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-rw-r--r--src/3rdparty/assimp/include/assimp/matrix3x3.inl338
1 files changed, 171 insertions, 167 deletions
diff --git a/src/3rdparty/assimp/include/assimp/matrix3x3.inl b/src/3rdparty/assimp/include/assimp/matrix3x3.inl
index dcced7bab..9ace3f97b 100644
--- a/src/3rdparty/assimp/include/assimp/matrix3x3.inl
+++ b/src/3rdparty/assimp/include/assimp/matrix3x3.inl
@@ -3,12 +3,12 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2012, assimp team
+Copyright (c) 2006-2016, 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
+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
@@ -25,21 +25,21 @@ conditions are met:
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
+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
+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
+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
+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 aiMatrix3x3.inl
+/** @file matrix3x3.inl
* @brief Inline implementation of the 3x3 matrix operators
*/
#ifndef AI_MATRIX3x3_INL_INC
@@ -58,25 +58,25 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
template <typename TReal>
inline aiMatrix3x3t<TReal>::aiMatrix3x3t( const aiMatrix4x4t<TReal>& pMatrix)
{
- a1 = pMatrix.a1; a2 = pMatrix.a2; a3 = pMatrix.a3;
- b1 = pMatrix.b1; b2 = pMatrix.b2; b3 = pMatrix.b3;
- c1 = pMatrix.c1; c2 = pMatrix.c2; c3 = pMatrix.c3;
+ a1 = pMatrix.a1; a2 = pMatrix.a2; a3 = pMatrix.a3;
+ b1 = pMatrix.b1; b2 = pMatrix.b2; b3 = pMatrix.b3;
+ c1 = pMatrix.c1; c2 = pMatrix.c2; c3 = pMatrix.c3;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::operator *= (const aiMatrix3x3t<TReal>& m)
{
- *this = aiMatrix3x3t<TReal>(m.a1 * a1 + m.b1 * a2 + m.c1 * a3,
- m.a2 * a1 + m.b2 * a2 + m.c2 * a3,
- m.a3 * a1 + m.b3 * a2 + m.c3 * a3,
- m.a1 * b1 + m.b1 * b2 + m.c1 * b3,
- m.a2 * b1 + m.b2 * b2 + m.c2 * b3,
- m.a3 * b1 + m.b3 * b2 + m.c3 * b3,
- m.a1 * c1 + m.b1 * c2 + m.c1 * c3,
- m.a2 * c1 + m.b2 * c2 + m.c2 * c3,
- m.a3 * c1 + m.b3 * c2 + m.c3 * c3);
- return *this;
+ *this = aiMatrix3x3t<TReal>(m.a1 * a1 + m.b1 * a2 + m.c1 * a3,
+ m.a2 * a1 + m.b2 * a2 + m.c2 * a3,
+ m.a3 * a1 + m.b3 * a2 + m.c3 * a3,
+ m.a1 * b1 + m.b1 * b2 + m.c1 * b3,
+ m.a2 * b1 + m.b2 * b2 + m.c2 * b3,
+ m.a3 * b1 + m.b3 * b2 + m.c3 * b3,
+ m.a1 * c1 + m.b1 * c2 + m.c1 * c3,
+ m.a2 * c1 + m.b2 * c2 + m.c2 * c3,
+ m.a3 * c1 + m.b3 * c2 + m.c3 * c3);
+ return *this;
}
// ------------------------------------------------------------------------------------------------
@@ -84,116 +84,116 @@ template <typename TReal>
template <typename TOther>
aiMatrix3x3t<TReal>::operator aiMatrix3x3t<TOther> () const
{
- return aiMatrix3x3t<TOther>(static_cast<TOther>(a1),static_cast<TOther>(a2),static_cast<TOther>(a3),
- static_cast<TOther>(b1),static_cast<TOther>(b2),static_cast<TOther>(b3),
- static_cast<TOther>(c1),static_cast<TOther>(c2),static_cast<TOther>(c3));
+ return aiMatrix3x3t<TOther>(static_cast<TOther>(a1),static_cast<TOther>(a2),static_cast<TOther>(a3),
+ static_cast<TOther>(b1),static_cast<TOther>(b2),static_cast<TOther>(b3),
+ static_cast<TOther>(c1),static_cast<TOther>(c2),static_cast<TOther>(c3));
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal> aiMatrix3x3t<TReal>::operator* (const aiMatrix3x3t<TReal>& m) const
{
- aiMatrix3x3t<TReal> temp( *this);
- temp *= m;
- return temp;
+ aiMatrix3x3t<TReal> temp( *this);
+ temp *= m;
+ return temp;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex)
{
