#include "LifeMath.h" namespace LifeMath { extern INLINE void Mat4x4Invert(const Matrix4x4* matrix, Matrix4x4* result) { float num5 = matrix->M11; float num4 = matrix->M12; float num3 = matrix->M13; float num2 = matrix->M14; float num9 = matrix->M21; float num8 = matrix->M22; float num7 = matrix->M23; float num6 = matrix->M24; float num17 = matrix->M31; float num16 = matrix->M32; float num15 = matrix->M33; float num14 = matrix->M34; float num13 = matrix->M41; float num12 = matrix->M42; float num11 = matrix->M43; float num10 = matrix->M44; float num23 = (num15 * num10) - (num14 * num11); float num22 = (num16 * num10) - (num14 * num12); float num21 = (num16 * num11) - (num15 * num12); float num20 = (num17 * num10) - (num14 * num13); float num19 = (num17 * num11) - (num15 * num13); float num18 = (num17 * num12) - (num16 * num13); float num39 = ((num8 * num23) - (num7 * num22)) + (num6 * num21); float num38 = -(((num9 * num23) - (num7 * num20)) + (num6 * num19)); float num37 = ((num9 * num22) - (num8 * num20)) + (num6 * num18); float num36 = -(((num9 * num21) - (num8 * num19)) + (num7 * num18)); float num = 1.0f / ((((num5 * num39) + (num4 * num38)) + (num3 * num37)) + (num2 * num36)); result->M11 = num39 * num; result->M21 = num38 * num; result->M31 = num37 * num; result->M41 = num36 * num; result->M12 = -(((num4 * num23) - (num3 * num22)) + (num2 * num21)) * num; result->M22 = (((num5 * num23) - (num3 * num20)) + (num2 * num19)) * num; result->M32 = -(((num5 * num22) - (num4 * num20)) + (num2 * num18)) * num; result->M42 = (((num5 * num21) - (num4 * num19)) + (num3 * num18)) * num; float num35 = (num7 * num10) - (num6 * num11); float num34 = (num8 * num10) - (num6 * num12); float num33 = (num8 * num11) - (num7 * num12); float num32 = (num9 * num10) - (num6 * num13); float num31 = (num9 * num11) - (num7 * num13); float num30 = (num9 * num12) - (num8 * num13); result->M13 = (((num4 * num35) - (num3 * num34)) + (num2 * num33)) * num; result->M23 = -(((num5 * num35) - (num3 * num32)) + (num2 * num31)) * num; result->M33 = (((num5 * num34) - (num4 * num32)) + (num2 * num30)) * num; result->M43 = -(((num5 * num33) - (num4 * num31)) + (num3 * num30)) * num; float num29 = (num7 * num14) - (num6 * num15); float num28 = (num8 * num14) - (num6 * num16); float num27 = (num8 * num15) - (num7 * num16); float num26 = (num9 * num14) - (num6 * num17); float num25 = (num9 * num15) - (num7 * num17); float num24 = (num9 * num16) - (num8 * num17); result->M14 = -(((num4 * num29) - (num3 * num28)) + (num2 * num27)) * num; result->M24 = (((num5 * num29) - (num3 * num26)) + (num2 * num25)) * num; result->M34 = -(((num5 * num28) - (num4 * num26)) + (num2 * num24)) * num; result->M44 = (((num5 * num27) - (num4 * num25)) + (num3 * num24)) * num; } extern INLINE void QuatRotationYawPitchRoll(float yaw, float pitch, float roll, Quaternion& result) { float num13 = roll * 0.5f; float num2 = sinf(num13); float num = cosf(num13); float num12 = pitch * 0.5f; float num11 = sinf(num12); float num10 = cosf(num12); float num9 = yaw * 0.5f; float num8 = sinf(num9); float num7 = cosf(num9); float num6 = num7 * num11; float num5 = num8 * num10; result.X = ((num2 * num5) + (num * num6)); result.Y = ((num * num5) - (num2 * num6)); float num4 = num7 * num10; float num3 = num8 * num11; result.Z = ((num2 * num4) - (num * num3)); result.W = ((num2 * num3) + (num * num4)); } extern INLINE void QuatRotationMatrix(const Matrix4x4& matrix, Quaternion& dst) { float num8 = (matrix.M11 + matrix.M22) + matrix.M33; if (num8 > 0.0f) { float num = sqrtf(num8 + 1.0f); dst.W = num * 0.5f; num = 0.5f / num; dst.X = (matrix.M23 - matrix.M32) * num; dst.Y = (matrix.M31 - matrix.M13) * num; dst.Z = (matrix.M12 - matrix.M21) * num; } else if ((matrix.M11 >= matrix.M22) && (matrix.M11 >= matrix.M33)) { float num7 = sqrtf((((1.0f + matrix.M11) - matrix.M22) - matrix.M33)); float num4 = 0.5f / num7; dst.X = 0.5f * num7; dst.Y = (matrix.M12 + matrix.M21) * num4; dst.Z = (matrix.M13 + matrix.M31) * num4; dst.W = (matrix.M23 - matrix.M32) * num4; } else if (matrix.M22 > matrix.M33) { float num6 = sqrtf((((1.0f + matrix.M22) - matrix.M11) - matrix.M33)); float num3 = 0.5f / num6; dst.X = (matrix.M21 + matrix.M12) * num3; dst.Y = 0.5f * num6; dst.Z = (matrix.M32 + matrix.M23) * num3; dst.W = (matrix.M31 - matrix.M13) * num3; } else { float num5 = sqrtf((((1.0f + matrix.M33) - matrix.M11) - matrix.M22)); float num2 = 0.5f / num5; dst.X = (matrix.M31 + matrix.M13) * num2; dst.Y = (matrix.M32 + matrix.M23) * num2; dst.Z = 0.5f * num5; dst.W = (matrix.M12 - matrix.M21) * num2; } } }