- templatize math library. All standard math classes (i.e. aiMatrix4x4) have been replaced by templates which are usually named like the old type with a 't' postfix. For compatibility, typedefs to replace the old types exist. For the C interface, these still map to raw structures.
While principally backwards-compatible, this is still a breaking change since I also changed some method signatures (i.e. aiVector3t<TReal>(TReal) is now explicit). Normal users should not be affected, though. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1129 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/5/head
parent
418c1bfbe0
commit
ea3f655c57
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@ -36,10 +36,12 @@ SET( PUBLIC_HEADERS
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${HEADER_PATH}/aiMesh.h
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${HEADER_PATH}/aiPostProcess.h
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${HEADER_PATH}/aiQuaternion.h
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${HEADER_PATH}/aiQuaternion.inl
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${HEADER_PATH}/aiScene.h
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${HEADER_PATH}/aiTexture.h
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${HEADER_PATH}/aiTypes.h
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${HEADER_PATH}/aiVector2D.h
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${HEADER_PATH}/aiVector2D.inl
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${HEADER_PATH}/aiVector3D.h
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${HEADER_PATH}/aiVector3D.inl
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${HEADER_PATH}/aiVersion.h
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@ -160,8 +160,8 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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{
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register unsigned int idx = face.mIndices[i];
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vertexDone [idx] = true;
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meshTang [idx] = qnan;
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meshBitang [idx] = qnan;
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meshTang [idx] = aiVector3D(qnan);
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meshBitang [idx] = aiVector3D(qnan);
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}
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continue;
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@ -337,7 +337,7 @@ void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D&
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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const aiVector3D& pos = mesh->mVertices[pnt];
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out[pnt].Set((pos.z - min.z) / diffu,(pos.y - min.y) / diffv);
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out[pnt].Set((pos.z - min.z) / diffu,(pos.y - min.y) / diffv,0.f);
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}
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}
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else if (axis * base_axis_y >= angle_epsilon) {
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@ -347,7 +347,7 @@ void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D&
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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const aiVector3D& pos = mesh->mVertices[pnt];
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out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv);
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out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.f);
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}
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}
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else if (axis * base_axis_z >= angle_epsilon) {
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@ -357,7 +357,7 @@ void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D&
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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const aiVector3D& pos = mesh->mVertices[pnt];
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out[pnt].Set((pos.y - min.y) / diffu,(pos.x - min.x) / diffv);
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out[pnt].Set((pos.y - min.y) / diffu,(pos.x - min.x) / diffv,0.f);
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}
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}
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// slower code path in case the mapping axis is not one of the coordinate system axes
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@ -372,7 +372,7 @@ void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D&
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// again the same, except we're applying a transformation now
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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const aiVector3D pos = mTrafo * mesh->mVertices[pnt];
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out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv);
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out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.f);
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}
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}
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@ -120,7 +120,7 @@ bool GenFaceNormalsProcess::GenMeshFaceNormals (aiMesh* pMesh)
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if (face.mNumIndices < 3) {
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// either a point or a line -> no well-defined normal vector
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for (unsigned int i = 0;i < face.mNumIndices;++i) {
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pMesh->mNormals[face.mIndices[i]] = qnan;
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pMesh->mNormals[face.mIndices[i]] = aiVector3D(qnan);
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}
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continue;
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}
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@ -128,7 +128,7 @@ bool GenFaceNormalsProcess::GenMeshFaceNormals (aiMesh* pMesh)
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const aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]];
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const aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]];
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const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]];
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aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize();
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const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize();
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for (unsigned int i = 0;i < face.mNumIndices;++i) {
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pMesh->mNormals[face.mIndices[i]] = vNor;
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@ -132,19 +132,22 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
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if (face.mNumIndices < 3)
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{
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// either a point or a line -> no normal vector
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for (unsigned int i = 0;i < face.mNumIndices;++i)
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pMesh->mNormals[face.mIndices[i]] = qnan;
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for (unsigned int i = 0;i < face.mNumIndices;++i) {
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pMesh->mNormals[face.mIndices[i]] = aiVector3D(qnan);
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}
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continue;
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}
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aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]];
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aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]];
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aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]];
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aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize();
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const aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]];
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const aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]];
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const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]];
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const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize();
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for (unsigned int i = 0;i < face.mNumIndices;++i)
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for (unsigned int i = 0;i < face.mNumIndices;++i) {
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pMesh->mNormals[face.mIndices[i]] = vNor;
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}
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}
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// Set up a SpatialSort to quickly find all vertices close to a given position
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// check whether we can reuse the SpatialSort of a previous step.
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@ -175,7 +178,9 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
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// to optimize the whole algorithm a little bit ...
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std::vector<bool> abHad(pMesh->mNumVertices,false);
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for (unsigned int i = 0; i < pMesh->mNumVertices;++i) {
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if (abHad[i])continue;
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if (abHad[i]) {
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continue;
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}
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// Get all vertices that share this one ...
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vertexFinder->FindPositions( pMesh->mVertices[i], posEpsilon, verticesFound);
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@ -44,51 +44,60 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef AI_COLOR4D_H_INC
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#define AI_COLOR4D_H_INC
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "./Compiler/pushpack1.h"
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#ifdef __cplusplus
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// ----------------------------------------------------------------------------------
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/** Represents a color in Red-Green-Blue space including an
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* alpha component. Color values range from 0 to 1. */
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// ----------------------------------------------------------------------------------
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struct aiColor4D
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template <typename TReal>
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class aiColor4t
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{
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#ifdef __cplusplus
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aiColor4D () : r(0.0f), g(0.0f), b(0.0f), a(0.0f) {}
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aiColor4D (float _r, float _g, float _b, float _a)
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public:
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aiColor4t () : r(), g(), b(), a() {}
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aiColor4t (TReal _r, TReal _g, TReal _b, TReal _a)
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: r(_r), g(_g), b(_b), a(_a) {}
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aiColor4D (float _r) : r(_r), g(_r), b(_r), a(_r) {}
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aiColor4D (const aiColor4D& o)
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aiColor4t (TReal _r) : r(_r), g(_r), b(_r), a(_r) {}
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aiColor4t (const aiColor4t& o)
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: r(o.r), g(o.g), b(o.b), a(o.a) {}
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public:
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// combined operators
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const aiColor4D& operator += (const aiColor4D& o);
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const aiColor4D& operator -= (const aiColor4D& o);
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const aiColor4D& operator *= (float f);
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const aiColor4D& operator /= (float f);
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const aiColor4t& operator += (const aiColor4t& o);
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const aiColor4t& operator -= (const aiColor4t& o);
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const aiColor4t& operator *= (TReal f);
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const aiColor4t& operator /= (TReal f);
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public:
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// comparison
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bool operator == (const aiColor4D& other) const;
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bool operator != (const aiColor4D& other) const;
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bool operator == (const aiColor4t& other) const;
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bool operator != (const aiColor4t& other) const;
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// color tuple access, rgba order
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inline float operator[](unsigned int i) const;
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inline float& operator[](unsigned int i);
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inline TReal operator[](unsigned int i) const;
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inline TReal& operator[](unsigned int i);
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/** check whether a color is (close to) black */
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inline bool IsBlack() const;
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#endif // !__cplusplus
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public:
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// Red, green, blue and alpha color values
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float r, g, b, a;
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TReal r, g, b, a;
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} PACK_STRUCT; // !struct aiColor4D
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#include "./Compiler/poppack1.h"
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#ifdef __cplusplus
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} // end extern "C"
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typedef aiColor4t<float> aiColor4D;
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#else
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struct aiColor4D {
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float r, g, b, a;
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} PACK_STRUCT;
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#endif // __cplusplus
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#include "./Compiler/poppack1.h"
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#endif // AI_VECTOR3D_H_INC
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@ -40,99 +40,124 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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/** @file aiColor4D.inl
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* @brief Inline implementation of aiColor4D operators
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* @brief Inline implementation of aiColor4t<TReal> operators
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*/
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#ifndef AI_COLOR4D_INL_INC
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#define AI_COLOR4D_INL_INC
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#include "aiColor4D.h"
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#ifdef __cplusplus
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#include "aiColor4D.h"
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE const aiColor4D& aiColor4D::operator += (const aiColor4D& o) {
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r += o.r; g += o.g; b += o.b; a += o.a; return *this;
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template <typename TReal>
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AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator += (const aiColor4t<TReal>& o) {
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r += o.r; g += o.g; b += o.b; a += o.a;
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE const aiColor4D& aiColor4D::operator -= (const aiColor4D& o) {
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r -= o.r; g -= o.g; b -= o.b; a -= o.a; return *this;
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template <typename TReal>
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AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator -= (const aiColor4t<TReal>& o) {
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r -= o.r; g -= o.g; b -= o.b; a -= o.a;
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE const aiColor4D& aiColor4D::operator *= (float f) {
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r *= f; g *= f; b *= f; a *= f; return *this;
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template <typename TReal>
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AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator *= (TReal f) {
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r *= f; g *= f; b *= f; a *= f;
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE const aiColor4D& aiColor4D::operator /= (float f) {
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r /= f; g /= f; b /= f; a /= f; return *this;
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template <typename TReal>
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AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator /= (TReal f) {
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r /= f; g /= f; b /= f; a /= f;
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE float aiColor4D::operator[](unsigned int i) const {
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template <typename TReal>
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AI_FORCE_INLINE TReal aiColor4t<TReal>::operator[](unsigned int i) const {
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return *(&r + i);
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE float& aiColor4D::operator[](unsigned int i) {
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template <typename TReal>
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AI_FORCE_INLINE TReal& aiColor4t<TReal>::operator[](unsigned int i) {
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return *(&r + i);
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE bool aiColor4D::operator== (const aiColor4D& other) const {
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template <typename TReal>
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AI_FORCE_INLINE bool aiColor4t<TReal>::operator== (const aiColor4t<TReal>& other) const {
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return r == other.r && g == other.g && b == other.b && a == other.a;
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE bool aiColor4D::operator!= (const aiColor4D& other) const {
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template <typename TReal>
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AI_FORCE_INLINE bool aiColor4t<TReal>::operator!= (const aiColor4t<TReal>& other) const {
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return r != other.r || g != other.g || b != other.b || a != other.a;
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE aiColor4D operator + (const aiColor4D& v1, const aiColor4D& v2) {
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return aiColor4D( v1.r + v2.r, v1.g + v2.g, v1.b + v2.b, v1.a + v2.a);
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template <typename TReal>
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AI_FORCE_INLINE aiColor4t<TReal> operator + (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
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return aiColor4t<TReal>( v1.r + v2.r, v1.g + v2.g, v1.b + v2.b, v1.a + v2.a);
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE aiColor4D operator - (const aiColor4D& v1, const aiColor4D& v2) {
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return aiColor4D( v1.r - v2.r, v1.g - v2.g, v1.b - v2.b, v1.a - v2.a);
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template <typename TReal>
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AI_FORCE_INLINE aiColor4t<TReal> operator - (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
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return aiColor4t<TReal>( v1.r - v2.r, v1.g - v2.g, v1.b - v2.b, v1.a - v2.a);
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE aiColor4D operator * (const aiColor4D& v1, const aiColor4D& v2) {
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return aiColor4D( v1.r * v2.r, v1.g * v2.g, v1.b * v2.b, v1.a * v2.a);
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template <typename TReal>
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AI_FORCE_INLINE aiColor4t<TReal> operator * (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
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return aiColor4t<TReal>( v1.r * v2.r, v1.g * v2.g, v1.b * v2.b, v1.a * v2.a);
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE aiColor4D operator / (const aiColor4D& v1, const aiColor4D& v2) {
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return aiColor4D( v1.r / v2.r, v1.g / v2.g, v1.b / v2.b, v1.a / v2.a);
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template <typename TReal>
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AI_FORCE_INLINE aiColor4t<TReal> operator / (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
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return aiColor4t<TReal>( v1.r / v2.r, v1.g / v2.g, v1.b / v2.b, v1.a / v2.a);
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE aiColor4D operator * ( float f, const aiColor4D& v) {
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return aiColor4D( f*v.r, f*v.g, f*v.b, f*v.a);
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template <typename TReal>
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AI_FORCE_INLINE aiColor4t<TReal> operator * ( TReal f, const aiColor4t<TReal>& v) {
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return aiColor4t<TReal>( f*v.r, f*v.g, f*v.b, f*v.a);
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE aiColor4D operator * ( const aiColor4D& v, float f) {
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return aiColor4D( f*v.r, f*v.g, f*v.b, f*v.a);
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template <typename TReal>
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AI_FORCE_INLINE aiColor4t<TReal> operator * ( const aiColor4t<TReal>& v, TReal f) {
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return aiColor4t<TReal>( f*v.r, f*v.g, f*v.b, f*v.a);
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE aiColor4D operator / ( const aiColor4D& v, float f) {
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template <typename TReal>
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AI_FORCE_INLINE aiColor4t<TReal> operator / ( const aiColor4t<TReal>& v, TReal f) {
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return v * (1/f);
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE aiColor4D operator / ( float f,const aiColor4D& v) {
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return aiColor4D(f,f,f,f)/v;
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template <typename TReal>
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AI_FORCE_INLINE aiColor4t<TReal> operator / ( TReal f,const aiColor4t<TReal>& v) {
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return aiColor4t<TReal>(f,f,f,f)/v;
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE aiColor4D operator + ( const aiColor4D& v, float f) {
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return aiColor4D( f+v.r, f+v.g, f+v.b, f+v.a);
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template <typename TReal>
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AI_FORCE_INLINE aiColor4t<TReal> operator + ( const aiColor4t<TReal>& v, TReal f) {
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return aiColor4t<TReal>( f+v.r, f+v.g, f+v.b, f+v.a);
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE aiColor4D operator - ( const aiColor4D& v, float f) {
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return aiColor4D( v.r-f, v.g-f, v.b-f, v.a-f);
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template <typename TReal>
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AI_FORCE_INLINE aiColor4t<TReal> operator - ( const aiColor4t<TReal>& v, TReal f) {
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return aiColor4t<TReal>( v.r-f, v.g-f, v.b-f, v.a-f);
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||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
AI_FORCE_INLINE aiColor4D operator + ( float f, const aiColor4D& v) {
|
||||
return aiColor4D( f+v.r, f+v.g, f+v.b, f+v.a);
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE aiColor4t<TReal> operator + ( TReal f, const aiColor4t<TReal>& v) {
|
||||
return aiColor4t<TReal>( f+v.r, f+v.g, f+v.b, f+v.a);
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
AI_FORCE_INLINE aiColor4D operator - ( float f, const aiColor4D& v) {
|
||||
return aiColor4D( f-v.r, f-v.g, f-v.b, f-v.a);
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE aiColor4t<TReal> operator - ( TReal f, const aiColor4t<TReal>& v) {
|
||||
return aiColor4t<TReal>( f-v.r, f-v.g, f-v.b, f-v.a);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
inline bool aiColor4D :: IsBlack() const {
|
||||
template <typename TReal>
|
||||
inline bool aiColor4t<TReal> :: IsBlack() const {
|
||||
// The alpha component doesn't care here. black is black.
