Merge branch 'master' into fbx_rotation_fix

pull/3086/head
Ville Ruusutie 2020-03-27 14:36:00 +02:00 committed by GitHub
commit 855452831c
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 1266 additions and 2 deletions

View File

@ -693,3 +693,598 @@ ASSIMP_API C_STRUCT const aiImporterDesc* aiGetImporterDesc( const char *extensi
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
ASSIMP_API int aiVector2AreEqual(
const C_STRUCT aiVector2D* a,
const C_STRUCT aiVector2D* b) {
ai_assert(NULL != a);
ai_assert(NULL != b);
return *a == *b;
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API int aiVector2AreEqualEpsilon(
const C_STRUCT aiVector2D* a,
const C_STRUCT aiVector2D* b,
const float epsilon) {
ai_assert(NULL != a);
ai_assert(NULL != b);
return a->Equal(*b, epsilon);
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiVector2Add(
C_STRUCT aiVector2D* dst,
const C_STRUCT aiVector2D* src) {
ai_assert(NULL != dst);
ai_assert(NULL != src);
*dst = *dst + *src;
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiVector2Subtract(
C_STRUCT aiVector2D* dst,
const C_STRUCT aiVector2D* src) {
ai_assert(NULL != dst);
ai_assert(NULL != src);
*dst = *dst - *src;
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiVector2Scale(
C_STRUCT aiVector2D* dst,
const float s) {
ai_assert(NULL != dst);
*dst *= s;
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiVector2SymMul(
C_STRUCT aiVector2D* dst,
const C_STRUCT aiVector2D* other) {
ai_assert(NULL != dst);
ai_assert(NULL != other);
*dst = dst->SymMul(*other);
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiVector2DivideByScalar(
C_STRUCT aiVector2D* dst,
const float s) {
ai_assert(NULL != dst);
*dst /= s;
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiVector2DivideByVector(
C_STRUCT aiVector2D* dst,
C_STRUCT aiVector2D* v) {
ai_assert(NULL != dst);
ai_assert(NULL != v);
*dst = *dst / *v;
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API float aiVector2Length(
const C_STRUCT aiVector2D* v) {
ai_assert(NULL != v);
return v->Length();
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API float aiVector2SquareLength(
const C_STRUCT aiVector2D* v) {
ai_assert(NULL != v);
return v->SquareLength();
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiVector2Negate(
C_STRUCT aiVector2D* dst) {
ai_assert(NULL != dst);
*dst = -(*dst);
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API float aiVector2DotProduct(
const C_STRUCT aiVector2D* a,
const C_STRUCT aiVector2D* b) {
ai_assert(NULL != a);
ai_assert(NULL != b);
return (*a) * (*b);
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiVector2Normalize(
C_STRUCT aiVector2D* v) {
ai_assert(NULL != v);
v->Normalize();
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API int aiVector3AreEqual(
const C_STRUCT aiVector3D* a,
const C_STRUCT aiVector3D* b) {
ai_assert(NULL != a);
ai_assert(NULL != b);
return *a == *b;
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API int aiVector3AreEqualEpsilon(
const C_STRUCT aiVector3D* a,
const C_STRUCT aiVector3D* b,
const float epsilon) {
ai_assert(NULL != a);
ai_assert(NULL != b);
return a->Equal(*b, epsilon);
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API int aiVector3LessThan(
const C_STRUCT aiVector3D* a,
const C_STRUCT aiVector3D* b) {
ai_assert(NULL != a);
ai_assert(NULL != b);
return *a < *b;
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiVector3Add(
C_STRUCT aiVector3D* dst,
const C_STRUCT aiVector3D* src) {
ai_assert(NULL != dst);
ai_assert(NULL != src);
*dst = *dst + *src;
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiVector3Subtract(
C_STRUCT aiVector3D* dst,
const C_STRUCT aiVector3D* src) {
