Merge branch 'master' into fbx_rotation_fix
commit
855452831c
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@ -693,3 +693,598 @@ ASSIMP_API C_STRUCT const aiImporterDesc* aiGetImporterDesc( const char *extensi
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API int aiVector2AreEqual(
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const C_STRUCT aiVector2D* a,
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const C_STRUCT aiVector2D* b) {
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ai_assert(NULL != a);
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ai_assert(NULL != b);
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return *a == *b;
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API int aiVector2AreEqualEpsilon(
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const C_STRUCT aiVector2D* a,
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const C_STRUCT aiVector2D* b,
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const float epsilon) {
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ai_assert(NULL != a);
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ai_assert(NULL != b);
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return a->Equal(*b, epsilon);
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiVector2Add(
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C_STRUCT aiVector2D* dst,
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const C_STRUCT aiVector2D* src) {
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ai_assert(NULL != dst);
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ai_assert(NULL != src);
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*dst = *dst + *src;
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiVector2Subtract(
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C_STRUCT aiVector2D* dst,
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const C_STRUCT aiVector2D* src) {
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ai_assert(NULL != dst);
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ai_assert(NULL != src);
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*dst = *dst - *src;
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiVector2Scale(
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C_STRUCT aiVector2D* dst,
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const float s) {
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ai_assert(NULL != dst);
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*dst *= s;
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiVector2SymMul(
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C_STRUCT aiVector2D* dst,
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const C_STRUCT aiVector2D* other) {
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ai_assert(NULL != dst);
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ai_assert(NULL != other);
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*dst = dst->SymMul(*other);
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiVector2DivideByScalar(
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C_STRUCT aiVector2D* dst,
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const float s) {
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ai_assert(NULL != dst);
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*dst /= s;
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiVector2DivideByVector(
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C_STRUCT aiVector2D* dst,
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C_STRUCT aiVector2D* v) {
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ai_assert(NULL != dst);
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ai_assert(NULL != v);
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*dst = *dst / *v;
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API float aiVector2Length(
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const C_STRUCT aiVector2D* v) {
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ai_assert(NULL != v);
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return v->Length();
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API float aiVector2SquareLength(
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const C_STRUCT aiVector2D* v) {
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ai_assert(NULL != v);
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return v->SquareLength();
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiVector2Negate(
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C_STRUCT aiVector2D* dst) {
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ai_assert(NULL != dst);
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*dst = -(*dst);
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API float aiVector2DotProduct(
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const C_STRUCT aiVector2D* a,
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const C_STRUCT aiVector2D* b) {
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ai_assert(NULL != a);
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ai_assert(NULL != b);
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return (*a) * (*b);
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiVector2Normalize(
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C_STRUCT aiVector2D* v) {
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ai_assert(NULL != v);
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v->Normalize();
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API int aiVector3AreEqual(
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const C_STRUCT aiVector3D* a,
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const C_STRUCT aiVector3D* b) {
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ai_assert(NULL != a);
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ai_assert(NULL != b);
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return *a == *b;
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API int aiVector3AreEqualEpsilon(
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const C_STRUCT aiVector3D* a,
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const C_STRUCT aiVector3D* b,
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const float epsilon) {
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ai_assert(NULL != a);
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ai_assert(NULL != b);
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return a->Equal(*b, epsilon);
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API int aiVector3LessThan(
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const C_STRUCT aiVector3D* a,
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const C_STRUCT aiVector3D* b) {
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ai_assert(NULL != a);
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ai_assert(NULL != b);
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return *a < *b;
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiVector3Add(
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C_STRUCT aiVector3D* dst,
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const C_STRUCT aiVector3D* src) {
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ai_assert(NULL != dst);
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ai_assert(NULL != src);
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*dst = *dst + *src;
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiVector3Subtract(
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C_STRUCT aiVector3D* dst,
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const C_STRUCT aiVector3D* src) {
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ai_assert(NULL != dst);
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ai_assert(NULL != src);
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*dst = *dst - *src;
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiVector3Scale(
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C_STRUCT aiVector3D* dst,
