/** @file aiMatrix3x3.inl * @brief Inline implementation of the 3x3 matrix operators */ #ifndef AI_MATRIX3x3_INL_INC #define AI_MATRIX3x3_INL_INC #include "aiMatrix3x3.h" #ifdef __cplusplus #include "aiMatrix4x4.h" #include // ------------------------------------------------------------------------------------------------ // Construction from a 4x4 matrix. The remaining parts of the matrix are ignored. inline aiMatrix3x3::aiMatrix3x3( const aiMatrix4x4& pMatrix) { a1 = pMatrix.a1; a2 = pMatrix.a2; a3 = pMatrix.a3; b1 = pMatrix.b1; b2 = pMatrix.b2; b3 = pMatrix.b3; c1 = pMatrix.c1; c2 = pMatrix.c2; c3 = pMatrix.c3; } // ------------------------------------------------------------------------------------------------ inline aiMatrix3x3& aiMatrix3x3::operator *= (const aiMatrix3x3& m) { *this = aiMatrix3x3( 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, m.a2 * b1 + m.b2 * b2 + m.c2 * b3, m.a3 * b1 + m.b3 * b2 + m.c3 * b3, m.a1 * c1 + m.b1 * c2 + m.c1 * c3, m.a2 * c1 + m.b2 * c2 + m.c2 * c3, m.a3 * c1 + m.b3 * c2 + m.c3 * c3); return *this; } // ------------------------------------------------------------------------------------------------ inline aiMatrix3x3 aiMatrix3x3::operator* (const aiMatrix3x3& m) const { aiMatrix3x3 temp( *this); temp *= m; return temp; } // ------------------------------------------------------------------------------------------------ inline aiMatrix3x3& aiMatrix3x3::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); return *this; } // ------------------------------------------------------------------------------------------------ inline aiMatrix3x3& aiMatrix3x3::Rotation(float a, aiMatrix3x3& out) { out.a1 = out.b2 = ::cos(a); out.b1 = ::sin(a); out.a2 = - out.b1; out.a3 = out.b3 = out.c1 = out.c2 = 0.f; out.c3 = 1.f; return out; } // ------------------------------------------------------------------------------------------------ inline aiMatrix3x3& aiMatrix3x3::Translation( const aiVector2D& v, aiMatrix3x3& out) { out = aiMatrix3x3(); out.a3 = v.x; out.b3 = v.y; return out; } #endif // __cplusplus #endif // AI_MATRIX3x3_INL_INC