|
||||
static const float epsilon = 10e-3f;
|
||||
static const TReal epsilon = 10e-3f;
|
||||
return fabs( r ) < epsilon && fabs( g ) < epsilon && fabs( b ) < epsilon;
|
||||
}
|
||||
|
||||
|
|
|
@ -45,32 +45,35 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#ifndef AI_MATRIX3x3_H_INC
|
||||
#define AI_MATRIX3x3_H_INC
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
#include "./Compiler/pushpack1.h"
|
||||
|
||||
struct aiMatrix4x4;
|
||||
struct aiVector2D;
|
||||
#ifdef __cplusplus
|
||||
|
||||
template <typename T> class aiMatrix4x4t;
|
||||
template <typename T> class aiVector2t;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Represents a row-major 3x3 matrix
|
||||
*
|
||||
* There's much confusion about matrix layouts (colum vs. row order).
|
||||
* This is *always* a row-major matrix. Even with the
|
||||
* aiProcess_ConvertToLeftHanded flag.
|
||||
* There's much confusion about matrix layouts (column vs. row order).
|
||||
* This is *always* a row-major matrix. Not even with the
|
||||
* #aiProcess_ConvertToLeftHanded flag, which absolutely does not affect
|
||||
* matrix order - it just affects the handedness of the coordinate system
|
||||
* defined thereby.
|
||||
*/
|
||||
struct aiMatrix3x3
|
||||
template <typename TReal>
|
||||
class aiMatrix3x3t
|
||||
{
|
||||
#ifdef __cplusplus
|
||||
public:
|
||||
|
||||
aiMatrix3x3 () :
|
||||
a1(1.0f), a2(0.0f), a3(0.0f),
|
||||
b1(0.0f), b2(1.0f), b3(0.0f),
|
||||
c1(0.0f), c2(0.0f), c3(1.0f) {}
|
||||
aiMatrix3x3t () :
|
||||
a1(static_cast<TReal>(1.0f)), a2(), a3(),
|
||||
b1(), b2(static_cast<TReal>(1.0f)), b3(),
|
||||
c1(), c2(), c3(static_cast<TReal>(1.0f)) {}
|
||||
|
||||
aiMatrix3x3 ( float _a1, float _a2, float _a3,
|
||||
float _b1, float _b2, float _b3,
|
||||
float _c1, float _c2, float _c3) :
|
||||
aiMatrix3x3t ( TReal _a1, TReal _a2, TReal _a3,
|
||||
TReal _b1, TReal _b2, TReal _b3,
|
||||
TReal _c1, TReal _c2, TReal _c3) :
|
||||
a1(_a1), a2(_a2), a3(_a3),
|
||||
b1(_b1), b2(_b2), b3(_b3),
|
||||
c1(_c1), c2(_c2), c3(_c3)
|
||||
|
@ -78,17 +81,20 @@ struct aiMatrix3x3
|
|||
|
||||
public:
|
||||
|
||||
// matrix multiplication. beware, not commutative
|
||||
aiMatrix3x3& operator *= (const aiMatrix3x3& m);
|
||||
aiMatrix3x3 operator * (const aiMatrix3x3& m) const;
|
||||
// matrix multiplication.
|
||||
aiMatrix3x3t& operator *= (const aiMatrix3x3t& m);
|
||||
aiMatrix3x3t operator * (const aiMatrix3x3t& m) const;
|
||||
|
||||
// array access operators
|
||||
float* operator[] (unsigned int p_iIndex);
|
||||
const float* operator[] (unsigned int p_iIndex) const;
|
||||
TReal* operator[] (unsigned int p_iIndex);
|
||||
const TReal* operator[] (unsigned int p_iIndex) const;
|
||||
|
||||
// comparison operators
|
||||
bool operator== (const aiMatrix4x4 m) const;
|
||||
bool operator!= (const aiMatrix4x4 m) const;
|
||||
bool operator== (const aiMatrix4x4t<TReal> m) const;
|
||||
bool operator!= (const aiMatrix4x4t<TReal> m) const;
|
||||
|
||||
template <typename TOther>
|
||||
operator aiMatrix3x3t<TOther> () const;
|
||||
|
||||
public:
|
||||
|
||||
|
@ -96,20 +102,20 @@ public:
|
|||
/** @brief Construction from a 4x4 matrix. The remaining parts
|
||||
* of the matrix are ignored.
|
||||
*/
|
||||
explicit aiMatrix3x3( const aiMatrix4x4& pMatrix);
|
||||
explicit aiMatrix3x3t( const aiMatrix4x4t<TReal>& pMatrix);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Transpose the matrix
|
||||
*/
|
||||
aiMatrix3x3& Transpose();
|
||||
aiMatrix3x3t& Transpose();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Invert the matrix.
|
||||
* If the matrix is not invertible all elements are set to qnan.
|
||||
* Beware, use (f != f) to check whether a float f is qnan.
|
||||
* Beware, use (f != f) to check whether a TReal f is qnan.
|
||||
*/
|
||||
aiMatrix3x3& Inverse();
|
||||
float Determinant() const;
|
||||
aiMatrix3x3t& Inverse();
|
||||
TReal Determinant() const;
|
||||
|
||||
public:
|
||||
// -------------------------------------------------------------------
|
||||
|
@ -118,7 +124,7 @@ public:
|
|||
* @param out Receives the output matrix
|
||||
* @return Reference to the output matrix
|
||||
*/
|
||||
static aiMatrix3x3& RotationZ(float a, aiMatrix3x3& out);
|
||||
static aiMatrix3x3t& RotationZ(TReal a, aiMatrix3x3t& out);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Returns a rotation matrix for a rotation around
|
||||
|
@ -128,8 +134,8 @@ public:
|
|||
* @param axis Axis to rotate around
|
||||
* @param out To be filled
|
||||
*/
|
||||
static aiMatrix3x3& Rotation( float a,
|
||||
const aiVector3D& axis, aiMatrix3x3& out);
|
||||
static aiMatrix3x3t& Rotation( TReal a,
|
||||
const aiVector3t<TReal>& axis, aiMatrix3x3t& out);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Returns a translation matrix
|
||||
|
@ -137,7 +143,7 @@ public:
|
|||
* @param out Receives the output matrix
|
||||
* @return Reference to the output matrix
|
||||
*/
|
||||
static aiMatrix3x3& Translation( const aiVector2D& v, aiMatrix3x3& out);
|
||||
static aiMatrix3x3t& Translation( const aiVector2t<TReal>& v, aiMatrix3x3t& out);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief A function for creating a rotation matrix that rotates a
|
||||
|
@ -148,19 +154,30 @@ public:
|
|||
* "Efficiently Building a Matrix to Rotate One Vector to Another"
|
||||
* Journal of Graphics Tools, 4(4):1-4, 1999
|
||||
*/
|
||||
static aiMatrix3x3& FromToMatrix(const aiVector3D& from,
|
||||
const aiVector3D& to, aiMatrix3x3& out);
|
||||
static aiMatrix3x3t& FromToMatrix(const aiVector3t<TReal>& from,
|
||||
const aiVector3t<TReal>& to, aiMatrix3x3t& out);
|
||||
|
||||
#endif // __cplusplus
|
||||
public:
|
||||
|
||||
|
||||
TReal a1, a2, a3;
|
||||
TReal b1, b2, b3;
|
||||
TReal c1, c2, c3;
|
||||
} PACK_STRUCT;
|
||||
|
||||
typedef aiMatrix3x3t<float> aiMatrix3x3;
|
||||
|
||||
#else
|
||||
|
||||
struct aiMatrix3x3 {
|
||||
|
||||
float a1, a2, a3;
|
||||
float b1, b2, b3;
|
||||
float c1, c2, c3;
|
||||
};
|
||||
} PACK_STRUCT;
|
||||
|
||||
#ifdef __cplusplus
|
||||
} // end of extern C
|
||||
#endif
|
||||
|
||||
#include "./Compiler/poppack1.h"
|
||||
|
||||
#endif // AI_MATRIX3x3_H_INC
|
||||
|
|
|
@ -1,19 +1,61 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2010, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file aiMatrix3x3.inl
|
||||
* @brief Inline implementation of the 3x3 matrix operators
|
||||
*/
|
||||
#ifndef AI_MATRIX3x3_INL_INC
|
||||
#define AI_MATRIX3x3_INL_INC
|
||||
|
||||
#ifdef __cplusplus
|
||||
#include "aiMatrix3x3.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
#include "aiMatrix4x4.h"
|
||||
#include <algorithm>
|
||||
#include <limits>
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Construction from a 4x4 matrix. The remaining parts of the matrix are ignored.
|
||||
inline aiMatrix3x3::aiMatrix3x3( const aiMatrix4x4& pMatrix)
|
||||
template <typename TReal>
|
||||
inline aiMatrix3x3t<TReal>::aiMatrix3x3t( const aiMatrix4x4t<TReal>& pMatrix)
|
||||
{
|
||||
a1 = pMatrix.a1; a2 = pMatrix.a2; a3 = pMatrix.a3;
|
||||
b1 = pMatrix.b1; b2 = pMatrix.b2; b3 = pMatrix.b3;
|
||||
|
@ -21,9 +63,10 @@ inline aiMatrix3x3::aiMatrix3x3( const aiMatrix4x4& pMatrix)
|
|||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
inline aiMatrix3x3& aiMatrix3x3::operator *= (const aiMatrix3x3& m)
|
||||
template <typename TReal>
|
||||
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::operator *= (const aiMatrix3x3t<TReal>& m)
|
||||
{
|
||||
*this = aiMatrix3x3(m.a1 * a1 + m.b1 * a2 + m.c1 * a3,
|
||||
*this = aiMatrix3x3t<TReal>(m.a1 * a1 + m.b1 * a2 + m.c1 * a3,
|
||||
m.a2 * a1 + m.b2 * a2 + m.c2 * a3,
|
||||
m.a3 * a1 + m.b3 * a2 + m.c3 * a3,
|
||||
m.a1 * b1 + m.b1 * b2 + m.c1 * b3,
|
||||
|
@ -36,27 +79,41 @@ inline aiMatrix3x3& aiMatrix3x3::operator *= (const aiMatrix3x3& m)
|
|||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
inline aiMatrix3x3 aiMatrix3x3::operator* (const aiMatrix3x3& m) const
|
||||
template <typename TReal>
|
||||
template <typename TOther>
|
||||
aiMatrix3x3t<TReal>::operator aiMatrix3x3t<TOther> () const
|
||||
{
|
||||
aiMatrix3x3 temp( *this);
|
||||
return aiMatrix3x3t<TOther>(static_cast<TOther>(a1),static_cast<TOther>(a2),static_cast<TOther>(a3),
|
||||
static_cast<TOther>(b1),static_cast<TOther>(b2),static_cast<TOther>(b3),
|
||||
static_cast<TOther>(c1),static_cast<TOther>(c2),static_cast<TOther>(c3));
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename TReal>
|
||||
inline aiMatrix3x3t<TReal> aiMatrix3x3t<TReal>::operator* (const aiMatrix3x3t<TReal>& m) const
|
||||
{
|
||||
aiMatrix3x3t<TReal> temp( *this);
|
||||
temp *= m;
|
||||
return temp;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
inline float* aiMatrix3x3::operator[] (unsigned int p_iIndex)
|
||||
template <typename TReal>
|
||||
inline TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex)
|
||||
{
|
||||
return &this->a1 + p_iIndex * 3;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
inline const float* aiMatrix3x3::operator[] (unsigned int p_iIndex) const
|
||||
template <typename TReal>
|
||||
inline const TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex) const
|
||||
{
|
||||
return &this->a1 + p_iIndex * 3;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
inline bool aiMatrix3x3::operator== (const aiMatrix4x4 m) const
|
||||
template <typename TReal>
|
||||
inline bool aiMatrix3x3t<TReal>::operator== (const aiMatrix4x4t<TReal> m) const
|
||||
{
|
||||
return a1 == m.a1 && a2 == m.a2 && a3 == m.a3 &&
|
||||
b1 == m.b1 && b2 == m.b2 && b3 == m.b3 &&
|
||||
|
@ -64,46 +121,51 @@ inline bool aiMatrix3x3::operator== (const aiMatrix4x4 m) const
|
|||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
inline bool aiMatrix3x3::operator!= (const aiMatrix4x4 m) const
|
||||
template <typename TReal>
|
||||
inline bool aiMatrix3x3t<TReal>::operator!= (const aiMatrix4x4t<TReal> m) const
|
||||
{
|
||||
return !(*this == m);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
inline aiMatrix3x3& aiMatrix3x3::Transpose()
|
||||
template <typename TReal>
|
||||
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Transpose()
|
||||
{
|
||||
// (float&) don't remove, GCC complains cause of packed fields
|
||||
std::swap( (float&)a2, (float&)b1);
|
||||
std::swap( (float&)a3, (float&)c1);
|
||||
std::swap( (float&)b3, (float&)c2);
|
||||
// (TReal&) don't remove, GCC complains cause of packed fields
|
||||
std::swap( (TReal&)a2, (TReal&)b1);
|
||||
std::swap( (TReal&)a3, (TReal&)c1);
|
||||
std::swap( (TReal&)b3, (TReal&)c2);
|
||||
return *this;
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
inline float aiMatrix3x3::Determinant() const
|
||||
template <typename TReal>
|
||||
inline TReal aiMatrix3x3t<TReal>::Determinant() const
|
||||
{
|
||||
return a1*b2*c3 - a1*b3*c2 + a2*b3*c1 - a2*b1*c3 + a3*b1*c2 - a3*b2*c1;
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
inline aiMatrix3x3& aiMatrix3x3::Inverse()
|
||||
template <typename TReal>
|
||||
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Inverse()
|
||||
{
|
||||
// Compute the reciprocal determinant
|
||||
float det = Determinant();
|
||||
if(det == 0.0f)
|
||||
TReal det = Determinant();
|
||||
if(det == static_cast<TReal>(0.0))
|
||||
{
|
||||
// Matrix not invertible. Setting all elements to nan is not really
|
||||
// correct in a mathematical sense but it is easy to debug for the
|
||||
// programmer.
|
||||
const float nan = std::numeric_limits<float>::quiet_NaN();
|
||||
*this = aiMatrix3x3( nan,nan,nan,nan,nan,nan,nan,nan,nan);
|
||||
// correct in a mathematical sense; but at least qnans are easy to
|
||||
// spot. XXX we might throw an exception instead, which would
|
||||
// be even much better to spot :/.
|
||||
const TReal nan = std::numeric_limits<TReal>::quiet_NaN();
|
||||
*this = aiMatrix3x3t<TReal>( nan,nan,nan,nan,nan,nan,nan,nan,nan);
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
float invdet = 1.0f / det;
|
||||
TReal invdet = static_cast<TReal>(1.0) / det;
|
||||
|
||||
aiMatrix3x3 res;
|
||||
aiMatrix3x3t<TReal> res;
|
||||
res.a1 = invdet * (b2 * c3 - b3 * c2);
|
||||
res.a2 = -invdet * (a2 * c3 - a3 * c2);
|
||||
res.a3 = invdet * (a2 * b3 - a3 * b2);
|
||||
|
@ -119,7 +181,8 @@ inline aiMatrix3x3& aiMatrix3x3::Inverse()
|
|||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
inline aiMatrix3x3& aiMatrix3x3::RotationZ(float a, aiMatrix3x3& out)
|
||||
template <typename TReal>
|
||||
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::RotationZ(TReal a, aiMatrix3x3t<TReal>& out)
|
||||
{
|
||||
out.a1 = out.b2 = ::cos(a);
|
||||
out.b1 = ::sin(a);
|
||||
|
@ -133,10 +196,11 @@ inline aiMatrix3x3& aiMatrix3x3::RotationZ(float a, aiMatrix3x3& out)
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns a rotation matrix for a rotation around an arbitrary axis.
