45_34 = mat[4][3] * mat[5][4] - mat[4][4] * mat[5][3]; float det2_45_35 = mat[4][3] * mat[5][5] - mat[4][5] * mat[5][3]; float det2_45_45 = mat[4][4] * mat[5][5] - mat[4][5] * mat[5][4]; // 3x3 sub-determinants required to calculate 6x6 determinant float det3_345_012 = mat[3][0] * det2_45_12 - mat[3][1] * det2_45_02 + mat[3][2] * det2_45_01; float det3_345_013 = mat[3][0] * det2_45_13 - mat[3][1] * det2_45_03 + mat[3][3] * det2_45_01; float det3_345_014 = mat[3][0] * det2_45_14 - mat[3][1] * det2_45_04 + mat[3][4] * det2_45_01; float det3_345_015 = mat[3][0] * det2_45_15 - mat[3][1] * det2_45_05 + mat[3][5] * det2_45_01; float det3_345_023 = mat[3][0] * det2_45_23 - mat[3][2] * det2_45_03 + mat[3][3] * det2_45_02; float det3_345_024 = mat[3][0] * det2_45_24 - mat[3][2] * det2_45_04 + mat[3][4] * det2_45_02; float det3_345_025 = mat[3][0] * det2_45_25 - mat[3][2] * det2_45_05 + mat[3][5] * det2_45_02; float det3_345_034 = mat[3][0] * det2_45_34 - mat[3][3] * det2_45_04 + mat[3][4] * det2_45_03; float det3_345_035 = mat[3][0] * det2_45_35 - mat[3][3] * det2_45_05 + mat[3][5] * det2_45_03; float det3_345_045 = mat[3][0] * det2_45_45 - mat[3][4] * det2_45_05 + mat[3][5] * det2_45_04; float det3_345_123 = mat[3][1] * det2_45_23 - mat[3][2] * det2_45_13 + mat[3][3] * det2_45_12; float det3_345_124 = mat[3][1] * det2_45_24 - mat[3][2] * det2_45_14 + mat[3][4] * det2_45_12; float det3_345_125 = mat[3][1] * det2_45_25 - mat[3][2] * det2_45_15 + mat[3][5] * det2_45_12; float det3_345_134 = mat[3][1] * det2_45_34 - mat[3][3] * det2_45_14 + mat[3][4] * det2_45_13; float det3_345_135 = mat[3][1] * det2_45_35 - mat[3][3] * det2_45_15 + mat[3][5] * det2_45_13; float det3_345_145 = mat[3][1] * det2_45_45 - mat[3][4] * det2_45_15 + mat[3][5] * det2_45_14; float det3_345_234 = mat[3][2] * det2_45_34 - mat[3][3] * det2_45_24 + mat[3][4] * det2_45_23; float det3_345_235 = mat[3][2] * det2_45_35 - mat[3][3] * det2_45_25 + mat[3][5] * det2_45_23; float det3_345_245 = mat[3][2] * det2_45_45 - mat[3][4] * det2_45_25 + mat[3][5] * det2_45_24; float det3_345_345 = mat[3][3] * det2_45_45 - mat[3][4] * det2_45_35 + mat[3][5] * det2_45_34; // 4x4 sub-determinants required to calculate 6x6 determinant float det4_2345_0123 = mat[2][0] * det3_345_123 - mat[2][1] * det3_345_023 + mat[2][2] * det3_345_013 - mat[2][3] * det3_345_012; float det4_2345_0124 = mat[2][0] * det3_345_124 - mat[2][1] * det3_345_024 + mat[2][2] * det3_345_014 - mat[2][4] * det3_345_012; float det4_2345_0125 = mat[2][0] * det3_345_125 - mat[2][1] * det3_345_025 + mat[2][2] * det3_345_015 - mat[2][5] * det3_345_012; float det4_2345_0134 = mat[2][0] * det3_345_134 - mat[2][1] * det3_345_034 + mat[2][3] * det3_345_014 - mat[2][4] * det3_345_013; float det4_2345_0135 = mat[2][0] * det3_345_135 - mat[2][1] * det3_345_035 + mat[2][3] * det3_345_015 - mat[2][5] * det3_345_013; float det4_2345_0145 = mat[2][0] * det3_345_145 - mat[2][1] * det3_345_045 + mat[2][4] * det3_345_015 - mat[2][5] * det3_345_014; float det4_2345_0234 = mat[2][0] * det3_345_234 - mat[2][2] * det3_345_034 + mat[2][3] * det3_345_024 - mat[2][4] * det3_345_023; float det4_2345_0235 = mat[2][0] * det3_345_235 - mat[2][2] * det3_345_035 + mat[2][3] * det3_345_025 - mat[2][5] * det3_345_023; float det4_2345_0245 = mat[2][0] * det3_345_245 - mat[2][2] * det3_345_045 + mat[2][4] * det3_345_025 - mat[2][5] * det3_345_024; float det4_2345_0345 = mat[2][0] * det3_345_345 - mat[2][3] * det3_345_045 + mat[2][4] * det3_345_035 - mat[2][5] * det3_345_034; float det4_2345_1234 = mat[2][1] * det3_345_234 - mat[2][2] * det3_345_134 + mat[2][3] * det3_345_124 - mat[2][4] * det3_345_123; float det4_2345_1235 = mat[2][1] * det3_345_235 - mat[2][2] * det3_345_135 + mat[2][3] * det3_345_125 - mat[2][5] * det3_345_123; float det4_2345_1245 = mat[2][1] * det3_345_245 - mat[2][2] * det3_345_145 + mat[2][4] * det3_345_125 - mat[2][5] * det3_345_124; float det4_2345_1345 = mat[2][1] * det3_345_345 - mat[2][3] * det3_345_145 + mat[2][4] * det3_345_135 - mat[2][5] * det3_345_134; float det4_2345_2345 = mat[2][2] * det3_345_345 - mat[2][3] * det3_345_245 + mat[2][4] * det3_345_235 - mat[2][5] * det3_345_234; // 5x5 sub-determinants required to calculate 6x6 determinant float det5_12345_01234 = mat[1][0] * det4_2345_1234 - mat[1][1] * det4_2345_0234 + mat[1][2] * det4_2345_0134 - mat[1][3] * det4_2345_0124 + mat[1][4] * det4_2345_0123; float det5_12345_01235 = mat[1][0] * det4_2345_1235 - mat[1][1] * det4_2345_0235 + mat[1][2] * det4_2345_0135 - mat[1][3] * det4_2345_0125 + mat[1][5] * det4_2345_0123; float det5_12345_01245 = mat[1][0] * det4_2345_1245 - mat[1][1] * det4_2345_0245 + mat[1][2] * det4_2345_0145 - mat[1][4] * det4_2345_0125 + mat[1][5] * det4_2345_0124; float det5_12345_01345 = mat[1][0] * det4_2345_1345 - mat[1][1] * det4_2345_0345 + mat[1][3] * det4_2345_0145 - mat[1][4] * det4_2345_0135 + mat[1][5] * det4_2345_0134; float det5_12345_02345 = mat[1][0] * det4_2345_2345 - mat[1][2] * det4_2345_0345 + mat[1][3] * det4_2345_0245 - mat[1][4] * det4_2345_0235 + mat[1][5] * det4_2345_0234; float det5_12345_12345 = mat[1][1] * det4_2345_2345 - mat[1][2] * det4_2345_1345 + mat[1][3] * det4_2345_1245 - mat[1][4] * det4_2345_1235 + mat[1][5] * det4_2345_1234; // determinant of 6x6 matrix return mat[0][0] * det5_12345_12345 - mat[0][1] * det5_12345_02345 + mat[0][2] * det5_12345_01345 - mat[0][3] * det5_12345_01245 + mat[0][4] * det5_12345_01235 - mat[0][5] * det5_12345_01234; } /* ============ idMat6::InverseSelf ============ */ bool idMat6::InverseSelf(void) { // 810+6+36 = 852 multiplications // 1 division double det, invDet; // 2x2 sub-determinants required to calculate 6x6 determinant float det2_45_01 = mat[4][0] * mat[5][1] - mat[4][1] * mat[5][0]; float det2_45_02 = mat[4][0] * mat[5][2] - mat[4][2] * mat[5][0]; float det2_45_03 = mat[4][0] * mat[5][3] - mat[4][3] * mat[5][0]; float det2_45_04 = mat[4][0] * mat[5][4] - mat[4][4] * mat[5][0]; float det2_45_05 = mat[4][0] * mat[5][5] - mat[4][5] * mat[5][0]; float det2_45_12 = mat[4][1] * mat[5][2] - mat[4][2] * mat[5][1]; float det2_45_13 = mat[4][1] * mat[5][3] - mat[4][3] * mat[5][1]; float det2_45_14 = mat[4][1] * mat[5][4] - mat[4][4] * mat[5][1]; float det2_45_15 = mat[4][1] * mat[5][5] - mat[4][5] * mat[5][1]; float det2_45_23 = mat[4][2] * mat[5][3] - mat[4][3] * mat[5][2]; float det2_45_24 = mat[4][2] * mat[5][4] - mat[4][4] * mat[5][2]; float det2_45_25 = mat[4][2] * mat[5][5] - mat[4][5] * mat[5][2]; float det2_45_34 = mat[4][3] * mat[5][4] - mat[4][4] * mat[5][3]; float det2_45_35 = mat[4][3] * mat[5][5] - mat[4][5] * mat[5][3]; float det2_45_45 = mat[4][4] * mat[5][5] - mat[4][5] * mat[5][4]; // 3x3 sub-determinants required to calculate 6x6 determinant float det3_345_012 = mat[3][0] * det2_45_12 - mat[3][1] * det2_45_02 + mat[3][2] * det2_45_01; float det3_345_013 = mat[3][0] * det2_45_13 - mat[3][1] * det2_45_03 + mat[3][3] * det2_45_01; float det3_345_014 = mat[3][0] * det2_45_14 - mat[3][1] * det2_45_04 + mat[3][4] * det2_45_01; float det3_345_015 = mat[3][0] * det2_45_15 - mat[3][1] * det2_45_05 + mat[3][5] * det2_45_01; float det3_345_023 = mat[3][0] * det2_45_23 - mat[3][2] * det2_45_03 + mat[3][3] * det2_45_02; float det3_345_024 = mat[3][0] * det2_45_24 - mat[3][2] * det2_45_04 + mat[3][4] * det2_45_02; float det3_345_025 = mat[3][0] * det2_45_25 - mat[3][2] * det2_45_05 + mat[3][5] * det2_45_02; float det3_345_034 = mat[3][0] * det2_45_34 - mat[3][3] * det2_45_04 + mat[3][4] * det2_45_03; float det3_345_035 = mat[3][0] * det2_45_35 - mat[3][3] * det2_45_05 + mat[3][5] * det2_45_03; float det3_345_045 = mat[3][0] * det2_45_45 - mat[3][4] * det2_45_05 + mat[3][5] * det2_45_04; float det3_345_123 = mat[3][1] * det2_45_23 - mat[3][2] * det2_45_13 + mat[3][3] * det2_45_12; float det3_345_124 = mat[3][1] * det2_45_24 - mat[3][2] * det2_45_14 + mat[3][4] * det2_45_12; float det3_345_125 = mat[3][1] * det2_45_25 - mat[3][2] * det2_45_15 + mat[3][5] * det2_45_12; float det3_345_134 = mat[3][1] * det2_45_34 - mat[3][3] * det2_45_14 + mat[3][4] * det2_45_13; float det3_345_135 = mat[3][1] * det2_45_35 - mat[3][3] * det2_45_15 + mat[3][5] * det2_45_13; float det3_345_145 = mat[3][1] * det2_45_45 - mat[3][4] * det2_45_15 + mat[3][5] * det2_45_14; float det3_345_234 = mat[3][2] * det2_45_34 - mat[3][3] * det2_45_24 + mat[3][4] * det2_45_23; float det3_345_235 = mat[3][2] * det2_45_35 - mat[3][3] * det2_45_25 + mat[3][5] * det2_45_23; float det3_345_245 = mat[3][2] * det2_45_45 - mat[3][4] * det2_45_25 + mat[3][5] * det2_45_24; float det3_345_345 = mat[3][3] * det2_45_45 - mat[3][4] * det2_45_35 + mat[3][5] * det2_45_34; // 4x4 sub-determinants required to calculate 6x6 determinant float det4_2345_0123 = mat[2][0] * det3_345_123 - mat[2][1] * det3_345_023 + mat[2][2] * det3_345_013 - mat[2][3] * det3_345_012; float det4_2345_0124 = mat[2][0] * det3_345_124 - mat[2][1] * det3_345_024 + mat[2][2] * det3_345_014 - mat[2][4] * det3_345_012; float det4_2345_0125 = mat[2][0] * det3_345_125 - mat[2][1] * det3_345_025 + mat[2][2] * det3_345_015 - mat[2][5] * det3_345_012; float det4_2345_0134 = mat[2][0] * det3_345_134 - mat[2][1] * det3_345_034 + mat[2][3] * det3_345_014 - mat[2][4] * det3_345_013; float det4_2345_0135 = mat[2][0] * det3_345_135 - mat[2][1] * det3_345_035 + mat[2][3] * det3_345_015 - mat[2][5] * det3_345_013; float det4_2345_0145 = mat[2][0] * det3_345_145 - mat[2][1] * det3_345_045 + mat[2][4] * det3_345_015 - mat[2][5] * det3_345_014; float det4_2345_0234 = mat[2][0] * det3_345_234 - mat[2][2] * det3_345_034 + mat[2][3] * det3_345_024 - mat[2][4] * det3_345_023; float det4_2345_0235 = mat[2][0] * det3_345_235 - mat[2][2] * det3_345_035 + mat[2][3] * det3_345_025 - mat[2][5] * det3_345_023; float det4_2345_0245 = mat[2][0] * det3_345_245 - mat[2][2] * det3_345_045 + mat[2][4] * det3_345_025 - mat[2][5] * det3_345_024; float det4_2345_0345 = mat[2][0] * det3_345_345 - mat[2][3] * det3_345_045 + mat[2][4] * det3_345_035 - mat[2][5] * det3_345_034; float det4_2345_1234 = mat[2][1] * det3_345_234 - mat[2][2] * det3_345_134 + mat[2][3] * det3_345_124 - mat[2][4] * det3_345_123; float det4_2345_1235 = mat[2][1] * det3_345_235 - mat[2][2] * det3_345_135 + mat[2][3] * det3_345_125 - mat[2][5] * det3_345_123; float det4_2345_1245 = mat[2][1] * det3_345_245 - mat[2][2] * det3_345_145 + mat[2][4] * det3_345_125 - mat[2][5] * det3_345_124; float det4_2345_1345 = mat[2][1] * det3_345_345 - mat[2][3] * det3_345_145 + mat[2][4] * det3_345_135 - mat[2][5] * det3_345_134; float det4_2345_2345 = mat[2][2] * det3_345_345 - mat[2][3] * det3_345_245 + mat[2][4] * det3_345_235 - mat[2][5] * det3_345_234; // 5x5 sub-determinants required to calculate 6x6 determinant float det5_12345_01234 = mat[1][0] * det4_2345_1234 - mat[1][1] * det4_2345_0234 + mat[1][2] * det4_2345_0134 - mat[1][3] * det4_2345_0124 + mat[1][4] * det4_2345_0123; float det5_12345_01235 = mat[1][0] * det4_2345_1235 - mat[1][1] * det4_2345_0235 + mat[1][2] * det4_2345_0135 - mat[1][3] * det4_2345_0125 + mat[1][5] * det4_2345_0123; float det5_12345_01245 = mat[1][0] * det4_2345_1245 - mat[1][1] * det4_2345_0245 + mat[1][2] * det4_2345_0145 - mat[1][4] * det4_2345_0125 + mat[1][5] * det4_2345_0124; float det5_12345_01345 = mat[1][0] * det4_2345_1345 - mat[1][1] * det4_2345_0345 + mat[1][3] * det4_2345_0145 - mat[1][4] * det4_2345_0135 + mat[1][5] * det4_2345_0134; float det5_12345_02345 = mat[1][0] * det4_2345_2345 - mat[1][2] * det4_2345_0345 + mat[1][3] * det4_2345_0245 - mat[1][4] * det4_2345_0235 + mat[1][5] * det4_2345_0234; float det5_12345_12345 = mat[1][1] * det4_2345_2345 - mat[1][2] * det4_2345_1345 + mat[1][3] * det4_2345_1245 - mat[1][4] * det4_2345_1235 + mat[1][5] * det4_2345_1234; // determinant of 6x6 matrix det = mat[0][0] * det5_12345_12345 - mat[0][1] * det5_12345_02345 + mat[0][2] * det5_12345_01345 - mat[0][3] * det5_12345_01245 + mat[0][4] * det5_12345_01235 - mat[0][5] * det5_12345_01234; if (idMath::Fabs(det) < MATRIX_INVERSE_EPSILON) { return false; } invDet = 1.0f / det; // remaining 2x2 sub-determinants float det2_34_01 = mat[3][0] * mat[4][1] - mat[3][1] * mat[4][0]; float det2_34_02 = mat[3][0] * mat[4][2] - mat[3][2] * mat[4][0]; float det2_34_03 = mat[3][0] * mat[4][3] - mat[3][3] * mat[4][0]; float det2_34_04 = mat[3][0] * mat[4][4] - mat[3][4] * mat[4][0]; float det2_34_05 = mat[3][0] * mat[4][5] - mat[3][5] * mat[4][0]; float det2_34_12 = mat[3][1] * mat[4][2] - mat[3][2] * mat[4][1]; float det2_34_13 = mat[3][1] * mat[4][3] - mat[3][3] * mat[4][1]; float det2_34_14 = mat[3][1] * mat[4][4] - mat[3][4] * mat[4][1]; float det2_34_15 = mat[3][1] * mat[4][5] - mat[3][5] * mat[4][1]; float det2_34_23 = mat[3][2] * mat[4][3] - mat[3][3] * mat[4][2]; float det2_34_24 = mat[3][2] * mat[4][4] - mat[3][4] * mat[4][2]; float det2_34_25 = mat[3][2] * mat[4][5] - mat[3][5] * mat[4][2]; float det2_34_34 = mat[3][3] * mat[4][4] - mat[3][4] * mat[4][3]; float det2_34_35 = mat[3][3] * mat[4][5] - mat[3][5] * mat[4][3]; float det2_34_45 = mat[3][4] * mat[4][5] - mat[3][5] * mat[4][4]; float det2_35_01 = mat[3][0] * mat[5][1] - mat[3][1] * mat[5][0]; float det2_35_02 = mat[3][0] * mat[5][2] - mat[3][2] * mat[5][0]; float det2_35_03 = mat[3][0] * mat[5][3] - mat[3][3] * mat[5][0]; float det2_35_04 = mat[3][0] * mat[5][4] - mat[3][4] * mat[5][0]; float det2_35_05 = mat[3][0] * mat[5][5] - mat[3][5] * mat[5][0]; float det2_35_12 = mat[3][1] * mat[5][2] - mat[3][2] * mat[5][1]; float det2_35_13 = mat[3][1] * mat[5][3] - mat[3][3] * mat[5][1]; float det2_35_14 = mat[3][1] * mat[5][4] - mat[3][4] * mat[5][1]; float det2_35_15 = mat[3][1] * mat[5][5] - mat[3][5] * mat[5][1]; float det2_35_23 = mat[3][2] * mat[5][3] - mat[3][3] * mat[5][2]; float det2_35_24 = mat[3][2] * mat[5][4] - mat[3][4] * mat[5][2]; float det2_35_25 = mat[3][2] * mat[5][5] - mat[3][5] * mat[5][2]; float det2_35_34 = mat[3][3] * mat[5][4] - mat[3][4] * mat[5][3]; float det2_35_35 = mat[3][3] * mat[5][5] - mat[3][5] * mat[5][3]; float det2_35_45 = mat[3][4] * mat[5][5] - mat[3][5] * mat[5][4]; // remaining 3x3 sub-determinants float det3_234_012 = mat[2][0] * det2_34_12 - mat[2][1] * det2_34_02 + mat[2][2] * det2_34_01; float det3_234_013 = mat[2][0] * det2_34_13 - mat[2][1] * det2_34_03 + mat[2][3] * det2_34_01; float det3_234_014 = mat[2][0] * det2_34_14 - mat[2][1] * det2_34_04 + mat[2][4] * det2_34_01; float det3_234_015 = mat[2][0] * det2_34_15 - mat[2][1] * det2_34_05 + mat[2][5] * det2_34_01; float det3_234_023 = mat[2][0] * det2_34_23 - mat[2][2] * det2_34_03 + mat[2][3] * det2_34_02; float det3_234_024 = mat[2][0] * det2_34_24 - mat[2][2] * det2_34_04 + mat[2][4] * det2_34_02; float det3_234_025 = mat[2][0] * det2_34_25 - mat[2][2] * det2_34_05 + mat[2][5] * det2_34_02; float det3_234_034 = mat[2][0] * det2_34_34 - mat[2][3] * det2_34_04 + mat[2][4] * det2_34_03; float det3_234_035 = mat[2][0] * det2_34_35 - mat[2][3] * det2_34_05 + mat[2][5] * det2_34_03; float det3_234_045 = mat[2][0] * det2_34_45 - mat[2][4] * det2_34_05 + mat[2][5] * det2_34_04; float det3_234_123 = mat[2][1] * det2_34_23 - mat[2][2] * det2_34_13 + mat[2][3] * det2_34_12; float det3_234_124 = mat[2][1] * det2_34_24 - mat[2][2] * det2_34_14 + mat[2][4] * det2_34_12; float det3_234_125 = mat[2][1] * det2_34_25 - mat[2][2] * det2_34_15 + mat[2][5] * det2_34_12; float det3_234_134 = mat[2][1] * det2_34_34 - mat[2][3] * det2_34_14 + mat[2][4] * det2_34_13; float det3_234_135 = mat[2][1] * det2_34_35 - mat[2][3] * det2_34_15 + mat[2][5] * det2_34_13; float det3_234_145 = mat[2][1] * det2_34_45 - mat[2][4] * det2_34_15 + mat[2][5] * det2_34_14; float det3_234_234 = mat[2][2] * det2_34_34 - mat[2][3] * det2_34_24 + mat[2][4] * det2_34_23; float det3_234_235 = mat[2][2] * det2_34_35 - mat[2][3] * det2_34_25 + mat[2][5] * det2_34_23; float det3_234_245 = mat[2][2] * det2_34_45 - mat[2][4] * det2_34_25 + mat[2][5] * det2_34_24; float det3_234_345 = mat[2][3] * det2_34_45 - mat[2][4] * det2_34_35 + mat[2][5] * det2_34_34; float det3_235_012 = mat[2][0] * det2_35_12 - mat[2][1] * det2_35_02 + mat[2][2] * det2_35_01; float det3_235_013 = mat[2][0] * det2_35_13 - mat[2][1] * det2_35_03 + mat[2][3] * det2_35_01; float det3_235_014 = mat[2][0] * det2_35_14 - mat[2][1] * det2_35_04 + mat[2][4] * det2_35_01; float det3_235_015 = mat[2][0] * det2_35_15 - mat[2][1] * det2_35_05 + mat[2][5] * det2_35_01; float det3_235_023 = mat[2][0] * det2_35_23 - mat[2][2] * det2_35_03 + mat[2][3] * det2_35_02; float det3_235_024 = mat[2][0] * det2_35_24 - mat[2][2] * det2_35_04 + mat[2][4] * det2_35_02; float det3_235_025 = mat[2][0] * det2_35_25 - mat[2][2] * det2_35_05 + mat[2][5] * det2_35_02; float det3_235_034 = mat[2][0] * det2_35_34 - mat[2][3] * det2_35_04 + mat[2][4] * det2_35_03; float det3_235_035 = mat[2][0] * det2_35_35 - mat[2][3] * det2_35_05 + mat[2][5] * det2_35_03; float det3_235_045 = mat[2][0] * det2_35_45 - mat[2][4] * det2_35_05 + mat[2][5] * det2_35_04; float det3_235_123 = mat[2][1] * det2_35_23 - mat[2][2] * det2_35_13 + mat[2][3] * det2_35_12; float det3_235_124 = mat[2][1] * det2_35_24 - mat[2][2] * det2_35_14 + mat[2][4] * det2_35_12; float det3_235_125 = mat[2][1] * det2_35_25 - mat[2][2] * det2_35_15 + mat[2][5] * det2_35_12; float det3_235_134 = mat[2][1] * det2_35_34 - mat[2][3] * det2_35_14 + mat[2][4] * det2_35_13; float det3_235_135 = mat[2][1] * det2_35_35 - mat[2][3] * det2_35_15 + mat[2][5] * det2_35_13; float det3_235_145 = mat[2][1] * det2_35_45 - mat[2][4] * det2_35_15 + mat[2][5] * det2_35_14; float det3_235_234 = mat[2][2] * det2_35_34 - mat[2][3] * det2_35_24 + mat[2][4] * det2_35_23; float det3_235_235 = mat[2][2] * det2_35_35 - mat[2][3] * det2_35_25 + mat[2][5] * det2_35_23; float det3_235_245 = mat[2][2] * det2_35_45 - mat[2][4] * det2_35_25 + mat[2][5] * det2_35_24; float det3_235_345 = mat[2][3] * det2_35_45 - mat[2][4] * det2_35_35 + mat[2][5] * det2_35_34; float det3_245_012 = mat[2][0] * det2_45_12 - mat[2][1] * det2_45_02 + mat[2][2] * det2_45_01; float det3_245_013 = mat[2][0] * det2_45_13 - mat[2][1] * det2_45_03 + mat[2][3] * det2_45_01; float det3_245_014 = mat[2][0] * det2_45_14 - mat[2][1] * det2_45_04 + mat[2][4] * det2_45_01; float det3_245_015 = mat[2][0] * det2_45_15 - mat[2][1] * det2_45_05 + mat[2][5] * det2_45_01; float det3_245_023 = mat[2][0] * det2_45_23 - mat[2][2] * det2_45_03 + mat[2][3] * det2_45_02; float det3_245_024 = mat[2][0] * det2_45_24 - mat[2][2] * det2_45_04 + mat[2][4] * det2_45_02; float det3_245_025 = mat[2][0] * det2_45_25 - mat[2][2] * det2_45_05 + mat[2][5] * det2_45_02; float det3_245_034 = mat[2][0] * det2_45_34 - mat[2][3] * det2_45_04 + mat[2][4] * det2_45_03; float det3_245_035 = mat[2][0] * det2_45_35 - mat[2][3] * det2_45_05 + mat[2][5] * det2_45_03; float det3_245_045 = mat[2][0] * det2_45_45 - mat[2][4] * det2_45_05 + mat[2][5] * det2_45_04; float det3_245_123 = mat[2][1] * det2_45_23 - mat[2][2] * det2_45_13 + mat[2][3] * det2_45_12; float det3_245_124 = mat[2][1] * det2_45_24 - mat[2][2] * det2_45_14 + mat[2][4] * det2_45_12; float det3_245_125 = mat[2][1] * det2_45_25 - mat[2][2] * det2_45_15 + mat[2][5] * det2_45_12; float det3_245_134 = mat[2][1] * det2_45_34 - mat[2][3] * det2_45_14 + mat[2][4] * det2_45_13; float det3_245_135 = mat[2][1] * det2_45_35 - mat[2][3] * det2_45_15 + mat[2][5] * det2_45_13; float det3_245_145 = mat[2][1] * det2_45_45 - mat[2][4] * det2_45_15 + mat[2][5] * det2_45_14; float det3_245_234 = mat[2][2] * det2_45_34 - mat[2][3] * det2_45_24 + mat[2][4] * det2_45_23; float det3_245_235 = mat[2][2] * det2_45_35 - mat[2][3] * det2_45_25 + mat[2][5] * det2_45_23; float det3_245_245 = mat[2][2] * det2_45_45 - mat[2][4] * det2_45_25 + mat[2][5] * det2_45_24; float det3_245_345 = mat[2][3] * det2_45_45 - mat[2][4] * det2_45_35 + mat[2][5] * det2_45_34; // remaining 4x4 sub-determinants float det4_1234_0123 = mat[1][0] * det3_234_123 - mat[1][1] * det3_234_023 + mat[1][2] * det3_234_013 - mat[1][3] * det3_234_012; float det4_1234_0124 = mat[1][0] * det3_234_124 - mat[1][1] * det3_234_024 + mat[1][2] * det3_234_014 - mat[1][4] * det3_234_012; float det4_1234_0125 = mat[1][0] * det3_234_125 - mat[1][1] * det3_234_025 + mat[1][2] * det3_234_015 - mat[1][5] * det3_234_012; float det4_1234_0134 = mat[1][0] * det3_234_134 - mat[1][1] * det3_234_034 + mat[1][3] * det3_234_014 - mat[1][4] * det3_234_013; float det4_1234_0135 = mat[1][0] * det3_234_135 - mat[1][1] * det3_234_035 + mat[1][3] * det3_234_015 - mat[1][5] * det3_234_013; float det4_1234_0145 = mat[1][0] * det3_234_145 - mat[1][1] * det3_234_045 + mat[1][4] * det3_234_015 - mat[1][5] * det3_234_014; float det4_1234_0234 = mat[1][0] * det3_234_234 - mat[1][2] * det3_234_034 + mat[1][3] * det3_234_024 - mat[1][4] * det3_234_023; float det4_1234_0235 = mat[1][0] * det3_234_235 - mat[1][2] * det3_234_035 + mat[1][3] * det3_234_025 - mat[1][5] * det3_234_023; float det4_1234_0245 = mat[1][0] * det3_234_245 - mat[1][2] * det3_234_045 + mat[1][4] * det3_234_025 - mat[1][5] * det3_234_024; float det4_1234_0345 = mat[1][0] * det3_234_345 - mat[1][3] * det3_234_045 + mat[1][4] * det3_234_035 - mat[1][5] * det3_234_034; float det4_1234_1234 = mat[1][1] * det3_234_234 - mat[1][2] * det3_234_134 + mat[1][3] * det3_234_124 - mat[1][4] * det3_234_123; float det4_1234_1235 = mat[1][1] * det3_234_235 - mat[1][2] * det3_234_135 + mat[1][3] * det3_234_125 - mat[1][5] * det3_234_123; float det4_1234_1245 = mat[1][1] * det3_234_245 - mat[1][2] * det3_234_145 + mat[1][4] * det3_234_125 - mat[1][5] * det3_234_124; float det4_1234_1345 = mat[1][1] * det3_234_345 - mat[1][3] * det3_234_145 + mat[1][4] * det3_234_135 - mat[1][5] * det3_234_134; float det4_1234_2345 = mat[1][2] * det3_234_345 - mat[1][3] * det3_234_245 + mat[1][4] * det3_234_235 - mat[1][5] * det3_234_234; float det4_1235_0123 = mat[1][0] * det3_235_123 - mat[1][1] * det3_235_023 + mat[1][2] * det3_235_013 - mat[1][3] * det3_235_012; float det4_1235_0124 = mat[1][0] * det3_235_124 - mat[1][1] * det3_235_024 + mat[1][2] * det3_235_014 - mat[1][4] * det3_235_012; float det4_1235_0125 = mat[1][0] * det3_235_125 - mat[1][1] * det3_235_025 + mat[1][2] * det3_235_015 - mat[1][5] * det3_235_012; float det4_1235_0134 = mat[1][0] * det3_235_134 - mat[1][1] * det3_235_034 + mat[1][3] * det3_235_014 - mat[1][4] * det3_235_013; float det4_1235_0135 = mat[1][0] * det3_235_135 - mat[1][1] * det3_235_035 + mat[1][3] * det3_235_015 - mat[1][5] * det3_235_013; float det4_1235_0145 = mat[1][0] * det3_235_145 - mat[1][1] * det3_235_045 + mat[1][4] * det3_235_015 - mat[1][5] * det3_235_014; float det4_1235_0234 = mat[1][0] * det3_235_234 - mat[1][2] * det3_235_034 + mat[1][3] * det3_235_024 - mat[1][4] * det3_235_023; float det4_1235_0235 = mat[1][0] * det3_235_235 - mat[1][2] * det3_235_035 + mat[1][3] * det3_235_025 - mat[1][5] * det3_235_023; float det4_1235_0245 = mat[1][0] * det3_235_245 - mat[1][2] * det3_235_045 + mat[1][4] * det3_235_025 - mat[1][5] * det3_235_024; float det4_1235_0345 = mat[1][0] * det3_235_345 - mat[1][3] * det3_235_045 + mat[1][4] * det3_235_035 - mat[1][5] * det3_235_034; float det4_1235_1234 = mat[1][1] * det3_235_234 - mat[1][2] * det3_235_134 + mat[1][3] * det3_235_124 - mat[1][4] * det3_235_123; float det4_1235_1235 = mat[1][1] * det3_235_235 - mat[1][2] * det3_235_135 + mat[1][3] * det3_235_125 - mat[1][5] * det3_235_123; float det4_1235_1245 = mat[1][1] * det3_235_245 - mat[1][2] * det3_235_145 + mat[1][4] * det3_235_125 - mat[1][5] * det3_235_124; float det4_1235_1345 = mat[1][1] * det3_235_345 - mat[1][3] * det3_235_145 + mat[1][4] * det3_235_135 - mat[1][5] * det3_235_134; float det4_1235_2345 = mat[1][2] * det3_235_345 - mat[1][3] * det3_235_245 + mat[1][4] * det3_235_235 - mat[1][5] * det3_235_234; float det4_1245_0123 = mat[1][0] * det3_245_123 - mat[1][1] * det3_245_023 + mat[1][2] * det3_245_013 - mat[1][3] * det3_245_012; float det4_1245_0124 = mat[1][0] * det3_245_124 - mat[1][1] * det3_245_024 + mat[1][2] * det3_245_014 - mat[1][4] * det3_245_012; float det4_1245_0125 = mat[1][0] * det3_245_125 - mat[1][1] * det3_245_025 + mat[1][2] * det3_245_015 - mat[1][5] * det3_245_012; float det4_1245_0134 = mat[1][0] * det3_245_134 - mat[1][1] * det3_245_034 + mat[1][3] * det3_245_014 - mat[1][4] * det3_245_013; float det4_1245_0135 = mat[1][0] * det3_245_135 - mat[1][1] * det3_245_035 + mat[1][3] * det3_245_015 - mat[1][5] * det3_245_013; float det4_1245_0145 = mat[1][0] * det3_245_145 - mat[1][1] * det3_245_045 + mat[1][4] * det3_245_015 - mat[1][5] * det3_245_014; float det4_1245_0234 = mat[1][0] * det3_245_234 - mat[1][2] * det3_245_034 + mat[1][3] * det3_245_024 - mat[1][4] * det3_245_023; float det4_1245_0235 = mat[1][0] * det3_245_235 - mat[1][2] * det3_245_035 + mat[1][3] * det3_245_025 - mat[1][5] * det3_245_023; float det4_1245_0245 = mat[1][0] * det3_245_245 - mat[1][2] * det3_245_045 + mat[1][4] * det3_245_025 - mat[1][5] * det3_245_024; float det4_1245_0345 = mat[1][0] * det3_245_345 - mat[1][3] * det3_245_045 + mat[1][4] * det3_245_035 - mat[1][5] * det3_245_034; float det4_1245_1234 = mat[1][1] * det3_245_234 - mat[1][2] * det3_245_134 + mat[1][3] * det3_245_124 - mat[1][4] * det3_245_123; float det4_1245_1235 = mat[1][1] * det3_245_235 - mat[1][2] * det3_245_135 + mat[1][3] * det3_245_125 - mat[1][5] * det3_245_123; float det4_1245_1245 = mat[1][1] * det3_245_245 - mat[1][2] * det3_245_145 + mat[1][4] * det3_245_125 - mat[1][5] * det3_245_124; float det4_1245_1345 = mat[1][1] * det3_245_345 - mat[1][3] * det3_245_145 + mat[1][4] * det3_245_135 - mat[1][5] * det3_245_134; float det4_1245_2345 = mat[1][2] * det3_245_345 - mat[1][3] * det3_245_245 + mat[1][4] * det3_245_235 - mat[1][5] * det3_245_234; float det4_1345_0123 = mat[1][0] * det3_345_123 - mat[1][1] * det3_345_023 + mat[1][2] * det3_345_013 - mat[1][3] * det3_345_012; float det4_1345_0124 = mat[1][0] * det3_345_124 - mat[1][1] * det3_345_024 + mat[1][2] * det3_345_014 - mat[1][4] * det3_345_012; float det4_1345_0125 = mat[1][0] * det3_345_125 - mat[1][1] * det3_345_025 + mat[1][2] * det3_345_015 - mat[1][5] * det3_345_012; float det4_1345_0134 = mat[1][0] * det3_345_134 - mat[1][1] * det3_345_034 + mat[1][3] * det3_345_014 - mat[1][4] * det3_345_013; float det4_1345_0135 = mat[1][0] * det3_345_135 - mat[1][1] * det3_345_035 + mat[1][3] * det3_345_015 - mat[1][5] * det3_345_013; float det4_1345_0145 = mat[1][0] * det3_345_145 - mat[1][1] * det3_345_045 + mat[1][4] * det3_345_015 - mat[1][5] * det3_345_014; float det4_1345_0234 = mat[1][0] * det3_345_234 - mat[1][2] * det3_345_034 + mat[1][3] * det3_345_024 - mat[1][4] * det3_345_023; float det4_1345_0235 = mat[1][0] * det3_345_235 - mat[1][2] * det3_345_035 + mat[1][3] * det3_345_025 - mat[1][5] * det3_345_023; float det4_1345_0245 = mat[1][0] * det3_345_245 - mat[1][2] * det3_345_045 + mat[1][4] * det3_345_025 - mat[1][5] * det3_345_024; float det4_1345_0345 = mat[1][0] * det3_345_345 - mat[1][3] * det3_345_045 + mat[1][4] * det3_345_035 - mat[1][5] * det3_345_034; float det4_1345_1234 = mat[1][1] * det3_345_234 - mat[1][2] * det3_345_134 + mat[1][3] * det3_345_124 - mat[1][4] * det3_345_123; float det4_1345_1235 = mat[1][1] * det3_345_235 - mat[1][2] * det3_345_135 + mat[1][3] * det3_345_125 - mat[1][5] * det3_345_123; float det4_1345_1245 = mat[1][1] * det3_345_245 - mat[1][2] * det3_345_145 + mat[1][4] * det3_345_125 - mat[1][5] * det3_345_124; float det4_1345_1345 = mat[1][1] * det3_345_345 - mat[1][3] * det3_345_145 + mat[1][4] * det3_345_135 - mat[1][5] * det3_345_134; float det4_1345_2345 = mat[1][2] * det3_345_345 - mat[1][3] * det3_345_245 + mat[1][4] * det3_345_235 - mat[1][5] * det3_345_234; // remaining 5x5 sub-determinants float det5_01234_01234 = mat[0][0] * det4_1234_1234 - mat[0][1] * det4_1234_0234 + mat[0][2] * det4_1234_0134 - mat[0][3] * det4_1234_0124 + mat[0][4] * det4_1234_0123; float det5_01234_01235 = mat[0][0] * det4_1234_1235 - mat[0][1] * det4_1234_0235 + mat[0][2] * det4_1234_0135 - mat[0][3] * det4_1234_0125 + mat[0][5] * det4_1234_0123; float det5_01234_01245 = mat[0][0] * det4_1234_1245 - mat[0][1] * det4_1234_0245 + mat[0][2] * det4_1234_0145 - mat[0][4] * det4_1234_0125 + mat[0][5] * det4_1234_0124; float det5_01234_01345 = mat[0][0] * det4_1234_1345 - mat[0][1] * det4_1234_0345 + mat[0][3] * det4_1234_0145 - mat[0][4] * det4_1234_0135 + mat[0][5] * det4_1234_0134; float det5_01234_02345 = mat[0][0] * det4_1234_2345 - mat[0][2] * det4_1234_0345 + mat[0][3] * det4_1234_0245 - mat[0][4] * det4_1234_0235 + mat[0][5] * det4_1234_0234; float det5_01234_12345 = mat[0][1] * det4_1234_2345 - mat[0][2] * det4_1234_1345 + mat[0][3] * det4_1234_1245 - mat[0][4] * det4_1234_1235 + mat[0][5] * det4_1234_1234; float det5_01235_01234 = mat[0][0] * det4_1235_1234 - mat[0][1] * det4_1235_0234 + mat[0][2] * det4_1235_0134 - mat[0][3] * det4_1235_0124 + mat[0][4] * det4_1235_0123; float det5_01235_01235 = mat[0][0] * det4_1235_1235 - mat[0][1] * det4_1235_0235 + mat[0][2] * det4_1235_0135 - mat[0][3] * det4_1235_0125 + mat[0][5] * det4_1235_0123; float det5_01235_01245 = mat[0][0] * det4_1235_1245 - mat[0][1] * det4_1235_0245 + mat[0][2] * det4_1235_0145 - mat[0][4] * det4_1235_0125 + mat[0][5] * det4_1235_0124; float det5_01235_01345 = mat[0][0] * det4_1235_1345 - mat[0][1] * det4_1235_0345 + mat[0][3] * det4_1235_0145 - mat[0][4] * det4_1235_0135 + mat[0][5] * det4_1235_0134; float det5_01235_02345 = mat[0][0] * det4_1235_2345 - mat[0][2] * det4_1235_0345 + mat[0][3] * det4_1235_0245 - mat[0][4] * det4_1235_0235 + mat[0][5] * det4_1235_0234; float det5_01235_12345 = mat[0][1] * det4_1235_2345 - mat[0][2] * det4_1235_1345 + mat[0][3] * det4_1235_1245 - mat[0][4] * det4_1235_1235 + mat[0][5] * det4_1235_1234; float det5_01245_01234 = mat[0][0] * det4_1245_1234 - mat[0][1] * det4_1245_0234 + mat[0][2] * det4_1245_0134 - mat[0][3] * det4_1245_0124 + mat[0][4] * det4_1245_0123; float det5_01245_01235 = mat[0][0] * det4_1245_1235 - mat[0][1] * det4_1245_0235 + mat[0][2] * det4_1245_0135 - mat[0][3] * det4_1245_0125 + mat[0][5] * det4_1245_0123; float det5_01245_01245 = mat[0][0] * det4_1245_1245 - mat[0][1] * det4_1245_0245 + mat[0][2] * det4_1245_0145 - mat[0][4] * det4_1245_0125 + mat[0][5] * det4_1245_0124; float det5_01245_01345 = mat[0][0] * det4_1245_1345 - mat[0][1] * det4_1245_0345 + mat[0][3] * det4_1245_0145 - mat[0][4] * det4_1245_0135 + mat[0][5] * det4_1245_0134; float det5_01245_02345 = mat[0][0] * det4_1245_2345 - mat[0][2] * det4_1245_0345 + mat[0][3] * det4_1245_0245 - mat[0][4] * det4_1245_0235 + mat[0][5] * det4_1245_0234; float det5_01245_12345 = mat[0][1] * det4_1245_2345 - mat[0][2] * det4_1245_1345 + mat[0][3] * det4_1245_1245 - mat[0][4] * det4_1245_1235 + mat[0][5] * det4_1245_1234; float det5_01345_01234 = mat[0][0] * det4_1345_1234 - mat[0][1] * det4_1345_0234 + mat[0][2] * det4_1345_0134 - mat[0][3] * det4_1345_0124 + mat[0][4] * det4_1345_0123; float det5_01345_01235 = mat[0][0] * det4_1345_1235 - mat[0][1] * det4_1345_0235 + mat[0][2] * det4_1345_0135 - mat[0][3] * det4_1345_0125 + mat[0][5] * det4_1345_0123; float det5_01345_01245 = mat[0][0] * det4_1345_1245 - mat[0][1] * det4_1345_0245 + mat[0][2] * det4_1345_0145 - mat[0][4] * det4_1345_0125 + mat[0][5] * det4_1345_0124; float det5_01345_01345 = mat[0][0] * det4_1345_1345 - mat[0][1] * det4_1345_0345 + mat[0][3] * det4_1345_0145 - mat[0][4] * det4_1345_0135 + mat[0][5] * det4_1345_0134; float det5_01345_02345 = mat[0][0] * det4_1345_2345 - mat[0][2] * det4_1345_0345 + mat[0][3] * det4_1345_0245 - mat[0][4] * det4_1345_0235 + mat[0][5] * det4_1345_0234; float det5_01345_12345 = mat[0][1] * det4_1345_2345 - mat[0][2] * det4_1345_1345 + mat[0][3] * det4_1345_1245 - mat[0][4] * det4_1345_1235 + mat[0][5] * det4_1345_1234; float det5_02345_01234 = mat[0][0] * det4_2345_1234 - mat[0][1] * det4_2345_0234 + mat[0][2] * det4_2345_0134 - mat[0][3] * det4_2345_0124 + mat[0][4] * det4_2345_0123; float det5_02345_01235 = mat[0][0] * det4_2345_1235 - mat[0][1] * det4_2345_0235 + mat[0][2] * det4_2345_0135 - mat[0][3] * det4_2345_0125 + mat[0][5] * det4_2345_0123; float det5_02345_01245 = mat[0][0] * det4_2345_1245 - mat[0][1] * det4_2345_0245 + mat[0][2] * det4_2345_0145 - mat[0][4] * det4_2345_0125 + mat[0][5] * det4_2345_0124; float det5_02345_01345 = mat[0][0] * det4_2345_1345 - mat[0][1] * det4_2345_0345 + mat[0][3] * det4_2345_0145 - mat[0][4] * det4_2345_0135 + mat[0][5] * det4_2345_0134; float det5_02345_02345 = mat[0][0] * det4_2345_2345 - mat[0][2] * det4_2345_0345 + mat[0][3] * det4_2345_0245 - mat[0][4] * det4_2345_0235 + mat[0][5] * det4_2345_0234; float det5_02345_12345 = mat[0][1] * det4_2345_2345 - mat[0][2] * det4_2345_1345 + mat[0][3] * det4_2345_1245 - mat[0][4] * det4_2345_1235 + mat[0][5] * det4_2345_1234; mat[0][0] = det5_12345_12345 * invDet; mat[0][1] = -det5_02345_12345 * invDet; mat[0][2] = det5_01345_12345 * invDet; mat[0][3] = -det5_01245_12345 * invDet; mat[0][4] = det5_01235_12345 * invDet; mat[0][5] = -det5_01234_12345 * invDet; mat[1][0] = -det5_12345_02345 * invDet; mat[1][1] = det5_02345_02345 * invDet; mat[1][2] = -det5_01345_02345 * invDet; mat[1][3] = det5_01245_02345 * invDet; mat[1][4] = -det5_01235_02345 * invDet; mat[1][5] = det5_01234_02345 * invDet; mat[2][0] = det5_12345_01345 * invDet; mat[2][1] = -det5_02345_01345 * invDet; mat[2][2] = det5_01345_01345 * invDet; mat[2][3] = -det5_01245_01345 * invDet; mat[2][4] = det5_01235_01345 * invDet; mat[2][5] = -det5_01234_01345 * invDet; mat[3][0] = -det5_12345_01245 * invDet; mat[3][1] = det5_02345_01245 * invDet; mat[3][2] = -det5_01345_01245 * invDet; mat[3][3] = det5_01245_01245 * invDet; mat[3][4] = -det5_01235_01245 * invDet; mat[3][5] = det5_01234_01245 * invDet; mat[4][0] = det5_12345_01235 * invDet; mat[4][1] = -det5_02345_01235 * invDet; mat[4][2] = det5_01345_01235 * invDet; mat[4][3] = -det5_01245_01235 * invDet; mat[4][4] = det5_01235_01235 * invDet; mat[4][5] = -det5_01234_01235 * invDet; mat[5][0] = -det5_12345_01234 * invDet; mat[5][1] = det5_02345_01234 * invDet; mat[5][2] = -det5_01345_01234 * invDet; mat[5][3] = det5_01245_01234 * invDet; mat[5][4] = -det5_01235_01234 * invDet; mat[5][5] = det5_01234_01234 * invDet; return true; } /* ============ idMat6::InverseFastSelf ============ */ bool idMat6::InverseFastSelf(void) { #if 0 // 810+6+36 = 852 multiplications // 1 division double det, invDet; // 2x2 sub-determinants required to calculate 6x6 determinant float det2_45_01 = mat[4][0] * mat[5][1] - mat[4][1] * mat[5][0]; float det2_45_02 = mat[4][0] * mat[5][2] - mat[4][2] * mat[5][0]; float det2_45_03 = mat[4][0] * mat[5][3] - mat[4][3] * mat[5][0]; float det2_45_04 = mat[4][0] * mat[5][4] - mat[4][4] * mat[5][0]; float det2_45_05 = mat[4][0] * mat[5][5] - mat[4][5] * mat[5][0]; float det2_45_12 = mat[4][1] * mat[5][2] - mat[4][2] * mat[5][1]; float det2_45_13 = mat[4][1] * mat[5][3] - mat[4][3] * mat[5][1]; float det2_45_14 = mat[4][1] * mat[5][4] - mat[4][4] * mat[5][1]; float det2_45_15 = mat[4][1] * mat[5][5] - mat[4][5] * mat[5][1]; float det2_45_23 = mat[4][2] * mat[5][3] - mat[4][3] * mat[5][2]; float det2_45_24 = mat[4][2] * mat[5][4] - mat[4][4] * mat[5][2]; float det2_45_25 = mat[4][2] * mat[5][5] - mat[4][5] * mat[5][2]; float det2_45_34 = mat[4][3] * mat[5][4] - mat[4][4] * mat[5][3]; float det2_45_35 = mat[4][3] * mat[5][5] - mat[4][5] * mat[5][3]; float det2_45_45 = mat[4][4] * mat[5][5] - mat[4][5] * mat[5][4]; // 3x3 sub-determinants required to calculate 6x6 determinant float det3_345_012 = mat[3][0] * det2_45_12 - mat[3][1] * det2_45_02 + mat[3][2] * det2_45_01; float det3_345_013 = mat[3][0] * det2_45_13 - mat[3][1] * det2_45_03 + mat[3][3] * det2_45_01; float det3_345_014 = mat[3][0] * det2_45_14 - mat[3][1] * det2_45_04 + mat[3][4] * det2_45_01; float det3_345_015 = mat[3][0] * det2_45_15 - mat[3][1] * det2_45_05 + mat[3][5] * det2_45_01; float det3_345_023 = mat[3][0] * det2_45_23 - mat[3][2] * det2_45_03 + mat[3][3] * det2_45_02; float det3_345_024 = mat[3][0] * det2_45_24 - mat[3][2] * det2_45_04 + mat[3][4] * det2_45_02; float det3_345_025 = mat[3][0] * det2_45_25 - mat[3][2] * det2_45_05 + mat[3][5] * det2_45_02; float det3_345_034 = mat[3][0] * det2_45_34 - mat[3][3] * det2_45_04 + mat[3][4] * det2_45_03; float det3_345_035 = mat[3][0] * det2_45_35 - mat[3][3] * det2_45_05 + mat[3][5] * det2_45_03; float det3_345_045 = mat[3][0] * det2_45_45 - mat[3][4] * det2_45_05 + mat[3][5] * det2_45_04; float det3_345_123 = mat[3][1] * det2_45_23 - mat[3][2] * det2_45_13 + mat[3][3] * det2_45_12; float det3_345_124 = mat[3][1] * det2_45_24 - mat[3][2] * det2_45_14 + mat[3][4] * det2_45_12; float det3_345_125 = mat[3][1] * det2_45_25 - mat[3][2] * det2_45_15 + mat[3][5] * det2_45_12; float det3_345_134 = mat[3][1] * det2_45_34 - mat[3][3] * det2_45_14 + mat[3][4] * det2_45_13; float det3_345_135 = mat[3][1] * det2_45_35 - mat[3][3] * det2_45_15 + mat[3][5] * det2_45_13; float det3_345_145 = mat[3][1] * det2_45_45 - mat[3][4] * det2_45_15 + mat[3][5] * det2_45_14; float det3_345_234 = mat[3][2] * det2_45_34 - mat[3][3] * det2_45_24 + mat[3][4] * det2_45_23; float det3_345_235 = mat[3][2] * det2_45_35 - mat[3][3] * det2_45_25 + mat[3][5] * det2_45_23; float det3_345_245 = mat[3][2] * det2_45_45 - mat[3][4] * det2_45_25 + mat[3][5] * det2_45_24; float det3_345_345 = mat[3][3] * det2_45_45 - mat[3][4] * det2_45_35 + mat[3][5] * det2_45_34; // 4x4 sub-determinants required to calculate 6x6 determinant float det4_2345_0123 = mat[2][0] * det3_345_123 - mat[2][1] * det3_345_023 + mat[2][2] * det3_345_013 - mat[2][3] * det3_345_012; float det4_2345_0124 = mat[2][0] * det3_345_124 - mat[2][1] * det3_345_024 + mat[2][2] * det3_345_014 - mat[2][4] * det3_345_012; float det4_2345_0125 = mat[2][0] * det3_345_125 - mat[2][1] * det3_345_025 + mat[2][2] * det3_345_015 - mat[2][5] * det3_345_012; float det4_2345_0134 = mat[2][0] * det3_345_134 - mat[2][1] * det3_345_034 + mat[2][3] * det3_345_014 - mat[2][4] * det3_345_013; float det4_2345_0135 = mat[2][0] * det3_345_135 - mat[2][1] * det3_345_035 + mat[2][3] * det3_345_015 - mat[2][5] * det3_345_013; float det4_2345_0145 = mat[2][0] * det3_345_145 - mat[2][1] * det3_345_045 + mat[2][4] * det3_345_015 - mat[2][5] * det3_345_014; float det4_2345_0234 = mat[2][0] * det3_345_234 - mat[2][2] * det3_345_034 + mat[2][3] * det3_345_024 - mat[2][4] * det3_345_023; float det4_2345_0235 = mat[2][0] * det3_345_235 - mat[2][2] * det3_345_035 + mat[2][3] * det3_345_025 - mat[2][5] * det3_345_023; float det4_2345_0245 = mat[2][0] * det3_345_245 - mat[2][2] * det3_345_045 + mat[2][4] * det3_345_025 - mat[2][5] * det3_345_024; float det4_2345_0345 = mat[2][0] * det3_345_345 - mat[2][3] * det3_345_045 + mat[2][4] * det3_345_035 - mat[2][5] * det3_345_034; float det4_2345_1234 = mat[2][1] * det3_345_234 - mat[2][2] * det3_345_134 + mat[2][3] * det3_345_124 - mat[2][4] * det3_345_123; float det4_2345_1235 = mat[2][1] * det3_345_235 - mat[2][2] * det3_345_135 + mat[2][3] * det3_345_125 - mat[2][5] * det3_345_123; float det4_2345_1245 = mat[2][1] * det3_345_245 - mat[2][2] * det3_345_145 + mat[2][4] * det3_345_125 - mat[2][5] * det3_345_124; float det4_2345_1345 = mat[2][1] * det3_345_345 - mat[2][3] * det3_345_145 + mat[2][4] * det3_345_135 - mat[2][5] * det3_345_134; float det4_2345_2345 = mat[2][2] * det3_345_345 - mat[2][3] * det3_345_245 + mat[2][4] * det3_345_235 - mat[2][5] * det3_345_234; // 5x5 sub-determinants required to calculate 6x6 determinant float det5_12345_01234 = mat[1][0] * det4_2345_1234 - mat[1][1] * det4_2345_0234 + mat[1][2] * det4_2345_0134 - mat[1][3] * det4_2345_0124 + mat[1][4] * det4_2345_0123; float det5_12345_01235 = mat[1][0] * det4_2345_1235 - mat[1][1] * det4_2345_0235 + mat[1][2] * det4_2345_0135 - mat[1][3] * det4_2345_0125 + mat[1][5] * det4_2345_0123; float det5_12345_01245 = mat[1][0] * det4_2345_1245 - mat[1][1] * det4_2345_0245 + mat[1][2] * det4_2345_0145 - mat[1][4] * det4_2345_0125 + mat[1][5] * det4_2345_0124; float det5_12345_01345 = mat[1][0] * det4_2345_1345 - mat[1][1] * det4_2345_0345 + mat[1][3] * det4_2345_0145 - mat[1][4] * det4_2345_0135 + mat[1][5] * det4_2345_0134; float det5_12345_02345 = mat[1][0] * det4_2345_2345 - mat[1][2] * det4_2345_0345 + mat[1][3] * det4_2345_0245 - mat[1][4] * det4_2345_0235 + mat[1][5] * det4_2345_0234; float det5_12345_12345 = mat[1][1] * det4_2345_2345 - mat[1][2] * det4_2345_1345 + mat[1][3] * det4_2345_1245 - mat[1][4] * det4_2345_1235 + mat[1][5] * det4_2345_1234; // determinant of 6x6 matrix det = mat[0][0] * det5_12345_12345 - mat[0][1] * det5_12345_02345 + mat[0][2] * det5_12345_01345 - mat[0][3] * det5_12345_01245 + mat[0][4] * det5_12345_01235 - mat[0][5] * det5_12345_01234; if (idMath::Fabs(det) < MATRIX_INVERSE_EPSILON) { return false; } invDet = 1.0f / det; // remaining 2x2 sub-determinants float det2_34_01 = mat[3][0] * mat[4][1] - mat[3][1] * mat[4][0]; float det2_34_02 = mat[3][0] * mat[4][2] - mat[3][2] * mat[4][0]; float det2_34_03 = mat[3][0] * mat[4][3] - mat[3][3] * mat[4][0]; float det2_34_04 = mat[3][0] * mat[4][4] - mat[3][4] * mat[4][0]; float det2_34_05 = mat[3][0] * mat[4][5] - mat[3][5] * mat[4][0]; float det2_34_12 = mat[3][1] * mat[4][2] - mat[3][2] * mat[4][1]; float det2_34_13 = mat[3][1] * mat[4][3] - mat[3][3] * mat[4][1]; float det2_34_14 = mat[3][1] * mat[4][4] - mat[3][4] * mat[4][1]; float det2_34_15 = mat[3][1] * mat[4][5] - mat[3][5] * mat[4][1]; float det2_34_23 = mat[3][2] * mat[4][3] - mat[3][3] * mat[4][2]; float det2_34_24 = mat[3][2] * mat[4][4] - mat[3][4] * mat[4][2]; float det2_34_25 = mat[3][2] * mat[4][5] - mat[3][5] * mat[4][2]; float det2_34_34 = mat[3][3] * mat[4][4] - mat[3][4] * mat[4][3]; float det2_34_35 = mat[3][3] * mat[4][5] - mat[3][5] * mat[4][3]; float det2_34_45 = mat[3][4] * mat[4][5] - mat[3][5] * mat[4][4]; float det2_35_01 = mat[3][0] * mat[5][1] - mat[3][1] * mat[5][0]; float det2_35_02 = mat[3][0] * mat[5][2] - mat[3][2] * mat[5][0]; float det2_35_03 = mat[3][0] * mat[5][3] - mat[3][3] * mat[5][0]; float det2_35_04 = mat[3][0] * mat[5][4] - mat[3][4] * mat[5][0]; float det2_35_05 = mat[3][0] * mat[5][5] - mat[3][5] * mat[5][0]; float det2_35_12 = mat[3][1] * mat[5][2] - mat[3][2] * mat[5][1]; float det2_35_13 = mat[3][1] * mat[5][3] - mat[3][3] * mat[5][1]; float det2_35_14 = mat[3][1] * mat[5][4] - mat[3][4] * mat[5][1]; float det2_35_15 = mat[3][1] * mat[5][5] - mat[3][5] * mat[5][1]; float det2_35_23 = mat[3][2] * mat[5][3] - mat[3][3] * mat[5][2]; float det2_35_24 = mat[3][2] * mat[5][4] - mat[3][4] * mat[5][2]; float det2_35_25 = mat[3][2] * mat[5][5] - mat[3][5] * mat[5][2]; float det2_35_34 = mat[3][3] * mat[5][4] - mat[3][4] * mat[5][3]; float det2_35_35 = mat[3][3] * mat[5][5] - mat[3][5] * mat[5][3]; float det2_35_45 = mat[3][4] * mat[5][5] - mat[3][5] * mat[5][4]; // remaining 3x3 sub-determinants float det3_234_012 = mat[2][0] * det2_34_12 - mat[2][1] * det2_34_02 + mat[2][2] * det2_34_01; float det3_234_013 = mat[2][0] * det2_34_13 - mat[2][1] * det2_34_03 + mat[2][3] * det2_34_01; float det3_234_014 = mat[2][0] * det2_34_14 - mat[2][1] * det2_34_04 + mat[2][4] * det2_34_01; float det3_234_015 = mat[2][0] * det2_34_15 - mat[2][1] * det2_34_05 + mat[2][5] * det2_34_01; float det3_234_023 = mat[2][0] * det2_34_23 - mat[2][2] * det2_34_03 + mat[2][3] * det2_34_02; float det3_234_024 = mat[2][0] * det2_34_24 - mat[2][2] * det2_34_04 + mat[2][4] * det2_34_02; float det3_234_025 = mat[2][0] * det2_34_25 - mat[2][2] * det2_34_05 + mat[2][5] * det2_34_02; float det3_234_034 = mat[2][0] * det2_34_34 - mat[2][3] * det2_34_04 + mat[2][4] * det2_34_03; float det3_234_035 = mat[2][0] * det2_34_35 - mat[2][3] * det2_34_05 + mat[2][5] * det2_34_03; float det3_234_045 = mat[2][0] * det2_34_45 - mat[2][4] * det2_34_05 + mat[2][5] * det2_34_04; float det3_234_123 = mat[2][1] * det2_34_23 - mat[2][2] * det2_34_13 + mat[2][3] * det2_34_12; float det3_234_124 = mat[2][1] * det2_34_24 - mat[2][2] * det2_34_14 + mat[2][4] * det2_34_12; float det3_234_125 = mat[2][1] * det2_34_25 - mat[2][2] * det2_34_15 + mat[2][5] * det2_34_12; float det3_234_134 = mat[2][1] * det2_34_34 - mat[2][3] * det2_34_14 + mat[2][4] * det2_34_13; float det3_234_135 = mat[2][1] * det2_34_35 - mat[2][3] * det2_34_15 + mat[2][5] * det2_34_13; float det3_234_145 = mat[2][1] * det2_34_45 - mat[2][4] * det2_34_15 + mat[2][5] * det2_34_14; float det3_234_234 = mat[2][2] * det2_34_34 - mat[2][3] * det2_34_24 + mat[2][4] * det2_34_23; float det3_234_235 = mat[2][2] * det2_34_35 - mat[2][3] * det2_34_25 + mat[2][5] * det2_34_23; float det3_234_245 = mat[2][2] * det2_34_45 - mat[2][4] * det2_34_25 + mat[2][5] * det2_34_24; float det3_234_345 = mat[2][3] * det2_34_45 - mat[2][4] * det2_34_35 + mat[2][5] * det2_34_34; float det3_235_012 = mat[2][0] * det2_35_12 - mat[2][1] * det2_35_02 + mat[2][2] * det2_35_01; float det3_235_013 = mat[2][0] * det2_35_13 - mat[2][1] * det2_35_03 + mat[2][3] * det2_35_01; float det3_235_014 = mat[2][0] * det2_35_14 - mat[2][1] * det2_35_04 + mat[2][4] * det2_35_01; float det3_235_015 = mat[2][0] * det2_35_15 - mat[2][1] * det2_35_05 + mat[2][5] * det2_35_01; float det3_235_023 = mat[2][0] * det2_35_23 - mat[2][2] * det2_35_03 + mat[2][3] * det2_35_02; float det3_235_024 = mat[2][0] * det2_35_24 - mat[2][2] * det2_35_04 + mat[2][4] * det2_35_02; float det3_235_025 = mat[2][0] * det2_35_25 - mat[2][2] * det2_35_05 + mat[2][5] * det2_35_02; float det3_235_034 = mat[2][0] * det2_35_34 - mat[2][3] * det2_35_04 + mat[2][4] * det2_35_03; float det3_235_035 = mat[2][0] * det2_35_35 - mat[2][3] * det2_35_05 + mat[2][5] * det2_35_03; float det3_235_045 = mat[2][0] * det2_35_45 - mat[2][4] * det2_35_05 + mat[2][5] * det2_35_04; float det3_235_123 = mat[2][1] * det2_35_23 - mat[2][2] * det2_35_13 + mat[2][3] * det2_35_12; float det3_235_124 = mat[2][1] * det2_35_24 - mat[2][2] * det2_35_14 + mat[2][4] * det2_35_12; float det3_235_125 = mat[2][1] * det2_35_25 - mat[2][2] * det2_35_15 + mat[2][5] * det2_35_12; float det3_235_134 = mat[2][1] * det2_35_34 - mat[2][3] * det2_35_14 + mat[2][4] * det2_35_13; float det3_235_135 = mat[2][1] * det2_35_35 - mat[2][3] * det2_35_15 + mat[2][5] * det2_35_13; float det3_235_145 = mat[2][1] * det2_35_45 - mat[2][4] * det2_35_15 + mat[2][5] * det2_35_14; float det3_235_234 = mat[2][2] * det2_35_34 - mat[2][3] * det2_35_24 + mat[2][4] * det2_35_23; float det3_235_235 = mat[2][2] * det2_35_35 - mat[2][3] * det2_35_25 + mat[2][5] * det2_35_23; float det3_235_245 = mat[2][2] * det2_35_45 - mat[2][4] * det2_35_25 + mat[2][5] * det2_35_24; float det3_235_345 = mat[2][3] * det2_35_45 - mat[2][4] * det2_35_35 + mat[2][5] * det2_35_34; float det3_245_012 = mat[2][0] * det2_45_12 - mat[2][1] * det2_45_02 + mat[2][2] * det2_45_01; float det3_245_013 = mat[2][0] * det2_45_13 - mat[2][1] * det2_45_03 + mat[2][3] * det2_45_01; float det3_245_014 = mat[2][0] * det2_45_14 - mat[2][1] * det2_45_04 + mat[2][4] * det2_45_01; float det3_245_015 = mat[2][0] * det2_45_15 - mat[2][1] * det2_45_05 + mat[2][5] * det2_45_01; float det3_245_023 = mat[2][0] * det2_45_23 - mat[2][2] * det2_45_03 + mat[2][3] * det2_45_02; float det3_245_024 = mat[2][0] * det2_45_24 - mat[2][2] * det2_45_04 + mat[2][4] * det2_45_02; float det3_245_025 = mat[2][0] * det2_45_25 - mat[2][2] * det2_45_05 + mat[2][5] * det2_45_02; float det3_245_034 = mat[2][0] * det2_45_34 - mat[2][3] * det2_45_04 + mat[2][4] * det2_45_03; float det3_245_035 = mat[2][0] * det2_45_35 - mat[2][3] * det2_45_05 + mat[2][5] * det2_45_03; float det3_245_045 = mat[2][0] * det2_45_45 - mat[2][4] * det2_45_05 + mat[2][5] * det2_45_04; float det3_245_123 = mat[2][1] * det2_45_23 - mat[2][2] * det2_45_13 + mat[2][3] * det2_45_12; float det3_245_124 = mat[2][1] * det2_45_24 - mat[2][2] * det2_45_14 + mat[2][4] * det2_45_12; float det3_245_125 = mat[2][1] * det2_45_25 - mat[2][2] * det2_45_15 + mat[2][5] * det2_45_12; float det3_245_134 = mat[2][1] * det2_45_34 - mat[2][3] * det2_45_14 + mat[2][4] * det2_45_13; float det3_245_135 = mat[2][1] * det2_45_35 - mat[2][3] * det2_45_15 + mat[2][5] * det2_45_13; float det3_245_145 = mat[2][1] * det2_45_45 - mat[2][4] * det2_45_15 + mat[2][5] * det2_45_14; float det3_245_234 = mat[2][2] * det2_45_34 - mat[2][3] * det2_45_24 + mat[2][4] * det2_45_23; float det3_245_235 = mat[2][2] * det2_45_35 - mat[2][3] * det2_45_25 + mat[2][5] * det2_45_23; float det3_245_245 = mat[2][2] * det2_45_45 - mat[2][4] * det2_45_25 + mat[2][5] * det2_45_24; float det3_245_345 = mat[2][3] * det2_45_45 - mat[2][4] * det2_45_35 + mat[2][5] * det2_45_34; // remaining 4x4 sub-determinants float det4_1234_0123 = mat[1][0] * det3_234_123 - mat[1][1] * det3_234_023 + mat[1][2] * det3_234_013 - mat[1][3] * det3_234_012; float det4_1234_0124 = mat[1][0] * det3_234_124 - mat[1][1] * det3_234_024 + mat[1][2] * det3_234_014 - mat[1][4] * det3_234_012; float det4_1234_0125 = mat[1][0] * det3_234_125 - mat[1][1] * det3_234_025 + mat[1][2] * det3_234_015 - mat[1][5] * det3_234_012; float det4_1234_0134 = mat[1][0] * det3_234_134 - mat[1][1] * det3_234_034 + mat[1][3] * det3_234_014 - mat[1][4] * det3_234_013; float det4_1234_0135 = mat[1][0] * det3_234_135 - mat[1][1] * det3_234_035 + mat[1][3] * det3_234_015 - mat[1][5] * det3_234_013; float det4_1234_0145 = mat[1][0] * det3_234_145 - mat[1][1] * det3_234_045 + mat[1][4] * det3_234_015 - mat[1][5] * det3_234_014; float det4_1234_0234 = mat[1][0] * det3_234_234 - mat[1][2] * det3_234_034 + mat[1][3] * det3_234_024 - mat[1][4] * det3_234_023; float det4_1234_0235 = mat[1][0] * det3_234_235 - mat[1][2] * det3_234_035 + mat[1][3] * det3_234_025 - mat[1][5] * det3_234_023; float det4_1234_0245 = mat[1][0] * det3_234_245 - mat[1][2] * det3_234_045 + mat[1][4] * det3_234_025 - mat[1][5] * det3_234_024; float det4_1234_0345 = mat[1][0] * det3_234_345 - mat[1][3] * det3_234_045 + mat[1][4] * det3_234_035 - mat[1][5] * det3_234_034; float det4_1234_1234 = mat[1][1] * det3_234_234 - mat[1][2] * det3_234_134 + mat[1][3] * det3_234_124 - mat[1][4] * det3_234_123; float det4_1234_1235 = mat[1][1] * det3_234_235 - mat[1][2] * det3_234_135 + mat[1][3] * det3_234_125 - mat[1][5] * det3_234_123; float det4_1234_1245 = mat[1][1] * det3_234_245 - mat[1][2] * det3_234_145 + mat[1][4] * det3_234_125 - mat[1][5] * det3_234_124; float det4_1234_1345 = mat[1][1] * det3_234_345 - mat[1][3] * det3_234_145 + mat[1][4] * det3_234_135 - mat[1][5] * det3_234_134; float det4_1234_2345 = mat[1][2] * det3_234_345 - mat[1][3] * det3_234_245 + mat[1][4] * det3_234_235 - mat[1][5] * det3_234_234; float det4_1235_0123 = mat[1][0] * det3_235_123 - mat[1][1] * det3_235_023 + mat[1][2] * det3_235_013 - mat[1][3] * det3_235_012; float det4_1235_0124 = mat[1][0] * det3_235_124 - mat[1][1] * det3_235_024 + mat[1][2] * det3_235_014 - mat[1][4] * det3_235_012; float det4_1235_0125 = mat[1][0] * det3_235_125 - mat[1][1] * det3_235_025 + mat[1][2] * det3_235_015 - mat[1][5] * det3_235_012; float det4_1235_0134 = mat[1][0] * det3_235_134 - mat[1][1] * det3_235_034 + mat[1][3] * det3_235_014 - mat[1][4] * det3_235_013; float det4_1235_0135 = mat[1][0] * det3_235_135 - mat[1][1] * det3_235_035 + mat[1][3] * det3_235_015 - mat[1][5] * det3_235_013; float det4_1235_0145 = mat[1][0] * det3_235_145 - mat[1][1] * det3_235_045 + mat[1][4] * det3_235_015 - mat[1][5] * det3_235_014; float det4_1235_0234 = mat[1][0] * det3_235_234 - mat[1][2] * det3_235_034 + mat[1][3] * det3_235_024 - mat[1][4] * det3_235_023; float det4_1235_0235 = mat[1][0] * det3_235_235 - mat[1][2] * det3_235_035 + mat[1][3] * det3_235_025 - mat[1][5] * det3_235_023; float det4_1235_0245 = mat[1][0] * det3_235_245 - mat[1][2] * det3_235_045 + mat[1][4] * det3_235_025 - mat[1][5] * det3_235_024; float det4_1235_0345 = mat[1][0] * det3_235_345 - mat[1][3] * det3_235_045 + mat[1][4] * det3_235_035 - mat[1][5] * det3_235_034; float det4_1235_1234 = mat[1][1] * det3_235_234 - mat[1][2] * det3_235_134 + mat[1][3] * det3_235_124 - mat[1][4] * det3_235_123; float det4_1235_1235 = mat[1][1] * det3_235_235 - mat[1][2] * det3_235_135 + mat[1][3] * det3_235_125 - mat[1][5] * det3_235_123; float det4_1235_1245 = mat[1][1] * det3_235_245 - mat[1][2] * det3_235_145 + mat[1][4] * det3_235_125 - mat[1][5] * det3_235_124; float det4_1235_1345 = mat[1][1] * det3_235_345 - mat[1][3] * det3_235_145 + mat[1][4] * det3_235_135 - mat[1][5] * det3_235_134; float det4_1235_2345 = mat[1][2] * det3_235_345 - mat[1][3] * det3_235_245 + mat[1][4] * det3_235_235 - mat[1][5] * det3_235_234; float det4_1245_0123 = mat[1][0] * det3_245_123 - mat[1][1] * det3_245_023 + mat[1][2] * det3_245_013 - mat[1][3] * det3_245_012; float det4_1245_0124 = mat[1][0] * det3_245_124 - mat[1][1] * det3_245_024 + mat[1][2] * det3_245_014 - mat[1][4] * det3_245_012; float det4_1245_0125 = mat[1][0] * det3_245_125 - mat[1][1] * det3_245_025 + mat[1][2] * det3_245_015 - mat[1][5] * det3_245_012; float det4_1245_0134 = mat[1][0] * det3_245_134 - mat[1][1] * det3_245_034 + mat[1][3] * det3_245_014 - mat[1][4] * det3_245_013; float det4_1245_0135 = mat[1][0] * det3_245_135 - mat[1][1] * det3_245_035 + mat[1][3] * det3_245_015 - mat[1][5] * det3_245_013; float det4_1245_0145 = mat[1][0] * det3_245_145 - mat[1][1] * det3_245_045 + mat[1][4] * det3_245_015 - mat[1][5] * det3_245_014; float det4_1245_0234 = mat[1][0] * det3_245_234 - mat[1][2] * det3_245_034 + mat[1][3] * det3_245_024 - mat[1][4] * det3_245_023; float det4_1245_0235 = mat[1][0] * det3_245_235 - mat[1][2] * det3_245_035 + mat[1][3] * det3_245_025 - mat[1][5] * det3_245_023; float det4_1245_0245 = mat[1][0] * det3_245_245 - mat[1][2] * det3_245_045 + mat[1][4] * det3_245_025 - mat[1][5] * det3_245_024; float det4_1245_0345 = mat[1][0] * det3_245_345 - mat[1][3] * det3_245_045 + mat[1][4] * det3_245_035 - mat[1][5] * det3_245_034; float det4_1245_1234 = mat[1][1] * det3_245_234 - mat[1][2] * det3_245_134 + mat[1][3] * det3_245_124 - mat[1][4] * det3_245_123; float det4_1245_1235 = mat[1][1] * det3_245_235 - mat[1][2] * det3_245_135 + mat[1][3] * det3_245_125 - mat[1][5] * det3_245_123; float det4_1245_1245 = mat[1][1] * det3_245_245 - mat[1][2] * det3_245_145 + mat[1][4] * det3_245_125 - mat[1][5] * det3_245_124; float det4_1245_1345 = mat[1][1] * det3_245_345 - mat[1][3] * det3_245_145 + mat[1][4] * det3_245_135 - mat[1][5] * det3_245_134; float det4_1245_2345 = mat[1][2] * det3_245_345 - mat[1][3] * det3_245_245 + mat[1][4] * det3_245_235 - mat[1][5] * det3_245_234; float det4_1345_0123 = mat[1][0] * det3_345_123 - mat[1][1] * det3_345_023 + mat[1][2] * det3_345_013 - mat[1][3] * det3_345_012; float det4_1345_0124 = mat[1][0] * det3_345_124 - mat[1][1] * det3_345_024 + mat[1][2] * det3_345_014 - mat[1][4] * det3_345_012; float det4_1345_0125 = mat[1][0] * det3_345_125 - mat[1][1] * det3_345_025 + mat[1][2] * det3_345_015 - mat[1][5] * det3_345_012; float det4_1345_0134 = mat[1][0] * det3_345_134 - mat[1][1] * det3_345_034 + mat[1][3] * det3_345_014 - mat[1][4] * det3_345_013; float det4_1345_0135 = mat[1][0] * det3_345_135 - mat[1][1] * det3_345_035 + mat[1][3] * det3_345_015 - mat[1][5] * det3_345_013; float det4_1345_0145 = mat[1][0] * det3_345_145 - mat[1][1] * det3_345_045 + mat[1][4] * det3_345_015 - mat[1][5] * det3_345_014; float det4_1345_0234 = mat[1][0] * det3_345_234 - mat[1][2] * det3_345_034 + mat[1][3] * det3_345_024 - mat[1][4] * det3_345_023; float det4_1345_0235 = mat[1][0] * det3_345_235 - mat[1][2] * det3_345_035 + mat[1][3] * det3_345_025 - mat[1][5] * det3_345_023; float det4_1345_0245 = mat[1][0] * det3_345_245 - mat[1][2] * det3_345_045 + mat[1][4] * det3_345_025 - mat[1][5] * det3_345_024; float det4_1345_0345 = mat[1][0] * det3_345_345 - mat[1][3] * det3_345_045 + mat[1][4] * det3_345_035 - mat[1][5] * det3_345_034; float det4_1345_1234 = mat[1][1] * det3_345_234 - mat[1][2] * det3_345_134 + mat[1][3] * det3_345_124 - mat[1][4] * det3_345_123; float det4_1345_1235 = mat[1][1] * det3_345_235 - mat[1][2] * det3_345_135 + mat[1][3] * det3_345_125 - mat[1][5] * det3_345_123; float det4_1345_1245 = mat[1][1] * det3_345_245 - mat[1][2] * det3_345_145 + mat[1][4] * det3_345_125 - mat[1][5] * det3_345_124; float det4_1345_1345 = mat[1][1] * det3_345_345 - mat[1][3] * det3_345_145 + mat[1][4] * det3_345_135 - mat[1][5] * det3_345_134; float det4_1345_2345 = mat[1][2] * det3_345_345 - mat[1][3] * det3_345_245 + mat[1][4] * det3_345_235 - mat[1][5] * det3_345_234; // remaining 5x5 sub-determinants float det5_01234_01234 = mat[0][0] * det4_1234_1234 - mat[0][1] * det4_1234_0234 + mat[0][2] * det4_1234_0134 - mat[0][3] * det4_1234_0124 + mat[0][4] * det4_1234_0123; float det5_01234_01235 = mat[0][0] * det4_1234_1235 - mat[0][1] * det4_1234_0235 + mat[0][2] * det4_1234_0135 - mat[0][3] * det4_1234_0125 + mat[0][5] * det4_1234_0123; float det5_01234_01245 = mat[0][0] * det4_1234_1245 - mat[0][1] * det4_1234_0245 + mat[0][2] * det4_1234_0145 - mat[0][4] * det4_1234_0125 + mat[0][5] * det4_1234_0124; float det5_01234_01345 = mat[0][0] * det4_1234_1345 - mat[0][1] * det4_1234_0345 + mat[0][3] * det4_1234_0145 - mat[0][4] * det4_1234_0135 + mat[0][5] * det4_1234_0134; float det5_01234_02345 = mat[0][0] * det4_1234_2345 - mat[0][2] * det4_1234_0345 + mat[0][3] * det4_1234_0245 - mat[0][4] * det4_1234_0235 + mat[0][5] * det4_1234_0234; float det5_01234_12345 = mat[0][1] * det4_1234_2345 - mat[0][2] * det4_1234_1345 + mat[0][3] * det4_1234_1245 - mat[0][4] * det4_1234_1235 + mat[0][5] * det4_1234_1234; float det5_01235_01234 = mat[0][0] * det4_1235_1234 - mat[0][1] * det4_1235_0234 + mat[0][2] * det4_1235_0134 - mat[0][3] * det4_1235_0124 + mat[0][4] * det4_1235_0123; float det5_01235_01235 = mat[0][0] * det4_1235_1235 - mat[0][1] * det4_1235_0235 + mat[0][2] * det4_1235_0135 - mat[0][3] * det4_1235_0125 + mat[0][5] * det4_1235_0123; float det5_01235_01245 = mat[0][0] * det4_1235_1245 - mat[0][1] * det4_1235_0245 + mat[0][2] * det4_1235_0145 - mat[0][4] * det4_1235_0125 + mat[0][5] * det4_1235_0124; float det5_01235_01345 = mat[0][0] * det4_1235_1345 - mat[0][1] * det4_1235_0345 + mat[0][3] * det4_1235_0145 - mat[0][4] * det4_1235_0135 + mat[0][5] * det4_1235_0134; float det5_01235_02345 = mat[0][0] * det4_1235_2345 - mat[0][2] * det4_1235_0345 + mat[0][3] * det4_1235_0245 - mat[0][4] * det4_1235_0235 + mat[0][5] * det4_1235_0234; float det5_01235_12345 = mat[0][1] * det4_1235_2345 - mat[0][2] * det4_1235_1345 + mat[0][3] * det4_1235_1245 - mat[0][4] * det4_1235_1235 + mat[0][5] * det4_1235_1234; float det5_01245_01234 = mat[0][0] * det4_1245_1234 - mat[0][1] * det4_1245_0234 + mat[0][2] * det4_1245_0134 - mat[0][3] * det4_1245_0124 + mat[0][4] * det4_1245_0123; float det5_01245_01235 = mat[0][0] * det4_1245_1235 - mat[0][1] * det4_1245_0235 + mat[0][2] * det4_1245_0135 - mat[0][3] * det4_1245_0125 + mat[0][5] * det4_1245_0123; float det5_01245_01245 = mat[0][0] * det4_1245_1245 - mat[0][1] * det4_1245_0245 + mat[0][2] * det4_1245_0145 - mat[0][4] * det4_1245_0125 + mat[0][5] * det4_1245_0124; float det5_01245_01345 = mat[0][0] * det4_1245_1345 - mat[0][1] * det4_1245_0345 + mat[0][3] * det4_1245_0145 - mat[0][4] * det4_1245_0135 + mat[0][5] * det4_1245_0134; float det5_01245_02345 = mat[0][0] * det4_1245_2345 - mat[0][2] * det4_1245_0345 + mat[0][3] * det4_1245_0245 - mat[0][4] * det4_1245_0235 + mat[0][5] * det4_1245_0234; float det5_01245_12345 = mat[0][1] * det4_1245_2345 - mat[0][2] * det4_1245_1345 + mat[0][3] * det4_1245_1245 - mat[0][4] * det4_1245_1235 + mat[0][5] * det4_1245_1234; float det5_01345_01234 = mat[0][0] * det4_1345_1234 - mat[0][1] * det4_1345_0234 + mat[0][2] * det4_1345_0134 - mat[0][3] * det4_1345_0124 + mat[0][4] * det4_1345_0123; float det5_01345_01235 = mat[0][0] * det4_1345_1235 - mat[0][1] * det4_1345_0235 + mat[0][2] * det4_1345_0135 - mat[0][3] * det4_1345_0125 + mat[0][5] * det4_1345_0123; float det5_01345_01245 = mat[0][0] * det4_1345_1245 - mat[0][1] * det4_1345_0245 + mat[0][2] * det4_1345_0145 - mat[0][4] * det4_1345_0125 + mat[0][5] * det4_1345_0124; float det5_01345_01345 = mat[0][0] * det4_1345_1345 - mat[0][1] * det4_1345_0345 + mat[0][3] * det4_1345_0145 - mat[0][4] * det4_1345_0135 + mat[0][5] * det4_1345_0134; float det5_01345_02345 = mat[0][0] * det4_1345_2345 - mat[0][2] * det4_1345_0345 + mat[0][3] * det4_1345_0245 - mat[0][4] * det4_1345_0235 + mat[0][5] * det4_1345_0234; float det5_01345_12345 = mat[0][1] * det4_1345_2345 - mat[0][2] * det4_1345_1345 + mat[0][3] * det4_1345_1245 - mat[0][4] * det4_1345_1235 + mat[0][5] * det4_1345_1234; float det5_02345_01234 = mat[0][0] * det4_2345_1234 - mat[0][1] * det4_2345_0234 + mat[0][2] * det4_2345_0134 - mat[0][3] * det4_2345_0124 + mat[0][4] * det4_2345_0123; float det5_02345_01235 = mat[0][0] * det4_2345_1235 - mat[0][1] * det4_2345_0235 + mat[0][2] * det4_2345_0135 - mat[0][3] * det4_2345_0125 + mat[0][5] * det4_2345_0123; float det5_02345_01245 = mat[0][0] * det4_2345_1245 - mat[0][1] * det4_2345_0245 + mat[0][2] * det4_2345_0145 - mat[0][4] * det4_2345_0125 + mat[0][5] * det4_2345_0124; float det5_02345_01345 = mat[0][0] * det4_2345_1345 - mat[0][1] * det4_2345_0345 + mat[0][3] * det4_2345_0145 - mat[0][4] * det4_2345_0135 + mat[0][5] * det4_2345_0134; float det5_02345_02345 = mat[0][0] * det4_2345_2345 - mat[0][2] * det4_2345_0345 + mat[0][3] * det4_2345_0245 - mat[0][4] * det4_2345_0235 + mat[0][5] * det4_2345_0234; float det5_02345_12345 = mat[0][1] * det4_2345_2345 - mat[0][2] * det4_2345_1345 + mat[0][3] * det4_2345_1245 - mat[0][4] * det4_2345_1235 + mat[0][5] * det4_2345_1234; mat[0][0] = det5_12345_12345 * invDet; mat[0][1] = -det5_02345_12345 * invDet; mat[0][2] = det5_01345_12345 * invDet; mat[0][3] = -det5_01245_12345 * invDet; mat[0][4] = det5_01235_12345 * invDet; mat[0][5] = -det5_01234_12345 * invDet; mat[1][0] = -det5_12345_02345 * invDet; mat[1][1] = det5_02345_02345 * invDet; mat[1][2] = -det5_01345_02345 * invDet; mat[1][3] = det5_01245_02345 * invDet; mat[1][4] = -det5_01235_02345 * invDet; mat[1][5] = det5_01234_02345 * invDet; mat[2][0] = det5_12345_01345 * invDet; mat[2][1] = -det5_02345_01345 * invDet; mat[2][2] = det5_01345_01345 * invDet; mat[2][3] = -det5_01245_01345 * invDet; mat[2][4] = det5_01235_01345 * invDet; mat[2][5] = -det5_01234_01345 * invDet; mat[3][0] = -det5_12345_01245 * invDet; mat[3][1] = det5_02345_01245 * invDet; mat[3][2] = -det5_01345_01245 * invDet; mat[3][3] = det5_01245_01245 * invDet; mat[3][4] = -det5_01235_01245 * invDet; mat[3][5] = det5_01234_01245 * invDet; mat[4][0] = det5_12345_01235 * invDet; mat[4][1] = -det5_02345_01235 * invDet; mat[4][2] = det5_01345_01235 * invDet; mat[4][3] = -det5_01245_01235 * invDet; mat[4][4] = det5_01235_01235 * invDet; mat[4][5] = -det5_01234_01235 * invDet; mat[5][0] = -det5_12345_01234 * invDet; mat[5][1] = det5_02345_01234 * invDet; mat[5][2] = -det5_01345_01234 * invDet; mat[5][3] = det5_01245_01234 * invDet; mat[5][4] = -det5_01235_01234 * invDet; mat[5][5] = det5_01234_01234 * invDet; return true; #elif 0 // 6*40 = 240 multiplications // 6 divisions float* mat = reinterpret_cast(this); float s; double d, di; di = mat[0]; s = di; mat[0] = d = 1.0f / di; mat[1] *= d; mat[2] *= d; mat[3] *= d; mat[4] *= d; mat[5] *= d; d = -d; mat[6] *= d; mat[12] *= d; mat[18] *= d; mat[24] *= d; mat[30] *= d; d = mat[6] * di; mat[7] += mat[1] * d; mat[8] += mat[2] * d; mat[9] += mat[3] * d; mat[10] += mat[4] * d; mat[11] += mat[5] * d; d = mat[12] * di; mat[13] += mat[1] * d; mat[14] += mat[2] * d; mat[15] += mat[3] * d; mat[16] += mat[4] * d; mat[17] += mat[5] * d; d = mat[18] * di; mat[19] += mat[1] * d; mat[20] += mat[2] * d; mat[21] += mat[3] * d; mat[22] += mat[4] * d; mat[23] += mat[5] * d; d = mat[24] * di; mat[25] += mat[1] * d; mat[26] += mat[2] * d; mat[27] += mat[3] * d; mat[28] += mat[4] * d; mat[29] += mat[5] * d; d = mat[30] * di; mat[31] += mat[1] * d; mat[32] += mat[2] * d; mat[33] += mat[3] * d; mat[34] += mat[4] * d; mat[35] += mat[5] * d; di = mat[7]; s *= di; mat[7] = d = 1.0f / di; mat[6] *= d; mat[8] *= d; mat[9] *= d; mat[10] *= d; mat[11] *= d; d = -d; mat[1] *= d; mat[13] *= d; mat[19] *= d; mat[25] *= d; mat[31] *= d; d = mat[1] * di; mat[0] += mat[6] * d; mat[2] += mat[8] * d; mat[3] += mat[9] * d; mat[4] += mat[10] * d; mat[5] += mat[11] * d; d = mat[13] * di; mat[12] += mat[6] * d; mat[14] += mat[8] * d; mat[15] += mat[9] * d; mat[16] += mat[10] * d; mat[17] += mat[11] * d; d = mat[19] * di; mat[18] += mat[6] * d; mat[20] += mat[8] * d; mat[21] += mat[9] * d; mat[22] += mat[10] * d; mat[23] += mat[11] * d; d = mat[25] * di; mat[24] += mat[6] * d; mat[26] += mat[8] * d; mat[27] += mat[9] * d; mat[28] += mat[10] * d; mat[29] += mat[11] * d; d = mat[31] * di; mat[30] += mat[6] * d; mat[32] += mat[8] * d; mat[33] += mat[9] * d; mat[34] += mat[10] * d; mat[35] += mat[11] * d; di = mat[14]; s *= di; mat[14] = d = 1.0f / di; mat[12] *= d; mat[13] *= d; mat[15] *= d; mat[16] *= d; mat[17] *= d; d = -d; mat[2] *= d; mat[8] *= d; mat[20] *= d; mat[26] *= d; mat[32] *= d; d = mat[2] * di; mat[0] += mat[12] * d; mat[1] += mat[13] * d; mat[3] += mat[15] * d; mat[4] += mat[16] * d; mat[5] += mat[17] * d; d = mat[8] * di; mat[6] += mat[12] * d; mat[7] += mat[13] * d; mat[9] += mat[15] * d; mat[10] += mat[16] * d; mat[11] += mat[17] * d; d = mat[20] * di; mat[18] += mat[12] * d; mat[19] += mat[13] * d; mat[21] += mat[15] * d; mat[22] += mat[16] * d; mat[23] += mat[17] * d; d = mat[26] * di; mat[24] += mat[12] * d; mat[25] += mat[13] * d; mat[27] += mat[15] * d; mat[28] += mat[16] * d; mat[29] += mat[17] * d; d = mat[32] * di; mat[30] += mat[12] * d; mat[31] += mat[13] * d; mat[33] += mat[15] * d; mat[34] += mat[16] * d; mat[35] += mat[17] * d; di = mat[21]; s *= di; mat[21] = d = 1.0f / di; mat[18] *= d; mat[19] *= d; mat[20] *= d; mat[22] *= d; mat[23] *= d; d = -d; mat[3] *= d; mat[9] *= d; mat[15] *= d; mat[27] *= d; mat[33] *= d; d = mat[3] * di; mat[0] += mat[18] * d; mat[1] += mat[19] * d; mat[2] += mat[20] * d; mat[4] += mat[22] * d; mat[5] += mat[23] * d; d = mat[9] * di; mat[6] += mat[18] * d; mat[7] += mat[19] * d; mat[8] += mat[20] * d; mat[10] += mat[22] * d; mat[11] += mat[23] * d; d = mat[15] * di; mat[12] += mat[18] * d; mat[13] += mat[19] * d; mat[14] += mat[20] * d; mat[16] += mat[22] * d; mat[17] += mat[23] * d; d = mat[27] * di; mat[24] += mat[18] * d; mat[25] += mat[19] * d; mat[26] += mat[20] * d; mat[28] += mat[22] * d; mat[29] += mat[23] * d; d = mat[33] * di; mat[30] += mat[18] * d; mat[31] += mat[19] * d; mat[32] += mat[20] * d; mat[34] += mat[22] * d; mat[35] += mat[23] * d; di = mat[28]; s *= di; mat[28] = d = 1.0f / di; mat[24] *= d; mat[25] *= d; mat[26] *= d; mat[27] *= d; mat[29] *= d; d = -d; mat[4] *= d; mat[10] *= d; mat[16] *= d; mat[22] *= d; mat[34] *= d; d = mat[4] * di; mat[0] += mat[24] * d; mat[1] += mat[25] * d; mat[2] += mat[26] * d; mat[3] += mat[27] * d; mat[5] += mat[29] * d; d = mat[10] * di; mat[6] += mat[24] * d; mat[7] += mat[25] * d; mat[8] += mat[26] * d; mat[9] += mat[27] * d; mat[11] += mat[29] * d; d = mat[16] * di; mat[12] += mat[24] * d; mat[13] += mat[25] * d; mat[14] += mat[26] * d; mat[15] += mat[27] * d; mat[17] += mat[29] * d; d = mat[22] * di; mat[18] += mat[24] * d; mat[19] += mat[25] * d; mat[20] += mat[26] * d; mat[21] += mat[27] * d; mat[23] += mat[29] * d; d = mat[34] * di; mat[30] += mat[24] * d; mat[31] += mat[25] * d; mat[32] += mat[26] * d; mat[33] += mat[27] * d; mat[35] += mat[29] * d; di = mat[35]; s *= di; mat[35] = d = 1.0f / di; mat[30] *= d; mat[31] *= d; mat[32] *= d; mat[33] *= d; mat[34] *= d; d = -d; mat[5] *= d; mat[11] *= d; mat[17] *= d; mat[23] *= d; mat[29] *= d; d = mat[5] * di; mat[0] += mat[30] * d; mat[1] += mat[31] * d; mat[2] += mat[32] * d; mat[3] += mat[33] * d; mat[4] += mat[34] * d; d = mat[11] * di; mat[6] += mat[30] * d; mat[7] += mat[31] * d; mat[8] += mat[32] * d; mat[9] += mat[33] * d; mat[10] += mat[34] * d; d = mat[17] * di; mat[12] += mat[30] * d; mat[13] += mat[31] * d; mat[14] += mat[32] * d; mat[15] += mat[33] * d; mat[16] += mat[34] * d; d = mat[23] * di; mat[18] += mat[30] * d; mat[19] += mat[31] * d; mat[20] += mat[32] * d; mat[21] += mat[33] * d; mat[22] += mat[34] * d; d = mat[29] * di; mat[24] += mat[30] * d; mat[25] += mat[31] * d; mat[26] += mat[32] * d; mat[27] += mat[33] * d; mat[28] += mat[34] * d; return (s != 0.0f && !FLOAT_IS_NAN(s)); #else // 6*27+2*30 = 222 multiplications // 2*1 = 2 divisions idMat3 r0, r1, r2, r3; float c0, c1, c2, det, invDet; float* mat = reinterpret_cast(this); // r0 = m0.Inverse(); c0 = mat[1 * 6 + 1] * mat[2 * 6 + 2] - mat[1 * 6 + 2] * mat[2 * 6 + 1]; c1 = mat[1 * 6 + 2] * mat[2 * 6 + 0] - mat[1 * 6 + 0] * mat[2 * 6 + 2]; c2 = mat[1 * 6 + 0] * mat[2 * 6 + 1] - mat[1 * 6 + 1] * mat[2 * 6 + 0]; det = mat[0 * 6 + 0] * c0 + mat[0 * 6 + 1] * c1 + mat[0 * 6 + 2] * c2; if (idMath::Fabs(det) < MATRIX_INVERSE_EPSILON) { return false; } invDet = 1.0f / det; r0[0][0] = c0 * invDet; r0[0][1] = (mat[0 * 6 + 2] * mat[2 * 6 + 1] - mat[0 * 6 + 1] * mat[2 * 6 + 2]) * invDet; r0[0][2] = (mat[0 * 6 + 1] * mat[1 * 6 + 2] - mat[0 * 6 + 2] * mat[1 * 6 + 1]) * invDet; r0[1][0] = c1 * invDet; r0[1][1] = (mat[0 * 6 + 0] * mat[2 * 6 + 2] - mat[0 * 6 + 2] * mat[2 * 6 + 0]) * invDet; r0[1][2] = (mat[0 * 6 + 2] * mat[1 * 6 + 0] - mat[0 * 6 + 0] * mat[1 * 6 + 2]) * invDet; r0[2][0] = c2 * invDet; r0[2][1] = (mat[0 * 6 + 1] * mat[2 * 6 + 0] - mat[0 * 6 + 0] * mat[2 * 6 + 1]) * invDet; r0[2][2] = (mat[0 * 6 + 0] * mat[1 * 6 + 1] - mat[0 * 6 + 1] * mat[1 * 6 + 0]) * invDet; // r1 = r0 * m1; r1[0][0] = r0[0][0] * mat[0 * 6 + 3] + r0[0][1] * mat[1 * 6 + 3] + r0[0][2] * mat[2 * 6 + 3]; r1[0][1] = r0[0][0] * mat[0 * 6 + 4] + r0[0][1] * mat[1 * 6 + 4] + r0[0][2] * mat[2 * 6 + 4]; r1[0][2] = r0[0][0] * mat[0 * 6 + 5] + r0[0][1] * mat[1 * 6 + 5] + r0[0][2] * mat[2 * 6 + 5]; r1[1][0] = r0[1][0] * mat[0 * 6 + 3] + r0[1][1] * mat[1 * 6 + 3] + r0[1][2] * mat[2 * 6 + 3]; r1[1][1] = r0[1][0] * mat[0 * 6 + 4] + r0[1][1] * mat[1 * 6 + 4] + r0[1][2] * mat[2 * 6 + 4]; r1[1][2] = r0[1][0] * mat[0 * 6 + 5] + r0[1][1] * mat[1 * 6 + 5] + r0[1][2] * mat[2 * 6 + 5]; r1[2][0] = r0[2][0] * mat[0 * 6 + 3] + r0[2][1] * mat[1 * 6 + 3] + r0[2][2] * mat[2 * 6 + 3]; r1[2][1] = r0[2][0] * mat[0 * 6 + 4] + r0[2][1] * mat[1 * 6 + 4] + r0[2][2] * mat[2 * 6 + 4]; r1[2][2] = r0[2][0] * mat[0 * 6 + 5] + r0[2][1] * mat[1 * 6 + 5] + r0[2][2] * mat[2 * 6 + 5]; // r2 = m2 * r1; r2[0][0] = mat[3 * 6 + 0] * r1[0][0] + mat[3 * 6 + 1] * r1[1][0] + mat[3 * 6 + 2] * r1[2][0]; r2[0][1] = mat[3 * 6 + 0] * r1[0][1] + mat[3 * 6 + 1] * r1[1][1] + mat[3 * 6 + 2] * r1[2][1]; r2[0][2] = mat[3 * 6 + 0] * r1[0][2] + mat[3 * 6 + 1] * r1[1][2] + mat[3 * 6 + 2] * r1[2][2]; r2[1][0] = mat[4 * 6 + 0] * r1[0][0] + mat[4 * 6 + 1] * r1[1][0] + mat[4 * 6 + 2] * r1[2][0]; r2[1][1] = mat[4 * 6 + 0] * r1[0][1] + mat[4 * 6 + 1] * r1[1][1] + mat[4 * 6 + 2] * r1[2][1]; r2[1][2] = mat[4 * 6 + 0] * r1[0][2] + mat[4 * 6 + 1] * r1[1][2] + mat[4 * 6 + 2] * r1[2][2]; r2[2][0] = mat[5 * 6 + 0] * r1[0][0] + mat[5 * 6 + 1] * r1[1][0] + mat[5 * 6 + 2] * r1[2][0]; r2[2][1] = mat[5 * 6 + 0] * r1[0][1] + mat[5 * 6 + 1] * r1[1][1] + mat[5 * 6 + 2] * r1[2][1]; r2[2][2] = mat[5 * 6 + 0] * r1[0][2] + mat[5 * 6 + 1] * r1[1][2] + mat[5 * 6 + 2] * r1[2][2]; // r3 = r2 - m3; r3[0][0] = r2[0][0] - mat[3 * 6 + 3]; r3[0][1] = r2[0][1] - mat[3 * 6 + 4]; r3[0][2] = r2[0][2] - mat[3 * 6 + 5]; r3[1][0] = r2[1][0] - mat[4 * 6 + 3]; r3[1][1] = r2[1][1] - mat[4 * 6 + 4]; r3[1][2] = r2[1][2] - mat[4 * 6 + 5]; r3[2][0] = r2[2][0] - mat[5 * 6 + 3]; r3[2][1] = r2[2][1] - mat[5 * 6 + 4]; r3[2][2] = r2[2][2] - mat[5 * 6 + 5]; // r3.InverseSelf(); r2[0][0] = r3[1][1] * r3[2][2] - r3[1][2] * r3[2][1]; r2[1][0] = r3[1][2] * r3[2][0] - r3[1][0] * r3[2][2]; r2[2][0] = r3[1][0] * r3[2][1] - r3[1][1] * r3[2][0]; det = r3[0][0] * r2[0][0] + r3[0][1] * r2[1][0] + r3[0][2] * r2[2][0]; if (idMath::Fabs(det) < MATRIX_INVERSE_EPSILON) { return false; } invDet = 1.0f / det; r2[0][1] = r3[0][2] * r3[2][1] - r3[0][1] * r3[2][2]; r2[0][2] = r3[0][1] * r3[1][2] - r3[0][2] * r3[1][1]; r2[1][1] = r3[0][0] * r3[2][2] - r3[0][2] * r3[2][0]; r2[1][2] = r3[0][2] * r3[1][0] - r3[0][0] * r3[1][2]; r2[2][1] = r3[0][1] * r3[2][0] - r3[0][0] * r3[2][1]; r2[2][2] = r3[0][0] * r3[1][1] - r3[0][1] * r3[1][0]; r3[0][0] = r2[0][0] * invDet; r3[0][1] = r2[0][1] * invDet; r3[0][2] = r2[0][2] * invDet; r3[1][0] = r2[1][0] * invDet; r3[1][1] = r2[1][1] * invDet; r3[1][2] = r2[1][2] * invDet; r3[2][0] = r2[2][0] * invDet; r3[2][1] = r2[2][1] * invDet; r3[2][2] = r2[2][2] * invDet; // r2 = m2 * r0; r2[0][0] = mat[3 * 6 + 0] * r0[0][0] + mat[3 * 6 + 1] * r0[1][0] + mat[3 * 6 + 2] * r0[2][0]; r2[0][1] = mat[3 * 6 + 0] * r0[0][1] + mat[3 * 6 + 1] * r0[1][1] + mat[3 * 6 + 2] * r0[2][1]; r2[0][2] = mat[3 * 6 + 0] * r0[0][2] + mat[3 * 6 + 1] * r0[1][2] + mat[3 * 6 + 2] * r0[2][2]; r2[1][0] = mat[4 * 6 + 0] * r0[0][0] + mat[4 * 6 + 1] * r0[1][0] + mat[4 * 6 + 2] * r0[2][0]; r2[1][1] = mat[4 * 6 + 0] * r0[0][1] + mat[4 * 6 + 1] * r0[1][1] + mat[4 * 6 + 2] * r0[2][1]; r2[1][2] = mat[4 * 6 + 0] * r0[0][2] + mat[4 * 6 + 1] * r0[1][2] + mat[4 * 6 + 2] * r0[2][2]; r2[2][0] = mat[5 * 6 + 0] * r0[0][0] + mat[5 * 6 + 1] * r0[1][0] + mat[5 * 6 + 2] * r0[2][0]; r2[2][1] = mat[5 * 6 + 0] * r0[0][1] + mat[5 * 6 + 1] * r0[1][1] + mat[5 * 6 + 2] * r0[2][1]; r2[2][2] = mat[5 * 6 + 0] * r0[0][2] + mat[5 * 6 + 1] * r0[1][2] + mat[5 * 6 + 2] * r0[2][2]; // m2 = r3 * r2; mat[3 * 6 + 0] = r3[0][0] * r2[0][0] + r3[0][1] * r2[1][0] + r3[0][2] * r2[2][0]; mat[3 * 6 + 1] = r3[0][0] * r2[0][1] + r3[0][1] * r2[1][1] + r3[0][2] * r2[2][1]; mat[3 * 6 + 2] = r3[0][0] * r2[0][2] + r3[0][1] * r2[1][2] + r3[0][2] * r2[2][2]; mat[4 * 6 + 0] = r3[1][0] * r2[0][0] + r3[1][1] * r2[1][0] + r3[1][2] * r2[2][0]; mat[4 * 6 + 1] = r3[1][0] * r2[0][1] + r3[1][1] * r2[1][1] + r3[1][2] * r2[2][1]; mat[4 * 6 + 2] = r3[1][0] * r2[0][2] + r3[1][1] * r2[1][2] + r3[1][2] * r2[2][2]; mat[5 * 6 + 0] = r3[2][0] * r2[0][0] + r3[2][1] * r2[1][0] + r3[2][2] * r2[2][0]; mat[5 * 6 + 1] = r3[2][0] * r2[0][1] + r3[2][1] * r2[1][1] + r3[2][2] * r2[2][1]; mat[5 * 6 + 2] = r3[2][0] * r2[0][2] + r3[2][1] * r2[1][2] + r3[2][2] * r2[2][2]; // m0 = r0 - r1 * m2; mat[0 * 6 + 0] = r0[0][0] - r1[0][0] * mat[3 * 6 + 0] - r1[0][1] * mat[4 * 6 + 0] - r1[0][2] * mat[5 * 6 + 0]; mat[0 * 6 + 1] = r0[0][1] - r1[0][0] * mat[3 * 6 + 1] - r1[0][1] * mat[4 * 6 + 1] - r1[0][2] * mat[5 * 6 + 1]; mat[0 * 6 + 2] = r0[0][2] - r1[0][0] * mat[3 * 6 + 2] - r1[0][1] * mat[4 * 6 + 2] - r1[0][2] * mat[5 * 6 + 2]; mat[1 * 6 + 0] = r0[1][0] - r1[1][0] * mat[3 * 6 + 0] - r1[1][1] * mat[4 * 6 + 0] - r1[1][2] * mat[5 * 6 + 0]; mat[1 * 6 + 1] = r0[1][1] - r1[1][0] * mat[3 * 6 + 1] - r1[1][1] * mat[4 * 6 + 1] - r1[1][2] * mat[5 * 6 + 1]; mat[1 * 6 + 2] = r0[1][2] - r1[1][0] * mat[3 * 6 + 2] - r1[1][1] * mat[4 * 6 + 2] - r1[1][2] * mat[5 * 6 + 2]; mat[2 * 6 + 0] = r0[2][0] - r1[2][0] * mat[3 * 6 + 0] - r1[2][1] * mat[4 * 6 + 0] - r1[2][2] * mat[5 * 6 + 0]; mat[2 * 6 + 1] = r0[2][1] - r1[2][0] * mat[3 * 6 + 1] - r1[2][1] * mat[4 * 6 + 1] - r1[2][2] * mat[5 * 6 + 1]; mat[2 * 6 + 2] = r0[2][2] - r1[2][0] * mat[3 * 6 + 2] - r1[2][1] * mat[4 * 6 + 2] - r1[2][2] * mat[5 * 6 + 2]; // m1 = r1 * r3; mat[0 * 6 + 3] = r1[0][0] * r3[0][0] + r1[0][1] * r3[1][0] + r1[0][2] * r3[2][0]; mat[0 * 6 + 4] = r1[0][0] * r3[0][1] + r1[0][1] * r3[1][1] + r1[0][2] * r3[2][1]; mat[0 * 6 + 5] = r1[0][0] * r3[0][2] + r1[0][1] * r3[1][2] + r1[0][2] * r3[2][2]; mat[1 * 6 + 3] = r1[1][0] * r3[0][0] + r1[1][1] * r3[1][0] + r1[1][2] * r3[2][0]; mat[1 * 6 + 4] = r1[1][0] * r3[0][1] + r1[1][1] * r3[1][1] + r1[1][2] * r3[2][1]; mat[1 * 6 + 5] = r1[1][0] * r3[0][2] + r1[1][1] * r3[1][2] + r1[1][2] * r3[2][2]; mat[2 * 6 + 3] = r1[2][0] * r3[0][0] + r1[2][1] * r3[1][0] + r1[2][2] * r3[2][0]; mat[2 * 6 + 4] = r1[2][0] * r3[0][1] + r1[2][1] * r3[1][1] + r1[2][2] * r3[2][1]; mat[2 * 6 + 5] = r1[2][0] * r3[0][2] + r1[2][1] * r3[1][2] + r1[2][2] * r3[2][2]; // m3 = -r3; mat[3 * 6 + 3] = -r3[0][0]; mat[3 * 6 + 4] = -r3[0][1]; mat[3 * 6 + 5] = -r3[0][2]; mat[4 * 6 + 3] = -r3[1][0]; mat[4 * 6 + 4] = -r3[1][1]; mat[4 * 6 + 5] = -r3[1][2]; mat[5 * 6 + 3] = -r3[2][0]; mat[5 * 6 + 4] = -r3[2][1]; mat[5 * 6 + 5] = -r3[2][2]; return true; #endif } /* ============= idMat6::ToString ============= */ const char* idMat6::ToString(int precision) const { return idStr::FloatArrayToString(ToFloatPtr(), GetDimension(), precision); } //=============================================================== // // idMatX // //=============================================================== #ifdef QUAKE4 float idMatX::tempPtr[MATX_MAX_TEMP]; #else float idMatX::temp[MATX_MAX_TEMP + 4]; float* idMatX::tempPtr = (float*)(((INT_PTR)idMatX::temp + 15) & ~15); #endif int idMatX::tempIndex = 0; /* ============ idMatX::ChangeSize ============ */ void idMatX::ChangeSize(int rows, int columns, bool makeZero) { int alloc = (rows * columns + 3) & ~3; if (alloc > alloced && alloced != -1) { float* oldMat = mat; #ifdef QUAKE4 mat = (float*)Mem_Alloc16(alloc * sizeof(float)); #else mat = (float*)Mem_Alloc16(alloc * sizeof(float)); #endif if (makeZero) { memset(mat, 0, alloc * sizeof(float)); } alloced = alloc; if (oldMat) { int minRow = Min(numRows, rows); int minColumn = Min(numColumns, columns); for (int i = 0; i < minRow; i++) { for (int j = 0; j < minColumn; j++) { mat[i * columns + j] = oldMat[i * numColumns + j]; } } Mem_Free16(oldMat); } } else { if (columns < numColumns) { int minRow = Min(numRows, rows); for (int i = 0; i < minRow; i++) { for (int j = 0; j < columns; j++) { mat[i * columns + j] = mat[i * numColumns + j]; } } } else if (columns > numColumns) { for (int i = Min(numRows, rows) - 1; i >= 0; i--) { if (makeZero) { for (int j = columns - 1; j >= numColumns; j--) { mat[i * columns + j] = 0.0f; } } for (int j = numColumns - 1; j >= 0; j--) { mat[i * columns + j] = mat[i * numColumns + j]; } } } if (makeZero && rows > numRows) { memset(mat + numRows * columns, 0, (rows - numRows) * columns * sizeof(float)); } } numRows = rows; numColumns = columns; MATX_CLEAREND(); } /* ============ idMatX::RemoveRow ============ */ idMatX& idMatX::RemoveRow(int r) { int i; assert(r < numRows); numRows--; for (i = r; i < numRows; i++) { memcpy(&mat[i * numColumns], &mat[(i + 1) * numColumns], numColumns * sizeof(float)); } return *this; } /* ============ idMatX::RemoveColumn ============ */ idMatX& idMatX::RemoveColumn(int r) { int i; assert(r < numColumns); numColumns--; for (i = 0; i < numRows - 1; i++) { memmove(&mat[i * numColumns + r], &mat[i * (numColumns + 1) + r + 1], numColumns * sizeof(float)); } memmove(&mat[i * numColumns + r], &mat[i * (numColumns + 1) + r + 1], (numColumns - r) * sizeof(float)); return *this; } /* ============ idMatX::RemoveRowColumn ============ */ idMatX& idMatX::RemoveRowColumn(int r) { int i; assert(r < numRows && r < numColumns); numRows--; numColumns--; if (r > 0) { for (i = 0; i < r - 1; i++) { memmove(&mat[i * numColumns + r], &mat[i * (numColumns + 1) + r + 1], numColumns * sizeof(float)); } memmove(&mat[i * numColumns + r], &mat[i * (numColumns + 1) + r + 1], (numColumns - r) * sizeof(float)); } memcpy(&mat[r * numColumns], &mat[(r + 1) * (numColumns + 1)], r * sizeof(float)); for (i = r; i < numRows - 1; i++) { memcpy(&mat[i * numColumns + r], &mat[(i + 1) * (numColumns + 1) + r + 1], numColumns * sizeof(float)); } memcpy(&mat[i * numColumns + r], &mat[(i + 1) * (numColumns + 1) + r + 1], (numColumns - r) * sizeof(float)); return *this; } /* ============ idMatX::IsOrthogonal returns true if (*this) * this->Transpose() == Identity ============ */ bool idMatX::IsOrthogonal(const float epsilon) const { float* ptr1, * ptr2, sum; if (!IsSquare()) { return false; } ptr1 = mat; for (int i = 0; i < numRows; i++) { for (int j = 0; j < numColumns; j++) { ptr2 = mat + j; sum = ptr1[0] * ptr2[0] - (float)(i == j); for (int n = 1; n < numColumns; n++) { ptr2 += numColumns; sum += ptr1[n] * ptr2[0]; } if (idMath::Fabs(sum) > epsilon) { return false; } } ptr1 += numColumns; } return true; } /* ============ idMatX::IsOrthonormal returns true if (*this) * this->Transpose() == Identity and the length of each column vector is 1 ============ */ bool idMatX::IsOrthonormal(const float epsilon) const { float* ptr1, * ptr2, sum; if (!IsSquare()) { return false; } ptr1 = mat; for (int i = 0; i < numRows; i++) { for (int j = 0; j < numColumns; j++) { ptr2 = mat + j; sum = ptr1[0] * ptr2[0] - (float)(i == j); for (int n = 1; n < numColumns; n++) { ptr2 += numColumns; sum += ptr1[n] * ptr2[0]; } if (idMath::Fabs(sum) > epsilon) { return false; } } ptr1 += numColumns; ptr2 = mat + i; sum = ptr2[0] * ptr2[0] - 1.0f; for (i = 1; i < numRows; i++) { ptr2 += numColumns; sum += ptr2[i] * ptr2[i]; } if (idMath::Fabs(sum) > epsilon) { return false; } } return true; } /* ============ idMatX::IsPMatrix returns true if the matrix is a P-matrix A square matrix is a P-matrix if all its principal minors are positive. ============ */ bool idMatX::IsPMatrix(const float epsilon) const { int i, j; float d; idMatX m; if (!IsSquare()) { return false; } if (numRows <= 0) { return true; } if ((*this)[0][0] <= epsilon) { return false; } if (numRows <= 1) { return true; } m.SetData(numRows - 1, numColumns - 1, MATX_ALLOCA((numRows - 1) * (numColumns - 1))); for (i = 1; i < numRows; i++) { for (j = 1; j < numColumns; j++) { m[i - 1][j - 1] = (*this)[i][j]; } } if (!m.IsPMatrix(epsilon)) { return false; } for (i = 1; i < numRows; i++) { d = (*this)[i][0] / (*this)[0][0]; for (j = 1; j < numColumns; j++) { m[i - 1][j - 1] = (*this)[i][j] - d * (*this)[0][j]; } } if (!m.IsPMatrix(epsilon)) { return false; } return true; } /* ============ idMatX::IsZMatrix returns true if the matrix is a Z-matrix A square matrix M is a Z-matrix if M[i][j] <= 0 for all i != j. ============ */ bool idMatX::IsZMatrix(const float epsilon) const { int i, j; if (!IsSquare()) { return false; } for (i = 0; i < numRows; i++) { for (j = 0; j < numColumns; j++) { if ((*this)[i][j] > epsilon && i != j) { return false; } } } return true; } /* ============ idMatX::IsPositiveDefinite returns true if the matrix is Positive Definite (PD) A square matrix M of order n is said to be PD if y'My > 0 for all vectors y of dimension n, y != 0. ============ */ bool idMatX::IsPositiveDefinite(const float epsilon) const { int i, j, k; float d, s; idMatX m; // the matrix must be square if (!IsSquare()) { return false; } // copy matrix m.SetData(numRows, numColumns, MATX_ALLOCA(numRows * numColumns)); m = *this; // add transpose for (i = 0; i < numRows; i++) { for (j = 0; j < numColumns; j++) { m[i][j] += (*this)[j][i]; } } // test Positive Definiteness with Gaussian pivot steps for (i = 0; i < numRows; i++) { for (j = i; j < numColumns; j++) { if (m[j][j] <= epsilon) { return false; } } d = 1.0f / m[i][i]; for (j = i + 1; j < numColumns; j++) { s = d * m[j][i]; m[j][i] = 0.0f; for (k = i + 1; k < numRows; k++) { m[j][k] -= s * m[i][k]; } } } return true; } /* ============ idMatX::IsSymmetricPositiveDefinite returns true if the matrix is Symmetric Positive Definite (PD) ============ */ bool idMatX::IsSymmetricPositiveDefinite(const float epsilon) const { idMatX m; // the matrix must be symmetric if (!IsSymmetric(epsilon)) { return false; } // copy matrix m.SetData(numRows, numColumns, MATX_ALLOCA(numRows * numColumns)); m = *this; // being able to obtain Cholesky factors is both a necessary and sufficient condition for positive definiteness return m.Cholesky_Factor(); } /* ============ idMatX::IsPositiveSemiDefinite returns true if the matrix is Positive Semi Definite (PSD) A square matrix M of order n is said to be PSD if y'My >= 0 for all vectors y of dimension n, y != 0. ============ */ bool idMatX::IsPositiveSemiDefinite(const float epsilon) const { int i, j, k; float d, s; idMatX m; // the matrix must be square if (!IsSquare()) { return false; } // copy original matrix m.SetData(numRows, numColumns, MATX_ALLOCA(numRows * numColumns)); m = *this; // add transpose for (i = 0; i < numRows; i++) { for (j = 0; j < numColumns; j++) { m[i][j] += (*this)[j][i]; } } // test Positive Semi Definiteness with Gaussian pivot steps for (i = 0; i < numRows; i++) { for (j = i; j < numColumns; j++) { if (m[j][j] < -epsilon) { return false; } if (m[j][j] > epsilon) { continue; } for (k = 0; k < numRows; k++) { if (idMath::Fabs(m[k][j]) > epsilon) { return false; } if (idMath::Fabs(m[j][k]) > epsilon) { return false; } } } if (m[i][i] <= epsilon) { continue; } d = 1.0f / m[i][i]; for (j = i + 1; j < numColumns; j++) { s = d * m[j][i]; m[j][i] = 0.0f; for (k = i + 1; k < numRows; k++) { m[j][k] -= s * m[i][k]; } } } return true; } /* ============ idMatX::IsSymmetricPositiveSemiDefinite returns true if the matrix is Symmetric Positive Semi Definite (PSD) ============ */ bool idMatX::IsSymmetricPositiveSemiDefinite(const float epsilon) const { // the matrix must be symmetric if (!IsSymmetric(epsilon)) { return false; } return IsPositiveSemiDefinite(epsilon); } /* ============ idMatX::LowerTriangularInverse in-place inversion of the lower triangular matrix ============ */ bool idMatX::LowerTriangularInverse(void) { int i, j, k; double d, sum; for (i = 0; i < numRows; i++) { d = (*this)[i][i]; if (d == 0.0f) { return false; } (*this)[i][i] = d = 1.0f / d; for (j = 0; j < i; j++) { sum = 0.0f; for (k = j; k < i; k++) { sum -= (*this)[i][k] * (*this)[k][j]; } (*this)[i][j] = sum * d; } } return true; } /* ============ idMatX::UpperTriangularInverse in-place inversion of the upper triangular matrix ============ */ bool idMatX::UpperTriangularInverse(void) { int i, j, k; double d, sum; for (i = numRows - 1; i >= 0; i--) { d = (*this)[i][i]; if (d == 0.0f) { return false; } (*this)[i][i] = d = 1.0f / d; for (j = numRows - 1; j > i; j--) { sum = 0.0f; for (k = j; k > i; k--) { sum -= (*this)[i][k] * (*this)[k][j]; } (*this)[i][j] = sum * d; } } return true; } /* ============= idMatX::ToString ============= */ const char* idMatX::ToString(int precision) const { return idStr::FloatArrayToString(ToFloatPtr(), GetDimension(), precision); } /* ============ idMatX::Update_RankOne Updates the matrix to obtain the matrix: A + alpha * v * w' ============ */ void idMatX::Update_RankOne(const idVecX& v, const idVecX& w, float alpha) { int i, j; float