ai_assert(NULL != dst);
ai_assert(NULL != src);
*dst = *dst - *src;
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiVector3Scale(
C_STRUCT aiVector3D* dst,
const float s) {
ai_assert(NULL != dst);
*dst *= s;
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiVector3SymMul(
C_STRUCT aiVector3D* dst,
const C_STRUCT aiVector3D* other) {
ai_assert(NULL != dst);
ai_assert(NULL != other);
*dst = dst->SymMul(*other);
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiVector3DivideByScalar(
C_STRUCT aiVector3D* dst, const float s) {
ai_assert(NULL != dst);
*dst /= s;
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiVector3DivideByVector(
C_STRUCT aiVector3D* dst,
C_STRUCT aiVector3D* v) {
ai_assert(NULL != dst);
ai_assert(NULL != v);
*dst = *dst / *v;
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API float aiVector3Length(
const C_STRUCT aiVector3D* v) {
ai_assert(NULL != v);
return v->Length();
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API float aiVector3SquareLength(
const C_STRUCT aiVector3D* v) {
ai_assert(NULL != v);
return v->SquareLength();
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiVector3Negate(
C_STRUCT aiVector3D* dst) {
ai_assert(NULL != dst);
*dst = -(*dst);
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API float aiVector3DotProduct(
const C_STRUCT aiVector3D* a,
const C_STRUCT aiVector3D* b) {
ai_assert(NULL != a);
ai_assert(NULL != b);
return (*a) * (*b);
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiVector3CrossProduct(
C_STRUCT aiVector3D* dst,
const C_STRUCT aiVector3D* a,
const C_STRUCT aiVector3D* b) {
ai_assert(NULL != dst);
ai_assert(NULL != a);
ai_assert(NULL != b);
*dst = *a ^ *b;
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiVector3Normalize(
C_STRUCT aiVector3D* v) {
ai_assert(NULL != v);
v->Normalize();
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiVector3NormalizeSafe(
C_STRUCT aiVector3D* v) {
ai_assert(NULL != v);
v->NormalizeSafe();
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiVector3RotateByQuaternion(
C_STRUCT aiVector3D* v,
const C_STRUCT aiQuaternion* q) {
ai_assert(NULL != v);
ai_assert(NULL != q);
*v = q->Rotate(*v);
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiMatrix3FromMatrix4(
C_STRUCT aiMatrix3x3* dst,
const C_STRUCT aiMatrix4x4* mat) {
ai_assert(NULL != dst);
ai_assert(NULL != mat);
*dst = aiMatrix3x3(*mat);
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiMatrix3FromQuaternion(
C_STRUCT aiMatrix3x3* mat,
const C_STRUCT aiQuaternion* q) {
ai_assert(NULL != mat);
ai_assert(NULL != q);
*mat = q->GetMatrix();
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API int aiMatrix3AreEqual(
const C_STRUCT aiMatrix3x3* a,
const C_STRUCT aiMatrix3x3* b) {
ai_assert(NULL != a);
ai_assert(NULL != b);
return *a == *b;
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API int aiMatrix3AreEqualEpsilon(
const C_STRUCT aiMatrix3x3* a,
const C_STRUCT aiMatrix3x3* b,
const float epsilon) {
ai_assert(NULL != a);
ai_assert(NULL != b);
return a->Equal(*b, epsilon);
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiMatrix3Inverse(C_STRUCT aiMatrix3x3* mat) {
ai_assert(NULL != mat);
mat->Inverse();
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API float aiMatrix3Determinant(const C_STRUCT aiMatrix3x3* mat) {
ai_assert(NULL != mat);
return mat->Determinant();
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiMatrix3RotationZ(
C_STRUCT aiMatrix3x3* mat,
const float angle) {
ai_assert(NULL != mat);
aiMatrix3x3::RotationZ(angle, *mat);
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiMatrix3FromRotationAroundAxis(
C_STRUCT aiMatrix3x3* mat,
const C_STRUCT aiVector3D* axis,
const float angle) {
