| /* |
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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.inl |
| * @brief Inline implementation of the 4x4 matrix operators |
| */ |
| #pragma once |
| #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 <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) |
| { |
| |
| } |
| |
| // ---------------------------------------------------------------------------------------- |
| 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 TReal& aFloat) const |
| { |
| aiMatrix4x4t<TReal> temp( |
| a1 * aFloat, |
| a2 * aFloat, |
| a3 * aFloat, |
| a4 * aFloat, |
| b1 * aFloat, |
| b2 * aFloat, |
| b3 * aFloat, |
| b4 * aFloat, |
| c1 * aFloat, |
| c2 * aFloat, |
| c3 * aFloat, |
| c4 * aFloat, |
| d1 * aFloat, |
| d2 * aFloat, |
| d3 * aFloat, |
| d4 * aFloat); |
| return temp; |
| } |
| |
| // ---------------------------------------------------------------------------------------- |
| template <typename TReal> |
| inline aiMatrix4x4t<TReal> aiMatrix4x4t<TReal>::operator+ (const aiMatrix4x4t<TReal>& m) const |
| { |
| aiMatrix4x4t<TReal> temp( |
| m.a1 + a1, |
| m.a2 + a2, |
| m.a3 + a3, |
| m.a4 + a4, |
| m.b1 + b1, |
| m.b2 + b2, |
| m.b3 + b3, |
| m.b4 + b4, |
| m.c1 + c1, |
| m.c2 + c2, |
| m.c3 + c3, |
| m.c4 + c4, |
| m.d1 + d1, |
| m.d2 + d2, |
| m.d3 + d3, |
| m.d4 + d4); |
| return temp; |
| } |
| |
| // ---------------------------------------------------------------------------------------- |
| 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) { |
| if (p_iIndex > 3) { |
| return NULL; |
| } |
| switch ( p_iIndex ) { |
| case 0: |
| return &a1; |
| case 1: |
| return &b1; |
| case 2: |
| return &c1; |
| case 3: |
| return &d1; |
| default: |
| break; |
| } |
| return &a1; |
| } |
| |
| // ---------------------------------------------------------------------------------------- |
| template <typename TReal> |
| inline const TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex) const { |
| if (p_iIndex > 3) { |
| return NULL; |
| } |
| |
| switch ( p_iIndex ) { |
| case 0: |
| return &a1; |
| case 1: |
| return &b1; |
| case 2: |
| return &c1; |
| case 3: |
| return &d1; |
| default: |
| break; |
| } |
| return &a1; |
| } |
| |
| // ---------------------------------------------------------------------------------------- |
| 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; |
| } |
| |
| // ---------------------------------------------------------------------------------------- |
| |
| #define ASSIMP_MATRIX4_4_DECOMPOSE_PART \ |
| const aiMatrix4x4t<TReal>& _this = *this;/* Create alias for conveniance. */ \ |
| \ |
| /* extract translation */ \ |
| pPosition.x = _this[0][3]; \ |
| pPosition.y = _this[1][3]; \ |
| pPosition.z = _this[2][3]; \ |
| \ |
| /* extract the columns of the matrix. */ \ |
| aiVector3t<TReal> vCols[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 */ \ |
| pScaling.x = vCols[0].Length(); \ |
| pScaling.y = vCols[1].Length(); \ |
| pScaling.z = vCols[2].Length(); \ |
| \ |
| /* and the sign of the scaling */ \ |
| if (Determinant() < 0) pScaling = -pScaling; \ |
| \ |
| /* and remove all scaling from the matrix */ \ |
| if(pScaling.x) vCols[0] /= pScaling.x; \ |
| if(pScaling.y) vCols[1] /= pScaling.y; \ |