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const float s) {
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ai_assert(NULL != dst);
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*dst *= s;
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiVector3SymMul(
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C_STRUCT aiVector3D* dst,
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const C_STRUCT aiVector3D* other) {
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ai_assert(NULL != dst);
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ai_assert(NULL != other);
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*dst = dst->SymMul(*other);
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiVector3DivideByScalar(
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C_STRUCT aiVector3D* dst, const float s) {
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ai_assert(NULL != dst);
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*dst /= s;
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiVector3DivideByVector(
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C_STRUCT aiVector3D* dst,
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C_STRUCT aiVector3D* v) {
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ai_assert(NULL != dst);
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ai_assert(NULL != v);
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*dst = *dst / *v;
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API float aiVector3Length(
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const C_STRUCT aiVector3D* v) {
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ai_assert(NULL != v);
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return v->Length();
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API float aiVector3SquareLength(
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const C_STRUCT aiVector3D* v) {
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ai_assert(NULL != v);
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return v->SquareLength();
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiVector3Negate(
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C_STRUCT aiVector3D* dst) {
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ai_assert(NULL != dst);
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*dst = -(*dst);
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API float aiVector3DotProduct(
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const C_STRUCT aiVector3D* a,
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const C_STRUCT aiVector3D* b) {
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ai_assert(NULL != a);
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ai_assert(NULL != b);
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return (*a) * (*b);
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiVector3CrossProduct(
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C_STRUCT aiVector3D* dst,
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const C_STRUCT aiVector3D* a,
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const C_STRUCT aiVector3D* b) {
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ai_assert(NULL != dst);
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ai_assert(NULL != a);
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ai_assert(NULL != b);
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*dst = *a ^ *b;
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiVector3Normalize(
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C_STRUCT aiVector3D* v) {
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ai_assert(NULL != v);
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v->Normalize();
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiVector3NormalizeSafe(
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C_STRUCT aiVector3D* v) {
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ai_assert(NULL != v);
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v->NormalizeSafe();
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiVector3RotateByQuaternion(
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C_STRUCT aiVector3D* v,
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const C_STRUCT aiQuaternion* q) {
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ai_assert(NULL != v);
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ai_assert(NULL != q);
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*v = q->Rotate(*v);
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiMatrix3FromMatrix4(
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C_STRUCT aiMatrix3x3* dst,
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const C_STRUCT aiMatrix4x4* mat) {
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ai_assert(NULL != dst);
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ai_assert(NULL != mat);
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*dst = aiMatrix3x3(*mat);
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiMatrix3FromQuaternion(
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C_STRUCT aiMatrix3x3* mat,
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const C_STRUCT aiQuaternion* q) {
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ai_assert(NULL != mat);
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ai_assert(NULL != q);
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*mat = q->GetMatrix();
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API int aiMatrix3AreEqual(
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const C_STRUCT aiMatrix3x3* a,
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const C_STRUCT aiMatrix3x3* b) {
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ai_assert(NULL != a);
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ai_assert(NULL != b);
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return *a == *b;
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API int aiMatrix3AreEqualEpsilon(
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const C_STRUCT aiMatrix3x3* a,
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const C_STRUCT aiMatrix3x3* b,
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const float epsilon) {
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ai_assert(NULL != a);
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ai_assert(NULL != b);
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return a->Equal(*b, epsilon);
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiMatrix3Inverse(C_STRUCT aiMatrix3x3* mat) {
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ai_assert(NULL != mat);
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mat->Inverse();
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API float aiMatrix3Determinant(const C_STRUCT aiMatrix3x3* mat) {
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ai_assert(NULL != mat);
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return mat->Determinant();
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiMatrix3RotationZ(
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C_STRUCT aiMatrix3x3* mat,
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const float angle) {
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ai_assert(NULL != mat);
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aiMatrix3x3::RotationZ(angle, *mat);
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiMatrix3FromRotationAroundAxis(
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C_STRUCT aiMatrix3x3* mat,
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const C_STRUCT aiVector3D* axis,
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const float angle) {
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ai_assert(NULL != mat);
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ai_assert(NULL != axis);
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aiMatrix3x3::Rotation(angle, *axis, *mat);