|
||||
inline aiMatrix3x3& aiMatrix3x3::Rotation( float a, const aiVector3D& axis, aiMatrix3x3& out)
|
||||
template <typename TReal>
|
||||
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix3x3t<TReal>& out)
|
||||
{
|
||||
float c = cos( a), s = sin( a), t = 1 - c;
|
||||
float x = axis.x, y = axis.y, z = axis.z;
|
||||
TReal c = cos( a), s = sin( a), t = 1 - c;
|
||||
TReal x = axis.x, y = axis.y, z = axis.z;
|
||||
|
||||
// Many thanks to MathWorld and Wikipedia
|
||||
out.a1 = t*x*x + c; out.a2 = t*x*y - s*z; out.a3 = t*x*z + s*y;
|
||||
|
@ -147,9 +211,10 @@ inline aiMatrix3x3& aiMatrix3x3::Rotation( float a, const aiVector3D& axis, aiMa
|
|||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
inline aiMatrix3x3& aiMatrix3x3::Translation( const aiVector2D& v, aiMatrix3x3& out)
|
||||
template <typename TReal>
|
||||
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Translation( const aiVector2t<TReal>& v, aiMatrix3x3t<TReal>& out)
|
||||
{
|
||||
out = aiMatrix3x3();
|
||||
out = aiMatrix3x3t<TReal>();
|
||||
out.a3 = v.x;
|
||||
out.b3 = v.y;
|
||||
return out;
|
||||
|
@ -165,13 +230,14 @@ inline aiMatrix3x3& aiMatrix3x3::Translation( const aiVector2D& v, aiMatrix3x3&
|
|||
* Journal of Graphics Tools, 4(4):1-4, 1999
|
||||
*/
|
||||
// ----------------------------------------------------------------------------------------
|
||||
inline aiMatrix3x3& aiMatrix3x3::FromToMatrix(const aiVector3D& from,
|
||||
const aiVector3D& to, aiMatrix3x3& mtx)
|
||||
template <typename TReal>
|
||||
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
|
||||
const aiVector3t<TReal>& to, aiMatrix3x3t<TReal>& mtx)
|
||||
{
|
||||
const float e = from * to;
|
||||
const float f = (e < 0)? -e:e;
|
||||
const TReal e = from * to;
|
||||
const TReal f = (e < 0)? -e:e;
|
||||
|
||||
if (f > 1.0 - 0.00001f) /* "from" and "to"-vector almost parallel */
|
||||
if (f > static_cast<TReal>(1.0) - static_cast<TReal>(0.00001)) /* "from" and "to"-vector almost parallel */
|
||||
{
|
||||
aiVector3D u,v; /* temporary storage vectors */
|
||||
aiVector3D x; /* vector most nearly orthogonal to "from" */
|
||||
|
@ -184,31 +250,31 @@ inline aiMatrix3x3& aiMatrix3x3::FromToMatrix(const aiVector3D& from,
|
|||
{
|
||||
if (x.x < x.z)
|
||||
{
|
||||
x.x = 1.0; x.y = x.z = 0.0;
|
||||
x.x = static_cast<TReal>(1.0); x.y = x.z = static_cast<TReal>(0.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
x.z = 1.0; x.y = x.z = 0.0;
|
||||
x.z = static_cast<TReal>(1.0); x.y = x.z = static_cast<TReal>(0.0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (x.y < x.z)
|
||||
{
|
||||
x.y = 1.0; x.x = x.z = 0.0;
|
||||
x.y = static_cast<TReal>(1.0); x.x = x.z = static_cast<TReal>(0.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
x.z = 1.0; x.x = x.y = 0.0;
|
||||
x.z = static_cast<TReal>(1.0); x.x = x.y = static_cast<TReal>(0.0);
|
||||
}
|
||||
}
|
||||
|
||||
u.x = x.x - from.x; u.y = x.y - from.y; u.z = x.z - from.z;
|
||||
v.x = x.x - to.x; v.y = x.y - to.y; v.z = x.z - to.z;
|
||||
|
||||
const float c1 = 2.0f / (u * u);
|
||||
const float c2 = 2.0f / (v * v);
|
||||
const float c3 = c1 * c2 * (u * v);
|
||||
const TReal c1 = static_cast<TReal>(2.0) / (u * u);
|
||||
const TReal c2 = static_cast<TReal>(2.0) / (v * v);
|
||||
const TReal c3 = c1 * c2 * (u * v);
|
||||
|
||||
for (unsigned int i = 0; i < 3; i++)
|
||||
{
|
||||
|
@ -217,19 +283,19 @@ inline aiMatrix3x3& aiMatrix3x3::FromToMatrix(const aiVector3D& from,
|
|||
mtx[i][j] = - c1 * u[i] * u[j] - c2 * v[i] * v[j]
|
||||
+ c3 * v[i] * u[j];
|
||||
}
|
||||
mtx[i][i] += 1.0;
|
||||
mtx[i][i] += static_cast<TReal>(1.0);
|
||||
}
|
||||
}
|
||||
else /* the most common case, unless "from"="to", or "from"=-"to" */
|
||||
{
|
||||
const aiVector3D v = from ^ to;
|
||||
/* ... use this hand optimized version (9 mults less) */
|
||||
const float h = 1.0f/(1.0f + e); /* optimization by Gottfried Chen */
|
||||
const float hvx = h * v.x;
|
||||
const float hvz = h * v.z;
|
||||
const float hvxy = hvx * v.y;
|
||||
const float hvxz = hvx * v.z;
|
||||
const float hvyz = hvz * v.y;
|
||||
const TReal h = static_cast<TReal>(1.0)/(static_cast<TReal>(1.0) + e); /* optimization by Gottfried Chen */
|
||||
const TReal hvx = h * v.x;
|
||||
const TReal hvz = h * v.z;
|
||||
const TReal hvxy = hvx * v.y;
|
||||
const TReal hvxz = hvx * v.z;
|
||||
const TReal hvyz = hvz * v.y;
|
||||
mtx[0][0] = e + hvx * v.x;
|
||||
mtx[0][1] = hvxy - v.z;
|
||||
mtx[0][2] = hvxz + v.y;
|
||||
|
|
|
@ -44,81 +44,71 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#ifndef AI_MATRIX4X4_H_INC
|
||||
#define AI_MATRIX4X4_H_INC
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
struct aiMatrix3x3;
|
||||
struct aiQuaternion;
|
||||
|
||||
#include "./Compiler/pushpack1.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
||||
template<typename TReal> class aiMatrix3x3t;
|
||||
template<typename TReal> class aiQuaterniont;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Represents a row-major 4x4 matrix, use this for homogeneous
|
||||
* coordinates.
|
||||
*
|
||||
* There's much confusion about matrix layouts (colum vs. row order).
|
||||
* This is *always* a row-major matrix. Even with the
|
||||
* aiProcess_ConvertToLeftHanded flag.
|
||||
* There's much confusion about matrix layouts (column vs. row order).
|
||||
* This is *always* a row-major matrix. Not even with the
|
||||
* #aiProcess_ConvertToLeftHanded flag, which absolutely does not affect
|
||||
* matrix order - it just affects the handedness of the coordinate system
|
||||
* defined thereby.
|
||||
*/
|
||||
struct aiMatrix4x4
|
||||
template<typename TReal>
|
||||
class aiMatrix4x4t
|
||||
{
|
||||
#ifdef __cplusplus
|
||||
public:
|
||||
|
||||
// default c'tor, init to zero
|
||||
aiMatrix4x4 () :
|
||||
a1(1.0f), a2(0.0f), a3(0.0f), a4(0.0f),
|
||||
b1(0.0f), b2(1.0f), b3(0.0f), b4(0.0f),
|
||||
c1(0.0f), c2(0.0f), c3(1.0f), c4(0.0f),
|
||||
d1(0.0f), d2(0.0f), d3(0.0f), d4(1.0f)
|
||||
{}
|
||||
/** set to identity */
|
||||
aiMatrix4x4t ();
|
||||
|
||||
// from single values
|
||||
aiMatrix4x4 ( float _a1, float _a2, float _a3, float _a4,
|
||||
float _b1, float _b2, float _b3, float _b4,
|
||||
float _c1, float _c2, float _c3, float _c4,
|
||||
float _d1, float _d2, float _d3, float _d4) :
|
||||
a1(_a1), a2(_a2), a3(_a3), a4(_a4),
|
||||
b1(_b1), b2(_b2), b3(_b3), b4(_b4),
|
||||
c1(_c1), c2(_c2), c3(_c3), c4(_c4),
|
||||
d1(_d1), d2(_d2), d3(_d3), d4(_d4)
|
||||
{}
|
||||
/** construction from single values */
|
||||
aiMatrix4x4t ( TReal _a1, TReal _a2, TReal _a3, TReal _a4,
|
||||
TReal _b1, TReal _b2, TReal _b3, TReal _b4,
|
||||
TReal _c1, TReal _c2, TReal _c3, TReal _c4,
|
||||
TReal _d1, TReal _d2, TReal _d3, TReal _d4);
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Constructor from 3x3 matrix.
|
||||
* The remaining elements are set to identity.
|
||||
*/
|
||||
explicit aiMatrix4x4( const aiMatrix3x3& m);
|
||||
/** construction from 3x3 matrix, remaining elements are set to identity */
|
||||
explicit aiMatrix4x4t( const aiMatrix3x3t<TReal>& m);
|
||||
|
||||
public:
|
||||
|
||||
// array access operators
|
||||
float* operator[] (unsigned int p_iIndex);
|
||||
const float* operator[] (unsigned int p_iIndex) const;
|
||||
TReal* operator[] (unsigned int p_iIndex);
|
||||
const TReal* operator[] (unsigned int p_iIndex) const;
|
||||
|
||||
// comparison operators
|
||||
bool operator== (const aiMatrix4x4 m) const;
|
||||
bool operator!= (const aiMatrix4x4 m) const;
|
||||
bool operator== (const aiMatrix4x4t m) const;
|
||||
bool operator!= (const aiMatrix4x4t m) const;
|
||||
|
||||
// Matrix multiplication. Not commutative.
|
||||
aiMatrix4x4& operator *= (const aiMatrix4x4& m);
|
||||
aiMatrix4x4 operator * (const aiMatrix4x4& m) const;
|
||||
// matrix multiplication.
|
||||
aiMatrix4x4t& operator *= (const aiMatrix4x4t& m);
|
||||
aiMatrix4x4t operator * (const aiMatrix4x4t& m) const;
|
||||
|
||||
template <typename TOther>
|
||||
operator aiMatrix4x4t<TOther> () const;
|
||||
|
||||
public:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Transpose the matrix
|
||||
*/
|
||||
aiMatrix4x4& Transpose();
|
||||
/** @brief Transpose the matrix */
|
||||
aiMatrix4x4t& Transpose();
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Invert the matrix.
|
||||
* If the matrix is not invertible all elements are set to qnan.
|
||||
* Beware, use (f != f) to check whether a float f is qnan.
|
||||
* Beware, use (f != f) to check whether a TReal f is qnan.
|
||||
*/
|
||||
aiMatrix4x4& Inverse();
|
||||
float Determinant() const;
|
||||
aiMatrix4x4t& Inverse();
|
||||
TReal Determinant() const;
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
|
@ -134,8 +124,8 @@ public:
|
|||
* quaternion
|
||||
* @param position Receives the output position for the x,y,z axes
|
||||
*/
|
||||
void Decompose (aiVector3D& scaling, aiQuaternion& rotation,
|
||||
aiVector3D& position) const;
|
||||
void Decompose (aiVector3t<TReal>& scaling, aiQuaterniont<TReal>& rotation,
|
||||
aiVector3t<TReal>& position) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Decompose a trafo matrix with no scaling into its
|
||||
|
@ -144,8 +134,8 @@ public:
|
|||
* quaternion
|
||||
* @param position Receives the output position for the x,y,z axes
|
||||
*/
|
||||
void DecomposeNoScaling (aiQuaternion& rotation,
|
||||
aiVector3D& position) const;
|
||||
void DecomposeNoScaling (aiQuaterniont<TReal>& rotation,
|
||||
aiVector3t<TReal>& position) const;
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
|
@ -154,8 +144,8 @@ public:
|
|||
* @param y Rotation angle for the y-axis, in radians
|
||||
* @param z Rotation angle for the z-axis, in radians
|
||||
*/
|
||||
aiMatrix4x4& FromEulerAnglesXYZ(float x, float y, float z);
|
||||
aiMatrix4x4& FromEulerAnglesXYZ(const aiVector3D& blubb);
|
||||
aiMatrix4x4t& FromEulerAnglesXYZ(TReal x, TReal y, TReal z);
|
||||
aiMatrix4x4t& FromEulerAnglesXYZ(const aiVector3t<TReal>& blubb);
|
||||
|
||||
public:
|
||||
// -------------------------------------------------------------------
|
||||
|
@ -164,7 +154,7 @@ public:
|
|||
* @param out Receives the output matrix
|
||||
* @return Reference to the output matrix
|
||||
*/
|
||||
static aiMatrix4x4& RotationX(float a, aiMatrix4x4& out);
|
||||
static aiMatrix4x4t& RotationX(TReal a, aiMatrix4x4t& out);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Returns a rotation matrix for a rotation around the y axis
|
||||
|
@ -172,7 +162,7 @@ public:
|
|||
* @param out Receives the output matrix
|
||||
* @return Reference to the output matrix
|
||||
*/
|
||||
static aiMatrix4x4& RotationY(float a, aiMatrix4x4& out);
|
||||
static aiMatrix4x4t& RotationY(TReal a, aiMatrix4x4t& out);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Returns a rotation matrix for a rotation around the z axis
|
||||
|
@ -180,7 +170,7 @@ public:
|
|||
* @param out Receives the output matrix
|
||||
* @return Reference to the output matrix
|
||||
*/
|
||||
static aiMatrix4x4& RotationZ(float a, aiMatrix4x4& out);
|
||||
static aiMatrix4x4t& RotationZ(TReal a, aiMatrix4x4t& out);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Returns a rotation matrix for a rotation around an arbitrary axis.
