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authorPaul Lemire <paul.lemire@kdab.com>2014-03-24 08:13:42 +0100
committerSean Harmer <sean.harmer@kdab.com>2014-03-25 10:15:49 +0100
commit40bf98aeaf22bbeb50fdb2b227c3b9926b7c5eae (patch)
tree8a41a63dc4498d20148518aa3ce49dcabad8ddce /src/3rdparty/assimp/include/assimp/matrix4x4.inl
parentcdb819b2293409046639899a52ee852107b39cd0 (diff)
Updated Assimp library to the latest version 1270
SVNRevision 1270 assimp--3.0.1270-source-only.zip Change-Id: I332efb5fd0d086f24aca0a5fe9d396d549e531fa Reviewed-by: Sean Harmer <sean.harmer@kdab.com> Reviewed-by: Lars Knoll <lars.knoll@digia.com>
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+/*
+---------------------------------------------------------------------------
+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 aiMatrix4x4t<TReal>.inl
+ * @brief Inline implementation of the 4x4 matrix operators
+ */
+#ifndef AI_MATRIX4x4_INL_INC
+#define AI_MATRIX4x4_INL_INC
+
+#ifdef __cplusplus
+
+#include "matrix4x4.h"
+#include "matrix3x3.h"
+#include "quaternion.h"
+
+#include <algorithm>
+#include <limits>
+#include <math.h>
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+aiMatrix4x4t<TReal> ::aiMatrix4x4t () :
+ a1(1.0f), a2(), a3(), a4(),
+ b1(), b2(1.0f), b3(), b4(),
+ c1(), c2(), c3(1.0f), c4(),
+ d1(), d2(), d3(), d4(1.0f)
+{
+
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+aiMatrix4x4t<TReal> ::aiMatrix4x4t (TReal _a1, TReal _a2, TReal _a3, TReal _a4,
+ TReal _b1, TReal _b2, TReal _b3, TReal _b4,
+ TReal _c1, TReal _c2, TReal _c3, TReal _c4,
+ TReal _d1, TReal _d2, TReal _d3, TReal _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)
+{
+
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+template <typename TOther>
+aiMatrix4x4t<TReal>::operator aiMatrix4x4t<TOther> () const
+{
+ return aiMatrix4x4t<TOther>(static_cast<TOther>(a1),static_cast<TOther>(a2),static_cast<TOther>(a3),static_cast<TOther>(a4),
+ static_cast<TOther>(b1),static_cast<TOther>(b2),static_cast<TOther>(b3),static_cast<TOther>(b4),
+ static_cast<TOther>(c1),static_cast<TOther>(c2),static_cast<TOther>(c3),static_cast<TOther>(c4),
+ static_cast<TOther>(d1),static_cast<TOther>(d2),static_cast<TOther>(d3),static_cast<TOther>(d4));
+}
+
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix4x4t<TReal>::aiMatrix4x4t (const aiMatrix3x3t<TReal>& m)
+{
+ a1 = m.a1; a2 = m.a2; a3 = m.a3; a4 = static_cast<TReal>(0.0);
+ b1 = m.b1; b2 = m.b2; b3 = m.b3; b4 = static_cast<TReal>(0.0);
+ c1 = m.c1; c2 = m.c2; c3 = m.c3; c4 = static_cast<TReal>(0.0);
+ d1 = static_cast<TReal>(0.0); d2 = static_cast<TReal>(0.0); d3 = static_cast<TReal>(0.0); d4 = static_cast<TReal>(1.0);
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::operator *= (const aiMatrix4x4t<TReal>& m)
+{
+ *this = aiMatrix4x4t<TReal>(
+ 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;
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix4x4t<TReal> aiMatrix4x4t<TReal>::operator* (const aiMatrix4x4t<TReal>& m) const
+{
+ aiMatrix4x4t<TReal> temp( *this);
+ temp *= m;
+ return temp;
+}
+
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Transpose()
+{
+ // (TReal&) don't remove, GCC complains cause of packed fields
+ std::swap( (TReal&)b1, (TReal&)a2);
+ std::swap( (TReal&)c1, (TReal&)a3);
+ std::swap( (TReal&)c2, (TReal&)b3);
+ std::swap( (TReal&)d1, (TReal&)a4);
+ std::swap( (TReal&)d2, (TReal&)b4);
+ std::swap( (TReal&)d3, (TReal&)c4);
+ return *this;
+}
+
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline TReal aiMatrix4x4t<TReal>::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;
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Inverse()
+{
+ // Compute the reciprocal determinant
+ const TReal det = Determinant();
+ if(det == static_cast<TReal>(0.0))
+ {
+ // 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 TReal nan = std::numeric_limits<TReal>::quiet_NaN();
+ *this = aiMatrix4x4t<TReal>(
+ nan,nan,nan,nan,
+ nan,nan,nan,nan,
+ nan,nan,nan,nan,
+ nan,nan,nan,nan);
+
+ return *this;
+ }
+
+ const TReal invdet = static_cast<TReal>(1.0) / det;
+
+ aiMatrix4x4t<TReal> 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;
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex)
+{
+ // XXX this is UB. Has been for years. The fact that it works now does not make it better.