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiMatrix3Translation(
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C_STRUCT aiMatrix3x3* mat,
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const C_STRUCT aiVector2D* translation) {
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ai_assert(NULL != mat);
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ai_assert(NULL != translation);
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aiMatrix3x3::Translation(*translation, *mat);
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiMatrix3FromTo(
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C_STRUCT aiMatrix3x3* mat,
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const C_STRUCT aiVector3D* from,
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const C_STRUCT aiVector3D* to) {
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ai_assert(NULL != mat);
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ai_assert(NULL != from);
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ai_assert(NULL != to);
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aiMatrix3x3::FromToMatrix(*from, *to, *mat);
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiMatrix4FromMatrix3(
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C_STRUCT aiMatrix4x4* dst,
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const C_STRUCT aiMatrix3x3* mat) {
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ai_assert(NULL != dst);
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ai_assert(NULL != mat);
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*dst = aiMatrix4x4(*mat);
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiMatrix4FromScalingQuaternionPosition(
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C_STRUCT aiMatrix4x4* mat,
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const C_STRUCT aiVector3D* scaling,
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const C_STRUCT aiQuaternion* rotation,
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const C_STRUCT aiVector3D* position) {
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ai_assert(NULL != mat);
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ai_assert(NULL != scaling);
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ai_assert(NULL != rotation);
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ai_assert(NULL != position);
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*mat = aiMatrix4x4(*scaling, *rotation, *position);
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API void aiMatrix4Add(
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C_STRUCT aiMatrix4x4* dst,
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const C_STRUCT aiMatrix4x4* src) {
|
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ai_assert(NULL != dst);
|
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ai_assert(NULL != src);
|
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*dst = *dst + *src;
|
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}
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// ------------------------------------------------------------------------------------------------
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ASSIMP_API int aiMatrix4AreEqual(
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const C_STRUCT aiMatrix4x4* a,
|
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const C_STRUCT aiMatrix4x4* b) {
|
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ai_assert(NULL != a);
|
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ai_assert(NULL != b);
|
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return *a == *b;
|
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}
|
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|
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// ------------------------------------------------------------------------------------------------
|
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ASSIMP_API int aiMatrix4AreEqualEpsilon(
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const C_STRUCT aiMatrix4x4* a,
|
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const C_STRUCT aiMatrix4x4* b,
|
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const float epsilon) {
|
||||
ai_assert(NULL != a);
|
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ai_assert(NULL != b);
|
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return a->Equal(*b, epsilon);
|
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}
|
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|
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// ------------------------------------------------------------------------------------------------
|
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ASSIMP_API void aiMatrix4Inverse(C_STRUCT aiMatrix4x4* mat) {
|
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ai_assert(NULL != mat);
|
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mat->Inverse();
|
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}
|
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|
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// ------------------------------------------------------------------------------------------------
|
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ASSIMP_API float aiMatrix4Determinant(const C_STRUCT aiMatrix4x4* mat) {
|
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ai_assert(NULL != mat);
|
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return mat->Determinant();
|
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}
|
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|
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// ------------------------------------------------------------------------------------------------
|
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ASSIMP_API int aiMatrix4IsIdentity(const C_STRUCT aiMatrix4x4* mat) {
|
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ai_assert(NULL != mat);
|
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return mat->IsIdentity();
|
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}
|
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|
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// ------------------------------------------------------------------------------------------------
|
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ASSIMP_API void aiMatrix4DecomposeIntoScalingEulerAnglesPosition(
|
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const C_STRUCT aiMatrix4x4* mat,
|
||||
C_STRUCT aiVector3D* scaling,
|
||||
C_STRUCT aiVector3D* rotation,
|
||||
C_STRUCT aiVector3D* position) {
|
||||
ai_assert(NULL != mat);
|
||||
ai_assert(NULL != scaling);
|
||||
ai_assert(NULL != rotation);
|
||||
ai_assert(NULL != position);
|
||||
mat->Decompose(*scaling, *rotation, *position);
|
||||
}
|
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|
||||
// ------------------------------------------------------------------------------------------------
|
||||
ASSIMP_API void aiMatrix4DecomposeIntoScalingAxisAnglePosition(
|
||||
const C_STRUCT aiMatrix4x4* mat,
|
||||
C_STRUCT aiVector3D* scaling,
|
||||
C_STRUCT aiVector3D* axis,
|
||||
float* angle,
|
||||
C_STRUCT aiVector3D* position) {
|
||||
ai_assert(NULL != mat);
|
||||
ai_assert(NULL != scaling);
|
||||
ai_assert(NULL != axis);
|
||||
ai_assert(NULL != angle);
|
||||
ai_assert(NULL != position);
|
||||
mat->Decompose(*scaling, *axis, *angle, *position);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
ASSIMP_API void aiMatrix4DecomposeNoScaling(
|
||||
const C_STRUCT aiMatrix4x4* mat,
|
||||
C_STRUCT aiQuaternion* rotation,
|
||||
C_STRUCT aiVector3D* position) {
|
||||
ai_assert(NULL != mat);
|
||||
ai_assert(NULL != rotation);
|
||||
ai_assert(NULL != position);
|
||||
mat->DecomposeNoScaling(*rotation, *position);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
ASSIMP_API void aiMatrix4FromEulerAngles(
|
||||
C_STRUCT aiMatrix4x4* mat,
|
||||
float x, float y, float z) {