ai_assert(NULL != mat);
ai_assert(NULL != axis);
aiMatrix3x3::Rotation(angle, *axis, *mat);
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiMatrix3Translation(
C_STRUCT aiMatrix3x3* mat,
const C_STRUCT aiVector2D* translation) {
ai_assert(NULL != mat);
ai_assert(NULL != translation);
aiMatrix3x3::Translation(*translation, *mat);
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiMatrix3FromTo(
C_STRUCT aiMatrix3x3* mat,
const C_STRUCT aiVector3D* from,
const C_STRUCT aiVector3D* to) {
ai_assert(NULL != mat);
ai_assert(NULL != from);
ai_assert(NULL != to);
aiMatrix3x3::FromToMatrix(*from, *to, *mat);
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiMatrix4FromMatrix3(
C_STRUCT aiMatrix4x4* dst,
const C_STRUCT aiMatrix3x3* mat) {
ai_assert(NULL != dst);
ai_assert(NULL != mat);
*dst = aiMatrix4x4(*mat);
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiMatrix4FromScalingQuaternionPosition(
C_STRUCT aiMatrix4x4* mat,
const C_STRUCT aiVector3D* scaling,
const C_STRUCT aiQuaternion* rotation,
const C_STRUCT aiVector3D* position) {
ai_assert(NULL != mat);
ai_assert(NULL != scaling);
ai_assert(NULL != rotation);
ai_assert(NULL != position);
*mat = aiMatrix4x4(*scaling, *rotation, *position);
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiMatrix4Add(
C_STRUCT aiMatrix4x4* dst,
const C_STRUCT aiMatrix4x4* src) {
ai_assert(NULL != dst);
ai_assert(NULL != src);
*dst = *dst + *src;
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API int aiMatrix4AreEqual(
const C_STRUCT aiMatrix4x4* a,
const C_STRUCT aiMatrix4x4* b) {
ai_assert(NULL != a);
ai_assert(NULL != b);
return *a == *b;
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API int aiMatrix4AreEqualEpsilon(
const C_STRUCT aiMatrix4x4* a,
const C_STRUCT aiMatrix4x4* b,
const float epsilon) {
ai_assert(NULL != a);
ai_assert(NULL != b);
return a->Equal(*b, epsilon);
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiMatrix4Inverse(C_STRUCT aiMatrix4x4* mat) {
ai_assert(NULL != mat);
mat->Inverse();
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API float aiMatrix4Determinant(const C_STRUCT aiMatrix4x4* mat) {
ai_assert(NULL != mat);
return mat->Determinant();
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API int aiMatrix4IsIdentity(const C_STRUCT aiMatrix4x4* mat) {
ai_assert(NULL != mat);
return mat->IsIdentity();
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiMatrix4DecomposeIntoScalingEulerAnglesPosition(
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);
}
// ------------------------------------------------------------------------------------------------
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);
}

View File

@ -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. * @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); 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 #ifdef __cplusplus
} }
#endif #endif

View File

@ -99,7 +99,7 @@ public:
aiQuaterniont& Conjugate (); aiQuaterniont& Conjugate ();
/** Rotate a point by this quaternion */ /** Rotate a point by this quaternion */
aiVector3t<TReal> Rotate (const aiVector3t<TReal>& in); aiVector3t<TReal> Rotate (const aiVector3t<TReal>& in) const;
/** Multiply two quaternions */ /** Multiply two quaternions */
aiQuaterniont operator* (const aiQuaterniont& two) const; aiQuaterniont operator* (const aiQuaterniont& two) const;

View File

@ -277,7 +277,7 @@ inline aiQuaterniont<TReal>& aiQuaterniont<TReal>::Conjugate ()
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
template<typename TReal> 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; aiQuaterniont q2(0.f,v.x,v.y,v.z), q = *this, qinv = q;
qinv.Conjugate(); qinv.Conjugate();