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-rw-r--r--src/3rdparty/assimp/include/assimp/matrix4x4.inl555
1 files changed, 278 insertions, 277 deletions
diff --git a/src/3rdparty/assimp/include/assimp/matrix4x4.inl b/src/3rdparty/assimp/include/assimp/matrix4x4.inl
index 8fdabcf86..9ce794f0a 100644
--- a/src/3rdparty/assimp/include/assimp/matrix4x4.inl
+++ b/src/3rdparty/assimp/include/assimp/matrix4x4.inl
@@ -3,7 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2012, assimp team
+Copyright (c) 2006-2016, assimp team
All rights reserved.
@@ -39,7 +39,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
-/** @file aiMatrix4x4t<TReal>.inl
+/** @file matrix4x4.inl
* @brief Inline implementation of the 4x4 matrix operators
*/
#ifndef AI_MATRIX4x4_INL_INC
@@ -53,20 +53,15 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <algorithm>
#include <limits>
-
-#ifdef __cplusplus
-# include <cmath>
-#else
-# include <math.h>
-#endif
+#include <cmath>
// ----------------------------------------------------------------------------------------
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)
+ a1(1.0f), a2(), a3(), a4(),
+ b1(), b2(1.0f), b3(), b4(),
+ c1(), c2(), c3(1.0f), c4(),
+ d1(), d2(), d3(), d4(1.0f)
{
}
@@ -74,13 +69,13 @@ aiMatrix4x4t<TReal> ::aiMatrix4x4t () :
// ----------------------------------------------------------------------------------------
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)
+ 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)
{
}
@@ -90,10 +85,10 @@ 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));
+ 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));
}
@@ -101,71 +96,71 @@ aiMatrix4x4t<TReal>::operator aiMatrix4x4t<TOther> () const
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);
+ 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 (const aiVector3t<TReal>& scaling, const aiQuaterniont<TReal>& rotation, const aiVector3t<TReal>& position)
{
- // build a 3x3 rotation matrix
- aiMatrix3x3t<TReal> m = rotation.GetMatrix();
-
- a1 = m.a1 * scaling.x;
- a2 = m.a2 * scaling.x;
- a3 = m.a3 * scaling.x;
- a4 = position.x;
-
- b1 = m.b1 * scaling.y;
- b2 = m.b2 * scaling.y;
- b3 = m.b3 * scaling.y;
- b4 = position.y;
-
- c1 = m.c1 * scaling.z;
- c2 = m.c2 * scaling.z;
- c3 = m.c3 * scaling.z;
- c4= position.z;
-
- d1 = static_cast<TReal>(0.0);
- d2 = static_cast<TReal>(0.0);
- d3 = static_cast<TReal>(0.0);
- d4 = static_cast<TReal>(1.0);
+ // build a 3x3 rotation matrix
+ aiMatrix3x3t<TReal> m = rotation.GetMatrix();
+
+ a1 = m.a1 * scaling.x;
+ a2 = m.a2 * scaling.x;
+ a3 = m.a3 * scaling.x;
+ a4 = position.x;
+
+ b1 = m.b1 * scaling.y;
+ b2 = m.b2 * scaling.y;
+ b3 = m.b3 * scaling.y;
+ b4 = position.y;
+
+ c1 = m.c1 * scaling.z;
+ c2 = m.c2 * scaling.z;
+ c3 = m.c3 * scaling.z;
+ c4= position.z;
+
+ 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;
+ *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;
+ aiMatrix4x4t<TReal> temp( *this);
+ temp *= m;
+ return temp;
}
@@ -173,14 +168,14 @@ inline aiMatrix4x4t<TReal> aiMatrix4x4t<TReal>::operator* (const aiMatrix4x4t<TR
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;
+ // (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;
}
@@ -188,196 +183,202 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Transpose()
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;
+ 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;
+ // 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;
+inline TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex) {
+ if (p_iIndex > 3) {
+ return NULL;
+ }
+
+ // 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;
+inline const TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex) const {
+ if (p_iIndex > 3) {
+ return NULL;
+ }
+
+ // 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);
+ 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);
+ return !(*this == m);
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline bool aiMatrix4x4t<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(a4 - m.a4) <= epsilon &&
- std::abs(b1 - m.b1) <= epsilon &&
- std::abs(b2 - m.b2) <= epsilon &&
- std::abs(b3 - m.b3) <= epsilon &&
- std::abs(b4 - m.b4) <= epsilon &&
- std::abs(c1 - m.c1) <= epsilon &&
- std::abs(c2 - m.c2) <= epsilon &&
- std::abs(c3 - m.c3) <= epsilon &&
- std::abs(c4 - m.c4) <= epsilon &&