|
||||
ai_assert(NULL != mat);
|
||||
mat->FromEulerAnglesXYZ(x, y, z);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
ASSIMP_API void aiMatrix4RotationX(
|
||||
C_STRUCT aiMatrix4x4* mat,
|
||||
const float angle) {
|
||||
ai_assert(NULL != mat);
|
||||
aiMatrix4x4::RotationX(angle, *mat);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
ASSIMP_API void aiMatrix4RotationY(
|
||||
C_STRUCT aiMatrix4x4* mat,
|
||||
const float angle) {
|
||||
ai_assert(NULL != mat);
|
||||
aiMatrix4x4::RotationY(angle, *mat);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
ASSIMP_API void aiMatrix4RotationZ(
|
||||
C_STRUCT aiMatrix4x4* mat,
|
||||
const float angle) {
|
||||
ai_assert(NULL != mat);
|
||||
aiMatrix4x4::RotationZ(angle, *mat);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
ASSIMP_API void aiMatrix4FromRotationAroundAxis(
|
||||
C_STRUCT aiMatrix4x4* mat,
|
||||
const C_STRUCT aiVector3D* axis,
|
||||
const float angle) {
|
||||
ai_assert(NULL != mat);
|
||||
ai_assert(NULL != axis);
|
||||
aiMatrix4x4::Rotation(angle, *axis, *mat);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
ASSIMP_API void aiMatrix4Translation(
|
||||
C_STRUCT aiMatrix4x4* mat,
|
||||
const C_STRUCT aiVector3D* translation) {
|
||||
ai_assert(NULL != mat);
|
||||
ai_assert(NULL != translation);
|
||||
aiMatrix4x4::Translation(*translation, *mat);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
ASSIMP_API void aiMatrix4Scaling(
|
||||
C_STRUCT aiMatrix4x4* mat,
|
||||
const C_STRUCT aiVector3D* scaling) {
|
||||
ai_assert(NULL != mat);
|
||||
ai_assert(NULL != scaling);
|
||||
aiMatrix4x4::Scaling(*scaling, *mat);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
ASSIMP_API void aiMatrix4FromTo(
|
||||
C_STRUCT aiMatrix4x4* mat,
|
||||
const C_STRUCT aiVector3D* from,
|
||||
const C_STRUCT aiVector3D* to) {
|
||||
ai_assert(NULL != mat);
|
||||
ai_assert(NULL != from);
|
||||
ai_assert(NULL != to);
|
||||
aiMatrix4x4::FromToMatrix(*from, *to, *mat);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
ASSIMP_API void aiQuaternionFromEulerAngles(
|
||||
C_STRUCT aiQuaternion* q,
|
||||
float x, float y, float z) {
|
||||
ai_assert(NULL != q);
|
||||
*q = aiQuaternion(x, y, z);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
ASSIMP_API void aiQuaternionFromAxisAngle(
|
||||
C_STRUCT aiQuaternion* q,
|
||||
const C_STRUCT aiVector3D* axis,
|
||||
const float angle) {
|
||||
ai_assert(NULL != q);
|
||||
ai_assert(NULL != axis);
|
||||
*q = aiQuaternion(*axis, angle);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
ASSIMP_API void aiQuaternionFromNormalizedQuaternion(
|
||||
C_STRUCT aiQuaternion* q,
|
||||
const C_STRUCT aiVector3D* normalized) {
|
||||
ai_assert(NULL != q);
|
||||
ai_assert(NULL != normalized);
|
||||
*q = aiQuaternion(*normalized);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
ASSIMP_API int aiQuaternionAreEqual(
|
||||
const C_STRUCT aiQuaternion* a,
|
||||
const C_STRUCT aiQuaternion* b) {
|
||||
ai_assert(NULL != a);
|
||||
ai_assert(NULL != b);
|
||||
return *a == *b;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
ASSIMP_API int aiQuaternionAreEqualEpsilon(
|
||||
const C_STRUCT aiQuaternion* a,
|
||||
const C_STRUCT aiQuaternion* b,
|
||||
const float epsilon) {
|
||||
ai_assert(NULL != a);
|
||||
ai_assert(NULL != b);
|
||||
return a->Equal(*b, epsilon);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
ASSIMP_API void aiQuaternionNormalize(
|
||||
C_STRUCT aiQuaternion* q) {
|
||||
ai_assert(NULL != q);
|
||||
q->Normalize();
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
ASSIMP_API void aiQuaternionConjugate(
|
||||
C_STRUCT aiQuaternion* q) {
|
||||
ai_assert(NULL != q);
|
||||
q->Conjugate();
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
ASSIMP_API void aiQuaternionMultiply(
|
||||
C_STRUCT aiQuaternion* dst,
|
||||
const C_STRUCT aiQuaternion* q) {
|
||||
ai_assert(NULL != dst);
|
||||
ai_assert(NULL != q);
|
||||
*dst = (*dst) * (*q);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
ASSIMP_API void aiQuaternionInterpolate(
|
||||
C_STRUCT aiQuaternion* dst,
|
||||
const C_STRUCT aiQuaternion* start,
|
||||
const C_STRUCT aiQuaternion* end,
|
||||
const float factor) {
|
||||
ai_assert(NULL != dst);
|
||||
ai_assert(NULL != start);
|
||||
ai_assert(NULL != end);
|
||||
aiQuaternion::Interpolate(*dst, *start, *end, factor);
|
||||
}
|
||||
|
|
|
@ -562,6 +562,675 @@ ASSIMP_API size_t aiGetImportFormatCount(void);
|
|||
* @return A description of that specific import format. NULL if pIndex is out of range.
|
||||
*/
|
||||
ASSIMP_API const C_STRUCT aiImporterDesc* aiGetImportFormatDescription( size_t pIndex);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Check if 2D vectors are equal.
|
||||
* @param a First vector to compare
|
||||
* @param b Second vector to compare
|
||||
* @return 1 if the vectors are equal
|
||||
* @return 0 if the vectors are not equal
|
||||
*/
|
||||
ASSIMP_API int aiVector2AreEqual(
|
||||
const C_STRUCT aiVector2D* a,
|
||||
const C_STRUCT aiVector2D* b);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Check if 2D vectors are equal using epsilon.
|
||||
* @param a First vector to compare
|
||||
* @param b Second vector to compare
|
||||
* @param epsilon Epsilon
|
||||
* @return 1 if the vectors are equal
|
||||
* @return 0 if the vectors are not equal
|
||||
*/
|
||||
ASSIMP_API int aiVector2AreEqualEpsilon(
|
||||
const C_STRUCT aiVector2D* a,
|
||||
const C_STRUCT aiVector2D* b,
|
||||
const float epsilon);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Add 2D vectors.
|
||||
* @param dst First addend, receives result.
|
||||
* @param src Vector to be added to 'dst'.
|
||||
*/
|
||||
ASSIMP_API void aiVector2Add(
|
||||
C_STRUCT aiVector2D* dst,
|
||||
const C_STRUCT aiVector2D* src);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Subtract 2D vectors.
|
||||
* @param dst Minuend, receives result.
|
||||
* @param src Vector to be subtracted from 'dst'.
|
||||
*/
|
||||
ASSIMP_API void aiVector2Subtract(
|
||||
C_STRUCT aiVector2D* dst,
|
||||
const C_STRUCT aiVector2D* src);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Multiply a 2D vector by a scalar.
|
||||
* @param dst Vector to be scaled by \p s
|
||||
* @param s Scale factor
|
||||
*/
|
||||
ASSIMP_API void aiVector2Scale(
|
||||
C_STRUCT aiVector2D* dst,
|
||||
const float s);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Multiply each component of a 2D vector with
|
||||
* the components of another vector.
|
||||
* @param dst First vector, receives result
|
||||
* @param other Second vector
|
||||
*/
|
||||
ASSIMP_API void aiVector2SymMul(
|
||||
C_STRUCT aiVector2D* dst,
|
||||
const C_STRUCT aiVector2D* other);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Divide a 2D vector by a scalar.
|
||||
* @param dst Vector to be divided by \p s
|
||||
* @param s Scalar divisor
|
||||
*/
|
||||
ASSIMP_API void aiVector2DivideByScalar(
|
||||
C_STRUCT aiVector2D* dst,
|
||||
const float s);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Divide each component of a 2D vector by
|
||||
* the components of another vector.
|
||||
* @param dst Vector as the dividend
|
||||
* @param v Vector as the divisor
|
||||
*/
|
||||
ASSIMP_API void aiVector2DivideByVector(
|
||||
C_STRUCT aiVector2D* dst,
|
||||
C_STRUCT aiVector2D* v);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Get the length of a 2D vector.
|
||||
* @return v Vector to evaluate
|
||||
*/
|
||||
ASSIMP_API float aiVector2Length(
|
||||
const C_STRUCT aiVector2D* v);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Get the squared length of a 2D vector.
|
||||
* @return v Vector to evaluate
|
||||
*/
|
||||
ASSIMP_API float aiVector2SquareLength(
|
||||
const C_STRUCT aiVector2D* v);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Negate a 2D vector.
|
||||
* @param dst Vector to be negated
|
||||
*/
|
||||
ASSIMP_API void aiVector2Negate(
|
||||
C_STRUCT aiVector2D* dst);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Get the dot product of 2D vectors.
