diff --git a/src/OpenTK/Math/Matrix4.cs b/src/OpenTK/Math/Matrix4.cs index 5661eac5..95b9f2d5 100644 --- a/src/OpenTK/Math/Matrix4.cs +++ b/src/OpenTK/Math/Matrix4.cs @@ -1238,121 +1238,143 @@ namespace OpenTK /// Thrown if the Matrix4 is singular. public static void Invert(ref Matrix4 mat, out Matrix4 result) { - int[] colIdx = { 0, 0, 0, 0 }; - int[] rowIdx = { 0, 0, 0, 0 }; - int[] pivotIdx = { -1, -1, -1, -1 }; - - // convert the matrix to an array for easy looping - float[,] inverse = {{mat.Row0.X, mat.Row0.Y, mat.Row0.Z, mat.Row0.W}, - {mat.Row1.X, mat.Row1.Y, mat.Row1.Z, mat.Row1.W}, - {mat.Row2.X, mat.Row2.Y, mat.Row2.Z, mat.Row2.W}, - {mat.Row3.X, mat.Row3.Y, mat.Row3.Z, mat.Row3.W} }; - int icol = 0; - int irow = 0; - for (int i = 0; i < 4; i++) + result = mat; + unsafe { - // Find the largest pivot value - float maxPivot = 0.0f; - for (int j = 0; j < 4; j++) + float* inv = stackalloc float[16]; + + fixed (Matrix4* m0 = &mat, m1 = &result) { - if (pivotIdx[j] != 0) + var m = (float*)m0; + var invOut = (float*)m1; + float det; + inv[0] = m[5] * m[10] * m[15] - + m[5] * m[11] * m[14] - + m[9] * m[6] * m[15] + + m[9] * m[7] * m[14] + + m[13] * m[6] * m[11] - + m[13] * m[7] * m[10]; + + inv[4] = -m[4] * m[10] * m[15] + + m[4] * m[11] * m[14] + + m[8] * m[6] * m[15] - + m[8] * m[7] * m[14] - + m[12] * m[6] * m[11] + + m[12] * m[7] * m[10]; + + inv[8] = m[4] * m[9] * m[15] - + m[4] * m[11] * m[13] - + m[8] * m[5] * m[15] + + m[8] * m[7] * m[13] + + m[12] * m[5] * m[11] - + m[12] * m[7] * m[9]; + + inv[12] = -m[4] * m[9] * m[14] + + m[4] * m[10] * m[13] + + m[8] * m[5] * m[14] - + m[8] * m[6] * m[13] - + m[12] * m[5] * m[10] + + m[12] * m[6] * m[9]; + + inv[1] = -m[1] * m[10] * m[15] + + m[1] * m[11] * m[14] + + m[9] * m[2] * m[15] - + m[9] * m[3] * m[14] - + m[13] * m[2] * m[11] + + m[13] * m[3] * m[10]; + + inv[5] = m[0] * m[10] * m[15] - + m[0] * m[11] * m[14] - + m[8] * m[2] * m[15] + + m[8] * m[3] * m[14] + + m[12] * m[2] * m[11] - + m[12] * m[3] * m[10]; + + inv[9] = -m[0] * m[9] * m[15] + + m[0] * m[11] * m[13] + + m[8] * m[1] * m[15] - + m[8] * m[3] * m[13] - + m[12] * m[1] * m[11] + + m[12] * m[3] * m[9]; + + inv[13] = m[0] * m[9] * m[14] - + m[0] * m[10] * m[13] - + m[8] * m[1] * m[14] + + m[8] * m[2] * m[13] + + m[12] * m[1] * m[10] - + m[12] * m[2] * m[9]; + + inv[2] = m[1] * m[6] * m[15] - + m[1] * m[7] * m[14] - + m[5] * m[2] * m[15] + + m[5] * m[3] * m[14] + + m[13] * m[2] * m[7] - + m[13] * m[3] * m[6]; + + inv[6] = -m[0] * m[6] * m[15] + + m[0] * m[7] * m[14] + + m[4] * m[2] * m[15] - + m[4] * m[3] * m[14] - + m[12] * m[2] * m[7] + + m[12] * m[3] * m[6]; + + inv[10] = m[0] * m[5] * m[15] - + m[0] * m[7] * m[13] - + m[4] * m[1] * m[15] + + m[4] * m[3] * m[13] + + m[12] * m[1] * m[7] - + m[12] * m[3] * m[5]; + + inv[14] = -m[0] * m[5] * m[14] + + m[0] * m[6] * m[13] + + m[4] * m[1] * m[14] - + m[4