s; assert(v.GetSize() >= numRows); assert(w.GetSize() >= numColumns); for (i = 0; i < numRows; i++) { s = alpha * v[i]; for (j = 0; j < numColumns; j++) { (*this)[i][j] += s * w[j]; } } } /* ============ idMatX::Update_RankOneSymmetric Updates the matrix to obtain the matrix: A + alpha * v * v' ============ */ void idMatX::Update_RankOneSymmetric(const idVecX& v, float alpha) { int i, j; float s; assert(numRows == numColumns); assert(v.GetSize() >= numRows); for (i = 0; i < numRows; i++) { s = alpha * v[i]; for (j = 0; j < numColumns; j++) { (*this)[i][j] += s * v[j]; } } } /* ============ idMatX::Update_RowColumn Updates the matrix to obtain the matrix: [ 0 a 0 ] A + [ d b e ] [ 0 c 0 ] where: a = v[0,r-1], b = v[r], c = v[r+1,numRows-1], d = w[0,r-1], w[r] = 0.0f, e = w[r+1,numColumns-1] ============ */ void idMatX::Update_RowColumn(const idVecX& v, const idVecX& w, int r) { int i; assert(w[r] == 0.0f); assert(v.GetSize() >= numColumns); assert(w.GetSize() >= numRows); for (i = 0; i < numRows; i++) { (*this)[i][r] += v[i]; } for (i = 0; i < numColumns; i++) { (*this)[r][i] += w[i]; } } /* ============ idMatX::Update_RowColumnSymmetric Updates the matrix to obtain the matrix: [ 0 a 0 ] A + [ a b c ] [ 0 c 0 ] where: a = v[0,r-1], b = v[r], c = v[r+1,numRows-1] ============ */ void idMatX::Update_RowColumnSymmetric(const idVecX& v, int r) { int i; assert(numRows == numColumns); assert(v.GetSize() >= numRows); for (i = 0; i < r; i++) { (*this)[i][r] += v[i]; (*this)[r][i] += v[i]; } (*this)[r][r] += v[r]; for (i = r + 1; i < numRows; i++) { (*this)[i][r] += v[i]; (*this)[r][i] += v[i]; } } /* ============ idMatX::Update_Increment Updates the matrix to obtain the matrix: [ A a ] [ c b ] where: a = v[0,numRows-1], b = v[numRows], c = w[0,numColumns-1]], w[numColumns] = 0 ============ */ void idMatX::Update_Increment(const idVecX& v, const idVecX& w) { int i; assert(numRows == numColumns); assert(v.GetSize() >= numRows + 1); assert(w.GetSize() >= numColumns + 1); ChangeSize(numRows + 1, numColumns + 1, false); for (i = 0; i < numRows; i++) { (*this)[i][numColumns - 1] = v[i]; } for (i = 0; i < numColumns - 1; i++) { (*this)[numRows - 1][i] = w[i]; } } /* ============ idMatX::Update_IncrementSymmetric Updates the matrix to obtain the matrix: [ A a ] [ a b ] where: a = v[0,numRows-1], b = v[numRows] ============ */ void idMatX::Update_IncrementSymmetric(const idVecX& v) { int i; assert(numRows == numColumns); assert(v.GetSize() >= numRows + 1); ChangeSize(numRows + 1, numColumns + 1, false); for (i = 0; i < numRows - 1; i++) { (*this)[i][numColumns - 1] = v[i]; } for (i = 0; i < numColumns; i++) { (*this)[numRows - 1][i] = v[i]; } } /* ============ idMatX::Update_Decrement Updates the matrix to obtain a matrix with row r and column r removed. ============ */ void idMatX::Update_Decrement(int r) { RemoveRowColumn(r); } /* ============ idMatX::Inverse_GaussJordan in-place inversion using Gauss-Jordan elimination ============ */ bool idMatX::Inverse_GaussJordan(void) { int i, j, k, r, c; float d, max; assert(numRows == numColumns); int* columnIndex = (int*)_alloca16(numRows * sizeof(int)); int* rowIndex = (int*)_alloca16(numRows * sizeof(int)); bool* pivot = (bool*)_alloca16(numRows * sizeof(bool)); memset(pivot, 0, numRows * sizeof(bool)); // elimination with full pivoting for (i = 0; i < numRows; i++) { // search the whole matrix except for pivoted rows for the maximum absolute value max = 0.0f; r = c = 0; for (j = 0; j < numRows; j++) { if (!pivot[j]) { for (k = 0; k < numRows; k++) { if (!pivot[k]) { d = idMath::Fabs((*this)[j][k]); if (d > max) { max = d; r = j; c = k; } } } } } if (max == 0.0f) { // matrix is not invertible return false; } pivot[c] = true; // swap rows such that entry (c,c) has the pivot entry if (r != c) { SwapRows(r, c); } // keep track of the row permutation rowIndex[i] = r; columnIndex[i] = c; // scale the row to make the pivot entry equal to 1 d = 1.0f / (*this)[c][c]; (*this)[c][c] = 1.0f; for (k = 0; k < numRows; k++) { (*this)[c][k] *= d; } // zero out the pivot column entries in the other rows for (j = 0; j < numRows; j++) { if (j != c) { d = (*this)[j][c]; (*this)[j][c] = 0.0f; for (k = 0; k < numRows; k++) { (*this)[j][k] -= (*this)[c][k] * d; } } } } // reorder rows to store the inverse of the original matrix for (j = numRows - 1; j >= 0; j--) { if (rowIndex[j] != columnIndex[j]) { for (k = 0; k < numRows; k++) { d = (*this)[k][rowIndex[j]]; (*this)[k][rowIndex[j]] = (*this)[k][columnIndex[j]]; (*this)[k][columnIndex[j]] = d; } } } return true; } /* ============ idMatX::Inverse_UpdateRankOne Updates the in-place inverse using the Sherman-Morrison formula to obtain the inverse for the matrix: A + alpha * v * w' ============ */ bool idMatX::Inverse_UpdateRankOne(const idVecX& v, const idVecX& w, float alpha) { int i, j; float beta, s; idVecX y, z; assert(numRows == numColumns); assert(v.GetSize() >= numColumns); assert(w.GetSize() >= numRows); y.SetData(numRows, VECX_ALLOCA(numRows)); z.SetData(numRows, VECX_ALLOCA(numRows)); Multiply(y, v); TransposeMultiply(z, w); beta = 1.0f + (w * y); if (beta == 0.0f) { return false; } alpha /= beta; for (i = 0; i < numRows; i++) { s = y[i] * alpha; for (j = 0; j < numColumns; j++) { (*this)[i][j] -= s * z[j]; } } return true; } /* ============ idMatX::Inverse_UpdateRowColumn Updates the in-place inverse to obtain the inverse for the matrix: [ 0 a 0 ] A + [ d b e ] [ 0 c 0 ] where: a = v[0,r-1], b = v[r], c = v[r+1,numRows-1], d = w[0,r-1], w[r] = 0.0f, e = w[r+1,numColumns-1] ============ */ bool idMatX::Inverse_UpdateRowColumn(const idVecX& v, const idVecX& w, int r) { idVecX s; assert(numRows == numColumns); assert(v.GetSize() >= numColumns); assert(w.GetSize() >= numRows); assert(r >= 0 && r < numRows && r < numColumns); assert(w[r] == 0.0f); s.SetData(Max(numRows, numColumns), VECX_ALLOCA(Max(numRows, numColumns))); s.Zero(); s[r] = 1.0f; if (!Inverse_UpdateRankOne(v, s, 1.0f)) { return false; } if (!Inverse_UpdateRankOne(s, w, 1.0f)) { return false; } return true; } /* ============ idMatX::Inverse_UpdateIncrement Updates the in-place inverse to obtain the inverse for the matrix: [ A a ] [ c b ] where: a = v[0,numRows-1], b = v[numRows], c = w[0,numColumns-1], w[numColumns] = 0 ============ */ bool idMatX::Inverse_UpdateIncrement(const idVecX& v, const idVecX& w) { idVecX v2; assert(numRows == numColumns); assert(v.GetSize() >= numRows + 1); assert(w.GetSize() >= numColumns + 1); ChangeSize(numRows + 1, numColumns + 1, true); (*this)[numRows - 1][numRows - 1] = 1.0f; v2.SetData(numRows, VECX_ALLOCA(numRows)); v2 = v; v2[numRows - 1] -= 1.0f; return Inverse_UpdateRowColumn(v2, w, numRows - 1); } /* ============ idMatX::Inverse_UpdateDecrement Updates the in-place inverse to obtain the inverse of the matrix with row r and column r removed. v and w should store the column and row of the original matrix respectively. ============ */ bool idMatX::Inverse_UpdateDecrement(const idVecX& v, const idVecX& w, int r) { idVecX v1, w1; assert(numRows == numColumns); assert(v.GetSize() >= numRows); assert(w.GetSize() >= numColumns); assert(r >= 0 && r < numRows && r < numColumns); v1.SetData(numRows, VECX_ALLOCA(numRows)); w1.SetData(numRows, VECX_ALLOCA(numRows)); // update the row and column to identity v1 = -v; w1 = -w; v1[r] += 1.0f; w1[r] = 0.0f; if (!Inverse_UpdateRowColumn(v1, w1, r)) { return false; } // physically remove the row and column Update_Decrement(r); return true; } /* ============ idMatX::Inverse_Solve Solve Ax = b with A inverted ============ */ void idMatX::Inverse_Solve(idVecX& x, const idVecX& b) const { Multiply(x, b); } /* ============ idMatX::LU_Factor in-place factorization: LU L is a triangular matrix stored in the lower triangle. L has ones on the diagonal that are not stored. U is a triangular matrix stored in the upper triangle. If index != NULL partial pivoting is used for numerical stability. If index != NULL it must point to an array of numRow integers and is used to keep track of the row permutation. If det != NULL the determinant of the matrix is calculated and stored. ============ */ bool idMatX::LU_Factor(int* index, float* det) { int i, j, k, newi, min; double s, t, d, w; // if partial pivoting should be used if (index) { for (i = 0; i < numRows; i++) { index[i] = i; } } w = 1.0f; min = Min(numRows, numColumns); for (i = 0; i < min; i++) { newi = i; s = idMath::Fabs((*this)[i][i]); if (index) { // find the largest absolute pivot for (j = i + 1; j < numRows; j++) { t = idMath::Fabs((*this)[j][i]); if (t > s) { newi = j; s = t; } } } if (s == 0.0f) { return false; } if (newi != i) { w = -w; // swap index elements k = index[i]; index[i] = index[newi]; index[newi] = k; // swap rows for (j = 0; j < numColumns; j++) { t = (*this)[newi][j]; (*this)[newi][j] = (*this)[i][j]; (*this)[i][j] = t; } } if (i < numRows) { d = 1.0f / (*this)[i][i]; for (j = i + 1; j < numRows; j++) { (*this)[j][i] *= d; } } if (i < min - 1) { for (j = i + 1; j < numRows; j++) { d = (*this)[j][i]; for (k = i + 1; k < numColumns; k++) { (*this)[j][k] -= d * (*this)[i][k]; } } } } if (det) { for (i = 0; i < numRows; i++) { w *= (*this)[i][i]; } *det = w; } return true; } /* ============ idMatX::LU_UpdateRankOne Updates the in-place LU factorization to obtain the factors for the matrix: LU + alpha * v * w' ============ */ bool idMatX::LU_UpdateRankOne(const idVecX& v, const idVecX& w, float alpha, int* index) { int i, j, max; float* y, * z; double diag, beta, p0, p1, d; assert(v.GetSize() >= numColumns); assert(w.GetSize() >= numRows); y = (float*)_alloca16(v.GetSize() * sizeof(float)); z = (float*)_alloca16(w.GetSize() * sizeof(float)); if (index != NULL) { for (i = 0; i < numRows; i++) { y[i] = alpha * v[index[i]]; } } else { for (i = 0; i < numRows; i++) { y[i] = alpha * v[i]; } } memcpy(z, w.ToFloatPtr(), w.GetSize() * sizeof(float)); max = Min(numRows, numColumns); for (i = 0; i < max; i++) { diag = (*this)[i][i]; p0 = y[i]; p1 = z[i]; diag += p0 * p1; if (diag == 0.0f) { return false; } beta = p1 / diag; (*this)[i][i] = diag; for (j = i + 1; j < numColumns; j++) { d = (*this)[i][j]; d += p0 * z[j]; z[j] -= beta * d; (*this)[i][j] = d; } for (j = i + 1; j < numRows; j++) { d = (*this)[j][i]; y[j] -= p0 * d; d += beta * y[j]; (*this)[j][i] = d; } } return true; } /* ============ idMatX::LU_UpdateRowColumn Updates the in-place LU factorization to obtain the factors for the matrix: [ 0 a 0 ] LU + [ d b e ] [ 0 c 0 ] where: a = v[0,r-1], b = v[r], c = v[r+1,numRows-1], d = w[0,r-1], w[r] = 0.0f, e = w[r+1,numColumns-1] ============ */ bool idMatX::LU_UpdateRowColumn(const idVecX& v, const idVecX& w, int r, int* index) { #if 0 idVecX s; assert(v.GetSize() >= numColumns); assert(w.GetSize() >= numRows); assert(r >= 0 && r < numRows && r < numColumns); assert(w[r] == 0.0f); s.SetData(Max(numRows, numColumns), VECX_ALLOCA(Max(numRows, numColumns))); s.Zero(); s[r] = 1.0f; if (!LU_UpdateRankOne(v, s, 1.0f, index)) { return false; } if (!LU_UpdateRankOne(s, w, 1.0f, index)) { return false; } return true; #else int i, j, min, max, rp; float* y0, * y1, * z0, * z1; double diag, beta0, beta1, p0, p1, q0, q1, d; assert(v.GetSize() >= numColumns); assert(w.GetSize() >= numRows); assert(r >= 0 && r < numColumns && r < numRows); assert(w[r] == 0.0f); y0 = (float*)_alloca16(v.GetSize() * sizeof(float)); z0 = (float*)_alloca16(w.GetSize() * sizeof(float)); y1 = (float*)_alloca16(v.GetSize() * sizeof(float)); z1 = (float*)_alloca16(w.GetSize() * sizeof(float)); if (index != NULL) { for (i = 0; i < numRows; i++) { y0[i] = v[index[i]]; } rp = r; for (i = 0; i < numRows; i++) { if (index[i] == r) { rp = i; break; } } } else { memcpy(y0, v.ToFloatPtr(), v.GetSize() * sizeof(float)); rp = r; } memset(y1, 0, v.GetSize() * sizeof(float)); y1[rp] = 1.0f; memset(z0, 0, w.GetSize() * sizeof(float)); z0[r] = 1.0f; memcpy(z1, w.ToFloatPtr(), w.GetSize() * sizeof(float)); // update the beginning of the to be updated row and column min = Min(r, rp); for (i = 0; i < min; i++) { p0 = y0[i]; beta1 = z1[i] / (*this)[i][i]; (*this)[i][r] += p0; for (j = i + 1; j < numColumns; j++) { z1[j] -= beta1 * (*this)[i][j]; } for (j = i + 1; j < numRows; j++) { y0[j] -= p0 * (*this)[j][i]; } (*this)[rp][i] += beta1; } // update the lower right corner starting at r,r max = Min(numRows, numColumns); for (i = min; i < max; i++) { diag = (*this)[i][i]; p0 = y0[i]; p1 = z0[i]; diag += p0 * p1; if (diag == 0.0f) { return false; } beta0 = p1 / diag; q0 = y1[i]; q1 = z1[i]; diag += q0 * q1; if (diag == 0.0f) { return false; } beta1 = q1 / diag; (*this)[i][i] = diag; for (j = i + 1; j < numColumns; j++) { d = (*this)[i][j]; d += p0 * z0[j]; z0[j] -= beta0 * d; d += q0 * z1[j]; z1[j] -= beta1 * d; (*this)[i][j] = d; } for (j = i + 1; j < numRows; j++) { d = (*this)[j][i]; y0[j] -= p0 * d; d += beta0 * y0[j]; y1[j] -= q0 * d; d += beta1 * y1[j]; (*this)[j][i] = d; } } return true; #endif } /* ============ idMatX::LU_UpdateIncrement Updates the in-place LU factorization to obtain the factors for the matrix: [ A a ] [ c b ] where: a = v[0,numRows-1], b = v[numRows], c = w[0,numColumns-1], w[numColumns] = 0 ============ */ bool idMatX::LU_UpdateIncrement(const idVecX& v, const idVecX& w, int* index) { int i, j; float sum; assert(numRows == numColumns); assert(v.GetSize() >= numRows + 1); assert(w.GetSize() >= numColumns + 1); ChangeSize(numRows + 1, numColumns + 1, true); // add row to L for (i = 0; i < numRows - 1; i++) { sum = w[i]; for (j = 0; j < i; j++) { sum -= (*this)[numRows - 1][j] * (*this)[j][i]; } (*this)[numRows - 1][i] = sum / (*this)[i][i]; } // add row to the permutation index if (index != NULL) { index[numRows - 1] = numRows - 1; } // add column to U for (i = 0; i < numRows; i++) { if (index != NULL) { sum = v[index[i]]; } else { sum = v[i]; } for (j = 0; j < i; j++) { sum -= (*this)[i][j] * (*this)[j][numRows - 1]; } (*this)[i][numRows - 1] = sum; } return true; } /* ============ idMatX::LU_UpdateDecrement Updates the in-place LU factorization to obtain the factors for the matrix with row r and column r removed. v and w should store the column and row of the original matrix respectively. If index != NULL then u should store row index[r] of the original matrix. If index == NULL then u = w. ============ */ bool idMatX::LU_UpdateDecrement(const idVecX& v, const idVecX& w, const idVecX& u, int r, int* index) { int i, p; idVecX v1, w1; assert(numRows == numColumns); assert(v.GetSize() >= numColumns); assert(w.GetSize() >= numRows); assert(r >= 0 && r < numRows && r < numColumns); v1.SetData(numRows, VECX_ALLOCA(numRows)); w1.SetData(numRows, VECX_ALLOCA(numRows)); if (index != NULL) { // find the pivot row for (p = i = 0; i < numRows; i++) { if (index[i] == r) { p = i; break; } } // update the row and column to identity v1 = -v; w1 = -u; if (p != r) { idSwap(v1[index[r]], v1[index[p]]); idSwap(index[r], index[p]); } v1[r] += 1.0f; w1[r] = 0.0f; if (!LU_UpdateRowColumn(v1, w1, r, index)) { return false; } if (p != r) { if (idMath::Fabs(u[p]) < 1e-4f) { // NOTE: an additional row interchange is required for numerical stability } // move row index[r] of the original matrix to row index[p] of the original matrix v1.Zero(); v1[index[p]] = 1.0f; w1 = u - w; if (!LU_UpdateRankOne(v1, w1, 1.0f, index)) { return false; } } // remove the row from the permutation index for (i = r; i < numRows - 1; i++) { index[i] = index[i + 1]; } for (i = 0; i < numRows - 1; i++) { if (index[i] > r) { index[i]--; } } } else { v1 = -v; w1 = -w; v1[r] += 1.0f; w1[r] = 0.0f; if (!LU_UpdateRowColumn(v1, w1, r, index)) { return false; } } // physically remove the row and column Update_Decrement(r); return true; } /* ============ idMatX::LU_Solve Solve Ax = b with A factored in-place as: LU ============ */ void idMatX::LU_Solve(idVecX& x, const idVecX& b, const int* index) const { int i, j; #ifdef QUAKE4 float sum; #else double sum; #endif assert(x.GetSize() == numColumns && b.GetSize() == numRows); // solve L for (i = 0; i < numRows; i++) { if (index != NULL) { sum = b[index[i]]; } else { sum = b[i]; } for (j = 0; j < i; j++) { sum -= (*this)[i][j] * x[j]; } x[i] = sum; } // solve U for (i = numRows - 1; i >= 0; i--) { sum = x[i]; for (j = i + 1; j < numRows; j++) { sum -= (*this)[i][j] * x[j]; } x[i] = sum / (*this)[i][i]; } } /* ============ idMatX::LU_Inverse Calculates the inverse of the matrix which is factored in-place as LU ============ */ void idMatX::LU_Inverse(idMatX& inv, const int* index) const { int i, j; idVecX x, b; assert(numRows == numColumns); x.SetData(numRows, VECX_ALLOCA(numRows)); b.SetData(numRows, VECX_ALLOCA(numRows)); b.Zero(); inv.SetSize(numRows, numColumns); for (i = 0; i < numRows; i++) { b[i] = 1.0f; LU_Solve(x, b, index); for (j = 0; j < numRows; j++) { inv[j][i] = x[j]; } b[i] = 0.0f; } } /* ============ idMatX::LU_UnpackFactors Unpacks the in-place LU factorization. ============ */ void idMatX::LU_UnpackFactors(idMatX& L, idMatX& U) const { int i, j; L.Zero(numRows, numColumns); U.Zero(numRows, numColumns); for (i = 0; i < numRows; i++) { for (j = 0; j < i; j++) { L[i][j] = (*this)[i][j]; } L[i][i] = 1.0f; for (j = i; j < numColumns; j++) { U[i][j] = (*this)[i][j]; } } } /* ============ idMatX::LU_MultiplyFactors Multiplies the factors of the in-place LU factorization to form the original matrix. ============ */ void idMatX::LU_MultiplyFactors(idMatX& m, const int* index) const { int r, rp, i, j; double sum; m.SetSize(numRows, numColumns); for (r = 0; r < numRows; r++) { if (index != NULL) { rp = index[r]; } else { rp = r; } // calculate row of matrix for (i = 0; i < numColumns; i++) { if (i >= r) { sum = (*this)[r][i]; } else { sum = 0.0f; } for (j = 0; j <= i && j < r; j++) { sum += (*this)[r][j] * (*this)[j][i]; } m[rp][i] = sum; } } } /* ============ idMatX::QR_Factor in-place factorization: QR Q is an orthogonal matrix represented as a product of Householder matrices stored in the lower triangle and c. R is a triangular matrix stored in the upper triangle except for the diagonal elements which are stored in d. The initial matrix has to be square. ============ */ bool idMatX::QR_Factor(idVecX& c, idVecX& d) { int i, j, k; double scale, s, t, sum; bool singular = false; assert(numRows == numColumns); assert(c.GetSize() >= numRows && d.GetSize() >= numRows); for (k = 0; k < numRows - 1; k++) { scale = 0.0f; for (i = k; i < numRows; i++) { s = idMath::Fabs((*this)[i][k]); if (s > scale) { scale = s; } } if (scale == 0.0f) { singular = true; c[k] = d[k] = 0.0f; } else { s = 1.0f / scale; for (i = k; i < numRows; i++) { (*this)[i][k] *= s; } sum = 0.0f; for (i = k; i < numRows; i++) { s = (*this)[i][k]; sum += s * s; } s = idMath::Sqrt(sum); if ((*this)[k][k] < 0.0f) { s = -s; } (*this)[k][k] += s; c[k] = s * (*this)[k][k]; d[k] = -scale * s; for (j = k + 1; j < numRows; j++) { sum = 0.0f; for (i = k; i < numRows; i++) { sum += (*this)[i][k] * (*this)[i][j]; } t = sum / c[k]; for (i = k; i < numRows; i++) { (*this)[i][j] -= t * (*this)[i][k]; } } } } d[numRows - 1] = (*this)[(numRows - 1)][(numRows - 1)]; if (d[numRows - 1] == 0.0f) { singular = true; } return !singular; } /* ============ idMatX::QR_Rotate Performs a Jacobi rotation on the rows i and i+1 of the unpacked QR factors. ============ */ void idMatX::QR_Rotate(idMatX& R, int i, float a, float b) { int j; float f, c, s, w, y; if (a == 0.0f) { c = 0.0f; s = (b >= 0.0f) ? 