| /* |
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| Open Asset Import Library (assimp) |
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| Copyright (c) 2006-2017, assimp team |
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| */ |
| /** @file matrix4x4.h |
| * @brief 4x4 matrix structure, including operators when compiling in C++ |
| */ |
| #pragma once |
| #ifndef AI_MATRIX4X4_H_INC |
| #define AI_MATRIX4X4_H_INC |
| |
| #include "vector3.h" |
| #include "defs.h" |
| |
| #ifdef __cplusplus |
| |
| template<typename TReal> class aiMatrix3x3t; |
| template<typename TReal> class aiQuaterniont; |
| |
| // --------------------------------------------------------------------------- |
| /** @brief Represents a row-major 4x4 matrix, use this for homogeneous |
| * coordinates. |
| * |
| * 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 aiMatrix4x4t |
| { |
| public: |
| |
| /** set to identity */ |
| aiMatrix4x4t (); |
| |
| /** construction from single values */ |
| 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); |
| |
| |
| /** construction from 3x3 matrix, remaining elements are set to identity */ |
| explicit aiMatrix4x4t( const aiMatrix3x3t<TReal>& m); |
| |
| /** construction from position, rotation and scaling components |
| * @param scaling The scaling for the x,y,z axes |
| * @param rotation The rotation as a hamilton quaternion |
| * @param position The position for the x,y,z axes |
| */ |
| aiMatrix4x4t(const aiVector3t<TReal>& scaling, const aiQuaterniont<TReal>& rotation, |
| const aiVector3t<TReal>& position); |
| |
| public: |
| |
| // array access operators |
| /** @fn TReal* operator[] (unsigned int p_iIndex) |
| * @param [in] p_iIndex - index of the row. |
| * @return pointer to pointed row. |
| */ |
| TReal* operator[] (unsigned int p_iIndex); |
| |
| /** @fn const TReal* operator[] (unsigned int p_iIndex) const |
| * @overload TReal* operator[] (unsigned int p_iIndex) |
| */ |
| const TReal* operator[] (unsigned int p_iIndex) const; |
| |
| // comparison operators |
| bool operator== (const aiMatrix4x4t& m) const; |
| bool operator!= (const aiMatrix4x4t& m) const; |
| |
| bool Equal(const aiMatrix4x4t& m, TReal epsilon = 1e-6) const; |
| |
| // matrix multiplication. |
| aiMatrix4x4t& operator *= (const aiMatrix4x4t& m); |
| aiMatrix4x4t operator * (const aiMatrix4x4t& m) const; |
| aiMatrix4x4t operator * (const TReal& aFloat) const; |
| aiMatrix4x4t operator + (const aiMatrix4x4t& aMatrix) const; |
| |
| template <typename TOther> |
| operator aiMatrix4x4t<TOther> () const; |
| |
| public: |
| |
| // ------------------------------------------------------------------- |
| /** @brief Transpose the matrix */ |
| aiMatrix4x4t& 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. |
| */ |
| aiMatrix4x4t& Inverse(); |
| TReal Determinant() const; |
| |
| |
| // ------------------------------------------------------------------- |
| /** @brief Returns true of the matrix is the identity matrix. |
| * The check is performed against a not so small epsilon. |
| */ |
| inline bool IsIdentity() const; |
| |
| // ------------------------------------------------------------------- |
| /** @brief Decompose a trafo matrix into its original components |
| * @param scaling Receives the output scaling for the x,y,z axes |
| * @param rotation Receives the output rotation as a hamilton |
| * quaternion |
| * @param position Receives the output position for the x,y,z axes |
| */ |
| void Decompose (aiVector3t<TReal>& scaling, aiQuaterniont<TReal>& rotation, |
| aiVector3t<TReal>& position) const; |
| |
| // ------------------------------------------------------------------- |
| /** @fn void Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotation, aiVector3t<TReal>& pPosition) const |
| * @brief Decompose a trafo matrix into its original components. |
| * Thx to good FAQ at http://www.gamedev.ru/code/articles/faq_matrix_quat |
| * @param [out] pScaling - Receives the output scaling for the x,y,z axes. |
| * @param [out] pRotation - Receives the output rotation as a Euler angles. |
| * @param [out] pPosition - Receives the output position for the x,y,z axes. |
| */ |
| void Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotation, aiVector3t<TReal>& pPosition) const; |
| |
| // ------------------------------------------------------------------- |
| /** @fn void Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotationAxis, TReal& pRotationAngle, aiVector3t<TReal>& pPosition) const |
