diff options
Diffstat (limited to '3rdparty/assimp/include/aiMatrix4x4.inl')
-rw-r--r-- | 3rdparty/assimp/include/aiMatrix4x4.inl | 419 |
1 files changed, 0 insertions, 419 deletions
diff --git a/3rdparty/assimp/include/aiMatrix4x4.inl b/3rdparty/assimp/include/aiMatrix4x4.inl deleted file mode 100644 index c24fcede..00000000 --- a/3rdparty/assimp/include/aiMatrix4x4.inl +++ /dev/null @@ -1,419 +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.inl - * @brief Inline implementation of the 4x4 matrix operators - */ -#ifndef AI_MATRIX4x4_INL_INC -#define AI_MATRIX4x4_INL_INC - -#include "aiMatrix4x4.h" - -#ifdef __cplusplus -#include "aiMatrix3x3.h" - -#include <algorithm> -#include <limits> -#include <math.h> - -#include "aiAssert.h" -#include "aiQuaternion.h" - -// ---------------------------------------------------------------------------------------- -inline aiMatrix4x4::aiMatrix4x4( const aiMatrix3x3& m) -{ - a1 = m.a1; a2 = m.a2; a3 = m.a3; a4 = 0.0f; - b1 = m.b1; b2 = m.b2; b3 = m.b3; b4 = 0.0f; - c1 = m.c1; c2 = m.c2; c3 = m.c3; c4 = 0.0f; - d1 = 0.0f; d2 = 0.0f; d3 = 0.0f; d4 = 1.0f; -} - -// ---------------------------------------------------------------------------------------- -inline aiMatrix4x4& aiMatrix4x4::operator *= (const aiMatrix4x4& m) -{ - *this = aiMatrix4x4( - m.a1 * a1 + m.b1 * a2 + m.c1 * a3 + m.d1 * a4, - m.a2 * a1 + m.b2 * a2 + m.c2 * a3 + m.d2 * a4, - m.a3 * a1 + m.b3 * a2 + m.c3 * a3 + m.d3 * a4, - m.a4 * a1 + m.b4 * a2 + m.c4 * a3 + m.d4 * a4, - m.a1 * b1 + m.b1 * b2 + m.c1 * b3 + m.d1 * b4, - m.a2 * b1 + m.b2 * b2 + m.c2 * b3 + m.d2 * b4, - m.a3 * b1 + m.b3 * b2 + m.c3 * b3 + m.d3 * b4, - m.a4 * b1 + m.b4 * b2 + m.c4 * b3 + m.d4 * b4, - m.a1 * c1 + m.b1 * c2 + m.c1 * c3 + m.d1 * c4, - m.a2 * c1 + m.b2 * c2 + m.c2 * c3 + m.d2 * c4, - m.a3 * c1 + m.b3 * c2 + m.c3 * c3 + m.d3 * c4, - m.a4 * c1 + m.b4 * c2 + m.c4 * c3 + m.d4 * c4, - m.a1 * d1 + m.b1 * d2 + m.c1 * d3 + m.d1 * d4, - m.a2 * d1 + m.b2 * d2 + m.c2 * d3 + m.d2 * d4, - m.a3 * d1 + m.b3 * d2 + m.c3 * d3 + m.d3 * d4, - m.a4 * d1 + m.b4 * d2 + m.c4 * d3 + m.d4 * d4); - return *this; -} - -// ---------------------------------------------------------------------------------------- -inline aiMatrix4x4 aiMatrix4x4::operator* (const aiMatrix4x4& m) const -{ - aiMatrix4x4 temp( *this); - temp *= m; - return temp; -} - - -// ---------------------------------------------------------------------------------------- -inline aiMatrix4x4& aiMatrix4x4::Transpose() -{ - // (float&) don't remove, GCC complains cause of packed fields - std::swap( (float&)b1, (float&)a2); - std::swap( (float&)c1, (float&)a3); - std::swap( (float&)c2, (float&)b3); - std::swap( (float&)d1, (float&)a4); - std::swap( (float&)d2, (float&)b4); - std::swap( (float&)d3, (float&)c4); - return *this; -} - - -// ---------------------------------------------------------------------------------------- -inline float aiMatrix4x4::Determinant() const -{ - return a1*b2*c3*d4 - a1*b2*c4*d3 + a1*b3*c4*d2 - a1*b3*c2*d4 - + a1*b4*c2*d3 - a1*b4*c3*d2 - a2*b3*c4*d1 + a2*b3*c1*d4 - - a2*b4*c1*d3 + a2*b4*c3*d1 - a2*b1*c3*d4 + a2*b1*c4*d3 - + a3*b4*c1*d2 - a3*b4*c2*d1 + a3*b1*c2*d4 - a3*b1*c4*d2 - + a3*b2*c4*d1 - a3*b2*c1*d4 - a4*b1*c2*d3 + a4*b1*c3*d2 - - a4*b2*c3*d1 + a4*b2*c1*d3 - a4*b3*c1*d2 + a4*b3*c2*d1; -} - -// ---------------------------------------------------------------------------------------- -inline aiMatrix4x4& aiMatrix4x4::Inverse() -{ - // Compute the reciprocal determinant - float det = Determinant(); - if(det == 0.0f) - { - // Matrix not invertible. Setting all elements to nan is not really - // correct in a mathematical sense but it is easy to debug for the - // programmer. - const float nan = std::numeric_limits<float>::quiet_NaN(); - *this = aiMatrix4x4( - nan,nan,nan,nan, - nan,nan,nan,nan, - nan,nan,nan,nan, - nan,nan,nan,nan); - - return *this; - } - - float invdet = 1.0f / det; - - aiMatrix4x4 res; - res.a1 = invdet * (b2 * (c3 * d4 - c4 * d3) + b3 * (c4 * d2 - c2 * d4) + b4 * (c2 * d3 - c3 * d2)); - res.a2 = -invdet * (a2 * (c3 * d4 - c4 * d3) + a3 * (c4 * d2 - c2 * d4) + a4 * (c2 * d3 - c3 * d2)); - res.a3 = invdet * (a2 * (b3 * d4 - b4 * d3) + a3 * (b4 * d2 - b2 * d4) + a4 * (b2 * d3 - b3 * d2)); - res.a4 = -invdet * (a2 * (b3 * c4 - b4 * c3) + a3 * (b4 * c2 - b2 * c4) + a4 * (b2 * c3 - b3 * c2)); - res.b1 = -invdet * (b1 * (c3 * d4 - c4 * d3) + b3 * (c4 * d1 - c1 * d4) + b4 * (c1 * d3 - c3 * d1)); - res.b2 = invdet * (a1 * (c3 * d4 - c4 * d3) + a3 * (c4 * d1 - c1 * d4) + a4 * (c1 * d3 - c3 * d1)); - res.b3 = -invdet * (a1 * (b3 * d4 - b4 * d3) + a3 * (b4 * d1 - b1 * d4) + a4 * (b1 * d3 - b3 * d1)); - res.b4 = invdet * (a1 * (b3 * c4 - b4 * c3) + a3 * (b4 * c1 - b1 * c4) + a4 * (b1 * c3 - b3 * c1)); - res.c1 = invdet * (b1 * (c2 * d4 - c4 * d2) + b2 * (c4 * d1 - c1 * d4) + b4 * (c1 * d2 - c2 * d1)); - res.c2 = -invdet * (a1 * (c2 * d4 - c4 * d2) + a2 * (c4 * d1 - c1 * d4) + a4 * (c1 * d2 - c2 * d1)); - res.c3 = invdet * (a1 * (b2 * d4 - b4 * d2) + a2 * (b4 * d1 - b1 * d4) + a4 * (b1 * d2 - b2 * d1)); - res.c4 = -invdet * (a1 * (b2 * c4 - b4 * c2) + a2 * (b4 * c1 - b1 * c4) + a4 * (b1 * c2 - b2 * c1)); - res.d1 = -invdet * (b1 * (c2 * d3 - c3 * d2) + b2 * (c3 * d1 - c1 * d3) + b3 * (c1 * d2 - c2 * d1)); - res.d2 = invdet * (a1 * (c2 * d3 - c3 * d2) + a2 * (c3 * d1 - c1 * d3) + a3 * (c1 * d2 - c2 * d1)); - res.d3 = -invdet * (a1 * (b2 * d3 - b3 * d2) + a2 * (b3 * d1 - b1 * d3) + a3 * (b1 * d2 - b2 * d1)); - res.d4 = invdet * (a1 * (b2 * c3 - b3 * c2) + a2 * (b3 * c1 - b1 * c3) + a3 * (b1 * c2 - b2 * c1)); - *this = res; - - return *this; -} - -// ---------------------------------------------------------------------------------------- -inline float* aiMatrix4x4::operator[](unsigned int p_iIndex) -{ - return &this->a1 + p_iIndex * 4; -} - -// ---------------------------------------------------------------------------------------- -inline const float* aiMatrix4x4::operator[](unsigned int p_iIndex) const -{ - return &this->a1 + p_iIndex * 4; -} - -// ---------------------------------------------------------------------------------------- -inline bool aiMatrix4x4::operator== (const aiMatrix4x4 m) const -{ - return (a1 == m.a1 && a2 == m.a2 && a3 == m.a3 && a4 == m.a4 && - b1 == m.b1 && b2 == m.b2 && b3 == m.b3 && b4 == m.b4 && - c1 == m.c1 && c2 == m.c2 && c3 == m.c3 && c4 == m.c4 && - d1 == m.d1 && d2 == m.d2 && d3 == m.d3 && d4 == m.d4); -} - -// ---------------------------------------------------------------------------------------- -inline bool aiMatrix4x4::operator!