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-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development Team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
-conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------------
-*/
-/** @file aiMatrix4x4.h
- * @brief 4x4 matrix structure, including operators when compiling in C++
- */
-#ifndef AI_MATRIX4X4_H_INC
-#define AI_MATRIX4X4_H_INC
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-struct aiMatrix3x3;
-struct aiQuaternion;
-
-#include "./Compiler/pushpack1.h"
-
-// ---------------------------------------------------------------------------
-/** @brief Represents a row-major 4x4 matrix, use this for homogeneous
- * coordinates.
- *
- * There's much confusion about matrix layouts (colum vs. row order).
- * This is *always* a row-major matrix. Even with the
- * aiProcess_ConvertToLeftHanded flag.
- */
-struct aiMatrix4x4
-{
-#ifdef __cplusplus
-
- // default c'tor, init to zero
- aiMatrix4x4 () :
- a1(1.0f), a2(0.0f), a3(0.0f), a4(0.0f),
- b1(0.0f), b2(1.0f), b3(0.0f), b4(0.0f),
- c1(0.0f), c2(0.0f), c3(1.0f), c4(0.0f),
- d1(0.0f), d2(0.0f), d3(0.0f), d4(1.0f)
- {}
-
- // from single values
- aiMatrix4x4 ( float _a1, float _a2, float _a3, float _a4,
- float _b1, float _b2, float _b3, float _b4,
- float _c1, float _c2, float _c3, float _c4,
- float _d1, float _d2, float _d3, float _d4) :
- a1(_a1), a2(_a2), a3(_a3), a4(_a4),
- b1(_b1), b2(_b2), b3(_b3), b4(_b4),
- c1(_c1), c2(_c2), c3(_c3), c4(_c4),
- d1(_d1), d2(_d2), d3(_d3), d4(_d4)
- {}
-
-
- // -------------------------------------------------------------------
- /** @brief Constructor from 3x3 matrix.
- * The remaining elements are set to identity.
- */
- explicit aiMatrix4x4( const aiMatrix3x3& m);
-
-public:
-
- // array access operators
- float* operator[] (unsigned int p_iIndex);
- const float* operator[] (unsigned int p_iIndex) const;
-
- // comparison operators
- bool operator== (const aiMatrix4x4 m) const;
- bool operator!= (const aiMatrix4x4 m) const;
-
- // Matrix multiplication. Not commutative.
- aiMatrix4x4& operator *= (const aiMatrix4x4& m);
- aiMatrix4x4 operator * (const aiMatrix4x4& m) const;
-
-public:
-
- // -------------------------------------------------------------------
- /** @brief Transpose the matrix
- */
- aiMatrix4x4& Transpose();
-
- // -------------------------------------------------------------------
- /** @brief Invert the matrix.
- * If the matrix is not invertible all elements are set to qnan.
- * Beware, use (f != f) to check whether a float f is qnan.
- */
- aiMatrix4x4& Inverse();
- float Determinant() const;
-
-
- // -------------------------------------------------------------------
- /** @brief Returns true of the matrix is the identity matrix.
- * The check is performed against a not so small epsilon.
- */
- inline bool IsIdentity() const;
-
- // -------------------------------------------------------------------
- /** @brief Decompose a trafo matrix into its original components
- * @param scaling Receives the output scaling for the x,y,z axes
- * @param rotation Receives the output rotation as a hamilton
- * quaternion
- * @param position Receives the output position for the x,y,z axes
- */
- void Decompose (aiVector3D& scaling, aiQuaternion& rotation,
- aiVector3D& position) const;
-
- // -------------------------------------------------------------------
- /** @brief Decompose a trafo matrix with no scaling into its
- * original components
- * @param rotation Receives the output rotation as a hamilton
- * quaternion
- * @param position Receives the output position for the x,y,z axes
- */
- void DecomposeNoScaling (aiQuaternion& rotation,
- aiVector3D& position) const;
-
-
- // -------------------------------------------------------------------
- /** @brief Creates a trafo matrix from a set of euler angles
- * @param x Rotation angle for the x-axis, in radians
- * @param y Rotation angle for the y-axis, in radians
- * @param z Rotation angle for the z-axis, in radians
- */
- aiMatrix4x4& FromEulerAnglesXYZ(float x, float y, float z);
- aiMatrix4x4& FromEulerAnglesXYZ(const aiVector3D& blubb);
-
-public:
- // -------------------------------------------------------------------
- /** @brief Returns a rotation matrix for a rotation around the x axis
- * @param a Rotation angle, in radians
- * @param out Receives the output matrix
- * @return Reference to the output matrix
- */
- static aiMatrix4x4& RotationX(float a, aiMatrix4x4& out);
-
- // -------------------------------------------------------------------
- /** @brief Returns a rotation matrix for a rotation around the y axis
- * @param a Rotation angle, in radians
- * @param out Receives the output matrix
- * @return Reference to the output matrix
- */
- static aiMatrix4x4& RotationY(float a, aiMatrix4x4& out);
-
- // -------------------------------------------------------------------
- /** @brief Returns a rotation matrix for a rotation around the z axis
- * @param a Rotation angle, in radians
- * @param out Receives the output matrix
- * @return Reference to the output matrix
- */
- static aiMatrix4x4& RotationZ(float a, aiMatrix4x4& out);
-
- // -------------------------------------------------------------------
- /** Returns a rotation matrix for a rotation around an arbitrary axis.
- * @param a Rotation angle, in radians
- * @param axis Rotation axis, should be a normalized vector.
- * @param out Receives the output matrix
- * @return Reference to the output matrix
- */
- static aiMatrix4x4& Rotation(float a, const aiVector3D& axis,
- aiMatrix4x4& out);
-
- // -------------------------------------------------------------------
- /** @brief Returns a translation matrix
- * @param v Translation vector
- * @param out Receives the output matrix
- * @return Reference to the output matrix
- */
- static aiMatrix4x4& Translation( const aiVector3D& v, aiMatrix4x4& out);
-
- // -------------------------------------------------------------------
- /** @brief Returns a scaling matrix
- * @param v Scaling vector
- * @param out Receives the output matrix
- * @return Reference to the output matrix
- */
- static aiMatrix4x4& Scaling( const aiVector3D& v, aiMatrix4x4& out);
-
- // -------------------------------------------------------------------
- /** @brief A function for creating a rotation matrix that rotates a
- * vector called "from" into another vector called "to".
- * Input : from[3], to[3] which both must be *normalized* non-zero vectors
- * Output: mtx[3][3] -- a 3x3 matrix in colum-major form
- * Authors: Tomas Möller, John Hughes
- * "Efficiently Building a Matrix to Rotate One Vector to Another"
- * Journal of Graphics Tools, 4(4):1-4, 1999
- */
- static aiMatrix4x4& FromToMatrix(const aiVector3D& from,
- const aiVector3D& to, aiMatrix4x4& out);
-
-#endif // __cplusplus
-
- float a1, a2, a3, a4;
- float b1, b2, b3, b4;
- float c1, c2, c3, c4;
- float d1, d2, d3, d4;
-
-} PACK_STRUCT; // !class aiMatrix4x4
-
-
-#include "./Compiler/poppack1.h"
-
-#ifdef __cplusplus
-} // end extern "C"
-
-
-#endif // __cplusplus
-#endif // AI_MATRIX4X4_H_INC