|
||||
* @param a First vector
|
||||
* @param b Second vector
|
||||
* @return The dot product of vectors
|
||||
*/
|
||||
ASSIMP_API float aiVector2DotProduct(
|
||||
const C_STRUCT aiVector2D* a,
|
||||
const C_STRUCT aiVector2D* b);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Normalize a 2D vector.
|
||||
* @param v Vector to normalize
|
||||
*/
|
||||
ASSIMP_API void aiVector2Normalize(
|
||||
C_STRUCT aiVector2D* v);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Check if 3D vectors are equal.
|
||||
* @param a First vector to compare
|
||||
* @param b Second vector to compare
|
||||
* @return 1 if the vectors are equal
|
||||
* @return 0 if the vectors are not equal
|
||||
*/
|
||||
ASSIMP_API int aiVector3AreEqual(
|
||||
const C_STRUCT aiVector3D* a,
|
||||
const C_STRUCT aiVector3D* b);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Check if 3D vectors are equal using epsilon.
|
||||
* @param a First vector to compare
|
||||
* @param b Second vector to compare
|
||||
* @param epsilon Epsilon
|
||||
* @return 1 if the vectors are equal
|
||||
* @return 0 if the vectors are not equal
|
||||
*/
|
||||
ASSIMP_API int aiVector3AreEqualEpsilon(
|
||||
const C_STRUCT aiVector3D* a,
|
||||
const C_STRUCT aiVector3D* b,
|
||||
const float epsilon);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Check if vector \p a is less than vector \p b.
|
||||
* @param a First vector to compare
|
||||
* @param b Second vector to compare
|
||||
* @param epsilon Epsilon
|
||||
* @return 1 if \p a is less than \p b
|
||||
* @return 0 if \p a is equal or greater than \p b
|
||||
*/
|
||||
ASSIMP_API int aiVector3LessThan(
|
||||
const C_STRUCT aiVector3D* a,
|
||||
const C_STRUCT aiVector3D* b);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Add 3D vectors.
|
||||
* @param dst First addend, receives result.
|
||||
* @param src Vector to be added to 'dst'.
|
||||
*/
|
||||
ASSIMP_API void aiVector3Add(
|
||||
C_STRUCT aiVector3D* dst,
|
||||
const C_STRUCT aiVector3D* src);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Subtract 3D vectors.
|
||||
* @param dst Minuend, receives result.
|
||||
* @param src Vector to be subtracted from 'dst'.
|
||||
*/
|
||||
ASSIMP_API void aiVector3Subtract(
|
||||
C_STRUCT aiVector3D* dst,
|
||||
const C_STRUCT aiVector3D* src);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Multiply a 3D vector by a scalar.
|
||||
* @param dst Vector to be scaled by \p s
|
||||
* @param s Scale factor
|
||||
*/
|
||||
ASSIMP_API void aiVector3Scale(
|
||||
C_STRUCT aiVector3D* dst,
|
||||
const float s);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Multiply each component of a 3D vector with
|
||||
* the components of another vector.
|
||||
* @param dst First vector, receives result
|
||||
* @param other Second vector
|
||||
*/
|
||||
ASSIMP_API void aiVector3SymMul(
|
||||
C_STRUCT aiVector3D* dst,
|
||||
const C_STRUCT aiVector3D* other);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Divide a 3D vector by a scalar.
|
||||
* @param dst Vector to be divided by \p s
|
||||
* @param s Scalar divisor
|
||||
*/
|
||||
ASSIMP_API void aiVector3DivideByScalar(
|
||||
C_STRUCT aiVector3D* dst,
|
||||
const float s);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Divide each component of a 3D vector by
|
||||
* the components of another vector.
|
||||
* @param dst Vector as the dividend
|
||||
* @param v Vector as the divisor
|
||||
*/
|
||||
ASSIMP_API void aiVector3DivideByVector(
|
||||
C_STRUCT aiVector3D* dst,
|
||||
C_STRUCT aiVector3D* v);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Get the length of a 3D vector.
|
||||
* @return v Vector to evaluate
|
||||
*/
|
||||
ASSIMP_API float aiVector3Length(
|
||||
const C_STRUCT aiVector3D* v);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Get the squared length of a 3D vector.
|
||||
* @return v Vector to evaluate
|
||||
*/
|
||||
ASSIMP_API float aiVector3SquareLength(
|
||||
const C_STRUCT aiVector3D* v);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Negate a 3D vector.
|
||||
* @param dst Vector to be negated
|
||||
*/
|
||||
ASSIMP_API void aiVector3Negate(
|
||||
C_STRUCT aiVector3D* dst);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Get the dot product of 3D vectors.
|
||||
* @param a First vector
|
||||
* @param b Second vector
|
||||
* @return The dot product of vectors
|
||||
*/
|
||||
ASSIMP_API float aiVector3DotProduct(
|
||||
const C_STRUCT aiVector3D* a,
|
||||
const C_STRUCT aiVector3D* b);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Get cross product of 3D vectors.
|
||||
* @param dst Vector to receive the result.
|
||||
* @param a First vector
|
||||
* @param b Second vector
|
||||
* @return The dot product of vectors
|
||||
*/
|
||||
ASSIMP_API void aiVector3CrossProduct(
|
||||
C_STRUCT aiVector3D* dst,
|
||||
const C_STRUCT aiVector3D* a,
|
||||
const C_STRUCT aiVector3D* b);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Normalize a 3D vector.
|
||||
* @param v Vector to normalize
|
||||
*/
|
||||
ASSIMP_API void aiVector3Normalize(
|
||||
C_STRUCT aiVector3D* v);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Check for division by zero and normalize a 3D vector.
|
||||
* @param v Vector to normalize
|
||||
*/
|
||||
ASSIMP_API void aiVector3NormalizeSafe(
|
||||
C_STRUCT aiVector3D* v);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Rotate a 3D vector by a quaternion.