] * m[2] * m[13] - + m[12] * m[1] * m[6] + + m[12] * m[2] * m[5]; + + inv[3] = -m[1] * m[6] * m[11] + + m[1] * m[7] * m[10] + + m[5] * m[2] * m[11] - + m[5] * m[3] * m[10] - + m[9] * m[2] * m[7] + + m[9] * m[3] * m[6]; + + inv[7] = m[0] * m[6] * m[11] - + m[0] * m[7] * m[10] - + m[4] * m[2] * m[11] + + m[4] * m[3] * m[10] + + m[8] * m[2] * m[7] - + m[8] * m[3] * m[6]; + + inv[11] = -m[0] * m[5] * m[11] + + m[0] * m[7] * m[9] + + m[4] * m[1] * m[11] - + m[4] * m[3] * m[9] - + m[8] * m[1] * m[7] + + m[8] * m[3] * m[5]; + + inv[15] = m[0] * m[5] * m[10] - + m[0] * m[6] * m[9] - + m[4] * m[1] * m[10] + + m[4] * m[2] * m[9] + + m[8] * m[1] * m[6] - + m[8] * m[2] * m[5]; + + det = m[0] * inv[0] + m[1] * inv[4] + m[2] * inv[8] + m[3] * inv[12]; + + if (det == 0) { - for (int k = 0; k < 4; ++k) - { - if (pivotIdx[k] == -1) - { - float absVal = System.Math.Abs(inverse[j, k]); - if (absVal > maxPivot) - { - maxPivot = absVal; - irow = j; - icol = k; - } - } - else if (pivotIdx[k] > 0) - { - result = mat; - return; - } - } + throw new InvalidOperationException("Matrix is singular and cannot be inverted."); } - } - - ++(pivotIdx[icol]); - - // Swap rows over so pivot is on diagonal - if (irow != icol) - { - for (int k = 0; k < 4; ++k) + else { - float f = inverse[irow, k]; - inverse[irow, k] = inverse[icol, k]; - inverse[icol, k] = f; - } - } + det = 1.0f / det; - rowIdx[i] = irow; - colIdx[i] = icol; - - float pivot = inverse[icol, icol]; - // check for singular matrix - if (pivot == 0.0f) - { - throw new InvalidOperationException("Matrix is singular and cannot be inverted."); - } - - // Scale row so it has a unit diagonal - float oneOverPivot = 1.0f / pivot; - inverse[icol, icol] = 1.0f; - for (int k = 0; k < 4; ++k) - { - inverse[icol, k] *= oneOverPivot; - } - - // Do elimination of non-diagonal elements - for (int j = 0; j < 4; ++j) - { - // check this isn't on the diagonal - if (icol != j) - { - float f = inverse[j, icol]; - inverse[j, icol] = 0.0f; - for (int k = 0; k < 4; ++k) - { - inverse[j, k] -= inverse[icol, k] * f; - } + for (int i = 0; i < 16; i++) + invOut[i] = inv[i] * det; } } } - - for (int j = 3; j >= 0; --j) - { - int ir = rowIdx[j]; - int ic = colIdx[j]; - for (int k = 0; k < 4; ++k) - { - float f = inverse[k, ir]; - inverse[k, ir] = inverse[k, ic]; - inverse[k, ic] = f; - } - } - - result.Row0.X = inverse[0, 0]; - result.Row0.Y = inverse[0, 1]; - result.Row0.Z = inverse[0, 2]; - result.Row0.W = inverse[0, 3]; - result.Row1.X = inverse[1, 0]; - result.Row1.Y = inverse[1, 1]; - result.Row1.Z = inverse[1, 2]; - result.Row1.W = inverse[1, 3]; - result.Row2.X = inverse[2, 0]; - result.Row2.Y = inverse[2, 1]; - result.Row2.Z = inverse[2, 2]; - result.Row2.W = inverse[2, 3]; - result.Row3.X = inverse[3, 0]; - result.Row3.Y = inverse[3, 1]; - result.Row3.Z = inverse[3, 2]; - result.Row3.W = inverse[3, 3]; } ///