- return &this->a1 + p_iIndex * 3;
+ return &this->a1 + p_iIndex * 3;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline const TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex) const
{
- return &this->a1 + p_iIndex * 3;
+ return &this->a1 + p_iIndex * 3;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiMatrix3x3t<TReal>::operator== (const aiMatrix4x4t<TReal>& m) const
{
- return a1 == m.a1 && a2 == m.a2 && a3 == m.a3 &&
- b1 == m.b1 && b2 == m.b2 && b3 == m.b3 &&
- c1 == m.c1 && c2 == m.c2 && c3 == m.c3;
+ return a1 == m.a1 && a2 == m.a2 && a3 == m.a3 &&
+ b1 == m.b1 && b2 == m.b2 && b3 == m.b3 &&
+ c1 == m.c1 && c2 == m.c2 && c3 == m.c3;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiMatrix3x3t<TReal>::operator!= (const aiMatrix4x4t<TReal>& m) const
{
- return !(*this == m);
+ return !(*this == m);
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline bool aiMatrix3x3t<TReal>::Equal(const aiMatrix4x4t<TReal>& m, TReal epsilon) const {
- return
- std::abs(a1 - m.a1) <= epsilon &&
- std::abs(a2 - m.a2) <= epsilon &&
- std::abs(a3 - m.a3) <= epsilon &&
- std::abs(b1 - m.b1) <= epsilon &&
- std::abs(b2 - m.b2) <= epsilon &&
- std::abs(b3 - m.b3) <= epsilon &&
- std::abs(c1 - m.c1) <= epsilon &&
- std::abs(c2 - m.c2) <= epsilon &&
- std::abs(c3 - m.c3) <= epsilon;
+ return
+ std::abs(a1 - m.a1) <= epsilon &&
+ std::abs(a2 - m.a2) <= epsilon &&
+ std::abs(a3 - m.a3) <= epsilon &&
+ std::abs(b1 - m.b1) <= epsilon &&
+ std::abs(b2 - m.b2) <= epsilon &&
+ std::abs(b3 - m.b3) <= epsilon &&
+ std::abs(c1 - m.c1) <= epsilon &&
+ std::abs(c2 - m.c2) <= epsilon &&
+ std::abs(c3 - m.c3) <= epsilon;
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Transpose()
{
- // (TReal&) don't remove, GCC complains cause of packed fields
- std::swap( (TReal&)a2, (TReal&)b1);
- std::swap( (TReal&)a3, (TReal&)c1);
- std::swap( (TReal&)b3, (TReal&)c2);
- return *this;
+ // (TReal&) don't remove, GCC complains cause of packed fields
+ std::swap( (TReal&)a2, (TReal&)b1);
+ std::swap( (TReal&)a3, (TReal&)c1);
+ std::swap( (TReal&)b3, (TReal&)c2);
+ return *this;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline TReal aiMatrix3x3t<TReal>::Determinant() const
{
- return a1*b2*c3 - a1*b3*c2 + a2*b3*c1 - a2*b1*c3 + a3*b1*c2 - a3*b2*c1;
+ return a1*b2*c3 - a1*b3*c2 + a2*b3*c1 - a2*b1*c3 + a3*b1*c2 - a3*b2*c1;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Inverse()
{
- // Compute the reciprocal determinant
- 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 at least qnans are easy to
- // spot. XXX we might throw an exception instead, which would
- // be even much better to spot :/.
- const TReal nan = std::numeric_limits<TReal>::quiet_NaN();
- *this = aiMatrix3x3t<TReal>( nan,nan,nan,nan,nan,nan,nan,nan,nan);
-
- return *this;
- }
-
- TReal invdet = static_cast<TReal>(1.0) / det;
-
- aiMatrix3x3t<TReal> res;
- res.a1 = invdet * (b2 * c3 - b3 * c2);
- res.a2 = -invdet * (a2 * c3 - a3 * c2);
- res.a3 = invdet * (a2 * b3 - a3 * b2);
- res.b1 = -invdet * (b1 * c3 - b3 * c1);
- res.b2 = invdet * (a1 * c3 - a3 * c1);
- res.b3 = -invdet * (a1 * b3 - a3 * b1);
- res.c1 = invdet * (b1 * c2 - b2 * c1);
- res.c2 = -invdet * (a1 * c2 - a2 * c1);
- res.c3 = invdet * (a1 * b2 - a2 * b1);
- *this = res;
-
- return *this;
+ // Compute the reciprocal determinant
+ 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 at least qnans are easy to
+ // spot. XXX we might throw an exception instead, which would
+ // be even much better to spot :/.
