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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>

#ifdef __cplusplus
#   include <cmath>
#else
#   include <math.h>
#endif

// ----------------------------------------------------------------------------------------
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 (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);
}

// ----------------------------------------------------------------------------------------
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 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;
}

// ----------------------------------------------------------------------------------------
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 = std::cos( x );
    TReal sr = std::sin( x );
    TReal cp = std::cos( y );
    TReal sp = std::sin( y );
    TReal cy = std::cos( z );
    TReal sy = std::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  std::cos(A) -std::sin(A)  0 |
         |  0  std::sin(A)  std::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;
}

// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationY(TReal a, aiMatrix4x4t<TReal>& out)
{
	/*
         |  std::cos(A)  0   std::sin(A)  0 |
     M = |  0       1   0       0 |
         | -std::sin(A)  0   std::cos(A)  0 |
         |  0       0   0       1 |
		*/
	out = aiMatrix4x4t<TReal>();
    out.a1 = out.c3 = std::cos(a);
    out.c1 = -(out.a3 = std::sin(a));
	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 |
         |  0        0        1   0 |
         |  0        0        0   1 |	*/
	out = aiMatrix4x4t<TReal>();
    out.a1 = out.b2 = std::cos(a);
    out.a2 = -(out.b1 = std::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 = std::cos( a), s = std::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