- std::abs(d1 - m.d1) <= epsilon &&
- std::abs(d2 - m.d2) <= epsilon &&
- std::abs(d3 - m.d3) <= epsilon &&
- std::abs(d4 - m.d4) <= epsilon;
+ return
+ std::abs(a1 - m.a1) <= epsilon &&
+ std::abs(a2 - m.a2) <= epsilon &&
+ std::abs(a3 - m.a3) <= epsilon &&
+ std::abs(a4 - m.a4) <= epsilon &&
+ std::abs(b1 - m.b1) <= epsilon &&
+ std::abs(b2 - m.b2) <= epsilon &&
+ std::abs(b3 - m.b3) <= epsilon &&
+ std::abs(b4 - m.b4) <= epsilon &&
+ std::abs(c1 - m.c1) <= epsilon &&
+ std::abs(c2 - m.c2) <= epsilon &&
+ std::abs(c3 - m.c3) <= epsilon &&
+ std::abs(c4 - m.c4) <= epsilon &&
+ std::abs(d1 - m.d1) <= epsilon &&
+ std::abs(d2 - m.d2) <= epsilon &&
+ std::abs(d3 - m.d3) <= epsilon &&
+ std::abs(d4 - m.d4) <= epsilon;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline void aiMatrix4x4t<TReal>::Decompose (aiVector3t<TReal>& scaling, aiQuaterniont<TReal>& rotation,
- aiVector3t<TReal>& position) const
+ 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);
+ 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
+ aiVector3t<TReal>& position) const
{
- const aiMatrix4x4t<TReal>& _this = *this;
+ const aiMatrix4x4t<TReal>& _this = *this;
- // extract translation
- position.x = _this[0][3];
- position.y = _this[1][3];
- position.z = _this[2][3];
+ // 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);
+ // 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);
+ 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;
+ aiMatrix4x4t<TReal>& _this = *this;
TReal cr = std::cos( x );
TReal sr = std::sin( x );
@@ -386,93 +387,93 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(TReal x, TRe
TReal cy = std::cos( z );
TReal sy = std::sin( z );
- _this.a1 = cp*cy ;
- _this.a2 = cp*sy;
- _this.a3 = -sp ;
+ _this.a1 = cp*cy ;
+ _this.a2 = cp*sy;
+ _this.a3 = -sp ;
- TReal srsp = sr*sp;
- TReal crsp = cr*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.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 ;
+ _this.c1 = crsp*cy+sr*sy ;
+ _this.c2 = crsp*sy-sr*cy ;
+ _this.c3 = cr*cp ;
- return *this;
+ 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);
+ // 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 std::cos(A) -std::sin(A) 0 |
- | 0 std::sin(A) std::cos(A) 0 |
- | 0 0 0 1 | */
- out = aiMatrix4x4t<TReal>();
+ /*
+ | 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 = std::cos(a);
out.b3 = -(out.c2 = std::sin(a));
- return out;
+ return out;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationY(TReal a, aiMatrix4x4t<TReal>& out)
{
- /*
- | std::cos(A) 0 std::sin(A) 0 |
+ /*
+ | cos(A) 0 sin(A) 0 |
M = | 0 1 0 0 |
- | -std::sin(A) 0 std::cos(A) 0 |
+ | -sin(A) 0 cos(A) 0 |
| 0 0 0 1 |
- */
- out = aiMatrix4x4t<TReal>();
+ */
+ out = aiMatrix4x4t<TReal>();
out.a1 = out.c3 = std::cos(a);
out.c1 = -(out.a3 = std::sin(a));
- return out;
+ return out;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationZ(TReal a, aiMatrix4x4t<TReal>& out)
{
- /*
- | std::cos(A) -std::sin(A) 0 0 |
- M = | std::sin(A) std::cos(A) 0 0 |
+ /*
+ | cos(A) -sin(A) 0 0 |
+ M = | sin(A) cos(A) 0 0 |
| 0 0 1 0 |
- | 0 0 0 1 | */
- out = aiMatrix4x4t<TReal>();
+ | 0 0 0 1 | */
+ out = aiMatrix4x4t<TReal>();
out.a1 = out.b2 = std::cos(a);
out.a2 = -(out.b1 = std::sin(a));
- return out;
+ return out;
}
// ----------------------------------------------------------------------------------------
@@ -498,22 +499,22 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Rotation( TReal a, const aiVect
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;
+ 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;
+ out = aiMatrix4x4t<TReal>();
+ out.a1 = v.x;
+ out.b2 = v.y;
+ out.c3 = v.z;
+ return out;
}
// ----------------------------------------------------------------------------------------
@@ -521,19 +522,19 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Scaling( const aiVector3t<TReal
* "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 aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
- const aiVector3t<TReal>& to, aiMatrix4x4t<TReal>& mtx)
+ const aiVector3t<TReal>& to, aiMatrix4x4t<TReal>& mtx)
{
- aiMatrix3x3t<TReal> m3;
- aiMatrix3x3t<TReal>::FromToMatrix(from,to,m3);
- mtx = aiMatrix4x4t<TReal>(m3);
- return mtx;
+ aiMatrix3x3t<TReal> m3;
+ aiMatrix3x3t<TReal>::FromToMatrix(from,to,m3);
+ mtx = aiMatrix4x4t<TReal>(m3);
+ return mtx;
}
#endif // __cplusplus