+ const TReal nan = std::numeric_limits<TReal>::quiet_NaN();
+ *this = aiMatrix3x3t<TReal>( nan,nan,nan,nan,nan,nan,nan,nan,nan);
+
+ return *this;
+ }
+
+ TReal invdet = static_cast<TReal>(1.0) / det;
+
+ aiMatrix3x3t<TReal> res;
+ res.a1 = invdet * (b2 * c3 - b3 * c2);
+ res.a2 = -invdet * (a2 * c3 - a3 * c2);
+ res.a3 = invdet * (a2 * b3 - a3 * b2);
+ res.b1 = -invdet * (b1 * c3 - b3 * c1);
+ res.b2 = invdet * (a1 * c3 - a3 * c1);
+ res.b3 = -invdet * (a1 * b3 - a3 * b1);
+ res.c1 = invdet * (b1 * c2 - b2 * c1);
+ res.c2 = -invdet * (a1 * c2 - a2 * c1);
+ res.c3 = invdet * (a1 * b2 - a2 * b1);
+ *this = res;
+
+ return *this;
}
// ------------------------------------------------------------------------------------------------
@@ -202,12 +202,12 @@ inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::RotationZ(TReal a, aiMatrix3x3t
{
out.a1 = out.b2 = std::cos(a);
out.b1 = std::sin(a);
- out.a2 = - out.b1;
+ out.a2 = - out.b1;
- out.a3 = out.b3 = out.c1 = out.c2 = 0.f;
- out.c3 = 1.f;
+ out.a3 = out.b3 = out.c1 = out.c2 = 0.f;
+ out.c3 = 1.f;
- return out;
+ return out;
}
// ------------------------------------------------------------------------------------------------
@@ -230,10 +230,10 @@ inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Rotation( TReal a, const aiVect
template <typename TReal>
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Translation( const aiVector2t<TReal>& v, aiMatrix3x3t<TReal>& out)
{
- out = aiMatrix3x3t<TReal>();
- out.a3 = v.x;
- out.b3 = v.y;
- return out;
+ out = aiMatrix3x3t<TReal>();
+ out.a3 = v.x;
+ out.b3 = v.y;
+ return out;
}
// ----------------------------------------------------------------------------------------
@@ -241,90 +241,94 @@ inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Translation( const aiVector2t<T
* "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
+ * Authors: Tomas M�ller, 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 aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
- const aiVector3t<TReal>& to, aiMatrix3x3t<TReal>& mtx)
+inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
+ const aiVector3t<TReal>& to, aiMatrix3x3t<TReal>& mtx)
{
- const TReal e = from * to;
- const TReal f = (e < 0)? -e:e;
-
- if (f > static_cast<TReal>(1.0) - static_cast<TReal>(0.00001)) /* "from" and "to"-vector almost parallel */
- {
- aiVector3D u,v; /* temporary storage vectors */
- aiVector3D x; /* vector most nearly orthogonal to "from" */
-
- x.x = (from.x > 0.0)? from.x : -from.x;
- x.y = (from.y > 0.0)? from.y : -from.y;
- x.z = (from.z > 0.0)? from.z : -from.z;
-
- if (x.x < x.y)
- {
- if (x.x < x.z)
- {
- x.x = static_cast<TReal>(1.0); x.y = x.z = static_cast<TReal>(0.0);
- }
- else
- {
- x.z = static_cast<TReal>(1.0); x.y = x.z = static_cast<TReal>(0.0);
- }
- }
- else
- {
- if (x.y < x.z)
- {
- x.y = static_cast<TReal>(1.0); x.x = x.z = static_cast<TReal>(0.0);
- }
- else
- {
- x.z = static_cast<TReal>(1.0); x.x = x.y = static_cast<TReal>(0.0);
- }
- }
-
- u.x = x.x - from.x; u.y = x.y - from.y; u.z = x.z - from.z;
- v.x = x.x - to.x; v.y = x.y - to.y; v.z = x.z - to.z;
