diff options
author | Andy Nichols <andy.nichols@theqtcompany.com> | 2015-05-16 17:13:57 +0200 |
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committer | Sean Harmer <sean.harmer@kdab.com> | 2015-08-02 11:09:06 +0000 |
commit | ef4ee5a2d31910e0109ba0d6eda1d2a6bfc3124c (patch) | |
tree | 25aa21d1ddce5c5264637b3f0a65cfdd16bd6497 /src/3rdparty/assimp/include/assimp/matrix3x3.h | |
parent | cbeade7bde94a795eed14cdeadcb79184fa87858 (diff) |
Re-add libassimp 3.1.1 to 3rd party
Previously the assimp library was a dependency that was
always built, but it is possible to use an external
system version if one is available. It is however non-
trivial to provide the dependency on platforms other
than Linux, so now we provide a copy of libassimp for
use when it is not already available.
This commit is a combination of reverting commit
672b3e47299f6ba0034f73b252d0436b55fb3085 which removed
assimp and introduced the scene parser, and adding the
logic to use the system version when available.
Change-Id: Ia05f9a92b8d82f19a0db3588b2bbeafe71404386
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/3rdparty/assimp/include/assimp/matrix3x3.h')
-rw-r--r-- | src/3rdparty/assimp/include/assimp/matrix3x3.h | 185 |
1 files changed, 185 insertions, 0 deletions
diff --git a/src/3rdparty/assimp/include/assimp/matrix3x3.h b/src/3rdparty/assimp/include/assimp/matrix3x3.h new file mode 100644 index 000000000..0cff32157 --- /dev/null +++ b/src/3rdparty/assimp/include/assimp/matrix3x3.h @@ -0,0 +1,185 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2012, assimp 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 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 matrix3x3.h + * @brief Definition of a 3x3 matrix, including operators when compiling in C++ + */ +#ifndef AI_MATRIX3x3_H_INC +#define AI_MATRIX3x3_H_INC + +#include "./Compiler/pushpack1.h" + +#ifdef __cplusplus + +template <typename T> class aiMatrix4x4t; +template <typename T> class aiVector2t; + +// --------------------------------------------------------------------------- +/** @brief Represents a row-major 3x3 matrix + * + * There's much confusion about matrix layouts (column vs. row order). + * This is *always* a row-major matrix. Not even with the + * #aiProcess_ConvertToLeftHanded flag, which absolutely does not affect + * matrix order - it just affects the handedness of the coordinate system + * defined thereby. + */ +template <typename TReal> +class aiMatrix3x3t +{ +public: + + aiMatrix3x3t () : + a1(static_cast<TReal>(1.0f)), a2(), a3(), + b1(), b2(static_cast<TReal>(1.0f)), b3(), + c1(), c2(), c3(static_cast<TReal>(1.0f)) {} + + aiMatrix3x3t ( TReal _a1, TReal _a2, TReal _a3, + TReal _b1, TReal _b2, TReal _b3, + TReal _c1, TReal _c2, TReal _c3) : + a1(_a1), a2(_a2), a3(_a3), + b1(_b1), b2(_b2), b3(_b3), + c1(_c1), c2(_c2), c3(_c3) + {} + +public: + + // matrix multiplication. + aiMatrix3x3t& operator *= (const aiMatrix3x3t& m); + aiMatrix3x3t operator * (const aiMatrix3x3t& m) const; + + // array access operators + TReal* operator[] (unsigned int p_iIndex); + const TReal* operator[] (unsigned int p_iIndex) const; + + // comparison operators + bool operator== (const aiMatrix4x4t<TReal>& m) const; + bool operator!= (const aiMatrix4x4t<TReal>& m) const; + + bool Equal(const aiMatrix4x4t<TReal>& m, TReal epsilon = 1e-6) const; + + template <typename TOther> + operator aiMatrix3x3t<TOther> () const; + +public: + + // ------------------------------------------------------------------- + /** @brief Construction from a 4x4 matrix. The remaining parts + * of the matrix are ignored. + */ + explicit aiMatrix3x3t( const aiMatrix4x4t<TReal>& pMatrix); + + // ------------------------------------------------------------------- + /** @brief Transpose the matrix + */ + aiMatrix3x3t& 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 TReal f is qnan. + */ + aiMatrix3x3t& Inverse(); + TReal Determinant() const; + +public: + // ------------------------------------------------------------------- + /** @brief Returns a rotation matrix for a rotation around z + * @param a Rotation angle, in radians + * @param out Receives the output matrix + * @return Reference to the output matrix + */ + static aiMatrix3x3t& RotationZ(TReal a, aiMatrix3x3t& out); + + // ------------------------------------------------------------------- + /** @brief Returns a rotation matrix for a rotation around + * an arbitrary axis. + * + * @param a Rotation angle, in radians + * @param axis Axis to rotate around + * @param out To be filled + */ + static aiMatrix3x3t& Rotation( TReal a, + const aiVector3t<TReal>& axis, aiMatrix3x3t& out); + + // ------------------------------------------------------------------- + /** @brief Returns a translation matrix + * @param v Translation vector + * @param out Receives the output matrix + * @return Reference to the output matrix + */ + static aiMatrix3x3t& Translation( const aiVector2t<TReal>& v, aiMatrix3x3t& 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 aiMatrix3x3t& FromToMatrix(const aiVector3t<TReal>& from, + const aiVector3t<TReal>& to, aiMatrix3x3t& out); + +public: + + + TReal a1, a2, a3; + TReal b1, b2, b3; + TReal c1, c2, c3; +} PACK_STRUCT; + +typedef aiMatrix3x3t<float> aiMatrix3x3; + +#else + +struct aiMatrix3x3 { + + float a1, a2, a3; + float b1, b2, b3; + float c1, c2, c3; +} PACK_STRUCT; + +#endif + +#include "./Compiler/poppack1.h" + +#endif // AI_MATRIX3x3_H_INC |