|
||||
|
@ -189,8 +179,8 @@ public:
|
|||
* @param out Receives the output matrix
|
||||
* @return Reference to the output matrix
|
||||
*/
|
||||
static aiMatrix4x4& Rotation(float a, const aiVector3D& axis,
|
||||
aiMatrix4x4& out);
|
||||
static aiMatrix4x4t& Rotation(TReal a, const aiVector3t<TReal>& axis,
|
||||
aiMatrix4x4t& out);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Returns a translation matrix
|
||||
|
@ -198,7 +188,7 @@ public:
|
|||
* @param out Receives the output matrix
|
||||
* @return Reference to the output matrix
|
||||
*/
|
||||
static aiMatrix4x4& Translation( const aiVector3D& v, aiMatrix4x4& out);
|
||||
static aiMatrix4x4t& Translation( const aiVector3t<TReal>& v, aiMatrix4x4t& out);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Returns a scaling matrix
|
||||
|
@ -206,7 +196,7 @@ public:
|
|||
* @param out Receives the output matrix
|
||||
* @return Reference to the output matrix
|
||||
*/
|
||||
static aiMatrix4x4& Scaling( const aiVector3D& v, aiMatrix4x4& out);
|
||||
static aiMatrix4x4t& Scaling( const aiVector3t<TReal>& v, aiMatrix4x4t& out);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief A function for creating a rotation matrix that rotates a
|
||||
|
@ -217,24 +207,32 @@ public:
|
|||
* "Efficiently Building a Matrix to Rotate One Vector to Another"
|
||||
* Journal of Graphics Tools, 4(4):1-4, 1999
|
||||
*/
|
||||
static aiMatrix4x4& FromToMatrix(const aiVector3D& from,
|
||||
const aiVector3D& to, aiMatrix4x4& out);
|
||||
static aiMatrix4x4t& FromToMatrix(const aiVector3t<TReal>& from,
|
||||
const aiVector3t<TReal>& to, aiMatrix4x4t& out);
|
||||
|
||||
#endif // __cplusplus
|
||||
public:
|
||||
|
||||
TReal a1, a2, a3, a4;
|
||||
TReal b1, b2, b3, b4;
|
||||
TReal c1, c2, c3, c4;
|
||||
TReal d1, d2, d3, d4;
|
||||
|
||||
} PACK_STRUCT;
|
||||
|
||||
typedef aiMatrix4x4t<float> aiMatrix4x4;
|
||||
|
||||
#else
|
||||
|
||||
struct aiMatrix4x4 {
|
||||
float a1, a2, a3, a4;
|
||||
float b1, b2, b3, b4;
|
||||
float c1, c2, c3, c4;
|
||||
float d1, d2, d3, d4;
|
||||
|
||||
} PACK_STRUCT; // !class aiMatrix4x4
|
||||
|
||||
|
||||
#include "./Compiler/poppack1.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
} // end extern "C"
|
||||
};
|
||||
|
||||
|
||||
#endif // __cplusplus
|
||||
|
||||
#include "./Compiler/poppack1.h"
|
||||
|
||||
#endif // AI_MATRIX4X4_H_INC
|
||||
|
|
|
@ -39,37 +39,74 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file aiMatrix4x4.inl
|
||||
/** @file aiMatrix4x4t<TReal>.inl
|
||||
* @brief Inline implementation of the 4x4 matrix operators
|
||||
*/
|
||||
#ifndef AI_MATRIX4x4_INL_INC
|
||||
#define AI_MATRIX4x4_INL_INC
|
||||
|
||||
#include "aiMatrix4x4.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
||||
#include "aiMatrix4x4.h"
|
||||
#include "aiMatrix3x3.h"
|
||||
#include "aiQuaternion.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <limits>
|
||||
#include <math.h>
|
||||
|
||||
#include "aiAssert.h"
|
||||
#include "aiQuaternion.h"
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
inline aiMatrix4x4::aiMatrix4x4( const aiMatrix3x3& m)
|
||||
template <typename TReal>
|
||||
aiMatrix4x4t<TReal> ::aiMatrix4x4t () :
|
||||
a1(1.0f), a2(), a3(), a4(),
|
||||
b1(), b2(1.0f), b3(), b4(),
|
||||
c1(), c2(), c3(1.0f), c4(),
|
||||
d1(), d2(), d3(), d4(1.0f)
|
||||
{
|
||||
a1 = m.a1; a2 = m.a2; a3 = m.a3; a4 = 0.0f;
|
||||
b1 = m.b1; b2 = m.b2; b3 = m.b3; b4 = 0.0f;
|
||||
c1 = m.c1; c2 = m.c2; c3 = m.c3; c4 = 0.0f;
|
||||
d1 = 0.0f; d2 = 0.0f; d3 = 0.0f; d4 = 1.0f;
|
||||
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
inline aiMatrix4x4& aiMatrix4x4::operator *= (const aiMatrix4x4& m)
|
||||
template <typename TReal>
|
||||
aiMatrix4x4t<TReal> ::aiMatrix4x4t (TReal _a1, TReal _a2, TReal _a3, TReal _a4,
|
||||
TReal _b1, TReal _b2, TReal _b3, TReal _b4,
|
||||
TReal _c1, TReal _c2, TReal _c3, TReal _c4,
|
||||
TReal _d1, TReal _d2, TReal _d3, TReal _d4) :
|
||||
a1(_a1), a2(_a2), a3(_a3), a4(_a4),
|
||||
b1(_b1), b2(_b2), b3(_b3), b4(_b4),
|
||||
c1(_c1), c2(_c2), c3(_c3), c4(_c4),
|
||||
d1(_d1), d2(_d2), d3(_d3), d4(_d4)
|
||||
{
|
||||
*this = aiMatrix4x4(
|
||||
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename TReal>
|
||||
template <typename TOther>
|
||||
aiMatrix4x4t<TReal>::operator aiMatrix4x4t<TOther> () const
|
||||
{
|
||||
return aiMatrix4x4t<TOther>(static_cast<TOther>(a1),static_cast<TOther>(a2),static_cast<TOther>(a3),static_cast<TOther>(a4),
|
||||
static_cast<TOther>(b1),static_cast<TOther>(b2),static_cast<TOther>(b3),static_cast<TOther>(b4),
|
||||
static_cast<TOther>(c1),static_cast<TOther>(c2),static_cast<TOther>(c3),static_cast<TOther>(c4),
|
||||
static_cast<TOther>(d1),static_cast<TOther>(d2),static_cast<TOther>(d3),static_cast<TOther>(d4));
|
||||
}
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
template <typename TReal>
|
||||
inline aiMatrix4x4t<TReal>::aiMatrix4x4t (const aiMatrix3x3t<TReal>& m)
|
||||
{
|
||||
a1 = m.a1; a2 = m.a2; a3 = m.a3; a4 = static_cast<TReal>(0.0);
|
||||
b1 = m.b1; b2 = m.b2; b3 = m.b3; b4 = static_cast<TReal>(0.0);
|
||||
c1 = m.c1; c2 = m.c2; c3 = m.c3; c4 = static_cast<TReal>(0.0);
|
||||
d1 = static_cast<TReal>(0.0); d2 = static_cast<TReal>(0.0); d3 = static_cast<TReal>(0.0); d4 = static_cast<TReal>(1.0);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
template <typename TReal>
|
||||
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::operator *= (const aiMatrix4x4t<TReal>& m)
|
||||
{
|
||||
*this = aiMatrix4x4t<TReal>(
|
||||
m.a1 * a1 + m.b1 * a2 + m.c1 * a3 + m.d1 * a4,
|
||||
m.a2 * a1 + m.b2 * a2 + m.c2 * a3 + m.d2 * a4,
|
||||
m.a3 * a1 + m.b3 * a2 + m.c3 * a3 + m.d3 * a4,
|
||||
|
@ -90,30 +127,33 @@ inline aiMatrix4x4& aiMatrix4x4::operator *= (const aiMatrix4x4& m)
|
|||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
inline aiMatrix4x4 aiMatrix4x4::operator* (const aiMatrix4x4& m) const
|
||||
template <typename TReal>
|
||||
inline aiMatrix4x4t<TReal> aiMatrix4x4t<TReal>::operator* (const aiMatrix4x4t<TReal>& m) const
|
||||
{
|
||||
aiMatrix4x4 temp( *this);
|
||||
aiMatrix4x4t<TReal> temp( *this);
|
||||
temp *= m;
|
||||
return temp;
|
||||
}
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
inline aiMatrix4x4& aiMatrix4x4::Transpose()
|
||||
template <typename TReal>
|
||||
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Transpose()
|
||||
{
|
||||
// (float&) don't remove, GCC complains cause of packed fields
|
||||
std::swap( (float&)b1, (float&)a2);
|
||||
std::swap( (float&)c1, (float&)a3);
|
||||
std::swap( (float&)c2, (float&)b3);
|
||||
std::swap( (float&)d1, (float&)a4);
|
||||
std::swap( (float&)d2, (float&)b4);
|
||||
std::swap( (float&)d3, (float&)c4);
|
||||
// (TReal&) don't remove, GCC complains cause of packed fields
|
||||
std::swap( (TReal&)b1, (TReal&)a2);
|
||||
std::swap( (TReal&)c1, (TReal&)a3);
|
||||
std::swap( (TReal&)c2, (TReal&)b3);
|
||||
std::swap( (TReal&)d1, (TReal&)a4);
|
||||
std::swap( (TReal&)d2, (TReal&)b4);
|
||||
std::swap( (TReal&)d3, (TReal&)c4);
|
||||
return *this;
|
||||
}
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
inline float aiMatrix4x4::Determinant() const
|
||||
template <typename TReal>
|
||||
inline TReal aiMatrix4x4t<TReal>::Determinant() const
|
||||
{
|
||||
return a1*b2*c3*d4 - a1*b2*c4*d3 + a1*b3*c4*d2 - a1*b3*c2*d4
|
||||
+ a1*b4*c2*d3 - a1*b4*c3*d2 - a2*b3*c4*d1 + a2*b3*c1*d4
|
||||
|
@ -124,17 +164,18 @@ inline float aiMatrix4x4::Determinant() const
|
|||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
inline aiMatrix4x4& aiMatrix4x4::Inverse()
|
||||
template <typename TReal>
|
||||
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Inverse()
|
||||
{
|
||||
// Compute the reciprocal determinant
|
||||
float det = Determinant();
|
||||
if(det == 0.0f)
|
||||
const TReal det = Determinant();
|
||||
if(det == static_cast<TReal>(0.0))
|
||||
{
|
||||
// Matrix not invertible. Setting all elements to nan is not really
|
||||
// correct in a mathematical sense but it is easy to debug for the
|
||||
// programmer.
|
||||
const float nan = std::numeric_limits<float>::quiet_NaN();
|
||||
*this = aiMatrix4x4(
|
||||
const TReal nan = std::numeric_limits<TReal>::quiet_NaN();
|
||||
*this = aiMatrix4x4t<TReal>(
|
||||
nan,nan,nan,nan,
|
||||
nan,nan,nan,nan,
|
||||
nan,nan,nan,nan,
|
||||
|
@ -143,9 +184,9 @@ inline aiMatrix4x4& aiMatrix4x4::Inverse()
|
|||
return *this;
|
||||
}
|
||||
|
||||
float invdet = 1.0f / det;
|
||||
const TReal invdet = static_cast<TReal>(1.0) / det;
|
||||
|
||||
aiMatrix4x4 res;
|
||||
aiMatrix4x4t<TReal> res;
|
||||
res.a1 = invdet * (b2 * (c3 * d4 - c4 * d3) + b3 * (c4 * d2 - c2 * d4) + b4 * (c2 * d3 - c3 * d2));
|
||||
res.a2 = -invdet * (a2 * (c3 * d4 - c4 * d3) + a3 * (c4 * d2 - c2 * d4) + a4 * (c2 * d3 - c3 * d2));
|
||||
res.a3 = invdet * (a2 * (b3 * d4 - b4 * d3) + a3 * (b4 * d2 - b2 * d4) + a4 * (b2 * d3 - b3 * d2));
|
||||
|
@ -168,19 +209,24 @@ inline aiMatrix4x4& aiMatrix4x4::Inverse()
|
|||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
inline float* aiMatrix4x4::operator[](unsigned int p_iIndex)
|
||||
template <typename TReal>
|
||||
inline TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex)
|
||||
{
|
||||
// XXX this is UB. Has been for years. The fact that it works now does not make it better.