= (const aiMatrix4x4 m) const -{ - return !(*this == m); -} - -// ---------------------------------------------------------------------------------------- -inline void aiMatrix4x4::Decompose (aiVector3D& scaling, aiQuaternion& rotation, - aiVector3D& position) const -{ - const aiMatrix4x4& _this = *this; - - // extract translation - position.x = _this[0][3]; - position.y = _this[1][3]; - position.z = _this[2][3]; - - // extract the rows of the matrix - aiVector3D vRows[3] = { - aiVector3D(_this[0][0],_this[1][0],_this[2][0]), - aiVector3D(_this[0][1],_this[1][1],_this[2][1]), - aiVector3D(_this[0][2],_this[1][2],_this[2][2]) - }; - - // extract the scaling factors - scaling.x = vRows[0].Length(); - scaling.y = vRows[1].Length(); - scaling.z = vRows[2].Length(); - - // and remove all scaling from the matrix - if(scaling.x) - { - vRows[0] /= scaling.x; - } - if(scaling.y) - { - vRows[1] /= scaling.y; - } - if(scaling.z) - { - vRows[2] /= scaling.z; - } - - // build a 3x3 rotation matrix - aiMatrix3x3 m(vRows[0].x,vRows[1].x,vRows[2].x, - vRows[0].y,vRows[1].y,vRows[2].y, - vRows[0].z,vRows[1].z,vRows[2].z); - - // and generate the rotation quaternion from it - rotation = aiQuaternion(m); -} - -// ---------------------------------------------------------------------------------------- -inline void aiMatrix4x4::DecomposeNoScaling (aiQuaternion& rotation, - aiVector3D& position) const -{ - const aiMatrix4x4& _this = *this; - - // extract translation - position.x = _this[0][3]; - position.y = _this[1][3]; - position.z = _this[2][3]; - - // extract rotation - rotation = aiQuaternion((aiMatrix3x3)_this); -} - -// ---------------------------------------------------------------------------------------- -inline aiMatrix4x4& aiMatrix4x4::FromEulerAnglesXYZ(const aiVector3D& blubb) -{ - return FromEulerAnglesXYZ(blubb.x,blubb.y,blubb.z); -} - -// ---------------------------------------------------------------------------------------- -inline aiMatrix4x4& aiMatrix4x4::FromEulerAnglesXYZ(float x, float y, float z) -{ - aiMatrix4x4& _this = *this; - - float cr = cos( x ); - float sr = sin( x ); - float cp = cos( y ); - float sp = sin( y ); - float cy = cos( z ); - float sy = sin( z ); - - _this.a1 = cp*cy ; - _this.a2 = cp*sy; - _this.a3 = -sp ; - - float srsp = sr*sp; - float crsp = cr*sp; - - _this.b1 = srsp*cy-cr*sy ; - _this.b2 = srsp*sy+cr*cy ; - _this.b3 = sr*cp ; - - _this.c1 = crsp*cy+sr*sy ; - _this.c2 = crsp*sy-sr*cy ; - _this.c3 = cr*cp ; - - return *this; -} - -// ---------------------------------------------------------------------------------------- -inline bool aiMatrix4x4::IsIdentity() const -{ - // Use a small epsilon to solve floating-point inaccuracies - const static float epsilon = 10e-3f; - - return (a2 <= epsilon && a2 >= -epsilon && - a3 <= epsilon && a3 >= -epsilon && - a4 <= epsilon && a4 >= -epsilon && - b1 <= epsilon && b1 >= -epsilon && - b3 <= epsilon && b3 >= -epsilon && - b4 <= epsilon && b4 >= -epsilon && - c1 <= epsilon && c1 >= -epsilon && - c2 <= epsilon && c2 >= -epsilon && - c4 <= epsilon && c4 >= -epsilon && - d1 <= epsilon && d1 >= -epsilon && - d2 <= epsilon && d2 >= -epsilon && - d3 <= epsilon && d3 >= -epsilon && - a1 <= 1.f+epsilon && a1 >= 1.f-epsilon && - b2 <= 1.f+epsilon && b2 >= 1.f-epsilon && - c3 <= 1.f+epsilon && c3 >= 1.f-epsilon && - d4 <= 1.f+epsilon && d4 >= 1.f-epsilon); -} - -// ---------------------------------------------------------------------------------------- -inline aiMatrix4x4& aiMatrix4x4::RotationX(float a, aiMatrix4x4& out) -{ - /* - | 1 0 0 0 | - M = | 0 cos(A) -sin(A) 0 | - | 0 sin(A) cos(A) 0 | - | 0 0 0 1 | */ - out = aiMatrix4x4(); - out.b2 = out.c3 = cos(a); - out.b3 = -(out.c2 = sin(a)); - return out; -} - -// ---------------------------------------------------------------------------------------- -inline aiMatrix4x4& aiMatrix4x4::RotationY(float a, aiMatrix4x4& out) -{ - /* - | cos(A) 0 sin(A) 0 | - M = | 0 1 0 0 | - | -sin(A) 0 cos(A) 0 | - | 0 0 0 1 | - */ - out = aiMatrix4x4(); - out.a1 = out.c3 = cos(a); - out.c1 = -(out.a3 = sin(a)); - return out; -} - -// ---------------------------------------------------------------------------------------- -inline aiMatrix4x4& aiMatrix4x4::RotationZ(float a, aiMatrix4x4& out) -{ - /* - | cos(A) -sin(A) 0 0 | - M = | sin(A) cos(A) 0 0 | - | 0 0 1 0 | - | 0 0 0 1 | */ - out = aiMatrix4x4(); - out.a1 = out.b2 = cos(a); - out.a2 = -(out.b1 = sin(a)); - return out; -} - -// ---------------------------------------------------------------------------------------- -// Returns a rotation matrix for a rotation around an arbitrary axis. -inline aiMatrix4x4& aiMatrix4x4::Rotation( float a, const aiVector3D& axis, aiMatrix4x4& out) -{ - float c = cos( a), s = sin( a), t = 1 - c; - float x = axis.x, y = axis.y, z = axis.z; - - // Many thanks to MathWorld and Wikipedia - out.a1 = t*x*x + c; out.a2 = t*x*y - s*z; out.a3 = t*x*z + s*y; - out.b1 = t*x*y + s*z; out.b2 = t*y*y + c; out.b3 = t*y*z - s*x; - out.c1 = t*x*z - s*y; out.c2 = t*y*z + s*x; out.c3 = t*z*z + c; - out.a4 = out.b4 = out.c4 = 0.0f; - out.d1 = out.d2 = out.d3 = 0.0f; - out.d4 = 1.0f; - - return out; -} - -// ---------------------------------------------------------------------------------------- -inline aiMatrix4x4& aiMatrix4x4::Translation( const aiVector3D& v, aiMatrix4x4& out) -{ - out = aiMatrix4x4(); - out.a4 = v.x; - out.b4 = v.y; - out.c4 = v.z; - return out; -} - -// ---------------------------------------------------------------------------------------- -inline aiMatrix4x4& aiMatrix4x4::Scaling( const aiVector3D& v, aiMatrix4x4& out) -{ - out = aiMatrix4x4(); - out.a1 = v.x; - out.b2 = v.y; - out.c3 = v.z; - return out; -} - -// ---------------------------------------------------------------------------------------- -/** 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 - */ -// ---------------------------------------------------------------------------------------- -inline aiMatrix4x4& aiMatrix4x4::FromToMatrix(const aiVector3D& from, - const aiVector3D& to, aiMatrix4x4& mtx) -{ - aiMatrix3x3 m3; - aiMatrix3x3::FromToMatrix(from,to,m3); - mtx = aiMatrix4x4(m3); - return mtx; -} - -#endif // __cplusplus -#endif // AI_MATRIX4x4_INL_INC |