-
- const TReal c1 = static_cast<TReal>(2.0) / (u * u);
- const TReal c2 = static_cast<TReal>(2.0) / (v * v);
- const TReal c3 = c1 * c2 * (u * v);
-
- for (unsigned int i = 0; i < 3; i++)
- {
- for (unsigned int j = 0; j < 3; j++)
- {
- mtx[i][j] = - c1 * u[i] * u[j] - c2 * v[i] * v[j]
- + c3 * v[i] * u[j];
- }
- mtx[i][i] += static_cast<TReal>(1.0);
- }
- }
- else /* the most common case, unless "from"="to", or "from"=-"to" */
- {
- const aiVector3D v = from ^ to;
- /* ... use this hand optimized version (9 mults less) */
- const TReal h = static_cast<TReal>(1.0)/(static_cast<TReal>(1.0) + e); /* optimization by Gottfried Chen */
- const TReal hvx = h * v.x;
- const TReal hvz = h * v.z;
- const TReal hvxy = hvx * v.y;
- const TReal hvxz = hvx * v.z;
- const TReal hvyz = hvz * v.y;
- mtx[0][0] = e + hvx * v.x;
- mtx[0][1] = hvxy - v.z;
- mtx[0][2] = hvxz + v.y;
-
- mtx[1][0] = hvxy + v.z;
- mtx[1][1] = e + h * v.y * v.y;
- mtx[1][2] = hvyz - v.x;
-
- mtx[2][0] = hvxz - v.y;
- mtx[2][1] = hvyz + v.x;
- mtx[2][2] = e + hvz * v.z;
- }
- return mtx;
+ const TReal e = from * to;
+ const TReal f = (e < 0)? -e:e;
+
+ if (f > static_cast<TReal>(1.0) - static_cast<TReal>(0.00001)) /* "from" and "to"-vector almost parallel */
+ {
+ aiVector3D u,v; /* temporary storage vectors */
+ aiVector3D x; /* vector most nearly orthogonal to "from" */
+
+ x.x = (from.x > 0.0)? from.x : -from.x;
+ x.y = (from.y > 0.0)? from.y : -from.y;
+ x.z = (from.z > 0.0)? from.z : -from.z;
+
+ if (x.x < x.y)
+ {
+ if (x.x < x.z)
+ {
+ x.x = static_cast<TReal>(1.0);
+ x.y = x.z = static_cast<TReal>(0.0);
+ }
+ else
+ {
+ x.z = static_cast<TReal>(1.0);
+ x.x = x.y = static_cast<TReal>(0.0);
+ }
+ }
+ else
+ {
+ if (x.y < x.z)
+ {
+ x.y = static_cast<TReal>(1.0);
+ x.x = x.z = static_cast<TReal>(0.0);
+ }
+ else
+ {
+ x.z = static_cast<TReal>(1.0);
+ x.x = x.y = static_cast<TReal>(0.0);
+ }
+ }
+
+ u.x = x.x - from.x; u.y = x.y - from.y; u.z = x.z - from.z;
+ v.x = x.x - to.x; v.y = x.y - to.y; v.z = x.z - to.z;
+
+ const TReal c1 = static_cast<TReal>(2.0) / (u * u);
+ const TReal c2 = static_cast<TReal>(2.0) / (v * v);
+ const TReal c3 = c1 * c2 * (u * v);
+
+ for (unsigned int i = 0; i < 3; i++)
+ {
+ for (unsigned int j = 0; j < 3; j++)
+ {
+ mtx[i][j] = - c1 * u[i] * u[j] - c2 * v[i] * v[j]
+ + c3 * v[i] * u[j];
+ }
+ mtx[i][i] += static_cast<TReal>(1.0);
+ }
+ }
+ else /* the most common case, unless "from"="to", or "from"=-"to" */
+ {
+ const aiVector3D v = from ^ to;
+ /* ... use this hand optimized version (9 mults less) */
+ const TReal h = static_cast<TReal>(1.0)/(static_cast<TReal>(1.0) + e); /* optimization by Gottfried Chen */
+ const TReal hvx = h * v.x;
+ const TReal hvz = h * v.z;
+ const TReal hvxy = hvx * v.y;
+ const TReal hvxz = hvx * v.z;
+ const TReal hvyz = hvz * v.y;
+ mtx[0][0] = e + hvx * v.x;
+ mtx[0][1] = hvxy - v.z;
+ mtx[0][2] = hvxz + v.y;
+
+ mtx[1][0] = hvxy + v.z;
+ mtx[1][1] = e + h * v.y * v.y;
+ mtx[1][2] = hvyz - v.x;
+
+ mtx[2][0] = hvxz - v.y;
+ mtx[2][1] = hvyz + v.x;
+ mtx[2][2] = e + hvz * v.z;
+ }
+ return mtx;
}