|
||||
return &this->a1 + p_iIndex * 4;
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
inline const float* aiMatrix4x4::operator[](unsigned int p_iIndex) const
|
||||
template <typename TReal>
|
||||
inline const TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex) const
|
||||
{
|
||||
// XXX same
|
||||
return &this->a1 + p_iIndex * 4;
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
inline bool aiMatrix4x4::operator== (const aiMatrix4x4 m) const
|
||||
template <typename TReal>
|
||||
inline bool aiMatrix4x4t<TReal>::operator== (const aiMatrix4x4t<TReal> m) const
|
||||
{
|
||||
return (a1 == m.a1 && a2 == m.a2 && a3 == m.a3 && a4 == m.a4 &&
|
||||
b1 == m.b1 && b2 == m.b2 && b3 == m.b3 && b4 == m.b4 &&
|
||||
|
@ -189,16 +235,18 @@ inline bool aiMatrix4x4::operator== (const aiMatrix4x4 m) const
|
|||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
inline bool aiMatrix4x4::operator!= (const aiMatrix4x4 m) const
|
||||
template <typename TReal>
|
||||
inline bool aiMatrix4x4t<TReal>::operator!= (const aiMatrix4x4t<TReal> m) const
|
||||
{
|
||||
return !(*this == m);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
inline void aiMatrix4x4::Decompose (aiVector3D& scaling, aiQuaternion& rotation,
|
||||
aiVector3D& position) const
|
||||
template <typename TReal>
|
||||
inline void aiMatrix4x4t<TReal>::Decompose (aiVector3t<TReal>& scaling, aiQuaterniont<TReal>& rotation,
|
||||
aiVector3t<TReal>& position) const
|
||||
{
|
||||
const aiMatrix4x4& _this = *this;
|
||||
const aiMatrix4x4t<TReal>& _this = *this;
|
||||
|
||||
// extract translation
|
||||
position.x = _this[0][3];
|
||||
|
@ -206,10 +254,10 @@ inline void aiMatrix4x4::Decompose (aiVector3D& scaling, aiQuaternion& rotation,
|
|||
position.z = _this[2][3];
|
||||
|
||||
// extract the rows of the matrix
|
||||
aiVector3D vRows[3] = {
|
||||
aiVector3D(_this[0][0],_this[1][0],_this[2][0]),
|
||||
aiVector3D(_this[0][1],_this[1][1],_this[2][1]),
|
||||
aiVector3D(_this[0][2],_this[1][2],_this[2][2])
|
||||
aiVector3t<TReal> vRows[3] = {
|
||||
aiVector3t<TReal>(_this[0][0],_this[1][0],_this[2][0]),
|
||||
aiVector3t<TReal>(_this[0][1],_this[1][1],_this[2][1]),
|
||||
aiVector3t<TReal>(_this[0][2],_this[1][2],_this[2][2])
|
||||
};
|
||||
|
||||
// extract the scaling factors
|
||||
|
@ -239,19 +287,20 @@ inline void aiMatrix4x4::Decompose (aiVector3D& scaling, aiQuaternion& rotation,
|
|||
}
|
||||
|
||||
// build a 3x3 rotation matrix
|
||||
aiMatrix3x3 m(vRows[0].x,vRows[1].x,vRows[2].x,
|
||||
aiMatrix3x3t<TReal> m(vRows[0].x,vRows[1].x,vRows[2].x,
|
||||
vRows[0].y,vRows[1].y,vRows[2].y,
|
||||
vRows[0].z,vRows[1].z,vRows[2].z);
|
||||
|
||||
// and generate the rotation quaternion from it
|
||||
rotation = aiQuaternion(m);
|
||||
rotation = aiQuaterniont<TReal>(m);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
inline void aiMatrix4x4::DecomposeNoScaling (aiQuaternion& rotation,
|
||||
aiVector3D& position) const
|
||||
template <typename TReal>
|
||||
inline void aiMatrix4x4t<TReal>::DecomposeNoScaling (aiQuaterniont<TReal>& rotation,
|
||||
aiVector3t<TReal>& position) const
|
||||
{
|
||||
const aiMatrix4x4& _this = *this;
|
||||
const aiMatrix4x4t<TReal>& _this = *this;
|
||||
|
||||
// extract translation
|
||||
position.x = _this[0][3];
|
||||
|
@ -259,33 +308,35 @@ inline void aiMatrix4x4::DecomposeNoScaling (aiQuaternion& rotation,
|
|||
position.z = _this[2][3];
|
||||
|
||||
// extract rotation
|
||||
rotation = aiQuaternion((aiMatrix3x3)_this);
|
||||
rotation = aiQuaterniont<TReal>((aiMatrix3x3t<TReal>)_this);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
inline aiMatrix4x4& aiMatrix4x4::FromEulerAnglesXYZ(const aiVector3D& blubb)
|
||||
template <typename TReal>
|
||||
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(const aiVector3t<TReal>& blubb)
|
||||
{
|
||||
return FromEulerAnglesXYZ(blubb.x,blubb.y,blubb.z);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
inline aiMatrix4x4& aiMatrix4x4::FromEulerAnglesXYZ(float x, float y, float z)
|
||||
template <typename TReal>
|
||||
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(TReal x, TReal y, TReal z)
|
||||
{
|
||||
aiMatrix4x4& _this = *this;
|
||||
aiMatrix4x4t<TReal>& _this = *this;
|
||||
|
||||
float cr = cos( x );
|
||||
float sr = sin( x );
|
||||
float cp = cos( y );
|
||||
float sp = sin( y );
|
||||
float cy = cos( z );
|
||||
float sy = sin( z );
|
||||
TReal cr = cos( x );
|
||||
TReal sr = sin( x );
|
||||
TReal cp = cos( y );
|
||||
TReal sp = sin( y );
|
||||
TReal cy = cos( z );
|
||||
TReal sy = sin( z );
|
||||
|
||||
_this.a1 = cp*cy ;
|
||||
_this.a2 = cp*sy;
|
||||
_this.a3 = -sp ;
|
||||
|
||||
float srsp = sr*sp;
|
||||
float crsp = cr*sp;
|
||||
TReal srsp = sr*sp;
|
||||
TReal crsp = cr*sp;
|
||||
|
||||
_this.b1 = srsp*cy-cr*sy ;
|
||||
_this.b2 = srsp*sy+cr*cy ;
|
||||
|
@ -299,10 +350,11 @@ inline aiMatrix4x4& aiMatrix4x4::FromEulerAnglesXYZ(float x, float y, float z)
|
|||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
inline bool aiMatrix4x4::IsIdentity() const
|
||||
template <typename TReal>
|
||||
inline bool aiMatrix4x4t<TReal>::IsIdentity() const
|
||||
{
|
||||
// Use a small epsilon to solve floating-point inaccuracies
|
||||
const static float epsilon = 10e-3f;
|
||||
const static TReal epsilon = 10e-3f;
|
||||
|
||||
return (a2 <= epsilon && a2 >= -epsilon &&
|
||||
a3 <= epsilon && a3 >= -epsilon &&
|
||||
|
@ -323,21 +375,23 @@ inline bool aiMatrix4x4::IsIdentity() const
|
|||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
inline aiMatrix4x4& aiMatrix4x4::RotationX(float a, aiMatrix4x4& out)
|
||||
template <typename TReal>
|
||||
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationX(TReal a, aiMatrix4x4t<TReal>& out)
|
||||
{
|
||||
/*
|
||||
| 1 0 0 0 |
|
||||
M = | 0 cos(A) -sin(A) 0 |
|
||||
| 0 sin(A) cos(A) 0 |
|
||||
| 0 0 0 1 | */
|
||||
out = aiMatrix4x4();
|
||||
out = aiMatrix4x4t<TReal>();
|
||||
out.b2 = out.c3 = cos(a);
|
||||
out.b3 = -(out.c2 = sin(a));
|
||||
return out;
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
inline aiMatrix4x4& aiMatrix4x4::RotationY(float a, aiMatrix4x4& out)
|
||||
template <typename TReal>
|
||||
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationY(TReal a, aiMatrix4x4t<TReal>& out)
|
||||
{
|
||||
/*
|
||||
| cos(A) 0 sin(A) 0 |
|
||||
|
@ -345,21 +399,22 @@ inline aiMatrix4x4& aiMatrix4x4::RotationY(float a, aiMatrix4x4& out)
|
|||
| -sin(A) 0 cos(A) 0 |
|
||||
| 0 0 0 1 |
|
||||
*/
|
||||
out = aiMatrix4x4();
|
||||
out = aiMatrix4x4t<TReal>();
|
||||
out.a1 = out.c3 = cos(a);
|
||||
out.c1 = -(out.a3 = sin(a));
|
||||
return out;
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
inline aiMatrix4x4& aiMatrix4x4::RotationZ(float a, aiMatrix4x4& out)
|
||||
template <typename TReal>
|
||||
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationZ(TReal a, aiMatrix4x4t<TReal>& out)
|
||||
{
|
||||
/*
|
||||
| cos(A) -sin(A) 0 0 |
|
||||
M = | sin(A) cos(A) 0 0 |
|
||||
| 0 0 1 0 |
|
||||
| 0 0 0 1 | */
|
||||
out = aiMatrix4x4();
|
||||
out = aiMatrix4x4t<TReal>();
|
||||
out.a1 = out.b2 = cos(a);
|
||||
out.a2 = -(out.b1 = sin(a));
|
||||
return out;
|
||||
|
@ -367,26 +422,28 @@ inline aiMatrix4x4& aiMatrix4x4::RotationZ(float a, aiMatrix4x4& out)
|
|||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
// Returns a rotation matrix for a rotation around an arbitrary axis.
|
||||
inline aiMatrix4x4& aiMatrix4x4::Rotation( float a, const aiVector3D& axis, aiMatrix4x4& out)
|
||||
template <typename TReal>
|
||||
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix4x4t<TReal>& out)
|
||||
{
|
||||
float c = cos( a), s = sin( a), t = 1 - c;
|
||||
float x = axis.x, y = axis.y, z = axis.z;
|
||||
TReal c = cos( a), s = sin( a), t = 1 - c;
|
||||
TReal x = axis.x, y = axis.y, z = axis.z;
|
||||
|
||||
// Many thanks to MathWorld and Wikipedia
|
||||
out.a1 = t*x*x + c; out.a2 = t*x*y - s*z; out.a3 = t*x*z + s*y;
|
||||
out.b1 = t*x*y + s*z; out.b2 = t*y*y + c; out.b3 = t*y*z - s*x;
|
||||
out.c1 = t*x*z - s*y; out.c2 = t*y*z + s*x; out.c3 = t*z*z + c;
|
||||
out.a4 = out.b4 = out.c4 = 0.0f;
|
||||
out.d1 = out.d2 = out.d3 = 0.0f;
|
||||
out.d4 = 1.0f;
|
||||
out.a4 = out.b4 = out.c4 = static_cast<TReal>(0.0);
|
||||
out.d1 = out.d2 = out.d3 = static_cast<TReal>(0.0);
|
||||
out.d4 = static_cast<TReal>(1.0);
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
inline aiMatrix4x4& aiMatrix4x4::Translation( const aiVector3D& v, aiMatrix4x4& out)
|
||||
template <typename TReal>
|
||||
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Translation( const aiVector3t<TReal>& v, aiMatrix4x4t<TReal>& out)
|
||||
{
|
||||
out = aiMatrix4x4();
|
||||
out = aiMatrix4x4t<TReal>();
|
||||
out.a4 = v.x;
|
||||
out.b4 = v.y;
|
||||
out.c4 = v.z;
|
||||
|
@ -394,9 +451,10 @@ inline aiMatrix4x4& aiMatrix4x4::Translation( const aiVector3D& v, aiMatrix4x4&
|
|||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
inline aiMatrix4x4& aiMatrix4x4::Scaling( const aiVector3D& v, aiMatrix4x4& out)
|
||||
template <typename TReal>
|
||||
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Scaling( const aiVector3t<TReal>& v, aiMatrix4x4t<TReal>& out)
|
||||
{
|
||||
out = aiMatrix4x4();
|
||||
out = aiMatrix4x4t<TReal>();
|
||||
out.a1 = v.x;
|
||||
out.b2 = v.y;
|
||||
out.c3 = v.z;
|
||||
|
@ -413,12 +471,13 @@ inline aiMatrix4x4& aiMatrix4x4::Scaling( const aiVector3D& v, aiMatrix4x4& out)
|
|||
* Journal of Graphics Tools, 4(4):1-4, 1999
|
||||
*/
|
||||
// ----------------------------------------------------------------------------------------
|
||||
inline aiMatrix4x4& aiMatrix4x4::FromToMatrix(const aiVector3D& from,
|
||||
const aiVector3D& to, aiMatrix4x4& mtx)
|
||||
template <typename TReal>
|
||||
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
|
||||
const aiVector3t<TReal>& to, aiMatrix4x4t<TReal>& mtx)
|
||||
{
|
||||
aiMatrix3x3 m3;
|
||||
aiMatrix3x3::FromToMatrix(from,to,m3);
|
||||
mtx = aiMatrix4x4(m3);
|
||||
aiMatrix3x3t<TReal> m3;
|
||||
aiMatrix3x3t<TReal>::FromToMatrix(from,to,m3);
|
||||
mtx = aiMatrix4x4t<TReal>(m3);
|
||||
return mtx;
|
||||
}
|
||||
|
||||
|
|
|
@ -44,54 +44,56 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#ifndef AI_QUATERNION_H_INC
|
||||
#define AI_QUATERNION_H_INC
|
||||
|
||||
#include <math.h>
|
||||
#include "aiTypes.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
template <typename TReal> class aiVector3t;
|
||||
template <typename TReal> class aiMatrix3x3t;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Represents a quaternion in a 4D vector. */
|
||||
struct aiQuaternion
|
||||
template <typename TReal>
|
||||
class aiQuaterniont
|
||||
{
|
||||
#ifdef __cplusplus
|
||||
aiQuaternion() : w(0.0f), x(0.0f), y(0.0f), z(0.0f) {}
|
||||
aiQuaternion(float _w, float _x, float _y, float _z) : w(_w), x(_x), y(_y), z(_z) {}
|
||||
public:
|
||||
aiQuaterniont() : w(), x(), y(), z() {}
|
||||
aiQuaterniont(TReal w, TReal x, TReal y, TReal z)
|
||||
: w(w), x(x), y(y), z(z) {}
|
||||
|
||||
/** Construct from rotation matrix. Result is undefined if the matrix is not orthonormal. */
|
||||
aiQuaternion( const aiMatrix3x3& pRotMatrix);
|
||||
aiQuaterniont( const aiMatrix3x3t<TReal>& pRotMatrix);
|
||||
|
||||
/** Construct from euler angles */
|
||||
aiQuaternion( float rotx, float roty, float rotz);
|
||||
aiQuaterniont( TReal rotx, TReal roty, TReal rotz);
|
||||
|
||||
/** Construct from an axis-angle pair */
|
||||
aiQuaternion( aiVector3D axis, float angle);
|
||||
aiQuaterniont( aiVector3t<TReal> axis, TReal angle);
|
||||
|
||||
/** Construct from a normalized quaternion stored in a vec3 */
|
||||
aiQuaternion( aiVector3D normalized);
|
||||
aiQuaterniont( aiVector3t<TReal> normalized);
|
||||
|
||||
/** Returns a matrix representation of the quaternion */
|
||||
aiMatrix3x3 GetMatrix() const;
|
||||
aiMatrix3x3t<TReal> GetMatrix() const;
|
||||
|
||||
public:
|
||||
|
||||
bool operator== (const aiQuaternion& o) const
|
||||
{return x == o.x && y == o.y && z == o.z && w == o.w;}
|
||||
bool operator== (const aiQuaterniont& o) const;
|
||||
bool operator!= (const aiQuaterniont& o) const;
|
||||
|
||||
bool operator!= (const aiQuaternion& o) const
|
||||
{return !(*this == o);}
|
||||
public:
|
||||
|
||||
/** Normalize the quaternion */
|
||||
aiQuaternion& Normalize();
|
||||
aiQuaterniont& Normalize();
|
||||
|
||||
/** Compute quaternion conjugate */
|
||||
aiQuaternion& Conjugate ();
|
||||
aiQuaterniont& Conjugate ();
|
||||
|
||||
/** Rotate a point by this quaternion */
|
||||
aiVector3D Rotate (const aiVector3D& in);
|
||||
aiVector3t<TReal> Rotate (const aiVector3t<TReal>& in);
|
||||
|
||||
/** Multiply two quaternions */
|
||||
aiQuaternion operator* (const aiQuaternion& two) const;
|
||||
aiQuaterniont operator* (const aiQuaterniont& two) const;
|
||||
|
||||
public:
|
||||
|
||||
/** Performs a spherical interpolation between two quaternions and writes the result into the third.
|
||||
* @param pOut Target object to received the interpolated rotation.
|
||||
|
@ -99,214 +101,24 @@ struct aiQuaternion
|
|||
* @param pEnd End rotation, factor == 1.
|
||||
* @param pFactor Interpolation factor between 0 and 1. Values outside of this range yield undefined results.