|
||||
* @param v The vector to rotate by \p q
|
||||
* @param q Quaternion to use to rotate \p v
|
||||
*/
|
||||
ASSIMP_API void aiVector3RotateByQuaternion(
|
||||
C_STRUCT aiVector3D* v,
|
||||
const C_STRUCT aiQuaternion* q);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Construct a 3x3 matrix from a 4x4 matrix.
|
||||
* @param dst Receives the output matrix
|
||||
* @param mat The 4x4 matrix to use
|
||||
*/
|
||||
ASSIMP_API void aiMatrix3FromMatrix4(
|
||||
C_STRUCT aiMatrix3x3* dst,
|
||||
const C_STRUCT aiMatrix4x4* mat);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Construct a 3x3 matrix from a quaternion.
|
||||
* @param mat Receives the output matrix
|
||||
* @param q The quaternion matrix to use
|
||||
*/
|
||||
ASSIMP_API void aiMatrix3FromQuaternion(
|
||||
C_STRUCT aiMatrix3x3* mat,
|
||||
const C_STRUCT aiQuaternion* q);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Check if 3x3 matrices are equal.
|
||||
* @param a First matrix to compare
|
||||
* @param b Second matrix to compare
|
||||
* @return 1 if the matrices are equal
|
||||
* @return 0 if the matrices are not equal
|
||||
*/
|
||||
ASSIMP_API int aiMatrix3AreEqual(
|
||||
const C_STRUCT aiMatrix3x3* a,
|
||||
const C_STRUCT aiMatrix3x3* b);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Check if 3x3 matrices are equal.
|
||||
* @param a First matrix to compare
|
||||
* @param b Second matrix to compare
|
||||
* @param epsilon Epsilon
|
||||
* @return 1 if the matrices are equal
|
||||
* @return 0 if the matrices are not equal
|
||||
*/
|
||||
ASSIMP_API int aiMatrix3AreEqualEpsilon(
|
||||
const C_STRUCT aiMatrix3x3* a,
|
||||
const C_STRUCT aiMatrix3x3* b,
|
||||
const float epsilon);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Invert a 3x3 matrix.
|
||||
* @param mat Matrix to invert
|
||||
*/
|
||||
ASSIMP_API void aiMatrix3Inverse(
|
||||
C_STRUCT aiMatrix3x3* mat);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Get the determinant of a 3x3 matrix.
|
||||
* @param mat Matrix to get the determinant from
|
||||
*/
|
||||
ASSIMP_API float aiMatrix3Determinant(
|
||||
const C_STRUCT aiMatrix3x3* mat);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Get a 3x3 rotation matrix around the Z axis.
|
||||
* @param mat Receives the output matrix
|
||||
* @param angle Rotation angle, in radians
|
||||
*/
|
||||
ASSIMP_API void aiMatrix3RotationZ(
|
||||
C_STRUCT aiMatrix3x3* mat,
|
||||
const float angle);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Returns a 3x3 rotation matrix for a rotation around an arbitrary axis.
|
||||
* @param mat Receives the output matrix
|
||||
* @param axis Rotation axis, should be a normalized vector
|
||||
* @param angle Rotation angle, in radians
|
||||
*/
|
||||
ASSIMP_API void aiMatrix3FromRotationAroundAxis(
|
||||
C_STRUCT aiMatrix3x3* mat,
|
||||
const C_STRUCT aiVector3D* axis,
|
||||
const float angle);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Get a 3x3 translation matrix.
|
||||
* @param mat Receives the output matrix
|
||||
* @param translation The translation vector
|
||||
*/
|
||||
ASSIMP_API void aiMatrix3Translation(
|
||||
C_STRUCT aiMatrix3x3* mat,
|
||||
const C_STRUCT aiVector2D* translation);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Create a 3x3 matrix that rotates one vector to another vector.
|
||||
* @param mat Receives the output matrix
|
||||
* @param from Vector to rotate from
|
||||
* @param to Vector to rotate to
|
||||
*/
|
||||
ASSIMP_API void aiMatrix3FromTo(
|
||||
C_STRUCT aiMatrix3x3* mat,
|
||||
const C_STRUCT aiVector3D* from,
|
||||
const C_STRUCT aiVector3D* to);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Construct a 4x4 matrix from a 3x3 matrix.
|
||||
* @param dst Receives the output matrix
|
||||
* @param mat The 3x3 matrix to use
|
||||
*/
|
||||
ASSIMP_API void aiMatrix4FromMatrix3(
|
||||
C_STRUCT aiMatrix4x4* dst,
|
||||
const C_STRUCT aiMatrix3x3* mat);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Construct a 4x4 matrix from scaling, rotation and position.
|
||||
* @param mat Receives the output matrix.
|
||||
* @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
|
||||
*/
|
||||
ASSIMP_API void aiMatrix4FromScalingQuaternionPosition(
|
||||
C_STRUCT aiMatrix4x4* mat,
|
||||
const C_STRUCT aiVector3D* scaling,
|
||||
const C_STRUCT aiQuaternion* rotation,
|
||||
const C_STRUCT aiVector3D* position);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Add 4x4 matrices.
|
||||
* @param dst First addend, receives result.
|
||||
* @param src Matrix to be added to 'dst'.
|
||||
*/
|
||||
ASSIMP_API void aiMatrix4Add(
|
||||
C_STRUCT aiMatrix4x4* dst,
|
||||
const C_STRUCT aiMatrix4x4* src);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Check if 4x4 matrices are equal.