| if(pScaling.z) vCols[2] /= pScaling.z; \ |
| \ |
| do {} while(false) |
| |
| |
| |
| |
| template <typename TReal> |
| inline void aiMatrix4x4t<TReal>::Decompose (aiVector3t<TReal>& pScaling, aiQuaterniont<TReal>& pRotation, |
| aiVector3t<TReal>& pPosition) const |
| { |
| ASSIMP_MATRIX4_4_DECOMPOSE_PART; |
| |
| // build a 3x3 rotation matrix |
| aiMatrix3x3t<TReal> m(vCols[0].x,vCols[1].x,vCols[2].x, |
| vCols[0].y,vCols[1].y,vCols[2].y, |
| vCols[0].z,vCols[1].z,vCols[2].z); |
| |
| // and generate the rotation quaternion from it |
| pRotation = aiQuaterniont<TReal>(m); |
| } |
| |
| template <typename TReal> |
| inline void aiMatrix4x4t<TReal>::Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotation, aiVector3t<TReal>& pPosition) const |
| { |
| ASSIMP_MATRIX4_4_DECOMPOSE_PART; |
| |
| /* |
| | CE -CF D 0 | |
| M = | BDE+AF -BDF+AE -BC 0 | |
| | -ADE+BF -ADF+BE AC 0 | |
| | 0 0 0 1 | |
| |
| A = cos(angle_x), B = sin(angle_x); |
| C = cos(angle_y), D = sin(angle_y); |
| E = cos(angle_z), F = sin(angle_z); |
| */ |
| |
| // Use a small epsilon to solve floating-point inaccuracies |
| const TReal epsilon = 10e-3f; |
| |
| pRotation.y = std::asin(vCols[2].x);// D. Angle around oY. |
| |
| TReal C = std::cos(pRotation.y); |
| |
| if(std::fabs(C) > epsilon) |
| { |
| // Finding angle around oX. |
| TReal tan_x = vCols[2].z / C;// A |
| TReal tan_y = -vCols[2].y / C;// B |
| |
| pRotation.x = std::atan2(tan_y, tan_x); |
| // Finding angle around oZ. |
| tan_x = vCols[0].x / C;// E |
| tan_y = -vCols[1].x / C;// F |
| pRotation.z = std::atan2(tan_y, tan_x); |
| } |
| else |
| {// oY is fixed. |
| pRotation.x = 0;// Set angle around oX to 0. => A == 1, B == 0, C == 0, D == 1. |
| |
| // And finding angle around oZ. |
| TReal tan_x = vCols[1].y;// -BDF+AE => E |
| TReal tan_y = vCols[0].y;// BDE+AF => F |
| |
| pRotation.z = std::atan2(tan_y, tan_x); |
| } |
| } |
| |
| #undef ASSIMP_MATRIX4_4_DECOMPOSE_PART |
| |
| template <typename TReal> |
| inline void aiMatrix4x4t<TReal>::Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotationAxis, TReal& pRotationAngle, |
| aiVector3t<TReal>& pPosition) const |
| { |
| aiQuaterniont<TReal> pRotation; |
| |
| Decompose(pScaling, pRotation, pPosition); |
| pRotation.Normalize(); |
| |
| TReal angle_cos = pRotation.w; |
| TReal angle_sin = std::sqrt(1.0f - angle_cos * angle_cos); |
| |
| pRotationAngle = std::acos(angle_cos) * 2; |
| |
| // Use a small epsilon to solve floating-point inaccuracies |
| const TReal epsilon = 10e-3f; |
| |
| if(std::fabs(angle_sin) < epsilon) angle_sin = 1; |
| |
| pRotationAxis.x = pRotation.x / angle_sin; |
| pRotationAxis.y = pRotation.y / angle_sin; |
| pRotationAxis.z = pRotation.z / angle_sin; |
| } |
| |
| // ---------------------------------------------------------------------------------------- |
| 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 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; |
| } |
| |
| // ---------------------------------------------------------------------------------------- |
| 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 = 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) |
| { |
| /* |
| | 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 = 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 |