|
||||
*/
|
||||
static void Interpolate( aiQuaternion& pOut, const aiQuaternion& pStart, const aiQuaternion& pEnd, float pFactor);
|
||||
static void Interpolate( aiQuaterniont& pOut, const aiQuaterniont& pStart,
|
||||
const aiQuaterniont& pEnd, TReal pFactor);
|
||||
|
||||
#endif // __cplusplus
|
||||
public:
|
||||
|
||||
//! w,x,y,z components of the quaternion
|
||||
TReal w, x, y, z;
|
||||
} ;
|
||||
|
||||
typedef aiQuaterniont<float> aiQuaternion;
|
||||
|
||||
#else
|
||||
|
||||
struct aiQuaternion {
|
||||
float w, x, y, z;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Constructs a quaternion from a rotation matrix
|
||||
inline aiQuaternion::aiQuaternion( const aiMatrix3x3 &pRotMatrix)
|
||||
{
|
||||
float t = 1 + pRotMatrix.a1 + pRotMatrix.b2 + pRotMatrix.c3;
|
||||
|
||||
// large enough
|
||||
if( t > 0.001f)
|
||||
{
|
||||
float s = sqrt( t) * 2.0f;
|
||||
x = (pRotMatrix.c2 - pRotMatrix.b3) / s;
|
||||
y = (pRotMatrix.a3 - pRotMatrix.c1) / s;
|
||||
z = (pRotMatrix.b1 - pRotMatrix.a2) / s;
|
||||
w = 0.25f * s;
|
||||
} // else we have to check several cases
|
||||
else if( pRotMatrix.a1 > pRotMatrix.b2 && pRotMatrix.a1 > pRotMatrix.c3 )
|
||||
{
|
||||
// Column 0:
|
||||
float s = sqrt( 1.0f + pRotMatrix.a1 - pRotMatrix.b2 - pRotMatrix.c3) * 2.0f;
|
||||
x = 0.25f * s;
|
||||
y = (pRotMatrix.b1 + pRotMatrix.a2) / s;
|
||||
z = (pRotMatrix.a3 + pRotMatrix.c1) / s;
|
||||
w = (pRotMatrix.c2 - pRotMatrix.b3) / s;
|
||||
}
|
||||
else if( pRotMatrix.b2 > pRotMatrix.c3)
|
||||
{
|
||||
// Column 1:
|
||||
float s = sqrt( 1.0f + pRotMatrix.b2 - pRotMatrix.a1 - pRotMatrix.c3) * 2.0f;
|
||||
x = (pRotMatrix.b1 + pRotMatrix.a2) / s;
|
||||
y = 0.25f * s;
|
||||
z = (pRotMatrix.c2 + pRotMatrix.b3) / s;
|
||||
w = (pRotMatrix.a3 - pRotMatrix.c1) / s;
|
||||
} else
|
||||
{
|
||||
// Column 2:
|
||||
float s = sqrt( 1.0f + pRotMatrix.c3 - pRotMatrix.a1 - pRotMatrix.b2) * 2.0f;
|
||||
x = (pRotMatrix.a3 + pRotMatrix.c1) / s;
|
||||
y = (pRotMatrix.c2 + pRotMatrix.b3) / s;
|
||||
z = 0.25f * s;
|
||||
w = (pRotMatrix.b1 - pRotMatrix.a2) / s;
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Construction from euler angles
|
||||
inline aiQuaternion::aiQuaternion( float fPitch, float fYaw, float fRoll )
|
||||
{
|
||||
const float fSinPitch(sin(fPitch*0.5F));
|
||||
const float fCosPitch(cos(fPitch*0.5F));
|
||||
const float fSinYaw(sin(fYaw*0.5F));
|
||||
const float fCosYaw(cos(fYaw*0.5F));
|
||||
const float fSinRoll(sin(fRoll*0.5F));
|
||||
const float fCosRoll(cos(fRoll*0.5F));
|
||||
const float fCosPitchCosYaw(fCosPitch*fCosYaw);
|
||||
const float fSinPitchSinYaw(fSinPitch*fSinYaw);
|
||||
x = fSinRoll * fCosPitchCosYaw - fCosRoll * fSinPitchSinYaw;
|
||||
y = fCosRoll * fSinPitch * fCosYaw + fSinRoll * fCosPitch * fSinYaw;
|
||||
z = fCosRoll * fCosPitch * fSinYaw - fSinRoll * fSinPitch * fCosYaw;
|
||||
w = fCosRoll * fCosPitchCosYaw + fSinRoll * fSinPitchSinYaw;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Returns a matrix representation of the quaternion
|
||||
inline aiMatrix3x3 aiQuaternion::GetMatrix() const
|
||||
{
|
||||
aiMatrix3x3 resMatrix;
|
||||
resMatrix.a1 = 1.0f - 2.0f * (y * y + z * z);
|
||||
resMatrix.a2 = 2.0f * (x * y - z * w);
|
||||
resMatrix.a3 = 2.0f * (x * z + y * w);
|
||||
resMatrix.b1 = 2.0f * (x * y + z * w);
|
||||
resMatrix.b2 = 1.0f - 2.0f * (x * x + z * z);
|
||||
resMatrix.b3 = 2.0f * (y * z - x * w);
|
||||
resMatrix.c1 = 2.0f * (x * z - y * w);
|
||||
resMatrix.c2 = 2.0f * (y * z + x * w);
|
||||
resMatrix.c3 = 1.0f - 2.0f * (x * x + y * y);
|
||||
|
||||
return resMatrix;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Construction from an axis-angle pair
|
||||
inline aiQuaternion::aiQuaternion( aiVector3D axis, float angle)
|
||||
{
|
||||
axis.Normalize();
|
||||
|
||||
const float sin_a = sin( angle / 2 );
|
||||
const float cos_a = cos( angle / 2 );
|
||||
x = axis.x * sin_a;
|
||||
y = axis.y * sin_a;
|
||||
z = axis.z * sin_a;
|
||||
w = cos_a;
|
||||
}
|
||||
// ---------------------------------------------------------------------------
|
||||
// Construction from am existing, normalized quaternion
|
||||
inline aiQuaternion::aiQuaternion( aiVector3D normalized)
|
||||
{
|
||||
x = normalized.x;
|
||||
y = normalized.y;
|
||||
z = normalized.z;
|
||||
|
||||
const float t = 1.0f - (x*x) - (y*y) - (z*z);
|
||||
|
||||
if (t < 0.0f)
|
||||
w = 0.0f;
|
||||
else w = sqrt (t);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Performs a spherical interpolation between two quaternions
|
||||
// Implementation adopted from the gmtl project. All others I found on the net fail in some cases.
|
||||
// Congrats, gmtl!
|
||||
inline void aiQuaternion::Interpolate( aiQuaternion& pOut, const aiQuaternion& pStart, const aiQuaternion& pEnd, float pFactor)
|
||||
{
|
||||
// calc cosine theta
|
||||
float cosom = pStart.x * pEnd.x + pStart.y * pEnd.y + pStart.z * pEnd.z + pStart.w * pEnd.w;
|
||||
|
||||
// adjust signs (if necessary)
|
||||
aiQuaternion end = pEnd;
|
||||
if( cosom < 0.0f)
|
||||
{
|
||||
cosom = -cosom;
|
||||
end.x = -end.x; // Reverse all signs
|
||||
end.y = -end.y;
|
||||
end.z = -end.z;
|
||||
end.w = -end.w;
|
||||
}
|
||||
|
||||
// Calculate coefficients
|
||||
float sclp, sclq;
|
||||
if( (1.0f - cosom) > 0.0001f) // 0.0001 -> some epsillon
|
||||
{
|
||||
// Standard case (slerp)
|
||||
float omega, sinom;
|
||||
omega = acos( cosom); // extract theta from dot product's cos theta
|
||||
sinom = sin( omega);
|
||||
sclp = sin( (1.0f - pFactor) * omega) / sinom;
|
||||
sclq = sin( pFactor * omega) / sinom;
|
||||
} else
|
||||
{
|
||||
// Very close, do linear interp (because it's faster)
|
||||
sclp = 1.0f - pFactor;
|
||||
sclq = pFactor;
|
||||
}
|
||||
|
||||
pOut.x = sclp * pStart.x + sclq * end.x;
|
||||
pOut.y = sclp * pStart.y + sclq * end.y;
|
||||
pOut.z = sclp * pStart.z + sclq * end.z;
|
||||
pOut.w = sclp * pStart.w + sclq * end.w;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
inline aiQuaternion& aiQuaternion::Normalize()
|
||||
{
|
||||
// compute the magnitude and divide through it
|
||||
const float mag = sqrt(x*x + y*y + z*z + w*w);
|
||||
if (mag)
|
||||
{
|
||||
const float invMag = 1.0f/mag;
|
||||
x *= invMag;
|
||||
y *= invMag;
|
||||
z *= invMag;
|
||||
w *= invMag;
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
inline aiQuaternion aiQuaternion::operator* (const aiQuaternion& t) const
|
||||
{
|
||||
return aiQuaternion(w*t.w - x*t.x - y*t.y - z*t.z,
|
||||
w*t.x + x*t.w + y*t.z - z*t.y,
|
||||
w*t.y + y*t.w + z*t.x - x*t.z,
|
||||
w*t.z + z*t.w + x*t.y - y*t.x);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
inline aiQuaternion& aiQuaternion::Conjugate ()
|
||||
{
|
||||
x = -x;
|
||||
y = -y;
|
||||
z = -z;
|
||||
return *this;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
inline aiVector3D aiQuaternion::Rotate (const aiVector3D& v)
|
||||
{
|
||||
aiQuaternion q2(0.f,v.x,v.y,v.z), q = *this, qinv = q;
|
||||
q.Conjugate();
|
||||
|
||||
q = q*q2*qinv;
|
||||
return aiVector3D(q.x,q.y,q.z);
|
||||
|
||||
}
|
||||
|
||||
} // end extern "C"
|
||||
|
||||
#endif // __cplusplus
|
||||
|
||||
#endif // AI_QUATERNION_H_INC
|
||||
|
|
|
@ -0,0 +1,274 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2010, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file aiQuaterniont.inl
|
||||
* @brief Inline implementation of aiQuaterniont<TReal> operators
|
||||
*/
|
||||
#ifndef AI_QUATERNION_INL_INC
|
||||
#define AI_QUATERNION_INL_INC
|
||||
|
||||
#ifdef __cplusplus
|
||||
#include "aiQuaternion.h"
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
template<typename TReal>
|
||||
bool aiQuaterniont<TReal>::operator== (const aiQuaterniont& o) const
|
||||
{
|
||||
return x == o.x && y == o.y && z == o.z && w == o.w;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
template<typename TReal>
|
||||
bool aiQuaterniont<TReal>::operator!= (const aiQuaterniont& o) const
|
||||
{
|
||||
return !(*this == o);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Constructs a quaternion from a rotation matrix
|
||||
template<typename TReal>
|
||||
inline aiQuaterniont<TReal>::aiQuaterniont( const aiMatrix3x3t<TReal> &pRotMatrix)
|
||||
{
|
||||
TReal t = 1 + pRotMatrix.a1 + pRotMatrix.b2 + pRotMatrix.c3;
|
||||
|
||||
// large enough
|
||||
if( t > static_cast<TReal>(0.001))
|
||||
{
|
||||
TReal s = sqrt( t) * static_cast<TReal>(2.0);
|
||||
x = (pRotMatrix.c2 - pRotMatrix.b3) / s;
|
||||
y = (pRotMatrix.a3 - pRotMatrix.c1) / s;
|
||||
z = (pRotMatrix.b1 - pRotMatrix.a2) / s;
|
||||
w = static_cast<TReal>(0.25) * s;
|
||||
} // else we have to check several cases
|
||||
else if( pRotMatrix.a1 > pRotMatrix.b2 && pRotMatrix.a1 > pRotMatrix.c3 )
|
||||
{
|
||||
// Column 0:
|
||||
TReal s = sqrt( static_cast<TReal>(1.0) + pRotMatrix.a1 - pRotMatrix.b2 - pRotMatrix.c3) * static_cast<TReal>(2.0);
|
||||
x = static_cast<TReal>(0.25) * s;
|
||||
y = (pRotMatrix.b1 + pRotMatrix.a2) / s;
|
||||
z = (pRotMatrix.a3 + pRotMatrix.c1) / s;
|
||||
w = (pRotMatrix.c2 - pRotMatrix.b3) / s;
|
||||
}
|
||||
else if( pRotMatrix.b2 > pRotMatrix.c3)
|
||||
{
|
||||
// Column 1:
|
||||
TReal s = sqrt( static_cast<TReal>(1.0) + pRotMatrix.b2 - pRotMatrix.a1 - pRotMatrix.c3) * static_cast<TReal>(2.0);
|
||||
x = (pRotMatrix.b1 + pRotMatrix.a2) / s;
|
||||
y = static_cast<TReal>(0.25) * s;
|
||||
z = (pRotMatrix.c2 + pRotMatrix.b3) / s;
|
||||
w = (pRotMatrix.a3 - pRotMatrix.c1) / s;
|
||||
} else
|
||||
{
|
||||
// Column 2:
|
||||
TReal s = sqrt( static_cast<TReal>(1.0) + pRotMatrix.c3 - pRotMatrix.a1 - pRotMatrix.b2) * static_cast<TReal>(2.0);
|
||||
x = (pRotMatrix.a3 + pRotMatrix.c1) / s;
|
||||
y = (pRotMatrix.c2 + pRotMatrix.b3) / s;
|
||||
z = static_cast<TReal>(0.25) * s;
|
||||
w = (pRotMatrix.b1 - pRotMatrix.a2) / s;
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Construction from euler angles
|
||||
template<typename TReal>
|
||||
inline aiQuaterniont<TReal>::aiQuaterniont( TReal fPitch, TReal fYaw, TReal fRoll )
|
||||
{
|
||||
const TReal fSinPitch(sin(fPitch*static_cast<TReal>(0.5)));
|
||||
const TReal fCosPitch(cos(fPitch*static_cast<TReal>(0.5)));
|
||||
const TReal fSinYaw(sin(fYaw*static_cast<TReal>(0.5)));
|
||||
const TReal fCosYaw(cos(fYaw*static_cast<TReal>(0.5)));
|
||||
const TReal fSinRoll(sin(fRoll*static_cast<TReal>(0.5)));
|
||||
const TReal fCosRoll(cos(fRoll*static_cast<TReal>(0.5)));
|
||||
const TReal fCosPitchCosYaw(fCosPitch*fCosYaw);
|
||||
const TReal fSinPitchSinYaw(fSinPitch*fSinYaw);
|
||||
x = fSinRoll * fCosPitchCosYaw - fCosRoll * fSinPitchSinYaw;
|
||||
y = fCosRoll * fSinPitch * fCosYaw + fSinRoll * fCosPitch * fSinYaw;
|
||||
z = fCosRoll * fCosPitch * fSinYaw - fSinRoll * fSinPitch * fCosYaw;
|
||||
w = fCosRoll * fCosPitchCosYaw + fSinRoll * fSinPitchSinYaw;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Returns a matrix representation of the quaternion
|
||||
template<typename TReal>
|
||||
inline aiMatrix3x3t<TReal> aiQuaterniont<TReal>::GetMatrix() const
|
||||
{
|
||||
aiMatrix3x3t<TReal> resMatrix;
|
||||
resMatrix.a1 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (y * y + z * z);
|
||||
resMatrix.a2 = static_cast<TReal>(2.0) * (x * y - z * w);
|
||||
resMatrix.a3 = static_cast<TReal>(2.0) * (x * z + y * w);
|
||||
resMatrix.b1 = static_cast<TReal>(2.0) * (x * y + z * w);
|
||||
resMatrix.b2 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (x * x + z * z);
|
||||
resMatrix.b3 = static_cast<TReal>(2.0) * (y * z - x * w);
|
||||
resMatrix.c1 = static_cast<TReal>(2.0) * (x * z - y * w);
|
||||
resMatrix.c2 = static_cast<TReal>(2.0) * (y * z + x * w);
|
||||
resMatrix.c3 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (x * x + y * y);
|
||||
|
||||
return resMatrix;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Construction from an axis-angle pair
|
||||
template<typename TReal>
|
||||
inline aiQuaterniont<TReal>::aiQuaterniont( aiVector3t<TReal> axis, TReal angle)
|
||||
{
|
||||
axis.Normalize();
|
||||
|
||||
const TReal sin_a = sin( angle / 2 );
|
||||
const TReal cos_a = cos( angle / 2 );
|
||||
x = axis.x * sin_a;
|
||||
y = axis.y * sin_a;
|
||||
z = axis.z * sin_a;
|
||||
w = cos_a;
|
||||
}
|
||||
// ---------------------------------------------------------------------------
|
||||
// Construction from am existing, normalized quaternion
|
||||
template<typename TReal>
|
||||
inline aiQuaterniont<TReal>::aiQuaterniont( aiVector3t<TReal> normalized)
|
||||
{
|
||||
x = normalized.x;
|
||||
y = normalized.y;
|
||||
z = normalized.z;
|
||||
|
||||
const TReal t = static_cast<TReal>(1.0) - (x*x) - (y*y) - (z*z);
|
||||
|
||||
if (t < static_cast<TReal>(0.0)) {
|
||||
w = static_cast<TReal>(0.0);
|
||||
}
|
||||
else w = sqrt (t);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Performs a spherical interpolation between two quaternions
|
||||
// Implementation adopted from the gmtl project. All others I found on the net fail in some cases.
