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Diffstat (limited to '3rdparty/assimp/include/aiMatrix4x4.h')
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diff --git a/3rdparty/assimp/include/aiMatrix4x4.h b/3rdparty/assimp/include/aiMatrix4x4.h deleted file mode 100644 index 625c9b9a..00000000 --- a/3rdparty/assimp/include/aiMatrix4x4.h +++ /dev/null @@ -1,240 +0,0 @@ -/* ---------------------------------------------------------------------------- -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 |