/** @file Inline implementation of the 4x4 matrix operators */ #ifndef AI_MATRIX4x4_INL_INC #define AI_MATRIX4x4_INL_INC #include "aiMatrix4x4.h" #ifdef __cplusplus #include "aiMatrix3x3.h" #include #include #include #include "aiAssert.h" #include "aiQuaternion.h" // --------------------------------------------------------------------------- inline aiMatrix4x4::aiMatrix4x4( const aiMatrix3x3& m) { 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) { *this = aiMatrix4x4( m.a1 * a1 + m.b1 * a2 + m.c1 * a3 + m.d1 * a4, m.a2 * a1 + m.b2 * a2 + m.c2 * a3 + m.d2 * a4, m.a3 * a1 + m.b3 * a2 + m.c3 * a3 + m.d3 * a4, m.a4 * a1 + m.b4 * a2 + m.c4 * a3 + m.d4 * a4, m.a1 * b1 + m.b1 * b2 + m.c1 * b3 + m.d1 * b4, m.a2 * b1 + m.b2 * b2 + m.c2 * b3 + m.d2 * b4, m.a3 * b1 + m.b3 * b2 + m.c3 * b3 + m.d3 * b4, m.a4 * b1 + m.b4 * b2 + m.c4 * b3 + m.d4 * b4, m.a1 * c1 + m.b1 * c2 + m.c1 * c3 + m.d1 * c4, m.a2 * c1 + m.b2 * c2 + m.c2 * c3 + m.d2 * c4, m.a3 * c1 + m.b3 * c2 + m.c3 * c3 + m.d3 * c4, m.a4 * c1 + m.b4 * c2 + m.c4 * c3 + m.d4 * c4, m.a1 * d1 + m.b1 * d2 + m.c1 * d3 + m.d1 * d4, m.a2 * d1 + m.b2 * d2 + m.c2 * d3 + m.d2 * d4, m.a3 * d1 + m.b3 * d2 + m.c3 * d3 + m.d3 * d4, m.a4 * d1 + m.b4 * d2 + m.c4 * d3 + m.d4 * d4); return *this; } // --------------------------------------------------------------------------- inline aiMatrix4x4 aiMatrix4x4::operator* (const aiMatrix4x4& m) const { aiMatrix4x4 temp( *this); temp *= m; return temp; } // --------------------------------------------------------------------------- inline aiMatrix4x4& aiMatrix4x4::Transpose() { 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); return *this; } // --------------------------------------------------------------------------- inline float aiMatrix4x4::Determinant() const { return a1*b2*c3*d4 - a1*b2*c4*d3 + a1*b3*c4*d2 - a1*b3*c2*d4 + a1*b4*c2*d3 - a1*b4*c3*d2 - a2*b3*c4*d1 + a2*b3*c1*d4 - a2*b4*c1*d3 + a2*b4*c3*d1 - a2*b1*c3*d4 + a2*b1*c4*d3 + a3*b4*c1*d2 - a3*b4*c2*d1 + a3*b1*c2*d4 - a3*b1*c4*d2 + a3*b2*c4*d1 - a3*b2*c1*d4 - a4*b1*c2*d3 + a4*b1*c3*d2 - a4*b2*c3*d1 + a4*b2*c1*d3 - a4*b3*c1*d2 + a4*b3*c2*d1; } // --------------------------------------------------------------------------- inline aiMatrix4x4& aiMatrix4x4::Inverse() { // Compute the reciprocal determinant float det = Determinant(); if(det == 0.0f) { *this = aiMatrix4x4( std::numeric_limits::quiet_NaN(),std::numeric_limits::quiet_NaN(), std::numeric_limits::quiet_NaN(),std::numeric_limits::quiet_NaN(), std::numeric_limits::quiet_NaN(),std::numeric_limits::quiet_NaN(), std::numeric_limits::quiet_NaN(),std::numeric_limits::quiet_NaN(), std::numeric_limits::quiet_NaN(),std::numeric_limits::quiet_NaN(), std::numeric_limits::quiet_NaN(),std::numeric_limits::quiet_NaN(), std::numeric_limits::quiet_NaN(),std::numeric_limits::quiet_NaN(), std::numeric_limits::quiet_NaN(),std::numeric_limits::quiet_NaN()); return *this; } float invdet = 1.0f / det; aiMatrix4x4 res; res.a1 = invdet * (b2 * (c3 * d4 - c4 * d3) + b3 * (c4 * d2 - c2 * d4) + b4 * (c2 * d3 - c3 * d2)); res.a2 = -invdet * (a2 * (c3 * d4 - c4 * d3) + a3 * (c4 * d2 - c2 * d4) + a4 * (c2 * d3 - c3 * d2)); res.a3 = invdet * (a2 * (b3 * d4 - b4 * d3) + a3 * (b4 * d2 - b2 * d4) + a4 * (b2 * d3 - b3 * d2)); res.a4 = -invdet * (a2 * (b3 * c4 - b4 * c3) + a3 * (b4 * c2 - b2 * c4) + a4 * (b2 * c3 - b3 * c2)); res.b1 = -invdet * (b1 * (c3 * d4 - c4 * d3) + b3 * (c4 * d1 - c1 * d4) + b4 * (c1 * d3 - c3 * d1)); res.b2 = invdet * (a1 * (c3 * d4 - c4 * d3) + a3 * (c4 * d1 - c1 * d4) + a4 * (c1 * d3 - c3 * d1)); res.b3 = -invdet * (a1 * (b3 * d4 - b4 * d3) + a3 * (b4 * d1 - b1 * d4) + a4 * (b1 * d3 - b3 * d1)); res.b4 = invdet * (a1 * (b3 * c4 - b4 * c3) + a3 * (b4 * c1 - b1 * c4) + a4 * (b1 * c3 - b3 * c1)); res.c1 = invdet * (b1 * (c2 * d4 - c4 * d2) + b2 * (c4 * d1 - c1 * d4) + b4 * (c1 * d2 - c2 * d1)); res.c2 = -invdet * (a1 * (c2 * d4 - c4 * d2) + a2 * (c4 * d1 - c1 * d4) + a4 * (c1 * d2 - c2 * d1)); res.c3 = invdet * (a1 * (b2 * d4 - b4 * d2) + a2 * (b4 * d1 - b1 * d4) + a4 * (b1 * d2 - b2 * d1)); res.c4 = -invdet * (a1 * (b2 * c4 - b4 * c2) + a2 * (b4 * c1 - b1 * c4) + a4 * (b1 * c2 - b2 * c1)); res.d1 = -invdet * (b1 * (c2 * d3 - c3 * d2) + b2 * (c3 * d1 - c1 * d3) + b3 * (c1 * d2 - c2 * d1)); res.d2 = invdet * (a1 * (c2 * d3 - c3 * d2) + a2 * (c3 * d1 - c1 * d3) + a3 * (c1 * d2 - c2 * d1)); res.d3 = -invdet * (a1 * (b2 * d3 - b3 * d2) + a2 * (b3 * d1 - b1 * d3) + a3 * (b1 * d2 - b2 * d1)); res.d4 = invdet * (a1 * (b2 * c3 - b3 * c2) + a2 * (b3 * c1 - b1 * c3) + a3 * (b1 * c2 - b2 * c1)); *this = res; return *this; } // --------------------------------------------------------------------------- inline float* aiMatrix4x4::operator[](unsigned int p_iIndex) { return &this->a1 + p_iIndex * 4; } // --------------------------------------------------------------------------- inline const float* aiMatrix4x4::operator[](unsigned int p_iIndex) const { return &this->a1 + p_iIndex * 4; } // --------------------------------------------------------------------------- inline bool aiMatrix4x4::operator== (const aiMatrix4x4 m) const { return (a1 == m.a1 && a2 == m.a2 && a3 == m.a3 && a4 == m.a4 && b1 == m.b1 && b2 == m.b2 && b3 == m.b3 && b4 == m.b4 && c1 == m.c1 && c2 == m.c2 && c3 == m.c3 && c4 == m.c4 && d1 == m.d1 && d2 == m.d2 && d3 == m.d3 && d4 == m.d4); } // --------------------------------------------------------------------------- inline bool aiMatrix4x4::operator!= (const aiMatrix4x4 m) const { return !(*this == m); } // --------------------------------------------------------------------------- inline void aiMatrix4x4::Decompose (aiVector3D& scaling, aiQuaternion& rotation, aiVector3D& position) const { const aiMatrix4x4& _this = *this; // extract translation position.x = _this[0][3]; position.y = _this[1][3]; position.z = _this[2][3]; // extract the rows of the matrix aiVector3D vRows[3] = { aiVector3D(_this[0][0],_this[1][1],_this[2][0]), aiVector3D(_this[0][1],_this[1][1],_this[2][1]), aiVector3D(_this[0][2],_this[1][2],_this[2][2]) }; // extract the scaling factors scaling.x = vRows[0].Length(); scaling.y = vRows[1].Length(); scaling.z = vRows[2].Length(); // and remove all scaling from the matrix