|
||||
// Congrats, gmtl!
|
||||
template<typename TReal>
|
||||
inline void aiQuaterniont<TReal>::Interpolate( aiQuaterniont& pOut, const aiQuaterniont& pStart, const aiQuaterniont& pEnd, TReal pFactor)
|
||||
{
|
||||
// calc cosine theta
|
||||
TReal cosom = pStart.x * pEnd.x + pStart.y * pEnd.y + pStart.z * pEnd.z + pStart.w * pEnd.w;
|
||||
|
||||
// adjust signs (if necessary)
|
||||
aiQuaterniont end = pEnd;
|
||||
if( cosom < static_cast<TReal>(0.0))
|
||||
{
|
||||
cosom = -cosom;
|
||||
end.x = -end.x; // Reverse all signs
|
||||
end.y = -end.y;
|
||||
end.z = -end.z;
|
||||
end.w = -end.w;
|
||||
}
|
||||
|
||||
// Calculate coefficients
|
||||
TReal sclp, sclq;
|
||||
if( (static_cast<TReal>(1.0) - cosom) > static_cast<TReal>(0.0001)) // 0.0001 -> some epsillon
|
||||
{
|
||||
// Standard case (slerp)
|
||||
TReal omega, sinom;
|
||||
omega = acos( cosom); // extract theta from dot product's cos theta
|
||||
sinom = sin( omega);
|
||||
sclp = sin( (static_cast<TReal>(1.0) - pFactor) * omega) / sinom;
|
||||
sclq = sin( pFactor * omega) / sinom;
|
||||
} else
|
||||
{
|
||||
// Very close, do linear interp (because it's faster)
|
||||
sclp = static_cast<TReal>(1.0) - pFactor;
|
||||
sclq = pFactor;
|
||||
}
|
||||
|
||||
pOut.x = sclp * pStart.x + sclq * end.x;
|
||||
pOut.y = sclp * pStart.y + sclq * end.y;
|
||||
pOut.z = sclp * pStart.z + sclq * end.z;
|
||||
pOut.w = sclp * pStart.w + sclq * end.w;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
template<typename TReal>
|
||||
inline aiQuaterniont<TReal>& aiQuaterniont<TReal>::Normalize()
|
||||
{
|
||||
// compute the magnitude and divide through it
|
||||
const TReal mag = sqrt(x*x + y*y + z*z + w*w);
|
||||
if (mag)
|
||||
{
|
||||
const TReal invMag = static_cast<TReal>(1.0)/mag;
|
||||
x *= invMag;
|
||||
y *= invMag;
|
||||
z *= invMag;
|
||||
w *= invMag;
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
template<typename TReal>
|
||||
inline aiQuaterniont<TReal> aiQuaterniont<TReal>::operator* (const aiQuaterniont& t) const
|
||||
{
|
||||
return aiQuaterniont(w*t.w - x*t.x - y*t.y - z*t.z,
|
||||
w*t.x + x*t.w + y*t.z - z*t.y,
|
||||
w*t.y + y*t.w + z*t.x - x*t.z,
|
||||
w*t.z + z*t.w + x*t.y - y*t.x);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
template<typename TReal>
|
||||
inline aiQuaterniont<TReal>& aiQuaterniont<TReal>::Conjugate ()
|
||||
{
|
||||
x = -x;
|
||||
y = -y;
|
||||
z = -z;
|
||||
return *this;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
template<typename TReal>
|
||||
inline aiVector3t<TReal> aiQuaterniont<TReal>::Rotate (const aiVector3t<TReal>& v)
|
||||
{
|
||||
aiQuaterniont q2(0.f,v.x,v.y,v.z), q = *this, qinv = q;
|
||||
q.Conjugate();
|
||||
|
||||
q = q*q2*qinv;
|
||||
return aiVector3t<TReal>(q.x,q.y,q.z);
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
#endif
|
|
@ -168,7 +168,6 @@ struct aiTexture
|
|||
//! @return true if the given string matches the format hint
|
||||
bool CheckFormat(const char* s) const
|
||||
{
|
||||
ai_assert(s && !mHeight);
|
||||
return (0 == ::strncmp(achFormatHint,s,3));
|
||||
}
|
||||
|
||||
|
|
|
@ -489,9 +489,11 @@ struct aiMemoryInfo
|
|||
}
|
||||
#endif //! __cplusplus
|
||||
|
||||
// Include implementations
|
||||
// Include implementation files
|
||||
#include "aiVector2D.inl"
|
||||
#include "aiVector3D.inl"
|
||||
#include "aiColor4D.inl"
|
||||
#include "aiQuaternion.inl"
|
||||
#include "aiMatrix3x3.inl"
|
||||
#include "aiMatrix4x4.inl"
|
||||
#endif
|
||||
|
|
|
@ -38,7 +38,7 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
/** @file aiVector2D.h
|
||||
/** @file aiVector2t.h
|
||||
* @brief 2D vector structure, including operators when compiling in C++
|
||||
*/
|
||||
#ifndef AI_VECTOR2D_H_INC
|
||||
|
@ -46,142 +46,62 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
#include <math.h>
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
#include "./Compiler/pushpack1.h"
|
||||
|
||||
// ----------------------------------------------------------------------------------
|
||||
/** Represents a two-dimensional vector.
|
||||
*/
|
||||
struct aiVector2D
|
||||
{
|
||||
|
||||
#ifdef __cplusplus
|
||||
aiVector2D () : x(0.0f), y(0.0f) {}
|
||||
aiVector2D (float _x, float _y) : x(_x), y(_y) {}
|
||||
aiVector2D (float _xyz) : x(_xyz), y(_xyz) {}
|
||||
aiVector2D (const aiVector2D& o) : x(o.x), y(o.y) {}
|
||||
template <typename TReal>
|
||||
class aiVector2t
|
||||
{
|
||||
public:
|
||||
|
||||
void Set( float pX, float pY) {
|
||||
x = pX; y = pY;
|
||||
}
|
||||
aiVector2t () : x(), y() {}
|
||||
aiVector2t (TReal _x, TReal _y) : x(_x), y(_y) {}
|
||||
explicit aiVector2t (TReal _xyz) : x(_xyz), y(_xyz) {}
|
||||
aiVector2t (const aiVector2t& o) : x(o.x), y(o.y) {}
|
||||
|
||||
float SquareLength() const {
|
||||
return x*x + y*y;
|
||||
}
|
||||
public:
|
||||
|
||||
float Length() const {
|
||||
return ::sqrt( SquareLength());
|
||||
}
|
||||
void Set( TReal pX, TReal pY);
|
||||
TReal SquareLength() const ;
|
||||
TReal Length() const ;
|
||||
aiVector2t& Normalize();
|
||||
|
||||
aiVector2D& Normalize() {
|
||||
*this /= Length(); return *this;
|
||||
}
|
||||
public:
|
||||
|
||||
const aiVector2D& operator += (const aiVector2D& o) {
|
||||
x += o.x; y += o.y; return *this;
|
||||
}
|
||||
const aiVector2D& operator -= (const aiVector2D& o) {
|
||||
x -= o.x; y -= o.y; return *this;
|
||||
}
|
||||
const aiVector2D& operator *= (float f) {
|
||||
x *= f; y *= f; return *this;
|
||||
}
|
||||
const aiVector2D& operator /= (float f) {
|
||||
x /= f; y /= f; return *this;
|
||||
}
|
||||
const aiVector2t& operator += (const aiVector2t& o);
|
||||
const aiVector2t& operator -= (const aiVector2t& o);
|
||||
const aiVector2t& operator *= (TReal f);
|
||||
const aiVector2t& operator /= (TReal f);
|
||||
|
||||
float operator[](unsigned int i) const {
|
||||
return *(&x + i);
|
||||
}
|
||||
TReal operator[](unsigned int i) const;
|
||||
TReal& operator[](unsigned int i);
|
||||
|
||||
float& operator[](unsigned int i) {
|
||||
return *(&x + i);
|
||||
}
|
||||
bool operator== (const aiVector2t& other) const;
|
||||
bool operator!= (const aiVector2t& other) const;
|
||||
|
||||
bool operator== (const aiVector2D& other) const {
|
||||
return x == other.x && y == other.y;
|
||||
}
|
||||
aiVector2t& operator= (TReal f);
|
||||
const aiVector2t SymMul(const aiVector2t& o);
|
||||
|
||||
bool operator!= (const aiVector2D& other) const {
|
||||
return x != other.x || y != other.y;
|
||||
}
|
||||
template <typename TOther>
|
||||
operator aiVector2t<TOther> () const;
|
||||
|
||||
aiVector2D& operator= (float f) {
|
||||
x = y = f;return *this;
|
||||
}
|
||||
TReal x, y;
|
||||
} PACK_STRUCT;
|
||||
|
||||
const aiVector2D SymMul(const aiVector2D& o) {
|
||||
return aiVector2D(x*o.x,y*o.y);
|
||||
}
|
||||
typedef aiVector2t<float> aiVector2D;
|
||||
|
||||
#else
|
||||
|
||||
struct aiVector2t {
|
||||
TReal x,y;
|
||||
};
|
||||
|
||||
#endif // __cplusplus
|
||||
|
||||
float x, y;
|
||||
} PACK_STRUCT;
|
||||
|
||||
#include "./Compiler/poppack1.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
} // end extern "C"
|
||||
|
||||
// ----------------------------------------------------------------------------------
|
||||
// symmetric addition
|
||||
inline aiVector2D operator + (const aiVector2D& v1, const aiVector2D& v2)
|
||||
{
|
||||
return aiVector2D( v1.x + v2.x, v1.y + v2.y);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------
|
||||
// symmetric subtraction
|
||||
inline aiVector2D operator - (const aiVector2D& v1, const aiVector2D& v2)
|
||||
{
|
||||
return aiVector2D( v1.x - v2.x, v1.y - v2.y);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------
|
||||
// scalar product
|
||||
inline float operator * (const aiVector2D& v1, const aiVector2D& v2)
|
||||
{
|
||||
return v1.x*v2.x + v1.y*v2.y;
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------
|
||||
// scalar multiplication
|
||||
inline aiVector2D operator * ( float f, const aiVector2D& v)
|
||||
{
|
||||
return aiVector2D( f*v.x, f*v.y);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------
|
||||
// and the other way around
|
||||
inline aiVector2D operator * ( const aiVector2D& v, float f)
|
||||
{
|
||||
return aiVector2D( f*v.x, f*v.y);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------
|
||||
// scalar division
|
||||
inline aiVector2D operator / ( const aiVector2D& v, float f)
|
||||
{
|
||||
|
||||
return v * (1/f);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------
|
||||
// vector division
|
||||
inline aiVector2D operator / ( const aiVector2D& v, const aiVector2D& v2)
|
||||
{
|
||||
return aiVector2D(v.x / v2.x,v.y / v2.y);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------
|
||||
// vector inversion
|
||||
inline aiVector2D operator - ( const aiVector2D& v)
|
||||
{
|
||||
return aiVector2D( -v.x, -v.y);
|
||||
}
|
||||
|
||||
#endif // __cplusplus
|
||||
#endif // AI_VECTOR2D_H_INC
|
||||
|
|
|
@ -0,0 +1,214 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (ASSIMP)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2010, ASSIMP Development Team
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file aiVector2D.inl
|
||||
* @brief Inline implementation of aiVector2t<TReal> operators
|
||||
*/
|
||||
#ifndef AI_VECTOR2D_INL_INC
|
||||
#define AI_VECTOR2D_INL_INC
|
||||
|
||||
#ifdef __cplusplus
|
||||
#include "aiVector2D.h"
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename TReal>
|
||||
template <typename TOther>
|
||||
aiVector2t<TReal>::operator aiVector2t<TOther> () const {
|
||||
return aiVector2t<TOther>(static_cast<TOther>(x),static_cast<TOther>(y));
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename TReal>
|
||||
void aiVector2t<TReal>::Set( TReal pX, TReal pY) {
|
||||
x = pX; y = pY;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename TReal>
|
||||
TReal aiVector2t<TReal>::SquareLength() const {
|
||||
return x*x + y*y;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename TReal>
|
||||
TReal aiVector2t<TReal>::Length() const {
|
||||
return ::sqrt( SquareLength());
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename TReal>
|
||||
aiVector2t<TReal>& aiVector2t<TReal>::Normalize() {
|
||||
*this /= Length();
|
||||
return *this;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename TReal>
|
||||
const aiVector2t<TReal>& aiVector2t<TReal>::operator += (const aiVector2t& o) {
|
||||
x += o.x; y += o.y;
|
||||
return *this;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename TReal>
|
||||
const aiVector2t<TReal>& aiVector2t<TReal>::operator -= (const aiVector2t& o) {
|
||||
x -= o.x; y -= o.y;
|
||||
return *this;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename TReal>
|
||||
const aiVector2t<TReal>& aiVector2t<TReal>::operator *= (TReal f) {
|
||||
x *= f; y *= f;
|
||||
return *this;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename TReal>
|
||||
const aiVector2t<TReal>& aiVector2t<TReal>::operator /= (TReal f) {
|
||||
x /= f; y /= f;
|
||||
return *this;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename TReal>
|
||||
TReal aiVector2t<TReal>::operator[](unsigned int i) const {
|
||||
return *(&x + i);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename TReal>
|
||||
TReal& aiVector2t<TReal>::operator[](unsigned int i) {
|
||||
return *(&x + i);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename TReal>
|
||||
bool aiVector2t<TReal>::operator== (const aiVector2t& other) const {
|
||||
return x == other.x && y == other.y;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename TReal>
|
||||
bool aiVector2t<TReal>::operator!= (const aiVector2t& other) const {
|
||||
return x != other.x || y != other.y;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename TReal>
|
||||
aiVector2t<TReal>& aiVector2t<TReal>::operator= (TReal f) {
|
||||
x = y = f;
|
||||
return *this;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename TReal>
|
||||
const aiVector2t<TReal> aiVector2t<TReal>::SymMul(const aiVector2t& o) {
|
||||
return aiVector2t(x*o.x,y*o.y);
|
||||
}
|
||||
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// symmetric addition
|
||||
template <typename TReal>
|
||||
inline aiVector2t<TReal> operator + (const aiVector2t<TReal>& v1, const aiVector2t<TReal>& v2)
|
||||
{
|
||||
return aiVector2t<TReal>( v1.x + v2.x, v1.y + v2.y);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// symmetric subtraction
|
||||
template <typename TReal>
|
||||
inline aiVector2t<TReal> operator - (const aiVector2t<TReal>& v1, const aiVector2t<TReal>& v2)
|
||||
{
|
||||
return aiVector2t<TReal>( v1.x - v2.x, v1.y - v2.y);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// scalar product
|
||||
template <typename TReal>
|
||||
inline TReal operator * (const aiVector2t<TReal>& v1, const aiVector2t<TReal>& v2)
|
||||
{
|
||||
return v1.x*v2.x + v1.y*v2.y;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// scalar multiplication
|
||||
template <typename TReal>
|
||||
inline aiVector2t<TReal> operator * ( TReal f, const aiVector2t<TReal>& v)
|
||||
{
|
||||
return aiVector2t<TReal>( f*v.x, f*v.y);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// and the other way around
|
||||
template <typename TReal>
|
||||
inline aiVector2t<TReal> operator * ( const aiVector2t<TReal>& v, TReal f)
|
||||
{
|
||||
return aiVector2t<TReal>( f*v.x, f*v.y);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// scalar division
|
||||
template <typename TReal>
|
||||
inline aiVector2t<TReal> operator / ( const aiVector2t<TReal>& v, TReal f)
|
||||
{
|
||||
|
||||
return v * (1/f);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// vector division
|
||||
template <typename TReal>
|
||||
inline aiVector2t<TReal> operator / ( const aiVector2t<TReal>& v, const aiVector2t<TReal>& v2)
|
||||
{
|
||||
return aiVector2t<TReal>(v.x / v2.x,v.y / v2.y);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// vector negation
|
||||
template <typename TReal>
|
||||
inline aiVector2t<TReal> operator - ( const aiVector2t<TReal>& v)
