assimp/include/assimp/matrix3x3.h

179 lines
6.3 KiB
C++

/*
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Open Asset Import Library (assimp)
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*/
/** @file matrix3x3.h
* @brief Definition of a 3x3 matrix, including operators when compiling in C++
*/
#pragma once
#ifndef AI_MATRIX3X3_H_INC
#define AI_MATRIX3X3_H_INC
#ifdef __GNUC__
# pragma GCC system_header
#endif
#include <assimp/defs.h>
#ifdef __cplusplus
template <typename T> class aiMatrix4x4t;
template <typename T> class aiVector2t;
template <typename T> class aiVector3t;
// ---------------------------------------------------------------------------
/** @brief Represents a row-major 3x3 matrix
*
* 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.
*/
template <typename TReal>
class aiMatrix3x3t {
public:
aiMatrix3x3t() AI_NO_EXCEPT :
a1(static_cast<TReal>(1.0f)), a2(), a3(),
b1(), b2(static_cast<TReal>(1.0f)), b3(),
c1(), c2(), c3(static_cast<TReal>(1.0f)) {}
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)
{}
// matrix multiplication.
aiMatrix3x3t& operator *= (const aiMatrix3x3t& m);
aiMatrix3x3t operator * (const aiMatrix3x3t& m) const;
// array access operators
TReal* operator[] (unsigned int p_iIndex);
const TReal* operator[] (unsigned int p_iIndex) const;
// comparison operators
bool operator== (const aiMatrix3x3t<TReal>& m) const;
bool operator!= (const aiMatrix3x3t<TReal>& m) const;
bool Equal(const aiMatrix3x3t<TReal> &m, TReal epsilon = ai_epsilon) const;
template <typename TOther>
operator aiMatrix3x3t<TOther> () const;
// -------------------------------------------------------------------
/** @brief Construction from a 4x4 matrix. The remaining parts
* of the matrix are ignored.
*/
explicit aiMatrix3x3t( const aiMatrix4x4t<TReal>& pMatrix);
// -------------------------------------------------------------------
/** @brief Transpose the matrix
*/
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 TReal f is qnan.
*/
aiMatrix3x3t& Inverse();
TReal Determinant() const;
// -------------------------------------------------------------------
/** @brief Returns a rotation matrix for a rotation around z
* @param a Rotation angle, in radians
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix3x3t& RotationZ(TReal a, aiMatrix3x3t& out);
// -------------------------------------------------------------------
/** @brief Returns a rotation matrix for a rotation around
* an arbitrary axis.
*
* @param a Rotation angle, in radians
* @param axis Axis to rotate around
* @param out To be filled
*/
static aiMatrix3x3t& Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix3x3t& out);
// -------------------------------------------------------------------
/** @brief Returns a translation matrix
* @param v Translation vector
* @param out Receives the output matrix
* @return Reference to the output matrix
*/
static aiMatrix3x3t& Translation( const aiVector2t<TReal>& v, aiMatrix3x3t& out);
// -------------------------------------------------------------------
/** @brief A function for creating a rotation matrix that rotates a
* vector called "from" into another vector called "to".
* Input : from[3], to[3] which both must be *normalized* non-zero vectors
* Output: mtx[3][3] -- a 3x3 matrix in column-major form
* Authors: Tomas Möller, John Hughes
* "Efficiently Building a Matrix to Rotate One Vector to Another"
* Journal of Graphics Tools, 4(4):1-4, 1999
*/
static aiMatrix3x3t& FromToMatrix(const aiVector3t<TReal>& from,
const aiVector3t<TReal>& to, aiMatrix3x3t& out);
public:
TReal a1, a2, a3;
TReal b1, b2, b3;
TReal c1, c2, c3;
};
typedef aiMatrix3x3t<ai_real> aiMatrix3x3;
#else
struct aiMatrix3x3 {
ai_real a1, a2, a3;
ai_real b1, b2, b3;
ai_real c1, c2, c3;
};
#endif // __cplusplus
#endif // AI_MATRIX3X3_H_INC