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C++

#include "math.h"
namespace engine
{
bool engine::decomposeTransform(const math::mat4& transform, math::vec3& translation, math::vec3& rotation, math::vec3& scale)
{
using namespace math;
using T = float;
mat4 LocalMatrix(transform);
// Normalize the matrix.
if (epsilonEqual(LocalMatrix[3][3], static_cast<float>(0), epsilon<T>()))
{
return false;
}
// First, isolate perspective. This is the messiest.
if (
epsilonNotEqual(LocalMatrix[0][3], static_cast<T>(0), epsilon<T>()) ||
epsilonNotEqual(LocalMatrix[1][3], static_cast<T>(0), epsilon<T>()) ||
epsilonNotEqual(LocalMatrix[2][3], static_cast<T>(0), epsilon<T>()))
{
// Clear the perspective partition
LocalMatrix[0][3] = LocalMatrix[1][3] = LocalMatrix[2][3] = static_cast<T>(0);
LocalMatrix[3][3] = static_cast<T>(1);
}
// Next take care of translation (easy).
translation = vec3(LocalMatrix[3]);
LocalMatrix[3] = vec4(0, 0, 0, LocalMatrix[3].w);
vec3 Row[3]{};//, Pdum3;
// Now get scale and shear.
for (length_t i = 0; i < 3; ++i)
{
for (length_t j = 0; j < 3; ++j)
{
Row[i][j] = LocalMatrix[i][j];
}
}
// Compute X scale factor and normalize first row.
scale.x = length(Row[0]);
Row[0] = detail::scale(Row[0], static_cast<T>(1));
scale.y = length(Row[1]);
Row[1] = detail::scale(Row[1], static_cast<T>(1));
scale.z = length(Row[2]);
Row[2] = detail::scale(Row[2], static_cast<T>(1));
// At this point, the matrix (in rows[]) is orthonormal.
// Check for a coordinate system flip. If the determinant
// is -1, then negate the matrix and the scaling factors.
#if 0
Pdum3 = cross(Row[1], Row[2]); // v3Cross(row[1], row[2], Pdum3);
if (dot(Row[0], Pdum3) < 0)
{
for (length_t i = 0; i < 3; i++)
{
scale[i] *= static_cast<T>(-1);
Row[i] *= static_cast<T>(-1);
}
}
#endif
rotation.y = asin(-Row[0][2]);
if (cos(rotation.y) != 0.f)
{
rotation.x = atan2(Row[1][2], Row[2][2]);
rotation.z = atan2(Row[0][1], Row[0][0]);
}
else
{
rotation.x = atan2(-Row[2][0], Row[1][1]);
rotation.z = 0;
}
return true;
}
}