|
||||
{
|
||||
return aiVector2t<TReal>( -v.x, -v.y);
|
||||
}
|
||||
|
||||
#endif
|
||||
#endif
|
|
@ -46,44 +46,48 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
#include <math.h>
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
#include "./Compiler/pushpack1.h"
|
||||
|
||||
struct aiMatrix3x3;
|
||||
struct aiMatrix4x4;
|
||||
#ifdef __cplusplus
|
||||
|
||||
template<typename TReal> class aiMatrix3x3t;
|
||||
template<typename TReal> class aiMatrix4x4t;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Represents a three-dimensional vector. */
|
||||
struct aiVector3D
|
||||
template <typename TReal>
|
||||
class aiVector3t
|
||||
{
|
||||
#ifdef __cplusplus
|
||||
aiVector3D () : x(0.0f), y(0.0f), z(0.0f) {}
|
||||
aiVector3D (float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
|
||||
aiVector3D (float _xyz) : x(_xyz), y(_xyz), z(_xyz) {}
|
||||
aiVector3D (const aiVector3D& o) : x(o.x), y(o.y), z(o.z) {}
|
||||
public:
|
||||
|
||||
aiVector3t () : x(), y(), z() {}
|
||||
aiVector3t (TReal _x, TReal _y, TReal _z) : x(_x), y(_y), z(_z) {}
|
||||
explicit aiVector3t (TReal _xyz) : x(_xyz), y(_xyz), z(_xyz) {}
|
||||
aiVector3t (const aiVector3t& o) : x(o.x), y(o.y), z(o.z) {}
|
||||
|
||||
public:
|
||||
|
||||
// combined operators
|
||||
const aiVector3D& operator += (const aiVector3D& o);
|
||||
const aiVector3D& operator -= (const aiVector3D& o);
|
||||
const aiVector3D& operator *= (float f);
|
||||
const aiVector3D& operator /= (float f);
|
||||
const aiVector3t& operator += (const aiVector3t& o);
|
||||
const aiVector3t& operator -= (const aiVector3t& o);
|
||||
const aiVector3t& operator *= (TReal f);
|
||||
const aiVector3t& operator /= (TReal f);
|
||||
|
||||
// transform vector by matrix
|
||||
aiVector3D& operator *= (const aiMatrix3x3& mat);
|
||||
aiVector3D& operator *= (const aiMatrix4x4& mat);
|
||||
aiVector3t& operator *= (const aiMatrix3x3t<TReal>& mat);
|
||||
aiVector3t& operator *= (const aiMatrix4x4t<TReal>& mat);
|
||||
|
||||
// access a single element
|
||||
float operator[](unsigned int i) const;
|
||||
float& operator[](unsigned int i);
|
||||
TReal operator[](unsigned int i) const;
|
||||
TReal& operator[](unsigned int i);
|
||||
|
||||
// comparison
|
||||
bool operator== (const aiVector3D& other) const;
|
||||
bool operator!= (const aiVector3D& other) const;
|
||||
bool operator== (const aiVector3t& other) const;
|
||||
bool operator!= (const aiVector3t& other) const;
|
||||
|
||||
template <typename TOther>
|
||||
operator aiVector3t<TOther> () const;
|
||||
|
||||
public:
|
||||
|
||||
|
@ -91,37 +95,47 @@ public:
|
|||
* @param pX X component
|
||||
* @param pY Y component
|
||||
* @param pZ Z component */
|
||||
void Set( float pX, float pY, float pZ = 0.f);
|
||||
void Set( TReal pX, TReal pY, TReal pZ);
|
||||
|
||||
/** @brief Get the squared length of the vector
|
||||
* @return Square length */
|
||||
float SquareLength() const;
|
||||
TReal SquareLength() const;
|
||||
|
||||
|
||||
/** @brief Get the length of the vector
|
||||
* @return length */
|
||||
float Length() const;
|
||||
TReal Length() const;
|
||||
|
||||
|
||||
/** @brief Normalize the vector */
|
||||
aiVector3D& Normalize();
|
||||
aiVector3t& Normalize();
|
||||
|
||||
|
||||
/** @brief Componentwise multiplication of two vectors
|
||||
*
|
||||
* Note that vec*vec yields the dot product.
|
||||
* @param o Second factor */
|
||||
const aiVector3D SymMul(const aiVector3D& o);
|
||||
const aiVector3t SymMul(const aiVector3t& o);
|
||||
|
||||
TReal x, y, z;
|
||||
} PACK_STRUCT;
|
||||
|
||||
|
||||
typedef aiVector3t<float> aiVector3D;
|
||||
|
||||
#else
|
||||
|
||||
struct aiVector3D {
|
||||
|
||||
float x,y,y;
|
||||
} PACK_STRUCT;
|
||||
|
||||
#endif // __cplusplus
|
||||
|
||||
float x, y, z;
|
||||
} PACK_STRUCT;
|
||||
|
||||
#include "./Compiler/poppack1.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
} // end extern "C"
|
||||
|
||||
|
||||
|
||||
#endif // __cplusplus
|
||||
|
|
|
@ -40,19 +40,20 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
*/
|
||||
|
||||
/** @file aiVector3D.inl
|
||||
* @brief Inline implementation of aiVector3D operators
|
||||
* @brief Inline implementation of aiVector3t<TReal> operators
|
||||
*/
|
||||
#ifndef AI_VECTOR3D_INL_INC
|
||||
#define AI_VECTOR3D_INL_INC
|
||||
|
||||
#include "aiVector3D.h"
|
||||
#ifdef __cplusplus
|
||||
#include "aiVector3D.h"
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** Transformation of a vector by a 3x3 matrix */
|
||||
inline aiVector3D operator * (const aiMatrix3x3& pMatrix, const aiVector3D& pVector)
|
||||
template <typename TReal>
|
||||
inline aiVector3t<TReal> operator * (const aiMatrix3x3t<TReal>& pMatrix, const aiVector3t<TReal>& pVector)
|
||||
{
|
||||
aiVector3D res;
|
||||
aiVector3t<TReal> res;
|
||||
res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z;
|
||||
res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z;
|
||||
res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z;
|
||||
|
@ -61,118 +62,149 @@ inline aiVector3D operator * (const aiMatrix3x3& pMatrix, const aiVector3D& pVec
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
/** Transformation of a vector by a 4x4 matrix */
|
||||
inline aiVector3D operator * (const aiMatrix4x4& pMatrix, const aiVector3D& pVector)
|
||||
template <typename TReal>
|
||||
inline aiVector3t<TReal> operator * (const aiMatrix4x4t<TReal>& pMatrix, const aiVector3t<TReal>& pVector)
|
||||
{
|
||||
aiVector3D res;
|
||||
aiVector3t<TReal> res;
|
||||
res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z + pMatrix.a4;
|
||||
res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z + pMatrix.b4;
|
||||
res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z + pMatrix.c4;
|
||||
return res;
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
AI_FORCE_INLINE void aiVector3D::Set( float pX, float pY, float pZ) {
|
||||
template <typename TReal>
|
||||
template <typename TOther>
|
||||
aiVector3t<TReal>::operator aiVector3t<TOther> () const {
|
||||
return aiVector3t<TOther>(static_cast<TOther>(x),static_cast<TOther>(y),static_cast<TOther>(z));
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE void aiVector3t<TReal>::Set( TReal pX, TReal pY, TReal pZ) {
|
||||
x = pX; y = pY; z = pZ;
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
AI_FORCE_INLINE float aiVector3D::SquareLength() const {
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE TReal aiVector3t<TReal>::SquareLength() const {
|
||||
return x*x + y*y + z*z;
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
AI_FORCE_INLINE float aiVector3D::Length() const {
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE TReal aiVector3t<TReal>::Length() const {
|
||||
return sqrt( SquareLength());
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
AI_FORCE_INLINE aiVector3D& aiVector3D::Normalize() {
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::Normalize() {
|
||||
*this /= Length(); return *this;
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
AI_FORCE_INLINE const aiVector3D& aiVector3D::operator += (const aiVector3D& o) {
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator += (const aiVector3t<TReal>& o) {
|
||||
x += o.x; y += o.y; z += o.z; return *this;
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
AI_FORCE_INLINE const aiVector3D& aiVector3D::operator -= (const aiVector3D& o) {
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator -= (const aiVector3t<TReal>& o) {
|
||||
x -= o.x; y -= o.y; z -= o.z; return *this;
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
AI_FORCE_INLINE const aiVector3D& aiVector3D::operator *= (float f) {
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator *= (TReal f) {
|
||||
x *= f; y *= f; z *= f; return *this;
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
AI_FORCE_INLINE const aiVector3D& aiVector3D::operator /= (float f) {
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator /= (TReal f) {
|
||||
x /= f; y /= f; z /= f; return *this;
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
AI_FORCE_INLINE aiVector3D& aiVector3D::operator *= (const aiMatrix3x3& mat){
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::operator *= (const aiMatrix3x3t<TReal>& mat){
|
||||
return(*this = mat * (*this));
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
AI_FORCE_INLINE aiVector3D& aiVector3D::operator *= (const aiMatrix4x4& mat){
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::operator *= (const aiMatrix4x4t<TReal>& mat){
|
||||
return(*this = mat * (*this));
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
AI_FORCE_INLINE float aiVector3D::operator[](unsigned int i) const {
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE TReal aiVector3t<TReal>::operator[](unsigned int i) const {
|
||||
return *(&x + i);
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
AI_FORCE_INLINE float& aiVector3D::operator[](unsigned int i) {
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE TReal& aiVector3t<TReal>::operator[](unsigned int i) {
|
||||
return *(&x + i);
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
AI_FORCE_INLINE bool aiVector3D::operator== (const aiVector3D& other) const {
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE bool aiVector3t<TReal>::operator== (const aiVector3t<TReal>& other) const {
|
||||
return x == other.x && y == other.y && z == other.z;
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
AI_FORCE_INLINE bool aiVector3D::operator!= (const aiVector3D& other) const {
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE bool aiVector3t<TReal>::operator!= (const aiVector3t<TReal>& other) const {
|
||||
return x != other.x || y != other.y || z != other.z;
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
AI_FORCE_INLINE const aiVector3D aiVector3D::SymMul(const aiVector3D& o) {
|
||||
return aiVector3D(x*o.x,y*o.y,z*o.z);
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE const aiVector3t<TReal> aiVector3t<TReal>::SymMul(const aiVector3t<TReal>& o) {
|
||||
return aiVector3t<TReal>(x*o.x,y*o.y,z*o.z);
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// symmetric addition
|
||||
AI_FORCE_INLINE aiVector3D operator + (const aiVector3D& v1, const aiVector3D& v2) {
|
||||
return aiVector3D( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE aiVector3t<TReal> operator + (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
|
||||
return aiVector3t<TReal>( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// symmetric subtraction
|
||||
AI_FORCE_INLINE aiVector3D operator - (const aiVector3D& v1, const aiVector3D& v2) {
|
||||
return aiVector3D( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE aiVector3t<TReal> operator - (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
|
||||
return aiVector3t<TReal>( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// scalar product
|
||||
AI_FORCE_INLINE float operator * (const aiVector3D& v1, const aiVector3D& v2) {
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE TReal operator * (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
|
||||
return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// scalar multiplication
|
||||
AI_FORCE_INLINE aiVector3D operator * ( float f, const aiVector3D& v) {
|
||||
return aiVector3D( f*v.x, f*v.y, f*v.z);
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE aiVector3t<TReal> operator * ( TReal f, const aiVector3t<TReal>& v) {
|
||||
return aiVector3t<TReal>( f*v.x, f*v.y, f*v.z);
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// and the other way around
|
||||
AI_FORCE_INLINE aiVector3D operator * ( const aiVector3D& v, float f) {
|
||||
return aiVector3D( f*v.x, f*v.y, f*v.z);
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE aiVector3t<TReal> operator * ( const aiVector3t<TReal>& v, TReal f) {
|
||||
return aiVector3t<TReal>( f*v.x, f*v.y, f*v.z);
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// scalar division
|
||||
AI_FORCE_INLINE aiVector3D operator / ( const aiVector3D& v, float f) {
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE aiVector3t<TReal> operator / ( const aiVector3t<TReal>& v, TReal f) {
|
||||
return v * (1/f);
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// vector division
|
||||
AI_FORCE_INLINE aiVector3D operator / ( const aiVector3D& v, const aiVector3D& v2) {
|
||||
return aiVector3D(v.x / v2.x,v.y / v2.y,v.z / v2.z);
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE aiVector3t<TReal> operator / ( const aiVector3t<TReal>& v, const aiVector3t<TReal>& v2) {
|
||||
return aiVector3t<TReal>(v.x / v2.x,v.y / v2.y,v.z / v2.z);
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// cross product
|
||||
AI_FORCE_INLINE aiVector3D operator ^ ( const aiVector3D& v1, const aiVector3D& v2) {
|
||||
return aiVector3D( v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x);
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE aiVector3t<TReal> operator ^ ( const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
|
||||
return aiVector3t<TReal>( v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x);
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// vector inversion
|
||||
AI_FORCE_INLINE aiVector3D operator - ( const aiVector3D& v) {
|
||||
return aiVector3D( -v.x, -v.y, -v.z);
|
||||
// vector negation
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE aiVector3t<TReal> operator - ( const aiVector3t<TReal>& v) {
|
||||
return aiVector3t<TReal>( -v.x, -v.y, -v.z);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -1248,6 +1248,10 @@
|
|||
RelativePath="..\..\include\aiQuaternion.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\include\aiQuaternion.inl"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\include\aiScene.h"
|
||||
>
|
||||
|
@ -1264,6 +1268,10 @@
|
|||
RelativePath="..\..\include\aiVector2D.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\include\aiVector2D.inl"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\include\aiVector3D.h"
|
||||
>
|
||||
|
|
Loading…
Reference in New Issue