if(scaling.x) { vRows[0].x /= scaling.x; vRows[0].y /= scaling.x; vRows[0].z /= scaling.x; } if(scaling.y) { vRows[1].x /= scaling.y; vRows[1].y /= scaling.y; vRows[1].z /= scaling.y; } if(scaling.z) { vRows[2].x /= scaling.z; vRows[2].y /= scaling.z; vRows[2].z /= scaling.z; } // build a 3x3 rotation matrix aiMatrix3x3 m(vRows[0].x,vRows[0].y,vRows[0].z, vRows[1].x,vRows[1].y,vRows[1].z, vRows[2].x,vRows[2].y,vRows[2].z); // and generate the rotation quaternion from it rotation = aiQuaternion(m); } // --------------------------------------------------------------------------- inline void aiMatrix4x4::DecomposeNoScaling (aiQuaternion& rotation, aiVector3D& position) const { const aiMatrix4x4& _this = *this; // extract translation position.x = _this[0][3]; position.y = _this[1][3]; position.z = _this[2][3]; // extract rotation rotation = aiQuaternion((aiMatrix3x3)_this); } // --------------------------------------------------------------------------- inline void aiMatrix4x4::FromEulerAngles(float x, float y, float z) { aiMatrix4x4& _this = *this; const float A = ::cosf(x); const float B = ::sinf(x); const float C = ::cosf(y); const float D = ::sinf(y); const float E = ::cosf(z); const float F = ::sinf(z); const float AD = A * D; const float BD = B * D; _this.a1 = C * E; _this.a2 = -C * F; _this.a3 = D; _this.b1 = BD * E + A * F; _this.b2 = -BD * F + A * E; _this.b3 = -B * C; _this.c1 = -AD * E + B * F; _this.c2 = AD * F + B * E; _this.c3 = A * C; _this.a4 = _this.b4 = _this.c4 = _this.d1 = _this.d2 = _this.d3 = 0.0f; _this.d4 = 1.0f; } // --------------------------------------------------------------------------- inline bool aiMatrix4x4::IsIdentity() const { return !(a1 != 1.0f || a2 || a3 || a4 || b1 || b2 != 1.0f || b3 || b4 || c1 || c2 || c3 != 1.0f || a4 || d1 || d2 || d3 || d4 != 1.0f); } // --------------------------------------------------------------------------- inline aiMatrix4x4& aiMatrix4x4::RotationX(float a, aiMatrix4x4& out) { /* | 1 0 0 0 | M = | 0 cos(A) -sin(A) 0 | | 0 sin(A) cos(A) 0 | | 0 0 0 1 | */ out.aiMatrix4x4::aiMatrix4x4(); out.b2 = out.c3 = cos(a); out.b3 = -(out.c2 = sin(a)); return out; } // --------------------------------------------------------------------------- inline aiMatrix4x4& aiMatrix4x4::RotationY(float a, aiMatrix4x4& out) { /* | cos(A) 0 sin(A) 0 | M = | 0 1 0 0 | | -sin(A) 0 cos(A) 0 | | 0 0 0 1 | */ out.aiMatrix4x4::aiMatrix4x4(); out.a1 = out.c3 = cos(a); out.c1 = -(out.a3 = sin(a)); return out; } // --------------------------------------------------------------------------- inline aiMatrix4x4& aiMatrix4x4::RotationZ(float a, aiMatrix4x4& out) { /* | cos(A) -sin(A) 0 0 | M = | sin(A) cos(A) 0 0 | | 0 0 1 0 | | 0 0 0 1 | */ out.aiMatrix4x4::aiMatrix4x4(); out.a1 = out.b2 = cos(a); out.a2 = -(out.b1 = sin(a)); return out; } // --------------------------------------------------------------------------- inline aiMatrix4x4& aiMatrix4x4::Translation(aiVector3D v, aiMatrix4x4& out) { out.aiMatrix4x4::aiMatrix4x4(); out.d1 = v.x; out.d2 = v.y; out.d3 = v.z; return out; } #endif // __cplusplus #endif // AI_MATRIX4x4_INL_INC