|
||||
* @param a First matrix to compare
|
||||
* @param b Second matrix to compare
|
||||
* @return 1 if the matrices are equal
|
||||
* @return 0 if the matrices are not equal
|
||||
*/
|
||||
ASSIMP_API int aiMatrix4AreEqual(
|
||||
const C_STRUCT aiMatrix4x4* a,
|
||||
const C_STRUCT aiMatrix4x4* b);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Check if 4x4 matrices are equal.
|
||||
* @param a First matrix to compare
|
||||
* @param b Second matrix to compare
|
||||
* @param epsilon Epsilon
|
||||
* @return 1 if the matrices are equal
|
||||
* @return 0 if the matrices are not equal
|
||||
*/
|
||||
ASSIMP_API int aiMatrix4AreEqualEpsilon(
|
||||
const C_STRUCT aiMatrix4x4* a,
|
||||
const C_STRUCT aiMatrix4x4* b,
|
||||
const float epsilon);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Invert a 4x4 matrix.
|
||||
* @param result Matrix to invert
|
||||
*/
|
||||
ASSIMP_API void aiMatrix4Inverse(
|
||||
C_STRUCT aiMatrix4x4* mat);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Get the determinant of a 4x4 matrix.
|
||||
* @param mat Matrix to get the determinant from
|
||||
* @return The determinant of the matrix
|
||||
*/
|
||||
ASSIMP_API float aiMatrix4Determinant(
|
||||
const C_STRUCT aiMatrix4x4* mat);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Returns true of the matrix is the identity matrix.
|
||||
* @param mat Matrix to get the determinant from
|
||||
* @return 1 if \p mat is an identity matrix.
|
||||
* @return 0 if \p mat is not an identity matrix.
|
||||
*/
|
||||
ASSIMP_API int aiMatrix4IsIdentity(
|
||||
const C_STRUCT aiMatrix4x4* mat);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Decompose a transformation matrix into its scaling,
|
||||
* rotational as euler angles, and translational components.
|
||||
*
|
||||
* @param mat Matrix to decompose
|
||||
* @param scaling Receives the output scaling for the x,y,z axes
|
||||
* @param rotation Receives the output rotation as a Euler angles
|
||||
* @param position Receives the output position for the x,y,z axes
|
||||
*/
|
||||
ASSIMP_API void aiMatrix4DecomposeIntoScalingEulerAnglesPosition(
|
||||
const C_STRUCT aiMatrix4x4* mat,
|
||||
C_STRUCT aiVector3D* scaling,
|
||||
C_STRUCT aiVector3D* rotation,
|
||||
C_STRUCT aiVector3D* position);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Decompose a transformation matrix into its scaling,
|
||||
* rotational split into an axis and rotational angle,
|
||||
* and it's translational components.
|
||||
*
|
||||
* @param mat Matrix to decompose
|
||||
* @param rotation Receives the rotational component
|
||||
* @param axis Receives the output rotation axis
|
||||
* @param angle Receives the output rotation angle
|
||||
* @param position Receives the output position for the x,y,z axes.
|
||||
*/
|
||||
ASSIMP_API void aiMatrix4DecomposeIntoScalingAxisAnglePosition(
|
||||
const C_STRUCT aiMatrix4x4* mat,
|
||||
C_STRUCT aiVector3D* scaling,
|
||||
C_STRUCT aiVector3D* axis,
|
||||
float* angle,
|
||||
C_STRUCT aiVector3D* position);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Decompose a transformation matrix into its rotational and
|
||||
* translational components.
|
||||
*
|
||||
* @param mat Matrix to decompose
|
||||
* @param rotation Receives the rotational component
|
||||
* @param position Receives the translational component.
|
||||
*/
|
||||
ASSIMP_API void aiMatrix4DecomposeNoScaling(
|
||||
const C_STRUCT aiMatrix4x4* mat,
|
||||
C_STRUCT aiQuaternion* rotation,
|
||||
C_STRUCT aiVector3D* position);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Creates a 4x4 matrix from a set of euler angles.
|
||||
* @param mat Receives the output matrix
|
||||
* @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
|
||||
*/
|
||||
ASSIMP_API void aiMatrix4FromEulerAngles(
|
||||
C_STRUCT aiMatrix4x4* mat,
|
||||
float x, float y, float z);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Get a 4x4 rotation matrix around the X axis.
|
||||
* @param mat Receives the output matrix
|
||||
* @param angle Rotation angle, in radians
|
||||
*/
|
||||
ASSIMP_API void aiMatrix4RotationX(
|
||||
C_STRUCT aiMatrix4x4* mat,
|
||||
const float angle);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Get a 4x4 rotation matrix around the Y axis.
|
||||
* @param mat Receives the output matrix
|
||||
* @param angle Rotation angle, in radians
|
||||
*/
|
||||
ASSIMP_API void aiMatrix4RotationY(
|
||||
C_STRUCT aiMatrix4x4* mat,
|
||||
const float angle);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Get a 4x4 rotation matrix around the Z axis.
|
||||
* @param mat Receives the output matrix
|
||||
* @param angle Rotation angle, in radians
|
||||
*/
|
||||
ASSIMP_API void aiMatrix4RotationZ(
|
||||
C_STRUCT aiMatrix4x4* mat,
|
||||
const float angle);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Returns a 4x4 rotation matrix for a rotation around an arbitrary axis.
|
||||
* @param mat Receives the output matrix
|
||||
* @param axis Rotation axis, should be a normalized vector
|
||||
* @param angle Rotation angle, in radians
|
||||
*/
|
||||
ASSIMP_API void aiMatrix4FromRotationAroundAxis(
|
||||
C_STRUCT aiMatrix4x4* mat,
|
||||
const C_STRUCT aiVector3D* axis,
|
||||
const float angle);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Get a 4x4 translation matrix.