| * @brief Decompose a trafo matrix into its original components |
| * Thx to good FAQ at http://www.gamedev.ru/code/articles/faq_matrix_quat |
| * @param [out] pScaling - Receives the output scaling for the x,y,z axes. |
| * @param [out] pRotationAxis - Receives the output rotation axis. |
| * @param [out] pRotationAngle - Receives the output rotation angle for @ref pRotationAxis. |
| * @param [out] pPosition - Receives the output position for the x,y,z axes. |
| */ |
| void Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotationAxis, TReal& pRotationAngle, aiVector3t<TReal>& pPosition) const; |
| |
| // ------------------------------------------------------------------- |
| /** @brief Decompose a trafo matrix with no scaling into its |
| * original components |
| * @param rotation Receives the output rotation as a hamilton |
| * quaternion |
| * @param position Receives the output position for the x,y,z axes |
| */ |
| void DecomposeNoScaling (aiQuaterniont<TReal>& rotation, |
| aiVector3t<TReal>& position) const; |
| |
| |
| // ------------------------------------------------------------------- |
| /** @brief Creates a trafo matrix from a set of euler angles |
| * @param x Rotation angle for the x-axis, in radians |
| * @param y Rotation angle for the y-axis, in radians |
| * @param z Rotation angle for the z-axis, in radians |
| */ |
| aiMatrix4x4t& FromEulerAnglesXYZ(TReal x, TReal y, TReal z); |
| aiMatrix4x4t& FromEulerAnglesXYZ(const aiVector3t<TReal>& blubb); |
| |
| public: |
| // ------------------------------------------------------------------- |
| /** @brief Returns a rotation matrix for a rotation around the x axis |
| * @param a Rotation angle, in radians |
| * @param out Receives the output matrix |
| * @return Reference to the output matrix |
| */ |
| static aiMatrix4x4t& RotationX(TReal a, aiMatrix4x4t& out); |
| |
| // ------------------------------------------------------------------- |
| /** @brief Returns a rotation matrix for a rotation around the y axis |
| * @param a Rotation angle, in radians |
| * @param out Receives the output matrix |
| * @return Reference to the output matrix |
| */ |
| static aiMatrix4x4t& RotationY(TReal a, aiMatrix4x4t& out); |
| |
| // ------------------------------------------------------------------- |
| /** @brief Returns a rotation matrix for a rotation around the z axis |
| * @param a Rotation angle, in radians |
| * @param out Receives the output matrix |
| * @return Reference to the output matrix |
| */ |
| static aiMatrix4x4t& RotationZ(TReal a, aiMatrix4x4t& out); |
| |
| // ------------------------------------------------------------------- |
| /** Returns a rotation matrix for a rotation around an arbitrary axis. |
| * @param a Rotation angle, in radians |
| * @param axis Rotation axis, should be a normalized vector. |
| * @param out Receives the output matrix |
| * @return Reference to the output matrix |
| */ |
| static aiMatrix4x4t& Rotation(TReal a, const aiVector3t<TReal>& axis, |
| aiMatrix4x4t& out); |
| |
| // ------------------------------------------------------------------- |
| /** @brief Returns a translation matrix |
| * @param v Translation vector |
| * @param out Receives the output matrix |
| * @return Reference to the output matrix |
| */ |
| static aiMatrix4x4t& Translation( const aiVector3t<TReal>& v, |
| aiMatrix4x4t& out); |
| |
| // ------------------------------------------------------------------- |
| /** @brief Returns a scaling matrix |
| * @param v Scaling vector |
| * @param out Receives the output matrix |
| * @return Reference to the output matrix |
| */ |
| static aiMatrix4x4t& Scaling( const aiVector3t<TReal>& v, aiMatrix4x4t& 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 column-major form |
| * Authors: Tomas Mueller, John Hughes |
| * "Efficiently Building a Matrix to Rotate One Vector to Another" |
| * Journal of Graphics Tools, 4(4):1-4, 1999 |
| */ |
| static aiMatrix4x4t& FromToMatrix(const aiVector3t<TReal>& from, |
| const aiVector3t<TReal>& to, aiMatrix4x4t& out); |
| |
| public: |
| TReal a1, a2, a3, a4; |
| TReal b1, b2, b3, b4; |
| TReal c1, c2, c3, c4; |
| TReal d1, d2, d3, d4; |
| }; |
| |
| typedef aiMatrix4x4t<ai_real> aiMatrix4x4; |
| |
| #else |
| |
| struct aiMatrix4x4 { |
| ai_real a1, a2, a3, a4; |
| ai_real b1, b2, b3, b4; |
| ai_real c1, c2, c3, c4; |
| ai_real d1, d2, d3, d4; |
| }; |
| |
| |
| #endif // __cplusplus |
| |
| #endif // AI_MATRIX4X4_H_INC |