1.0f : -1.0f; } else if (idMath::Fabs(a) > idMath::Fabs(b)) { f = b / a; c = idMath::Fabs(1.0f / idMath::Sqrt(1.0f + f * f)); if (a < 0.0f) { c = -c; } s = f * c; } else { f = a / b; s = idMath::Fabs(1.0f / idMath::Sqrt(1.0f + f * f)); if (b < 0.0f) { s = -s; } c = f * s; } for (j = i; j < numRows; j++) { y = R[i][j]; w = R[i + 1][j]; R[i][j] = c * y - s * w; R[i + 1][j] = s * y + c * w; } for (j = 0; j < numRows; j++) { y = (*this)[j][i]; w = (*this)[j][i + 1]; (*this)[j][i] = c * y - s * w; (*this)[j][i + 1] = s * y + c * w; } } /* ============ idMatX::QR_UpdateRankOne Updates the unpacked QR factorization to obtain the factors for the matrix: QR + alpha * v * w' ============ */ bool idMatX::QR_UpdateRankOne(idMatX& R, const idVecX& v, const idVecX& w, float alpha) { int i, k; float f; idVecX u; assert(v.GetSize() >= numColumns); assert(w.GetSize() >= numRows); u.SetData(v.GetSize(), VECX_ALLOCA(v.GetSize())); TransposeMultiply(u, v); u *= alpha; for (k = v.GetSize() - 1; k > 0; k--) { if (u[k] != 0.0f) { break; } } for (i = k - 1; i >= 0; i--) { QR_Rotate(R, i, u[i], -u[i + 1]); if (u[i] == 0.0f) { u[i] = idMath::Fabs(u[i + 1]); } else if (idMath::Fabs(u[i]) > idMath::Fabs(u[i + 1])) { f = u[i + 1] / u[i]; u[i] = idMath::Fabs(u[i]) * idMath::Sqrt(1.0f + f * f); } else { f = u[i] / u[i + 1]; u[i] = idMath::Fabs(u[i + 1]) * idMath::Sqrt(1.0f + f * f); } } for (i = 0; i < v.GetSize(); i++) { R[0][i] += u[0] * w[i]; } for (i = 0; i < k; i++) { QR_Rotate(R, i, -R[i][i], R[i + 1][i]); } return true; } /* ============ idMatX::QR_UpdateRowColumn Updates the unpacked QR factorization to obtain the factors for the matrix: [ 0 a 0 ] QR + [ d b e ] [ 0 c 0 ] where: a = v[0,r-1], b = v[r], c = v[r+1,numRows-1], d = w[0,r-1], w[r] = 0.0f, e = w[r+1,numColumns-1] ============ */ bool idMatX::QR_UpdateRowColumn(idMatX& R, const idVecX& v, const idVecX& w, int r) { idVecX s; assert(v.GetSize() >= numColumns); assert(w.GetSize() >= numRows); assert(r >= 0 && r < numRows && r < numColumns); assert(w[r] == 0.0f); s.SetData(Max(numRows, numColumns), VECX_ALLOCA(Max(numRows, numColumns))); s.Zero(); s[r] = 1.0f; if (!QR_UpdateRankOne(R, v, s, 1.0f)) { return false; } if (!QR_UpdateRankOne(R, s, w, 1.0f)) { return false; } return true; } /* ============ idMatX::QR_UpdateIncrement Updates the unpacked QR factorization to obtain the factors for the matrix: [ A a ] [ c b ] where: a = v[0,numRows-1], b = v[numRows], c = w[0,numColumns-1], w[numColumns] = 0 ============ */ bool idMatX::QR_UpdateIncrement(idMatX& R, const idVecX& v, const idVecX& w) { idVecX v2; assert(numRows == numColumns); assert(v.GetSize() >= numRows + 1); assert(w.GetSize() >= numColumns + 1); ChangeSize(numRows + 1, numColumns + 1, true); (*this)[numRows - 1][numRows - 1] = 1.0f; R.ChangeSize(R.numRows + 1, R.numColumns + 1, true); R[R.numRows - 1][R.numRows - 1] = 1.0f; v2.SetData(numRows, VECX_ALLOCA(numRows)); v2 = v; v2[numRows - 1] -= 1.0f; return QR_UpdateRowColumn(R, v2, w, numRows - 1); } /* ============ idMatX::QR_UpdateDecrement Updates the unpacked QR factorization to obtain the factors for the matrix with row r and column r removed. v and w should store the column and row of the original matrix respectively. ============ */ bool idMatX::QR_UpdateDecrement(idMatX& R, const idVecX& v, const idVecX& w, int r) { idVecX v1, w1; assert(numRows == numColumns); assert(v.GetSize() >= numRows); assert(w.GetSize() >= numColumns); assert(r >= 0 && r < numRows && r < numColumns); v1.SetData(numRows, VECX_ALLOCA(numRows)); w1.SetData(numRows, VECX_ALLOCA(numRows)); // update the row and column to identity v1 = -v; w1 = -w; v1[r] += 1.0f; w1[r] = 0.0f; if (!QR_UpdateRowColumn(R, v1, w1, r)) { return false; } // physically remove the row and column Update_Decrement(r); R.Update_Decrement(r); return true; } /* ============ idMatX::QR_Solve Solve Ax = b with A factored in-place as: QR ============ */ void idMatX::QR_Solve(idVecX& x, const idVecX& b, const idVecX& c, const idVecX& d) const { int i, j; double sum, t; assert(numRows == numColumns); assert(x.GetSize() >= numRows && b.GetSize() >= numRows); assert(c.GetSize() >= numRows && d.GetSize() >= numRows); for (i = 0; i < numRows; i++) { x[i] = b[i]; } // multiply b with transpose of Q for (i = 0; i < numRows - 1; i++) { sum = 0.0f; for (j = i; j < numRows; j++) { sum += (*this)[j][i] * x[j]; } t = sum / c[i]; for (j = i; j < numRows; j++) { x[j] -= t * (*this)[j][i]; } } // backsubstitution with R for (i = numRows - 1; i >= 0; i--) { sum = x[i]; for (j = i + 1; j < numRows; j++) { sum -= (*this)[i][j] * x[j]; } x[i] = sum / d[i]; } } /* ============ idMatX::QR_Solve Solve Ax = b with A factored as: QR ============ */ void idMatX::QR_Solve(idVecX& x, const idVecX& b, const idMatX& R) const { int i, j; double sum; assert(numRows == numColumns); // multiply b with transpose of Q TransposeMultiply(x, b); // backsubstitution with R for (i = numRows - 1; i >= 0; i--) { sum = x[i]; for (j = i + 1; j < numRows; j++) { sum -= R[i][j] * x[j]; } x[i] = sum / R[i][i]; } } /* ============ idMatX::QR_Inverse Calculates the inverse of the matrix which is factored in-place as: QR ============ */ void idMatX::QR_Inverse(idMatX& inv, const idVecX& c, const idVecX& d) const { int i, j; idVecX x, b; assert(numRows == numColumns); x.SetData(numRows, VECX_ALLOCA(numRows)); b.SetData(numRows, VECX_ALLOCA(numRows)); b.Zero(); inv.SetSize(numRows, numColumns); for (i = 0; i < numRows; i++) { b[i] = 1.0f; QR_Solve(x, b, c, d); for (j = 0; j < numRows; j++) { inv[j][i] = x[j]; } b[i] = 0.0f; } } /* ============ idMatX::QR_UnpackFactors Unpacks the in-place QR factorization. ============ */ void idMatX::QR_UnpackFactors(idMatX& Q, idMatX& R, const idVecX& c, const idVecX& d) const { int i, j, k; double sum; Q.Identity(numRows, numColumns); for (i = 0; i < numColumns - 1; i++) { if (c[i] == 0.0f) { continue; } for (j = 0; j < numRows; j++) { sum = 0.0f; for (k = i; k < numColumns; k++) { sum += (*this)[k][i] * Q[j][k]; } sum /= c[i]; for (k = i; k < numColumns; k++) { Q[j][k] -= sum * (*this)[k][i]; } } } R.Zero(numRows, numColumns); for (i = 0; i < numRows; i++) { R[i][i] = d[i]; for (j = i + 1; j < numColumns; j++) { R[i][j] = (*this)[i][j]; } } } /* ============ idMatX::QR_MultiplyFactors Multiplies the factors of the in-place QR factorization to form the original matrix. ============ */ void idMatX::QR_MultiplyFactors(idMatX& m, const idVecX& c, const idVecX& d) const { int i, j, k; double sum; idMatX Q; Q.Identity(numRows, numColumns); for (i = 0; i < numColumns - 1; i++) { if (c[i] == 0.0f) { continue; } for (j = 0; j < numRows; j++) { sum = 0.0f; for (k = i; k < numColumns; k++) { sum += (*this)[k][i] * Q[j][k]; } sum /= c[i]; for (k = i; k < numColumns; k++) { Q[j][k] -= sum * (*this)[k][i]; } } } for (i = 0; i < numRows; i++) { for (j = 0; j < numColumns; j++) { sum = Q[i][j] * d[i]; for (k = 0; k < i; k++) { sum += Q[i][k] * (*this)[j][k]; } m[i][j] = sum; } } } /* ============ idMatX::Pythag Computes (a^2 + b^2)^1/2 without underflow or overflow. ============ */ float idMatX::Pythag(float a, float b) const { double at, bt, ct; at = idMath::Fabs(a); bt = idMath::Fabs(b); if (at > bt) { ct = bt / at; return at * idMath::Sqrt(1.0f + ct * ct); } else { if (bt) { ct = at / bt; return bt * idMath::Sqrt(1.0f + ct * ct); } else { return 0.0f; } } } /* ============ idMatX::SVD_BiDiag ============ */ void idMatX::SVD_BiDiag(idVecX& w, idVecX& rv1, float& anorm) { int i, j, k, l; double f, h, r, g, s, scale; anorm = 0.0f; g = s = scale = 0.0f; for (i = 0; i < numColumns; i++) { l = i + 1; rv1[i] = scale * g; g = s = scale = 0.0f; if (i < numRows) { for (k = i; k < numRows; k++) { scale += idMath::Fabs((*this)[k][i]); } if (scale) { for (k = i; k < numRows; k++) { (*this)[k][i] /= scale; s += (*this)[k][i] * (*this)[k][i]; } f = (*this)[i][i]; g = idMath::Sqrt(s); if (f >= 0.0f) { g = -g; } h = f * g - s; (*this)[i][i] = f - g; if (i != (numColumns - 1)) { for (j = l; j < numColumns; j++) { for (s = 0.0f, k = i; k < numRows; k++) { s += (*this)[k][i] * (*this)[k][j]; } f = s / h; for (k = i; k < numRows; k++) { (*this)[k][j] += f * (*this)[k][i]; } } } for (k = i; k < numRows; k++) { (*this)[k][i] *= scale; } } } w[i] = scale * g; g = s = scale = 0.0f; if (i < numRows && i != (numColumns - 1)) { for (k = l; k < numColumns; k++) { scale += idMath::Fabs((*this)[i][k]); } if (scale) { for (k = l; k < numColumns; k++) { (*this)[i][k] /= scale; s += (*this)[i][k] * (*this)[i][k]; } f = (*this)[i][l]; g = idMath::Sqrt(s); if (f >= 0.0f) { g = -g; } h = 1.0f / (f * g - s); (*this)[i][l] = f - g; for (k = l; k < numColumns; k++) { rv1[k] = (*this)[i][k] * h; } if (i != (numRows - 1)) { for (j = l; j < numRows; j++) { for (s = 0.0f, k = l; k < numColumns; k++) { s += (*this)[j][k] * (*this)[i][k]; } for (k = l; k < numColumns; k++) { (*this)[j][k] += s * rv1[k]; } } } for (k = l; k < numColumns; k++) { (*this)[i][k] *= scale; } } } r = idMath::Fabs(w[i]) + idMath::Fabs(rv1[i]); if (r > anorm) { anorm = r; } } } /* ============ idMatX::SVD_InitialWV ============ */ void idMatX::SVD_InitialWV(idVecX& w, idMatX& V, idVecX& rv1) { int i, j, k, l; double f, g, s; g = 0.0f; for (i = (numColumns - 1); i >= 0; i--) { l = i + 1; if (i < (numColumns - 1)) { if (g) { for (j = l; j < numColumns; j++) { V[j][i] = ((*this)[i][j] / (*this)[i][l]) / g; } // double division to reduce underflow for (j = l; j < numColumns; j++) { for (s = 0.0f, k = l; k < numColumns; k++) { s += (*this)[i][k] * V[k][j]; } for (k = l; k < numColumns; k++) { V[k][j] += s * V[k][i]; } } } for (j = l; j < numColumns; j++) { V[i][j] = V[j][i] = 0.0f; } } V[i][i] = 1.0f; g = rv1[i]; } for (i = numColumns - 1; i >= 0; i--) { l = i + 1; g = w[i]; if (i < (numColumns - 1)) { for (j = l; j < numColumns; j++) { (*this)[i][j] = 0.0f; } } if (g) { g = 1.0f / g; if (i != (numColumns - 1)) { for (j = l; j < numColumns; j++) { for (s = 0.0f, k = l; k < numRows; k++) { s += (*this)[k][i] * (*this)[k][j]; } f = (s / (*this)[i][i]) * g; for (k = i; k < numRows; k++) { (*this)[k][j] += f * (*this)[k][i]; } } } for (j = i; j < numRows; j++) { (*this)[j][i] *= g; } } else { for (j = i; j < numRows; j++) { (*this)[j][i] = 0.0f; } } (*this)[i][i] += 1.0f; } } /* ============ idMatX::SVD_Factor in-place factorization: U * Diag(w) * V.Transpose() known as the Singular Value Decomposition. U is a column-orthogonal matrix which overwrites the original matrix. w is a diagonal matrix with all elements >= 0 which are the singular values. V is the transpose of an orthogonal matrix. ============ */ bool idMatX::SVD_Factor(idVecX& w, idMatX& V) { int flag, i, its, j, jj, k, l, nm; double c, f, h, s, x, y, z, r, g = 0.0f; float anorm = 0.0f; idVecX rv1; if (numRows < numColumns) { return false; } rv1.SetData(numColumns, VECX_ALLOCA(numColumns)); rv1.Zero(); w.Zero(numColumns); V.Zero(numColumns, numColumns); SVD_BiDiag(w, rv1, anorm); SVD_InitialWV(w, V, rv1); for (k = numColumns - 1; k >= 0; k--) { for (its = 1; its <= 30; its++) { flag = 1; nm = 0; for (l = k; l >= 0; l--) { nm = l - 1; if ((idMath::Fabs(rv1[l]) + anorm) == anorm /* idMath::Fabs( rv1[l] ) < idMath::FLT_EPSILON */) { flag = 0; break; } if ((idMath::Fabs(w[nm]) + anorm) == anorm /* idMath::Fabs( w[nm] ) < idMath::FLT_EPSILON */) { break; } } if (flag) { c = 0.0f; s = 1.0f; for (i = l; i <= k; i++) { f = s * rv1[i]; if ((idMath::Fabs(f) + anorm) != anorm /* idMath::Fabs( f ) > idMath::FLT_EPSILON */) { g = w[i]; h = Pythag(f, g); w[i] = h; h = 1.0f / h; c = g * h; s = -f * h; for (j = 0; j < numRows; j++) { y = (*this)[j][nm]; z = (*this)[j][i]; (*this)[j][nm] = y * c + z * s; (*this)[j][i] = z * c - y * s; } } } } z = w[k]; if (l == k) { if (z < 0.0f) { w[k] = -z; for (j = 0; j < numColumns; j++) { V[j][k] = -V[j][k]; } } break; } if (its == 30) { return false; // no convergence } x = w[l]; nm = k - 1; y = w[nm]; g = rv1[nm]; h = rv1[k]; f = ((y - z) * (y + z) + (g - h) * (g + h)) / (2.0f * h * y); g = Pythag(f, 1.0f); r = (f >= 0.0f ? g : -g); f = ((x - z) * (x + z) + h * ((y / (f + r)) - h)) / x; c = s = 1.0f; for (j = l; j <= nm; j++) { i = j + 1; g = rv1[i]; y = w[i]; h = s * g; g = c * g; z = Pythag(f, h); rv1[j] = z; c = f / z; s = h / z; f = x * c + g * s; g = g * c - x * s; h = y * s; y = y * c; for (jj = 0; jj < numColumns; jj++) { x = V[jj][j]; z = V[jj][i]; V[jj][j] = x * c + z * s; V[jj][i] = z * c - x * s; } z = Pythag(f, h); w[j] = z; if (z) { z = 1.0f / z; c = f * z; s = h * z; } f = (c * g) + (s * y); x = (c * y) - (s * g); for (jj = 0; jj < numRows; jj++) { y = (*this)[jj][j]; z = (*this)[jj][i]; (*this)[jj][j] = y * c + z * s; (*this)[jj][i] = z * c - y * s; } } rv1[l] = 0.0f; rv1[k] = f; w[k] = x; } } return true; } /* ============ idMatX::SVD_Solve Solve Ax = b with A factored as: U * Diag(w) * V.Transpose() ============ */ void idMatX::SVD_Solve(idVecX& x, const idVecX& b, const idVecX& w, const idMatX& V) const { int i, j; double sum; idVecX tmp; assert(x.GetSize() >= numColumns); assert(b.GetSize() >= numColumns); assert(w.GetSize() == numColumns); assert(V.GetNumRows() == numColumns && V.GetNumColumns() == numColumns); tmp.SetData(numColumns, VECX_ALLOCA(numColumns)); for (i = 0; i < numColumns; i++) { sum = 0.0f; #ifdef QUAKE4 if (w[i] >= idMath::FLOAT_EPSILON) { #else if (w[i] >= idMath::FLT_EPSILON) { #endif for (j = 0; j < numRows; j++) { sum += (*this)[j][i] * b[j]; } sum /= w[i]; } tmp[i] = sum; } for (i = 0; i < numColumns; i++) { sum = 0.0f; for (j = 0; j < numColumns; j++) { sum += V[i][j] * tmp[j]; } x[i] = sum; } } /* ============ idMatX::SVD_Inverse Calculates the inverse of the matrix which is factored in-place as: U * Diag(w) * V.Transpose() ============ */ void idMatX::SVD_Inverse(idMatX & inv, const idVecX & w, const idMatX & V) const { int i, j, k; double wi, sum; idMatX V2; assert(numRows == numColumns); V2 = V; // V * [diag(1/w[i])] for (i = 0; i < numRows; i++) { wi = w[i]; #ifdef QUAKE4 wi = (wi < idMath::FLOAT_EPSILON) ? 0.0f : 1.0f / wi; #else wi = (wi < idMath::FLT_EPSILON) ? 0.0f : 1.0f / wi; #endif for (j = 0; j < numColumns; j++) { V2[j][i] *= wi; } } // V * [diag(1/w[i])] * Ut for (i = 0; i < numRows; i++) { for (j = 0; j < numColumns; j++) { sum = V2[i][0] * (*this)[j][0]; for (k = 1; k < numColumns; k++) { sum += V2[i][k] * (*this)[j][k]; } inv[i][j] = sum; } } } /* ============ idMatX::SVD_MultiplyFactors Multiplies the factors of the in-place SVD factorization to form the original matrix. ============ */ void idMatX::SVD_MultiplyFactors(idMatX & m, const idVecX & w, const idMatX & V) const { int r, i, j; double sum; m.SetSize(numRows, V.GetNumRows()); for (r = 0; r < numRows; r++) { // calculate row of matrix #ifdef QUAKE4 if (w[r] >= idMath::FLOAT_EPSILON) { #else if (w[r] >= idMath::FLT_EPSILON) { #endif for (i = 0; i < V.GetNumRows(); i++) { sum = 0.0f; for (j = 0; j < numColumns; j++) { sum += (*this)[r][j] * V[i][j]; } m[r][i] = sum * w[r]; } } else { for (i = 0; i < V.GetNumRows(); i++) { m[r][i] = 0.0f; } } } } /* ============ idMatX::Cholesky_Factor in-place Cholesky factorization: LL' L is a triangular matrix stored in the lower triangle. The upper triangle is not cleared. The initial matrix has to be symmetric positive definite. ============ */ bool idMatX::Cholesky_Factor(void) { int i, j, k; float* invSqrt; double sum; assert(numRows == numColumns); invSqrt = (float*)_alloca16(numRows * sizeof(float)); for (i = 0; i < numRows; i++) { for (j = 0; j < i; j++) { sum = (*this)[i][j]; for (k = 0; k < j; k++) { sum -= (*this)[i][k] * (*this)[j][k]; } (*this)[i][j] = sum * invSqrt[j]; } sum = (*this)[i][i]; for (k = 0; k < i; k++) { sum -= (*this)[i][k] * (*this)[i][k]; } if (sum <= 0.0f) { return false; } invSqrt[i] = idMath::InvSqrt(sum); (*this)[i][i] = invSqrt[i] * sum; } return true; } /* ============ idMatX::Cholesky_UpdateRankOne Updates the in-place Cholesky factorization to obtain the factors for the matrix: LL' + alpha * v * v' If offset > 0 only the lower right corner starting at (offset, offset) is updated. ============ */ bool idMatX::Cholesky_UpdateRankOne(const idVecX & v, float alpha, int offset) { int i, j; float* y; double diag, invDiag, diagSqr, newDiag, newDiagSqr, beta, p, d; assert(numRows == numColumns); assert(v.GetSize() >= numRows); assert(offset >= 0 && offset < numRows); y = (float*)_alloca16(v.GetSize() * sizeof(float)); memcpy(y, v.ToFloatPtr(), v.GetSize() * sizeof(float)); for (i = offset; i < numColumns; i++) { p = y[i]; diag = (*this)[i][i]; invDiag = 1.0f / diag; diagSqr = diag * diag; newDiagSqr = diagSqr + alpha * p * p; if (newDiagSqr <= 0.0f) { return false; } (*this)[i][i] = newDiag = idMath::Sqrt(newDiagSqr); alpha /= newDiagSqr; beta = p * alpha; alpha *= diagSqr; for (j = i + 1; j < numRows; j++) { d = (*this)[j][i] * invDiag; y[j] -= p * d; d += beta * y[j]; (*this)[j][i] = d * newDiag; } } return true; } /* ============ idMatX::Cholesky_UpdateRowColumn Updates the in-place Cholesky factorization to obtain the factors for the matrix: [ 0 a 0 ] LL' + [ a b c ] [ 0 c 0 ] where: a = v[0,r-1], b = v[r], c = v[r+1,numRows-1] ============ */ bool idMatX::Cholesky_UpdateRowColumn(const idVecX & v, int r) { int i, j; double sum; float* original, * y; idVecX addSub; assert(numRows == numColumns); assert(v.GetSize() >= numRows); assert(r >= 0 && r < numRows); addSub.SetData(numColumns, (float*)_alloca16(numColumns * sizeof(float))); if (r == 0) { if (numColumns == 1) { sum = (*this)[0][0]; #ifdef QUAKE4 sum = (sum * sum) + v[0]; #else double v0 = v[0]; sum = sum * sum; sum = sum + v0; #endif if (sum <= 0.0f) { return false; } (*this)[0][0] = idMath::Sqrt(sum); return true; } for (i = 0; i < numColumns; i++) { addSub[i] = v[i]; } } else { original = (float*)_alloca16(numColumns * sizeof(float)); y = (float*)_alloca16(numColumns * sizeof(float)); // calculate original row/column of matrix for (i = 0; i < numRows; i++) { sum = 0.0f; for (j = 0; j <= i; j++) { sum += (*this)[r][j] * (*this)[i][j]; } original[i] = sum; } // solve for y in L * y = original + v for (i = 0; i < r; i++) { sum = original[i] + v[i]; for (j = 0; j < i; j++) { sum -= (*this)[r][j] * (*this)[i][j]; } (*this)[r][i] = sum / (*this)[i][i]; } // if the last row/column of the matrix is updated if (r == numColumns - 1) { // only calculate new diagonal sum = original[r] + v[r]; for (j = 0; j < r; j++) { sum -= (*this)[r][j] * (*this)[r][j]; } if (sum <= 0.0f) { return false; } (*this)[r][r] = idMath::Sqrt(sum); return true; } // calculate the row/column to be added to the lower right sub matrix starting at (r, r) for (i = r; i < numColumns; i++) { sum = 0.0f; for (j = 0; j <= r; j++) { sum += (*this)[r][j] * (*this)[i][j]; } addSub[i] = v[i] - (sum - original[i]); } } // add row/column to the lower right sub matrix starting at (r, r) #if 0 idVecX v1, v2; double d; v1.SetData(numColumns, (float*)_alloca16(numColumns * sizeof(float))); v2.SetData(numColumns, (float*)_alloca16(numColumns * sizeof(float))); d = idMath::SQRT_1OVER2; v1[r] = (0.5f * addSub[r] + 1.0f) * d; v2[r] = (0.5f * addSub[r] - 1.0f) * d; for (i = r + 1; i < numColumns; i++) { v1[i] = v2[i] = addSub[i] * d; } // update if (!Cholesky_UpdateRankOne(v1, 1.0f, r)) { return false; } // downdate if (!Cholesky_UpdateRankOne(v2, -1.0f, r)) { return false; } #else float* v1, * v2; double diag, invDiag, diagSqr, newDiag, newDiagSqr; double alpha1, alpha2, beta1, beta2, p1, p2, d; v1 = (float*)_alloca16(numColumns * sizeof(float)); v2 = (float*)_alloca16(numColumns * sizeof(float)); d = idMath::SQRT_1OVER2; v1[r] = (0.5f * addSub[r] + 1.0f) * d; v2[r] = (0.5f * addSub[r] - 1.0f) * d; for (i = r + 1; i < numColumns; i++) { v1[i] = v2[i] = addSub[i] * d; } alpha1 = 1.0f; alpha2 = -1.0f; // simultaneous update/downdate of the sub matrix starting at (r, r) for (i = r; i < numColumns; i++) { p1 = v1[i]; diag = (*this)[i][i]; invDiag = 1.0f / diag; diagSqr = diag * diag; newDiagSqr = diagSqr + alpha1 * p1 * p1; if (newDiagSqr <= 0.0f) { return false; } alpha1 /= newDiagSqr; beta1 = p1 * alpha1; alpha1 *= diagSqr; p2 = v2[i]; diagSqr = newDiagSqr; newDiagSqr = diagSqr + alpha2 * p2 * p2; if (newDiagSqr <= 0.0f) { return false; } (*this)[i][i] = newDiag = idMath::Sqrt(newDiagSqr); alpha2 /= newDiagSqr; beta2 = p2 * alpha2; alpha2 *= diagSqr; for (j = i + 1; j < numRows; j++) { d = (*this)[j][i] * invDiag; v1[j] -= p1 * d; d += beta1 * v1[j]; v2[j] -= p2 * d; d += beta2 * v2[j]; (*this)[j][i] = d * newDiag; } } #endif return true; } /* ============ idMatX::Cholesky_UpdateIncrement Updates the in-place Cholesky factorization to obtain the factors for the matrix: [ A a ] [ a b ] where: a = v[0,numRows-1], b = v[numRows] ============ */ bool idMatX::Cholesky_UpdateIncrement(const idVecX & v) { int i, j; float* x; double sum; assert(numRows == numColumns); assert(v.GetSize() >= numRows + 1); ChangeSize(numRows + 1, numColumns + 1, false); x = (float*)_alloca16(numRows * sizeof(float)); // solve for x in L * x = v for (i = 0; i < numRows - 1; i++) { sum = v[i]; for (j = 0; j < i; j++) { sum -= (*this)[i][j] * x[j]; } x[i] = sum / (*this)[i][i]; } // calculate new row of L and calculate the square of the diagonal entry sum = v[numRows - 1]; for (i = 0; i < numRows - 1; i++) { (*this)[numRows - 1][i] = x[i]; sum -= x[i] * x[i]; } if (sum <= 0.0f) { return false; } // store the diagonal entry (*this)[numRows - 1][numRows - 1] = idMath::Sqrt(sum); return true; } /* ============ idMatX::Cholesky_UpdateDecrement Updates the in-place Cholesky factorization to obtain the factors for the matrix with row r and column r removed. v should store the row of the original matrix. ============ */ bool idMatX::Cholesky_UpdateDecrement(const idVecX & v, int r) { idVecX v1; assert(numRows == numColumns); assert(v.GetSize() >= numRows); assert(r >= 0 && r < numRows); v1.SetData(numRows, VECX_ALLOCA(numRows)); // update the row and column to identity v1 = -v; v1[r] += 1.0f; #ifdef QUAKE4 if (!Cholesky_UpdateRowColumn(v1, r)) { #else // NOTE: msvc compiler bug: the this pointer stored in edi is expected to stay // untouched when calling Cholesky_UpdateRowColumn in the if statement #if 0 if (!Cholesky_UpdateRowColumn(v1, r)) { #else bool ret = Cholesky_UpdateRowColumn(v1, r); if (!ret) { #endif #endif return false; } // physically remove the row and column Update_Decrement(r); return true; } /* ============ idMatX::Cholesky_Solve Solve Ax = b with A factored in-place as: LL' ============ */ void idMatX::Cholesky_Solve(idVecX & x, const idVecX & b) const { int i, j; double sum; assert(numRows == numColumns); assert(x.GetSize() >= numRows && b.GetSize() >= numRows); // solve L for (i = 0; i < numRows; i++) { sum = b[i]; for (j = 0; j < i; j++) { sum -= (*this)[i][j] * x[j]; } x[i] = sum / (*this)[i][i]; } // solve Lt for (i = numRows - 1; i >= 0; i--) { sum = x[i]; for (j = i + 1; j < numRows; j++) { sum -= (*this)[j][i] * x[j]; } x[i] = sum / (*this)[i][i]; } } /* ============ idMatX::Cholesky_Inverse Calculates the inverse of the matrix which is factored in-place as: LL' ============ */ void idMatX::Cholesky_Inverse(idMatX & inv) const { int i, j; idVecX x, b; assert(numRows == numColumns); x.SetData(numRows, VECX_ALLOCA(numRows)); b.SetData(numRows, VECX_ALLOCA(numRows)); b.Zero(); inv.SetSize(numRows, numColumns); for (i = 0; i < numRows; i++) { b[i] = 1.0f; Cholesky_Solve(x, b); for (j = 0; j < numRows; j++) { inv[j][i] = x[j]; } b[i] = 0.0f; } } /* ============ idMatX::Cholesky_MultiplyFactors Multiplies the factors of the in-place Cholesky factorization to form the original matrix. ============ */ void idMatX::Cholesky_MultiplyFactors(idMatX & m) const { int r, i, j; double sum; m.SetSize(numRows, numColumns); for (r = 0; r < numRows; r++) { // calculate row of matrix for (i = 0; i < numRows; i++) { sum = 0.0f; for (j = 0; j <= i && j <= r; j++) { sum += (*this)[r][j] * (*this)[i][j]; } m[r][i] = sum; } } } /* ============ idMatX::LDLT_Factor in-place factorization: LDL' L is a triangular matrix stored in the lower triangle. L has ones on the diagonal that are not stored. D is a diagonal matrix stored on the diagonal. The upper triangle is not cleared. The initial matrix has to be symmetric. ============ */ bool idMatX::LDLT_Factor(void) { int i, j, k; float* v; double d, sum; assert(numRows == numColumns); v = (float*)_alloca16(numRows * sizeof(float)); for (i = 0; i < numRows; i++) { sum = (*this)[i][i]; for (j = 0; j < i; j++) { d = (*this)[i][j]; v[j] = (*this)[j][j] * d; sum -= v[j] * d; } if (sum == 0.0f) { return false; } (*this)[i][i] = sum; d = 1.0f / sum; for (j = i + 1; j < numRows; j++) { sum = (*this)[j][i]; for (k = 0; k < i; k++) { sum -= (*this)[j][k] * v[k]; } (*this)[j][i] = sum * d; } } return true; } /* ============ idMatX::LDLT_UpdateRankOne Updates the in-place LDL' factorization to obtain the factors for the matrix: LDL' + alpha * v * v' If offset > 0 only the lower right corner starting at (offset, offset) is updated. ============ */ bool idMatX::LDLT_UpdateRankOne(const idVecX & v, float alpha, int offset) { int i, j; float* y; double diag, newDiag, beta, p, d; assert(numRows == numColumns); assert(v.GetSize() >= numRows); assert(offset >= 0 && offset < numRows); y = (float*)_alloca16(v.GetSize() * sizeof(float)); memcpy(y, v.ToFloatPtr(), v.GetSize() * sizeof(float)); for (i = offset; i < numColumns; i++) { p = y[i]; diag = (*this)[i][i]; (*this)[i][i] = newDiag = diag + alpha * p * p; if (newDiag == 0.0f) { return false; } alpha /= newDiag; beta = p * alpha; alpha *= diag; for (j = i + 1; j < numRows; j++) { d = (*this)[j][i]; y[j] -= p * d; d += beta * y[j]; (*this)[j][i] = d; } } return true; } /* ============ idMatX::LDLT_UpdateRowColumn Updates the in-place LDL' factorization to obtain the factors for the matrix: [ 0 a 0 ] LDL' + [ a b c ] [ 0 c 0 ] where: a = v[0,r-1], b = v[r], c = v[r+1,numRows-1] ============ */ bool idMatX::LDLT_UpdateRowColumn(const idVecX & v, int r) { int i, j; double sum; float* original, * y; idVecX addSub; assert(numRows == numColumns); assert(v.GetSize() >= numRows); assert(r >= 0 && r < numRows); addSub.SetData(numColumns, (float*)_alloca16(numColumns * sizeof(float))); if (r == 0) { if (numColumns == 1) { (*this)[0][0] += v[0]; return true; } for (i = 0; i < numColumns; i++) { addSub[i] = v[i]; } } else { original = (float*)_alloca16(numColumns * sizeof(float)); y = (float*)_alloca16(numColumns * sizeof(float)); // calculate original row/column of matrix for (i = 0; i < r; i++) { y[i] = (*this)[r][i] * (*this)[i][i]; } for (i = 0; i < numColumns; i++) { if (i < r) { sum = (*this)[i][i] * (*this)[r][i]; } else if (i == r) { sum = (*this)[r][r]; } else { sum = (*this)[r][r] * (*this)[i][r]; } for (j = 0; j < i && j < r; j++) { sum += (*this)[i][j] * y[j]; } original[i] = sum; } // solve for y in L * y = original + v for (i = 0; i < r; i++) { sum = original[i] + v[i]; for (j = 0; j < i; j++) { sum -= (*this)[i][j] * y[j]; } y[i] = sum; } // calculate new row of L for (i = 0; i < r; i++) { (*this)[r][i] = y[i] / (*this)[i][i]; } // if the last row/column of the matrix is updated if (r == numColumns - 1) { // only calculate new diagonal sum = original[r] + v[r]; for (j = 0; j < r; j++) { sum -= (*this)[r][j] * y[j]; } if (sum == 0.0f) { return false; } (*this)[r][r] = sum; return true; } // calculate the row/column to be added to the lower right sub matrix starting at (r, r) for (i = 0; i < r; i++) { y[i] = (*this)[r][i] * (*this)[i][i]; } for (i = r; i < numColumns; i++) { if (i == r) { sum = (*this)[r][r]; } else { sum = (*this)[r][r] * (*this)[i][r]; } for (j = 0; j < r; j++) { sum += (*this)[i][j] * y[j]; } addSub[i] = v[i] - (sum - original[i]); } } // add row/column to the lower right sub matrix starting at (r, r) #if 0 idVecX v1, v2; double d; v1.SetData(numColumns, (float*)_alloca16(numColumns * sizeof(float))); v2.SetData(numColumns, (float*)_alloca16(numColumns * sizeof(float))); d = idMath::SQRT_1OVER2; v1[r] = (0.5f * addSub[r] + 1.0f) * d; v2[r] = (0.5f * addSub[r] - 1.0f) * d; for (i = r + 1; i < numColumns; i++) { v1[i] = v2[i] = addSub[i] * d; } // update if (!LDLT_UpdateRankOne(v1, 1.0f, r)) { return false; } // downdate if (!LDLT_UpdateRankOne(v2, -1.0f, r)) { return false; } #else float* v1, * v2; double d, diag, newDiag, p1, p2, alpha1, alpha2, beta1, beta2; v1 = (float*)_alloca16(numColumns * sizeof(float)); v2 = (float*)_alloca16(numColumns * sizeof(float)); d = idMath::SQRT_1OVER2; v1[r] = (0.5f * addSub[r] + 1.0f) * d; v2[r] = (0.5f * addSub[r] - 1.0f) * d; for (i = r + 1; i < numColumns; i++) { v1[i] = v2[i] = addSub[i] * d; } alpha1 = 1.0f; alpha2 = -1.0f; // simultaneous update/downdate of the sub matrix starting at (r, r) for (i = r; i < numColumns; i++) { diag = (*this)[i][i]; p1 = v1[i]; newDiag = diag + alpha1 * p1 * p1; if (newDiag == 0.0f) { return false; } alpha1 /= newDiag; beta1 = p1 * alpha1; alpha1 *= diag; diag = newDiag; p2 = v2[i]; newDiag = diag + alpha2 * p2 * p2; if (newDiag == 0.0f) { return false; } alpha2 /= newDiag; beta2 = p2 * alpha2; alpha2 *= diag; (*this)[i][i] = newDiag; for (j = i + 1; j < numRows; j++) { d = (*this)[j][i]; v1[j] -= p1 * d; d += beta1 * v1[j]; v2[j] -= p2 * d; d += beta2 * v2[j]; (*this)[j][i] = d; } } #endif return true; } /* ============ idMatX::LDLT_UpdateIncrement Updates the in-place LDL' factorization to obtain the factors for the matrix: [ A a ] [ a b ] where: a = v[0,numRows-1], b = v[numRows] ============ */ bool idMatX::LDLT_UpdateIncrement(const idVecX & v) { int i, j; float* x; double sum, d; assert(numRows == numColumns); assert(v.GetSize() >= numRows + 1); ChangeSize(numRows + 1, numColumns + 1, false); x = (float*)_alloca16(numRows * sizeof(float)); // solve for x in L * x = v for (i = 0; i < numRows - 1; i++) { sum = v[i]; for (j = 0; j < i; j++) { sum -= (*this)[i][j] * x[j]; } x[i] = sum; } // calculate new row of L and calculate the diagonal entry sum = v[numRows - 1]; for (i = 0; i < numRows - 1; i++) { (*this)[numRows - 1][i] = d = x[i] / (*this)[i][i]; sum -= d * x[i]; } if (sum == 0.0f) { return false; } // store the diagonal entry (*this)[numRows - 1][numRows - 1] = sum; return true; } /* ============ idMatX::LDLT_UpdateDecrement Updates the in-place LDL' factorization to obtain the factors for the matrix with row r and column r removed. v should store the row of the original matrix. ============ */ bool idMatX::LDLT_UpdateDecrement(const idVecX & v, int r) { idVecX v1; assert(numRows == numColumns); assert(v.GetSize() >= numRows); assert(r >= 0 && r < numRows); v1.SetData(numRows, VECX_ALLOCA(numRows)); // update the row and column to identity v1 = -v; v1[r] += 1.0f; // NOTE: msvc compiler bug: the this pointer stored in edi is expected to stay // untouched when calling LDLT_UpdateRowColumn in the if statement #if 0 if (!LDLT_UpdateRowColumn(v1, r)) { #else bool ret = LDLT_UpdateRowColumn(v1, r); if (!ret) { #endif return false; } // physically remove the row and column Update_Decrement(r); return true; } /* ============ idMatX::LDLT_Solve Solve Ax = b with A factored in-place as: LDL' ============ */ void idMatX::LDLT_Solve(idVecX & x, const idVecX & b) const { int i, j; double sum; assert(numRows == numColumns); assert(x.GetSize() >= numRows && b.GetSize() >= numRows); // solve L for (i = 0; i < numRows; i++) { sum = b[i]; for (j = 0; j < i; j++) { sum -= (*this)[i][j] * x[j]; } x[i] = sum; } // solve D for (i = 0; i < numRows; i++) { x[i] /= (*this)[i][i]; } // solve Lt for (i = numRows - 2; i >= 0; i--) { sum = x[i]; for (j = i + 1; j < numRows; j++) { sum -= (*this)[j][i] * x[j]; } x[i] = sum; } } /* ============ idMatX::LDLT_Inverse Calculates the inverse of the matrix which is factored in-place as: LDL' ============ */ void idMatX::LDLT_Inverse(idMatX & inv) const { int i, j; idVecX x, b; assert(numRows == numColumns); x.SetData(numRows, VECX_ALLOCA(numRows)); b.SetData(numRows, VECX_ALLOCA(numRows)); b.Zero(); inv.SetSize(numRows, numColumns); for (i = 0; i < numRows; i++) { b[i] = 1.0f; LDLT_Solve(x, b); for (j = 0; j < numRows; j++) { inv[j][i] = x[j]; } b[i] = 0.0f; } } /* ============ idMatX::LDLT_UnpackFactors Unpacks the in-place LDL' factorization. ============ */ void idMatX::LDLT_UnpackFactors(idMatX & L, idMatX & D) const { int i, j; L.Zero(numRows, numColumns); D.Zero(numRows, numColumns); for (i = 0; i < numRows; i++) { for (j = 0; j < i; j++) { L[i][j] = (*this)[i][j]; } L[i][i] = 1.0f; D[i][i] = (*this)[i][i]; } } /* ============ idMatX::LDLT_MultiplyFactors Multiplies the factors of the in-place LDL' factorization to form the original matrix. ============ */ void idMatX::LDLT_MultiplyFactors(idMatX & m) const { int r, i, j; float* v; double sum; v = (float*)_alloca16(numRows * sizeof(float)); m.SetSize(numRows, numColumns); for (r = 0; r < numRows; r++) { // calculate row of matrix for (i = 0; i < r; i++) { v[i] = (*this)[r][i] * (*this)[i][i]; } for (i = 0; i < numColumns; i++) { if (i < r) { sum = (*this)[i][i] * (*this)[r][i]; } else if (i == r) { sum = (*this)[r][r]; } else { sum = (*this)[r][r] * (*this)[i][r]; } for (j = 0; j < i && j < r; j++) { sum += (*this)[i][j] * v[j]; } m[r][i] = sum; } } } /* ============ idMatX::TriDiagonal_ClearTriangles ============ */ void idMatX::TriDiagonal_ClearTriangles(void) { int i, j; assert(numRows == numColumns); for (i = 0; i < numRows - 2; i++) { for (j = i + 2; j < numColumns; j++) { (*this)[i][j] = 0.0f; (*this)[j][i] = 0.0f; } } } /* ============ idMatX::TriDiagonal_Solve Solve Ax = b with A being tridiagonal. ============ */ bool idMatX::TriDiagonal_Solve(idVecX & x, const idVecX & b) const { int i; float d; idVecX tmp; assert(numRows == numColumns); assert(x.GetSize() >= numRows && b.GetSize() >= numRows); tmp.SetData(numRows, VECX_ALLOCA(numRows)); d = (*this)[0][0]; if (d == 0.0f) { return false; } d = 1.0f / d; x[0] = b[0] * d; for (i = 1; i < numRows; i++) { tmp[i] = (*this)[i - 1][i] * d; d = (*this)[i][i] - (*this)[i][i - 1] * tmp[i]; if (d == 0.0f) { return false; } d = 1.0f / d; x[i] = (b[i] - (*this)[i][i - 1] * x[i - 1]) * d; } for (i = numRows - 2; i >= 0; i--) { x[i] -= tmp[i + 1] * x[i + 1]; } return true; } /* ============ idMatX::TriDiagonal_Inverse Calculates the inverse of a tri-diagonal matrix. ============ */ void idMatX::TriDiagonal_Inverse(idMatX & inv) const { int i, j; idVecX x, b; assert(numRows == numColumns); x.SetData(numRows, VECX_ALLOCA(numRows)); b.SetData(numRows, VECX_ALLOCA(numRows)); b.Zero(); inv.SetSize(numRows, numColumns); for (i = 0; i < numRows; i++) { b[i] = 1.0f; TriDiagonal_Solve(x, b); for (j = 0; j < numRows; j++) { inv[j][i] = x[j]; } b[i] = 0.0f; } } /* ============ idMatX::HouseholderReduction Householder reduction to symmetric tri-diagonal form. The original matrix is replaced by an orthogonal matrix effecting the accumulated householder transformations. The diagonal elements of the diagonal matrix are stored in diag. The off-diagonal elements of the diagonal matrix are stored in subd. The initial matrix has to be symmetric. ============ */ void idMatX::HouseholderReduction(idVecX & diag, idVecX & subd) { int i0, i1, i2, i3; float h, f, g, invH, halfFdivH, scale, invScale, sum; assert(numRows == numColumns); diag.SetSize(numRows); subd.SetSize(numRows); for (i0 = numRows - 1, i3 = numRows - 2; i0 >= 1; i0--, i3--) { h = 0.0f; scale = 0.0f; if (i3 > 0) { for (i2 = 0; i2 <= i3; i2++) { scale += idMath::Fabs((*this)[i0][i2]); } if (scale == 0) { subd[i0] = (*this)[i0][i3]; } else { invScale = 1.0f / scale; for (i2 = 0; i2 <= i3; i2++) { (*this)[i0][i2] *= invScale; h += (*this)[i0][i2] * (*this)[i0][i2]; } f = (*this)[i0][i3]; g = idMath::Sqrt(h); if (f > 0.0f) { g = -g; } subd[i0] = scale * g; h -= f * g; (*this)[i0][i3] = f - g; f = 0.0f; invH = 1.0f / h; for (i1 = 0; i1 <= i3; i1++) { (*this)[i1][i0] = (*this)[i0][i1] * invH; g = 0.0f; for (i2 = 0; i2 <= i1; i2++) { g += (*this)[i1][i2] * (*this)[i0][i2]; } for (i2 = i1 + 1; i2 <= i3; i2++) { g += (*this)[i2][i1] * (*this)[i0][i2]; } subd[i1] = g * invH; f += subd[i1] * (*this)[i0][i1]; } halfFdivH = 0.5f * f * invH; for (i1 = 0; i1 <= i3; i1++) { f = (*this)[i0][i1]; g = subd[i1] - halfFdivH * f; subd[i1] = g; for (i2 = 0; i2 <= i1; i2++) { (*this)[i1][i2] -= f * subd[i2] + g * (*this)[i0][i2]; } } } } else { subd[i0] = (*this)[i0][i3]; } diag[i0] = h; } diag[0] = 0.0f; subd[0] = 0.0f; for (i0 = 0, i3 = -1; i0 <= numRows - 1; i0++, i3++) { if (diag[i0]) { for (i1 = 0; i1 <= i3; i1++) { sum = 0.0f; for (i2 = 0; i2 <= i3; i2++) { sum += (*this)[i0][i2] * (*this)[i2][i1]; } for (i2 = 0; i2 <= i3; i2++) { (*this)[i2][i1] -= sum * (*this)[i2][i0]; } } } diag[i0] = (*this)[i0][i0]; (*this)[i0][i0] = 1.0f; for (i1 = 0; i1 <= i3; i1++) { (*this)[i1][i0] = 0.0f; (*this)[i0][i1] = 0.0f; } } // re-order for (i0 = 1, i3 = 0; i0 < numRows; i0++, i3++) { subd[i3] = subd[i0]; } subd[numRows - 1] = 0.0f; } /* ============ idMatX::QL QL algorithm with implicit shifts to determine the eigenvalues and eigenvectors of a symmetric tri-diagonal matrix. diag contains the diagonal elements of the symmetric tri-diagonal matrix on input and is overwritten with the eigenvalues. subd contains the off-diagonal elements of the symmetric tri-diagonal matrix and is destroyed. This matrix has to be either the identity matrix to determine the eigenvectors for a symmetric tri-diagonal matrix, or the matrix returned by the Householder reduction to determine the eigenvalues for the original symmetric matrix. ============ */ bool idMatX::QL(idVecX & diag, idVecX & subd) { const int maxIter = 32; int i0, i1, i2, i3; float a, b, f, g, r, p, s, c; assert(numRows == numColumns); for (i0 = 0; i0 < numRows; i0++) { for (i1 = 0; i1 < maxIter; i1++) { for (i2 = i0; i2 <= numRows - 2; i2++) { a = idMath::Fabs(diag[i2]) + idMath::Fabs(diag[i2 + 1]); if (idMath::Fabs(subd[i2]) + a == a) { break; } } if (i2 == i0) { break; } g = (diag[i0 + 1] - diag[i0]) / (2.0f * subd[i0]); r = idMath::Sqrt(g * g + 1.0f); if (g < 0.0f) { g = diag[i2] - diag[i0] + subd[i0] / (g - r); } else { g = diag[i2] - diag[i0] + subd[i0] / (g + r); } s = 1.0f; c = 1.0f; p = 0.0f; for (i3 = i2 - 1; i3 >= i0; i3--) { f = s * subd[i3]; b = c * subd[i3]; if (idMath::Fabs(f) >= idMath::Fabs(g)) { c = g / f; r = idMath::Sqrt(c * c + 1.0f); subd[i3 + 1] = f * r; s = 1.0f / r; c *= s; } else { s = f / g; r = idMath::Sqrt(s * s + 1.0f); subd[i3 + 1] = g * r; c = 1.0f / r; s *= c; } g = diag[i3 + 1] - p; r = (diag[i3] - g) * s + 2.0f * b * c; p = s * r; diag[i3 + 1] = g + p; g = c * r - b; for (int i4 = 0; i4 < numRows; i4++) { f = (*this)[i4][i3 + 1]; (*this)[i4][i3 + 1] = s * (*this)[i4][i3] + c * f; (*this)[i4][i3] = c * (*this)[i4][i3] - s * f; } } diag[i0] -= p; subd[i0] = g; subd[i2] = 0.0f; } if (i1 == maxIter) { return false; } } return true; } /* ============ idMatX::Eigen_SolveSymmetricTriDiagonal Determine eigen values and eigen vectors for a symmetric tri-diagonal matrix. The eigen values are stored in 'eigenValues'. Column i of the original matrix will store the eigen vector corresponding to the eigenValues[i]. The initial matrix has to be symmetric tri-diagonal. ============ */ bool idMatX::Eigen_SolveSymmetricTriDiagonal(idVecX & eigenValues) { int i; idVecX subd; assert(numRows == numColumns); subd.SetData(numRows, VECX_ALLOCA(numRows)); eigenValues.SetSize(numRows); for (i = 0; i < numRows - 1; i++) { eigenValues[i] = (*this)[i][i]; subd[i] = (*this)[i + 1][i]; } eigenValues[numRows - 1] = (*this)[numRows - 1][numRows - 1]; Identity(); return QL(eigenValues, subd); } /* ============ idMatX::Eigen_SolveSymmetric Determine eigen values and eigen vectors for a symmetric matrix. The eigen values are stored in 'eigenValues'. Column i of the original matrix will store the eigen vector corresponding to the eigenValues[i]. The initial matrix has to be symmetric. ============ */ bool idMatX::Eigen_SolveSymmetric(idVecX & eigenValues) { idVecX subd; assert(numRows == numColumns); subd.SetData(numRows, VECX_ALLOCA(numRows)); eigenValues.SetSize(numRows); HouseholderReduction(eigenValues, subd); return QL(eigenValues, subd); } /* ============ idMatX::HessenbergReduction Reduction to Hessenberg form. ============ */ void idMatX::HessenbergReduction(idMatX & H) { int i, j, m; int low = 0; int high = numRows - 1; float scale, f, g, h; idVecX v; v.SetData(numRows, VECX_ALLOCA(numRows)); for (m = low + 1; m <= high - 1; m++) { scale = 0.0f; for (i = m; i <= high; i++) { scale = scale + idMath::Fabs(H[i][m - 1]); } if (scale != 0.0f) { // compute Householder transformation. h = 0.0f; for (i = high; i >= m; i--) { v[i] = H[i][m - 1] / scale; h += v[i] * v[i]; } g = idMath::Sqrt(h); if (v[m] > 0.0f) { g = -g; } h = h - v[m] * g; v[m] = v[m] - g; // apply Householder similarity transformation // H = (I-u*u'/h)*H*(I-u*u')/h) for (j = m; j < numRows; j++) { f = 0.0f; for (i = high; i >= m; i--) { f += v[i] * H[i][j]; } f = f / h; for (i = m; i <= high; i++) { H[i][j] -= f * v[i]; } } for (i = 0; i <= high; i++) { f = 0.0f; for (j = high; j >= m; j--) { f += v[j] * H[i][j]; } f = f / h; for (j = m; j <= high; j++) { H[i][j] -= f * v[j]; } } v[m] = scale * v[m]; H[m][m - 1] = scale * g; } } // accumulate transformations Identity(); for (int m = high - 1; m >= low + 1; m--) { if (H[m][m - 1] != 0.0f) { for (i = m + 1; i <= high; i++) { v[i] = H[i][m - 1]; } for (j = m; j <= high; j++) { g = 0.0f; for (i = m; i <= high; i++) { g += v[i] * (*this)[i][j]; } // float division to avoid possible underflow g = (g / v[m]) / H[m][m - 1]; for (i = m; i <= high; i++) { (*this)[i][j] += g * v[i]; } } } } } /* ============ idMatX::ComplexDivision Complex scalar division. ============ */ void idMatX::ComplexDivision(float xr, float xi, float yr, float yi, float& cdivr, float& cdivi) { float r, d; if (idMath::Fabs(yr) > idMath::Fabs(yi)) { r = yi / yr; d = yr + r * yi; cdivr = (xr + r * xi) / d; cdivi = (xi - r * xr) / d; } else { r = yr / yi; d = yi + r * yr; cdivr = (r * xr + xi) / d; cdivi = (r * xi - xr) / d; } } /* ============ idMatX::HessenbergToRealSchur Reduction from Hessenberg to real Schur form. ============ */ bool idMatX::HessenbergToRealSchur(idMatX & H, idVecX & realEigenValues, idVecX & imaginaryEigenValues) { int i, j, k; int n = numRows - 1; int low = 0; int high = numRows - 1; float eps = 2e-16f, exshift = 0.0f; float p = 0.0f, q = 0.0f, r = 0.0f, s = 0.0f, z = 0.0f, t, w, x, y; // store roots isolated by balanc and compute matrix norm float norm = 0.0f; for (i = 0; i < numRows; i++) { if (i < low || i > high) { realEigenValues[i] = H[i][i]; imaginaryEigenValues[i] = 0.0f; } for (j = Max(i - 1, 0); j < numRows; j++) { norm = norm + idMath::Fabs(H[i][j]); } } int iter = 0; while (n >= low) { // look for single small sub-diagonal element int l = n; while (l > low) { s = idMath::Fabs(H[l - 1][l - 1]) + idMath::Fabs(H[l][l]); if (s == 0.0f) { s = norm; } if (idMath::Fabs(H[l][l - 1]) < eps * s) { break; } l--; } // check for convergence if (l == n) { // one root found H[n][n] = H[n][n] + exshift; realEigenValues[n] = H[n][n]; imaginaryEigenValues[n] = 0.0f; n--; iter = 0; } else if (l == n - 1) { // two roots found w = H[n][n - 1] * H[n - 1][n]; p = (H[n - 1][n - 1] - H[n][n]) / 2.0f; q = p * p + w; z = idMath::Sqrt(idMath::Fabs(q)); H[n][n] = H[n][n] + exshift; H[n - 1][n - 1] = H[n - 1][n - 1] + exshift; x = H[n][n]; if (q >= 0.0f) { // real pair if (p >= 0.0f) { z = p + z; } else { z = p - z; } realEigenValues[n - 1] = x + z; realEigenValues[n] = realEigenValues[n - 1]; if (z != 0.0f) { realEigenValues[n] = x - w / z; } imaginaryEigenValues[n - 1] = 0.0f; imaginaryEigenValues[n] = 0.0f; x = H[n][n - 1]; s = idMath::Fabs(x) + idMath::Fabs(z); p = x / s; q = z / s; r = idMath::Sqrt(p * p + q * q); p = p / r; q = q / r; // modify row for (j = n - 1; j < numRows; j++) { z = H[n - 1][j]; H[n - 1][j] = q * z + p * H[n][j]; H[n][j] = q * H[n][j] - p * z; } // modify column for (i = 0; i <= n; i++) { z = H[i][n - 1]; H[i][n - 1] = q * z + p * H[i][n]; H[i][n] = q * H[i][n] - p * z; } // accumulate transformations for (i = low; i <= high; i++) { z = (*this)[i][n - 1]; (*this)[i][n - 1] = q * z + p * (*this)[i][n]; (*this)[i][n] = q * (*this)[i][n] - p * z; } } else { // complex pair realEigenValues[n - 1] = x + p; realEigenValues[n] = x + p; imaginaryEigenValues[n - 1] = z; imaginaryEigenValues[n] = -z; } n = n - 2; iter = 0; } else { // no convergence yet // form shift x = H[n][n]; y = 0.0f; w = 0.0f; if (l < n) { y = H[n - 1][n - 1]; w = H[n][n - 1] * H[n - 1][n]; } // Wilkinson's original ad hoc shift if (iter == 10) { exshift += x; for (i = low; i <= n; i++) { H[i][i] -= x; } s = idMath::Fabs(H[n][n - 1]) + idMath::Fabs(H[n - 1][n - 2]); x = y = 0.75f * s; w = -0.4375f * s * s; } // new ad hoc shift if (iter == 30) { s = (y - x) / 2.0f; s = s * s + w; if (s > 0) { s = idMath::Sqrt(s); if (y < x) { s = -s; } s = x - w / ((y - x) / 2.0f + s); for (i = low; i <= n; i++) { H[i][i] -= s; } exshift += s; x = y = w = 0.964f; } } iter = iter + 1; // look for two consecutive small sub-diagonal elements int m; for (m = n - 2; m >= l; m--) { z = H[m][m]; r = x - z; s = y - z; p = (r * s - w) / H[m + 1][m] + H[m][m + 1]; q = H[m + 1][m + 1] - z - r - s; r = H[m + 2][m + 1]; s = idMath::Fabs(p) + idMath::Fabs(q) + idMath::Fabs(r); p = p / s; q = q / s; r = r / s; if (m == l) { break; } if (idMath::Fabs(H[m][m - 1]) * (idMath::Fabs(q) + idMath::Fabs(r)) < eps * (idMath::Fabs(p) * (idMath::Fabs(H[m - 1][m - 1]) + idMath::Fabs(z) + idMath::Fabs(H[m + 1][m + 1])))) { break; } } for (i = m + 2; i <= n; i++) { H[i][i - 2] = 0.0f; if (i > m + 2) { H[i][i - 3] = 0.0f; } } // double QR step involving rows l:n and columns m:n for (k = m; k <= n - 1; k++) { bool notlast = (k != n - 1); if (k != m) { p = H[k][k - 1]; q = H[k + 1][k - 1]; r = (notlast ? H[k + 2][k - 1] : 0.0f); x = idMath::Fabs(p) + idMath::Fabs(q) + idMath::Fabs(r); if (x != 0.0f) { p = p / x; q = q / x; r = r / x; } } if (x == 0.0f) { break; } s = idMath::Sqrt(p * p + q * q + r * r); if (p < 0.0f) { s = -s; } if (s != 0.0f) { if (k != m) { H[k][k - 1] = -s * x; } else if (l != m) { H[k][k - 1] = -H[k][k - 1]; } p = p + s; x = p / s; y = q / s; z = r / s; q = q / p; r = r / p; // modify row for (j = k; j < numRows; j++) { p = H[k][j] + q * H[k + 1][j]; if (notlast) { p = p + r * H[k + 2][j]; H[k + 2][j] = H[k + 2][j] - p * z; } H[k][j] = H[k][j] - p * x; H[k + 1][j] = H[k + 1][j] - p * y; } // modify column for (i = 0; i <= Min(n, k + 3); i++) { p = x * H[i][k] + y * H[i][k + 1]; if (notlast) { p = p + z * H[i][k + 2]; H[i][k + 2] = H[i][k + 2] - p * r; } H[i][k] = H[i][k] - p; H[i][k + 1] = H[i][k + 1] - p * q; } // accumulate transformations for (i = low; i <= high; i++) { p = x * (*this)[i][k] + y * (*this)[i][k + 1]; if (notlast) { p = p + z * (*this)[i][k + 2]; (*this)[i][k + 2] = (*this)[i][k + 2] - p * r; } (*this)[i][k] = (*this)[i][k] - p; (*this)[i][k + 1] = (*this)[i][k + 1] - p * q; } } } } } // backsubstitute to find vectors of upper triangular form if (norm == 0.0f) { return false; } for (n = numRows - 1; n >= 0; n--) { p = realEigenValues[n]; q = imaginaryEigenValues[n]; if (q == 0.0f) { // real vector int l = n; H[n][n] = 1.0f; for (i = n - 1; i >= 0; i--) { w = H[i][i] - p; r = 0.0f; for (j = l; j <= n; j++) { r = r + H[i][j] * H[j][n]; } if (imaginaryEigenValues[i] < 0.0f) { z = w; s = r; } else { l = i; if (imaginaryEigenValues[i] == 0.0f) { if (w != 0.0f) { H[i][n] = -r / w; } else { H[i][n] = -r / (eps * norm); } } else { // solve real equations x = H[i][i + 1]; y = H[i + 1][i]; q = (realEigenValues[i] - p) * (realEigenValues[i] - p) + imaginaryEigenValues[i] * imaginaryEigenValues[i]; t = (x * s - z * r) / q; H[i][n] = t; if (idMath::Fabs(x) > idMath::Fabs(z)) { H[i + 1][n] = (-r - w * t) / x; } else { H[i + 1][n] = (-s - y * t) / z; } } // overflow control t = idMath::Fabs(H[i][n]); if ((eps * t) * t > 1) { for (j = i; j <= n; j++) { H[j][n] = H[j][n] / t; } } } } } else if (q < 0.0f) { // complex vector int l = n - 1; // last vector component imaginary so matrix is triangular if (idMath::Fabs(H[n][n - 1]) > idMath::Fabs(H[n - 1][n])) { H[n - 1][n - 1] = q / H[n][n - 1]; H[n - 1][n] = -(H[n][n] - p) / H[n][n - 1]; } else { ComplexDivision(0.0f, -H[n - 1][n], H[n - 1][n - 1] - p, q, H[n - 1][n - 1], H[n - 1][n]); } H[n][n - 1] = 0.0f; H[n][n] = 1.0f; for (i = n - 2; i >= 0; i--) { float ra, sa, vr, vi; ra = 0.0f; sa = 0.0f; for (j = l; j <= n; j++) { ra = ra + H[i][j] * H[j][n - 1]; sa = sa + H[i][j] * H[j][n]; } w = H[i][i] - p; if (imaginaryEigenValues[i] < 0.0f) { z = w; r = ra; s = sa; } else { l = i; if (imaginaryEigenValues[i] == 0.0f) { ComplexDivision(-ra, -sa, w, q, H[i][n - 1], H[i][n]); } else { // solve complex equations x = H[i][i + 1]; y = H[i + 1][i]; vr = (realEigenValues[i] - p) * (realEigenValues[i] - p) + imaginaryEigenValues[i] * imaginaryEigenValues[i] - q * q; vi = (realEigenValues[i] - p) * 2.0f * q; if (vr == 0.0f && vi == 0.0f) { vr = eps * norm * (idMath::Fabs(w) + idMath::Fabs(q) + idMath::Fabs(x) + idMath::Fabs(y) + idMath::Fabs(z)); } ComplexDivision(x * r - z * ra + q * sa, x * s - z * sa - q * ra, vr, vi, H[i][n - 1], H[i][n]); if (idMath::Fabs(x) > (idMath::Fabs(z) + idMath::Fabs(q))) { H[i + 1][n - 1] = (-ra - w * H[i][n - 1] + q * H[i][n]) / x; H[i + 1][n] = (-sa - w * H[i][n] - q * H[i][n - 1]) / x; } else { ComplexDivision(-r - y * H[i][n - 1], -s - y * H[i][n], z, q, H[i + 1][n - 1], H[i + 1][n]); } } // overflow control t = Max(idMath::Fabs(H[i][n - 1]), idMath::Fabs(H[i][n])); if ((eps * t) * t > 1) { for (j = i; j <= n; j++) { H[j][n - 1] = H[j][n - 1] / t; H[j][n] = H[j][n] / t; } } } } } } // vectors of isolated roots for (i = 0; i < numRows; i++) { if (i < low || i > high) { for (j = i; j < numRows; j++) { (*this)[i][j] = H[i][j]; } } } // back transformation to get eigenvectors of original matrix for (j = numRows - 1; j >= low; j--) { for (i = low; i <= high; i++) { z = 0.0f; for (k = low; k <= Min(j, high); k++) { z = z + (*this)[i][k] * H[k][j]; } (*this)[i][j] = z; } } return true; } /* ============ idMatX::Eigen_Solve Determine eigen values and eigen vectors for a square matrix. The eigen values are stored in 'realEigenValues' and 'imaginaryEigenValues'. Column i of the original matrix will store the eigen vector corresponding to the realEigenValues[i] and imaginaryEigenValues[i]. ============ */ bool idMatX::Eigen_Solve(idVecX & realEigenValues, idVecX & imaginaryEigenValues) { idMatX H; assert(numRows == numColumns); realEigenValues.SetSize(numRows); imaginaryEigenValues.SetSize(numRows); H = *this; // reduce to Hessenberg form HessenbergReduction(H); // reduce Hessenberg to real Schur form return HessenbergToRealSchur(H, realEigenValues, imaginaryEigenValues); } /* ============ idMatX::Eigen_SortIncreasing ============ */ void idMatX::Eigen_SortIncreasing(idVecX & eigenValues) { int i, j, k; float min; for (i = 0, j; i <= numRows - 2; i++) { j = i; min = eigenValues[j]; for (k = i + 1; k < numRows; k++) { if (eigenValues[k] < min) { j = k; min = eigenValues[j]; } } if (j != i) { eigenValues.SwapElements(i, j); SwapColumns(i, j); } } } /* ============ idMatX::Eigen_SortDecreasing ============ */ void idMatX::Eigen_SortDecreasing(idVecX & eigenValues) { int i, j, k; float max; for (i = 0, j; i <= numRows - 2; i++) { j = i; max = eigenValues[j]; for (k = i + 1; k < numRows; k++) { if (eigenValues[k] > max) { j = k; max = eigenValues[j]; } } if (j != i) { eigenValues.SwapElements(i, j); SwapColumns(i, j); } } } /* ============ idMatX::DeterminantGeneric ============ */ float idMatX::DeterminantGeneric(void) const { int* index; float det; idMatX tmp; index = (int*)_alloca16(numRows * sizeof(int)); tmp.SetData(numRows, numColumns, MATX_ALLOCA(numRows * numColumns)); tmp = *this; if (!tmp.LU_Factor(index, &det)) { return 0.0f; } return det; } /* ============ idMatX::InverseSelfGeneric ============ */ bool idMatX::InverseSelfGeneric(void) { int i, j, * index; idMatX tmp; idVecX x, b; index = (int*)_alloca16(numRows * sizeof(int)); tmp.SetData(numRows, numColumns, MATX_ALLOCA(numRows * numColumns)); tmp = *this; if (!tmp.LU_Factor(index)) { return false; } x.SetData(numRows, VECX_ALLOCA(numRows)); b.SetData(numRows, VECX_ALLOCA(numRows)); b.Zero(); for (i = 0; i < numRows; i++) { b[i] = 1.0f; tmp.LU_Solve(x, b, index); for (j = 0; j < numRows; j++) { (*this)[j][i] = x[j]; } b[i] = 0.0f; } return true; } /* ============ idMatX::Test ============ */ void idMatX::Test(void) { idMatX original, m1, m2, m3, q1, q2, r1, r2; idVecX v, w, u, c, d; int offset, size, * index1, * index2; size = 6; original.Random(size, size, 0); original = original * original.Transpose(); index1 = (int*)_alloca16((size + 1) * sizeof(index1[0])); index2 = (int*)_alloca16((size + 1) * sizeof(index2[0])); /* idMatX::LowerTriangularInverse */ m1 = original; m1.ClearUpperTriangle(); m2 = m1; m2.InverseSelf(); m1.LowerTriangularInverse(); if (!m1.Compare(m2, 1e-4f)) { idLib::common->Warning("idMatX::LowerTriangularInverse failed"); } /* idMatX::UpperTriangularInverse */ m1 = original; m1.ClearLowerTriangle(); m2 = m1; m2.InverseSelf(); m1.UpperTriangularInverse(); if (!m1.Compare(m2, 1e-4f)) { idLib::common->Warning("idMatX::UpperTriangularInverse failed"); } /* idMatX::Inverse_GaussJordan */ m1 = original; m1.Inverse_GaussJordan(); m1 *= original; if (!m1.IsIdentity(1e-4f)) { idLib::common->Warning("idMatX::Inverse_GaussJordan failed"); } /* idMatX::Inverse_UpdateRankOne */ m1 = original; m2 = original; w.Random(size, 1); v.Random(size, 2); // invert m1 m1.Inverse_GaussJordan(); // modify and invert m2 m2.Update_RankOne(v, w, 1.0f); if (!m2.Inverse_GaussJordan()) { assert(0); } // update inverse of m1 m1.Inverse_UpdateRankOne(v, w, 1.0f); if (!m1.Compare(m2, 1e-4f)) { idLib::common->Warning("idMatX::Inverse_UpdateRankOne failed"); } /* idMatX::Inverse_UpdateRowColumn */ for (offset = 0; offset < size; offset++) { m1 = original; m2 = original; v.Random(size, 1); w.Random(size, 2); w[offset] = 0.0f; // invert m1 m1.Inverse_GaussJordan(); // modify and invert m2 m2.Update_RowColumn(v, w, offset); if (!m2.Inverse_GaussJordan()) { assert(0); } // update inverse of m1 m1.Inverse_UpdateRowColumn(v, w, offset); if (!m1.Compare(m2, 1e-3f)) { idLib::common->Warning("idMatX::Inverse_UpdateRowColumn failed"); } } /* idMatX::Inverse_UpdateIncrement */ m1 = original; m2 = original; v.Random(size + 1, 1); w.Random(size + 1, 2); w[size] = 0.0f; // invert m1 m1.Inverse_GaussJordan(); // modify and invert m2 m2.Update_Increment(v, w); if (!m2.Inverse_GaussJordan()) { assert(0); } // update inverse of m1 m1.Inverse_UpdateIncrement(v, w); if (!m1.Compare(m2, 1e-4f)) { idLib::common->Warning("idMatX::Inverse_UpdateIncrement failed"); } /* idMatX::Inverse_UpdateDecrement */ for (offset = 0; offset < size; offset++) { m1 = original; m2 = original; v.SetSize(6); w.SetSize(6); for (int i = 0; i < size; i++) { v[i] = original[i][offset]; w[i] = original[offset][i]; } // invert m1 m1.Inverse_GaussJordan(); // modify and invert m2 m2.Update_Decrement(offset); if (!m2.Inverse_GaussJordan()) { assert(0); } // update inverse of m1 m1.Inverse_UpdateDecrement(v, w, offset); if (!m1.Compare(m2, 1e-3f)) { idLib::common->Warning("idMatX::Inverse_UpdateDecrement failed"); } } /* idMatX::LU_Factor */ m1 = original; m1.LU_Factor(NULL); // no pivoting m1.LU_UnpackFactors(m2, m3); m1 = m2 * m3; if (!original.Compare(m1, 1e-4f)) { idLib::common->Warning("idMatX::LU_Factor failed"); } /* idMatX::LU_UpdateRankOne */ m1 = original; m2 = original; w.Random(size, 1); v.Random(size, 2); // factor m1 m1.LU_Factor(index1); // modify and factor m2 m2.Update_RankOne(v, w, 1.0f); if (!m2.LU_Factor(index2)) { assert(0); } m2.LU_MultiplyFactors(m3, index2); m2 = m3; // update factored m1 m1.LU_UpdateRankOne(v, w, 1.0f, index1); m1.LU_MultiplyFactors(m3, index1); m1 = m3; if (!m1.Compare(m2, 1e-4f)) { idLib::common->Warning("idMatX::LU_UpdateRankOne failed"); } /* idMatX::LU_UpdateRowColumn */ for (offset = 0; offset < size; offset++) { m1 = original; m2 = original; v.Random(size, 1); w.Random(size, 2); w[offset] = 0.0f; // factor m1 m1.LU_Factor(index1); // modify and factor m2 m2.Update_RowColumn(v, w, offset); if (!m2.LU_Factor(index2)) { assert(0); } m2.LU_MultiplyFactors(m3, index2); m2 = m3; // update m1 m1.LU_UpdateRowColumn(v, w, offset, index1); m1.LU_MultiplyFactors(m3, index1); m1 = m3; if (!m1.Compare(m2, 1e-3f)) { idLib::common->Warning("idMatX::LU_UpdateRowColumn failed"); } } /* idMatX::LU_UpdateIncrement */ m1 = original; m2 = original; v.Random(size + 1, 1); w.Random(size + 1, 2); w[size] = 0.0f; // factor m1 m1.LU_Factor(index1); // modify and factor m2 m2.Update_Increment(v, w); if (!m2.LU_Factor(index2)) { assert(0); } m2.LU_MultiplyFactors(m3, index2); m2 = m3; // update factored m1 m1.LU_UpdateIncrement(v, w, index1); m1.LU_MultiplyFactors(m3, index1); m1 = m3; if (!m1.Compare(m2, 1e-4f)) { idLib::common->Warning("idMatX::LU_UpdateIncrement failed"); } /* idMatX::LU_UpdateDecrement */ for (offset = 0; offset < size; offset++) { m1 = original; m2 = original; v.SetSize(6); w.SetSize(6); for (int i = 0; i < size; i++) { v[i] = original[i][offset]; w[i] = original[offset][i]; } // factor m1 m1.LU_Factor(index1); // modify and factor m2 m2.Update_Decrement(offset); if (!m2.LU_Factor(index2)) { assert(0); } m2.LU_MultiplyFactors(m3, index2); m2 = m3; u.SetSize(6); for (int i = 0; i < size; i++) { u[i] = original[index1[offset]][i]; } // update factors of m1 m1.LU_UpdateDecrement(v, w, u, offset, index1); m1.LU_MultiplyFactors(m3, index1); m1 = m3; if (!m1.Compare(m2, 1e-3f)) { idLib::common->Warning("idMatX::LU_UpdateDecrement failed"); } } /* idMatX::LU_Inverse */ m2 = original; m2.LU_Factor(NULL); m2.LU_Inverse(m1, NULL); m1 *= original; if (!m1.IsIdentity(1e-4f)) { idLib::common->Warning("idMatX::LU_Inverse failed"); } /* idMatX::QR_Factor */ c.SetSize(size); d.SetSize(size); m1 = original; m1.QR_Factor(c, d); m1.QR_UnpackFactors(q1, r1, c, d); m1 = q1 * r1; if (!original.Compare(m1, 1e-4f)) { idLib::common->Warning("idMatX::QR_Factor failed"); } /* idMatX::QR_UpdateRankOne */ c.SetSize(size); d.SetSize(size); m1 = original; m2 = original; w.Random(size, 0); v = w; // factor m1 m1.QR_Factor(c, d); m1.QR_UnpackFactors(q1, r1, c, d); // modify and factor m2 m2.Update_RankOne(v, w, 1.0f); if (!m2.QR_Factor(c, d)) { assert(0); } m2.QR_UnpackFactors(q2, r2, c, d); m2 = q2 * r2; // update factored m1 q1.QR_UpdateRankOne(r1, v, w, 1.0f); m1 = q1 * r1; if (!m1.Compare(m2, 1e-4f)) { idLib::common->Warning("idMatX::QR_UpdateRankOne failed"); } /* idMatX::QR_UpdateRowColumn */ for (offset = 0; offset < size; offset++) { c.SetSize(size); d.SetSize(size); m1 = original; m2 = original; v.Random(size, 1); w.Random(size, 2); w[offset] = 0.0f; // factor m1 m1.QR_Factor(c, d); m1.QR_UnpackFactors(q1, r1, c, d); // modify and factor m2 m2.Update_RowColumn(v, w, offset); if (!m2.QR_Factor(c, d)) { assert(0); } m2.QR_UnpackFactors(q2, r2, c, d); m2 = q2 * r2; // update m1 q1.QR_UpdateRowColumn(r1, v, w, offset); m1 = q1 * r1; if (!m1.Compare(m2, 1e-3f)) { idLib::common->Warning("idMatX::QR_UpdateRowColumn failed"); } } /* idMatX::QR_UpdateIncrement */ c.SetSize(size + 1); d.SetSize(size + 1); m1 = original; m2 = original; v.Random(size + 1, 1); w.Random(size + 1, 2); w[size] = 0.0f; // factor m1 m1.QR_Factor(c, d); m1.QR_UnpackFactors(q1, r1, c, d); // modify and factor m2 m2.Update_Increment(v, w); if (!m2.QR_Factor(c, d)) { assert(0); } m2.QR_UnpackFactors(q2, r2, c, d); m2 = q2 * r2; // update factored m1 q1.QR_UpdateIncrement(r1, v, w); m1 = q1 * r1; if (!m1.Compare(m2, 1e-4f)) { idLib::common->Warning("idMatX::QR_UpdateIncrement failed"); } /* idMatX::QR_UpdateDecrement */ for (offset = 0; offset < size; offset++) { c.SetSize(size + 1); d.SetSize(size + 1); m1 = original; m2 = original; v.SetSize(6); w.SetSize(6); for (int i = 0; i < size; i++) { v[i] = original[i][offset]; w[i] = original[offset][i]; } // factor m1 m1.QR_Factor(c, d); m1.QR_UnpackFactors(q1, r1, c, d); // modify and factor m2 m2.Update_Decrement(offset); if (!m2.QR_Factor(c, d)) { assert(0); } m2.QR_UnpackFactors(q2, r2, c, d); m2 = q2 * r2; // update factors of m1 q1.QR_UpdateDecrement(r1, v, w, offset); m1 = q1 * r1; if (!m1.Compare(m2, 1e-3f)) { idLib::common->Warning("idMatX::QR_UpdateDecrement failed"); } } /* idMatX::QR_Inverse */ m2 = original; m2.QR_Factor(c, d); m2.QR_Inverse(m1, c, d); m1 *= original; if (!m1.IsIdentity(1e-4f)) { idLib::common->Warning("idMatX::QR_Inverse failed"); } /* idMatX::SVD_Factor */ m1 = original; m3.Zero(size, size); w.Zero(size); m1.SVD_Factor(w, m3); m2.Diag(w); m3.TransposeSelf(); m1 = m1 * m2 * m3; if (!original.Compare(m1, 1e-4f)) { idLib::common->Warning("idMatX::SVD_Factor failed"); } /* idMatX::SVD_Inverse */ m2 = original; m2.SVD_Factor(w, m3); m2.SVD_Inverse(m1, w, m3); m1 *= original; if (!m1.IsIdentity(1e-4f)) { idLib::common->Warning("idMatX::SVD_Inverse failed"); } /* idMatX::Cholesky_Factor */ m1 = original; m1.Cholesky_Factor(); m1.Cholesky_MultiplyFactors(m2); if (!original.Compare(m2, 1e-4f)) { idLib::common->Warning("idMatX::Cholesky_Factor failed"); } /* idMatX::Cholesky_UpdateRankOne */ m1 = original; m2 = original; w.Random(size, 0); // factor m1 m1.Cholesky_Factor(); m1.ClearUpperTriangle(); // modify and factor m2 m2.Update_RankOneSymmetric(w, 1.0f); if (!m2.Cholesky_Factor()) { assert(0); } m2.ClearUpperTriangle(); // update factored m1 m1.Cholesky_UpdateRankOne(w, 1.0f, 0); if (!m1.Compare(m2, 1e-4f)) { idLib::common->Warning("idMatX::Cholesky_UpdateRankOne failed"); } /* idMatX::Cholesky_UpdateRowColumn */ for (offset = 0; offset < size; offset++) { m1 = original; m2 = original; // factor m1 m1.Cholesky_Factor(); m1.ClearUpperTriangle(); int pdtable[] = { 1, 0, 1, 0, 0, 0 }; w.Random(size, pdtable[offset]); w *= 0.1f; // modify and factor m2 m2.Update_RowColumnSymmetric(w, offset); if (!m2.Cholesky_Factor()) { assert(0); } m2.ClearUpperTriangle(); // update m1 m1.Cholesky_UpdateRowColumn(w, offset); if (!m1.Compare(m2, 1e-3f)) { idLib::common->Warning("idMatX::Cholesky_UpdateRowColumn failed"); } } /* idMatX::Cholesky_UpdateIncrement */ m1.Random(size + 1, size + 1, 0); m3 = m1 * m1.Transpose(); m1.SquareSubMatrix(m3, size); m2 = m1; w.SetSize(size + 1); for (int i = 0; i < size + 1; i++) { w[i] = m3[size][i]; } // factor m1 m1.Cholesky_Factor(); // modify and factor m2 m2.Update_IncrementSymmetric(w); if (!m2.Cholesky_Factor()) { assert(0); } // update factored m1 m1.Cholesky_UpdateIncrement(w); m1.ClearUpperTriangle(); m2.ClearUpperTriangle(); if (!m1.Compare(m2, 1e-4f)) { idLib::common->Warning("idMatX::Cholesky_UpdateIncrement failed"); } /* idMatX::Cholesky_UpdateDecrement */ for (offset = 0; offset < size; offset += size - 1) { m1 = original; m2 = original; v.SetSize(6); for (int i = 0; i < size; i++) { v[i] = original[i][offset]; } // factor m1 m1.Cholesky_Factor(); // modify and factor m2 m2.Update_Decrement(offset); if (!m2.Cholesky_Factor()) { assert(0); } // update factors of m1 m1.Cholesky_UpdateDecrement(v, offset); if (!m1.Compare(m2, 1e-3f)) { idLib::common->Warning("idMatX::Cholesky_UpdateDecrement failed"); } } /* idMatX::Cholesky_Inverse */ m2 = original; m2.Cholesky_Factor(); m2.Cholesky_Inverse(m1); m1 *= original; if (!m1.IsIdentity(1e-4f)) { idLib::common->Warning("idMatX::Cholesky_Inverse failed"); } /* idMatX::LDLT_Factor */ m1 = original; m1.LDLT_Factor(); m1.LDLT_MultiplyFactors(m2); if (!original.Compare(m2, 1e-4f)) { idLib::common->Warning("idMatX::LDLT_Factor failed"); } m1.LDLT_UnpackFactors(m2, m3); m2 = m2 * m3 * m2.Transpose(); if (!original.Compare(m2, 1e-4f)) { idLib::common->Warning("idMatX::LDLT_Factor failed"); } /* idMatX::LDLT_UpdateRankOne */ m1 = original; m2 = original; w.Random(size, 0); // factor m1 m1.LDLT_Factor(); m1.ClearUpperTriangle(); // modify and factor m2 m2.Update_RankOneSymmetric(w, 1.0f); if (!m2.LDLT_Factor()) { assert(0); } m2.ClearUpperTriangle(); // update factored m1 m1.LDLT_UpdateRankOne(w, 1.0f, 0); if (!m1.Compare(m2, 1e-4f)) { idLib::common->Warning("idMatX::LDLT_UpdateRankOne failed"); } /* idMatX::LDLT_UpdateRowColumn */ for (offset = 0; offset < size; offset++) { m1 = original; m2 = original; w.Random(size, 0); // factor m1 m1.LDLT_Factor(); m1.ClearUpperTriangle(); // modify and factor m2 m2.Update_RowColumnSymmetric(w, offset); if (!m2.LDLT_Factor()) { assert(0); } m2.ClearUpperTriangle(); // update m1 m1.LDLT_UpdateRowColumn(w, offset); if (!m1.Compare(m2, 1e-3f)) { idLib::common->Warning("idMatX::LDLT_UpdateRowColumn failed"); } } /* idMatX::LDLT_UpdateIncrement */ m1.Random(size + 1, size + 1, 0); m3 = m1 * m1.Transpose(); m1.SquareSubMatrix(m3, size); m2 = m1; w.SetSize(size + 1); for (int i = 0; i < size + 1; i++) { w[i] = m3[size][i]; } // factor m1 m1.LDLT_Factor(); // modify and factor m2 m2.Update_IncrementSymmetric(w); if (!m2.LDLT_Factor()) { assert(0); } // update factored m1 m1.LDLT_UpdateIncrement(w); m1.ClearUpperTriangle(); m2.ClearUpperTriangle(); if (!m1.Compare(m2, 1e-4f)) { idLib::common->Warning("idMatX::LDLT_UpdateIncrement failed"); } /* idMatX::LDLT_UpdateDecrement */ for (offset = 0; offset < size; offset++) { m1 = original; m2 = original; v.SetSize(6); for (int i = 0; i < size; i++) { v[i] = original[i][offset]; } // factor m1 m1.LDLT_Factor(); // modify and factor m2 m2.Update_Decrement(offset); if (!m2.LDLT_Factor()) { assert(0); } // update factors of m1 m1.LDLT_UpdateDecrement(v, offset); if (!m1.Compare(m2, 1e-3f)) { idLib::common->Warning("idMatX::LDLT_UpdateDecrement failed"); } } /* idMatX::LDLT_Inverse */ m2 = original; m2.LDLT_Factor(); m2.LDLT_Inverse(m1); m1 *= original; if (!m1.IsIdentity(1e-4f)) { idLib::common->Warning("idMatX::LDLT_Inverse failed"); } /* idMatX::Eigen_SolveSymmetricTriDiagonal */ m3 = original; m3.TriDiagonal_ClearTriangles(); m1 = m3; v.SetSize(size); m1.Eigen_SolveSymmetricTriDiagonal(v); m3.TransposeMultiply(m2, m1); for (int i = 0; i < size; i++) { for (int j = 0; j < size; j++) { m1[i][j] *= v[j]; } } if (!m1.Compare(m2, 1e-4f)) { idLib::common->Warning("idMatX::Eigen_SolveSymmetricTriDiagonal failed"); } /* idMatX::Eigen_SolveSymmetric */ m3 = original; m1 = m3; v.SetSize(size); m1.Eigen_SolveSymmetric(v); m3.TransposeMultiply(m2, m1); for (int i = 0; i < size; i++) { for (int j = 0; j < size; j++) { m1[i][j] *= v[j]; } } if (!m1.Compare(m2, 1e-4f)) { idLib::common->Warning("idMatX::Eigen_SolveSymmetric failed"); } /* idMatX::Eigen_Solve */ m3 = original; m1 = m3; v.SetSize(size); w.SetSize(size); m1.Eigen_Solve(v, w); m3.TransposeMultiply(m2, m1); for (int i = 0; i < size; i++) { for (int j = 0; j < size; j++) { m1[i][j] *= v[j]; } } if (!m1.Compare(m2, 1e-4f)) { idLib::common->Warning("idMatX::Eigen_Solve failed"); } }