|
||||
* @param mat Receives the output matrix
|
||||
* @param translation The translation vector
|
||||
*/
|
||||
ASSIMP_API void aiMatrix4Translation(
|
||||
C_STRUCT aiMatrix4x4* mat,
|
||||
const C_STRUCT aiVector3D* translation);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Get a 4x4 scaling matrix.
|
||||
* @param mat Receives the output matrix
|
||||
* @param scaling The scaling vector
|
||||
*/
|
||||
ASSIMP_API void aiMatrix4Scaling(
|
||||
C_STRUCT aiMatrix4x4* mat,
|
||||
const C_STRUCT aiVector3D* scaling);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Create a 4x4 matrix that rotates one vector to another vector.
|
||||
* @param mat Receives the output matrix
|
||||
* @param from Vector to rotate from
|
||||
* @param to Vector to rotate to
|
||||
*/
|
||||
ASSIMP_API void aiMatrix4FromTo(
|
||||
C_STRUCT aiMatrix4x4* mat,
|
||||
const C_STRUCT aiVector3D* from,
|
||||
const C_STRUCT aiVector3D* to);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Create a Quaternion from euler angles.
|
||||
* @param q Receives the output quaternion
|
||||
* @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
|
||||
*/
|
||||
ASSIMP_API void aiQuaternionFromEulerAngles(
|
||||
C_STRUCT aiQuaternion* q,
|
||||
float x, float y, float z);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Create a Quaternion from an axis angle pair.
|
||||
* @param q Receives the output quaternion
|
||||
* @param axis The orientation axis
|
||||
* @param angle The rotation angle, in radians
|
||||
*/
|
||||
ASSIMP_API void aiQuaternionFromAxisAngle(
|
||||
C_STRUCT aiQuaternion* q,
|
||||
const C_STRUCT aiVector3D* axis,
|
||||
const float angle);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Create a Quaternion from a normalized quaternion stored
|
||||
* in a 3D vector.
|
||||
* @param q Receives the output quaternion
|
||||
* @param normalized The vector that stores the quaternion
|
||||
*/
|
||||
ASSIMP_API void aiQuaternionFromNormalizedQuaternion(
|
||||
C_STRUCT aiQuaternion* q,
|
||||
const C_STRUCT aiVector3D* normalized);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Check if quaternions are equal.
|
||||
* @param a First quaternion to compare
|
||||
* @param b Second quaternion to compare
|
||||
* @return 1 if the quaternions are equal
|
||||
* @return 0 if the quaternions are not equal
|
||||
*/
|
||||
ASSIMP_API int aiQuaternionAreEqual(
|
||||
const C_STRUCT aiQuaternion* a,
|
||||
const C_STRUCT aiQuaternion* b);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Check if quaternions are equal using epsilon.
|
||||
* @param a First quaternion to compare
|
||||
* @param b Second quaternion to compare
|
||||
* @param epsilon Epsilon
|
||||
* @return 1 if the quaternions are equal
|
||||
* @return 0 if the quaternions are not equal
|
||||
*/
|
||||
ASSIMP_API int aiQuaternionAreEqualEpsilon(
|
||||
const C_STRUCT aiQuaternion* a,
|
||||
const C_STRUCT aiQuaternion* b,
|
||||
const float epsilon);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Normalize a quaternion.
|
||||
* @param q Quaternion to normalize
|
||||
*/
|
||||
ASSIMP_API void aiQuaternionNormalize(
|
||||
C_STRUCT aiQuaternion* q);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Compute quaternion conjugate.
|
||||
* @param q Quaternion to compute conjugate,
|
||||
* receives the output quaternion
|
||||
*/
|
||||
ASSIMP_API void aiQuaternionConjugate(
|
||||
C_STRUCT aiQuaternion* q);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Multiply quaternions.
|
||||
* @param dst First quaternion, receives the output quaternion
|
||||
* @param q Second quaternion
|
||||
*/
|
||||
ASSIMP_API void aiQuaternionMultiply(
|
||||
C_STRUCT aiQuaternion* dst,
|
||||
const C_STRUCT aiQuaternion* q);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Performs a spherical interpolation between two quaternions.
|
||||
* @param dst Receives the quaternion resulting from the interpolation.
|
||||
* @param start Quaternion when factor == 0
|
||||
* @param end Quaternion when factor == 1
|
||||
* @param factor Interpolation factor between 0 and 1
|
||||
*/
|
||||
ASSIMP_API void aiQuaternionInterpolate(
|
||||
C_STRUCT aiQuaternion* dst,
|
||||
const C_STRUCT aiQuaternion* start,
|
||||
const C_STRUCT aiQuaternion* end,
|
||||
const float factor);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
|
|
@ -99,7 +99,7 @@ public:
|
|||
aiQuaterniont& Conjugate ();
|
||||
|
||||
/** Rotate a point by this quaternion */
|
||||
aiVector3t<TReal> Rotate (const aiVector3t<TReal>& in);
|
||||
aiVector3t<TReal> Rotate (const aiVector3t<TReal>& in) const;
|
||||
|
||||
/** Multiply two quaternions */
|
||||
aiQuaterniont operator* (const aiQuaterniont& two) const;
|
||||
|
|
|
@ -277,7 +277,7 @@ inline aiQuaterniont<TReal>& aiQuaterniont<TReal>::Conjugate ()
|
|||
|
||||
// ---------------------------------------------------------------------------
|
||||
template<typename TReal>
|
||||
inline aiVector3t<TReal> aiQuaterniont<TReal>::Rotate (const aiVector3t<TReal>& v)
|
||||
inline aiVector3t<TReal> aiQuaterniont<TReal>::Rotate (const aiVector3t<TReal>& v) const
|
||||
{
|
||||
aiQuaterniont q2(0.f,v.x,v.y,v.z), q = *this, qinv = q;
|
||||
qinv.Conjugate();
|
||||
|
|
Loading…
Reference in New Issue