+ return &this->a1 + p_iIndex * 4;
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline const TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex) const
+{
+ // XXX same
+ return &this->a1 + p_iIndex * 4;
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline bool aiMatrix4x4t<TReal>::operator== (const aiMatrix4x4t<TReal> 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);
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline bool aiMatrix4x4t<TReal>::operator!= (const aiMatrix4x4t<TReal> m) const
+{
+ return !(*this == m);
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline void aiMatrix4x4t<TReal>::Decompose (aiVector3t<TReal>& scaling, aiQuaterniont<TReal>& rotation,
+ aiVector3t<TReal>& position) const
+{
+ const aiMatrix4x4t<TReal>& _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
+ aiVector3t<TReal> vRows[3] = {
+ aiVector3t<TReal>(_this[0][0],_this[1][0],_this[2][0]),
+ aiVector3t<TReal>(_this[0][1],_this[1][1],_this[2][1]),
+ aiVector3t<TReal>(_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 the sign of the scaling
+ if (Determinant() < 0) {
+ scaling.x = -scaling.x;
+ scaling.y = -scaling.y;
+ scaling.z = -scaling.z;
+ }
+
+ // 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
+ aiMatrix3x3t<TReal> 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 = aiQuaterniont<TReal>(m);
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline void aiMatrix4x4t<TReal>::DecomposeNoScaling (aiQuaterniont<TReal>& rotation,
+ aiVector3t<TReal>& position) const
+{
+ const aiMatrix4x4t<TReal>& _this = *this;
+
+ // extract translation
+ position.x = _this[0][3];
+ position.y = _this[1][3];
+ position.z = _this[2][3];
+
+ // extract rotation
+ rotation = aiQuaterniont<TReal>((aiMatrix3x3t<TReal>)_this);
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(const aiVector3t<TReal>& blubb)
+{
+ return FromEulerAnglesXYZ(blubb.x,blubb.y,blubb.z);
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(TReal x, TReal y, TReal z)
+{
+ aiMatrix4x4t<TReal>& _this = *this;
+
+ TReal cr = cos( x );
+ TReal sr = sin( x );
+ TReal cp = cos( y );
+ TReal sp = sin( y );
+ TReal cy = cos( z );
+ TReal sy = sin( z );
+
+ _this.a1 = cp*cy ;
+ _this.a2 = cp*sy;
+ _this.a3 = -sp ;
+
+ TReal srsp = sr*sp;
+ TReal 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;
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline bool aiMatrix4x4t<TReal>::IsIdentity() const
+{
+ // Use a small epsilon to solve floating-point inaccuracies
+ const static TReal 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);
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationX(TReal a, aiMatrix4x4t<TReal>& out)
+{
+ /*
+ | 1 0 0 0 |
+ M = | 0 cos(A) -sin(A) 0 |
+ | 0 sin(A) cos(A) 0 |
+ | 0 0 0 1 | */
+ out = aiMatrix4x4t<TReal>();
+ out.b2 = out.c3 = cos(a);
+ out.b3 = -(out.c2 = sin(a));
+ return out;
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationY(TReal a, aiMatrix4x4t<TReal>& out)
+{
+ /*
+ | cos(A) 0 sin(A) 0 |
+ M = | 0 1 0 0 |
+ | -sin(A) 0 cos(A) 0 |
+ | 0 0 0 1 |
+ */
+ out = aiMatrix4x4t<TReal>();
+ out.a1 = out.c3 = cos(a);
+ out.c1 = -(out.a3 = sin(a));
+ return out;
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationZ(TReal a, aiMatrix4x4t<TReal>& out)
+{
+ /*
+ | cos(A) -sin(A) 0 0 |
+ M = | sin(A) cos(A) 0 0 |
+ | 0 0 1 0 |
+ | 0 0 0 1 | */
+ out = aiMatrix4x4t<TReal>();
+ 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.
+template <typename TReal>
+inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix4x4t<TReal>& out)
+{
+ TReal c = cos( a), s = sin( a), t = 1 - c;
+ TReal 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 = static_cast<TReal>(0.0);
+ out.d1 = out.d2 = out.d3 = static_cast<TReal>(0.0);
+ out.d4 = static_cast<TReal>(1.0);
+
+ return out;
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Translation( const aiVector3t<TReal>& v, aiMatrix4x4t<TReal>& out)
+{
+ out = aiMatrix4x4t<TReal>();
+ out.a4 = v.x;
+ out.b4 = v.y;
+ out.c4 = v.z;
+ return out;
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Scaling( const aiVector3t<TReal>& v, aiMatrix4x4t<TReal>& out)
+{
+ out = aiMatrix4x4t<TReal>();
+ 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
+ */
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
+ const aiVector3t<TReal>& to, aiMatrix4x4t<TReal>& mtx)
+{
+ aiMatrix3x3t<TReal> m3;
+ aiMatrix3x3t<TReal>::FromToMatrix(from,to,m3);
+ mtx = aiMatrix4x4t<TReal>(m3);
+ return mtx;
+}
+
+#endif // __cplusplus
+#endif // AI_MATRIX4x4_INL_INC