179 lines
6.3 KiB
C++
179 lines
6.3 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2024, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file matrix3x3.h
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* @brief Definition of a 3x3 matrix, including operators when compiling in C++
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*/
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#pragma once
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#ifndef AI_MATRIX3X3_H_INC
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#define AI_MATRIX3X3_H_INC
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#ifdef __GNUC__
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# pragma GCC system_header
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#endif
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#include <assimp/defs.h>
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#ifdef __cplusplus
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template <typename T> class aiMatrix4x4t;
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template <typename T> class aiVector2t;
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template <typename T> class aiVector3t;
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// ---------------------------------------------------------------------------
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/** @brief Represents a row-major 3x3 matrix
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*
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* There's much confusion about matrix layouts (column vs. row order).
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* This is *always* a row-major matrix. Not even with the
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* #aiProcess_ConvertToLeftHanded flag, which absolutely does not affect
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* matrix order - it just affects the handedness of the coordinate system
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* defined thereby.
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*/
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template <typename TReal>
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class aiMatrix3x3t {
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public:
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aiMatrix3x3t() AI_NO_EXCEPT :
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a1(static_cast<TReal>(1.0f)), a2(), a3(),
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b1(), b2(static_cast<TReal>(1.0f)), b3(),
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c1(), c2(), c3(static_cast<TReal>(1.0f)) {}
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aiMatrix3x3t ( TReal _a1, TReal _a2, TReal _a3,
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TReal _b1, TReal _b2, TReal _b3,
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TReal _c1, TReal _c2, TReal _c3) :
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a1(_a1), a2(_a2), a3(_a3),
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b1(_b1), b2(_b2), b3(_b3),
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c1(_c1), c2(_c2), c3(_c3)
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{}
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// matrix multiplication.
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aiMatrix3x3t& operator *= (const aiMatrix3x3t& m);
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aiMatrix3x3t operator * (const aiMatrix3x3t& m) const;
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// array access operators
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TReal* operator[] (unsigned int p_iIndex);
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const TReal* operator[] (unsigned int p_iIndex) const;
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// comparison operators
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bool operator== (const aiMatrix3x3t<TReal>& m) const;
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bool operator!= (const aiMatrix3x3t<TReal>& m) const;
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bool Equal(const aiMatrix3x3t<TReal> &m, TReal epsilon = ai_epsilon) const;
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template <typename TOther>
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operator aiMatrix3x3t<TOther> () const;
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// -------------------------------------------------------------------
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/** @brief Construction from a 4x4 matrix. The remaining parts
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* of the matrix are ignored.
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*/
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explicit aiMatrix3x3t( const aiMatrix4x4t<TReal>& pMatrix);
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// -------------------------------------------------------------------
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/** @brief Transpose the matrix
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*/
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aiMatrix3x3t& Transpose();
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// -------------------------------------------------------------------
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/** @brief Invert the matrix.
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* If the matrix is not invertible all elements are set to qnan.
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* Beware, use (f != f) to check whether a TReal f is qnan.
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*/
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aiMatrix3x3t& Inverse();
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TReal Determinant() const;
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// -------------------------------------------------------------------
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/** @brief Returns a rotation matrix for a rotation around z
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* @param a Rotation angle, in radians
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* @param out Receives the output matrix
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* @return Reference to the output matrix
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*/
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static aiMatrix3x3t& RotationZ(TReal a, aiMatrix3x3t& out);
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// -------------------------------------------------------------------
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/** @brief Returns a rotation matrix for a rotation around
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* an arbitrary axis.
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*
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* @param a Rotation angle, in radians
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* @param axis Axis to rotate around
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* @param out To be filled
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*/
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static aiMatrix3x3t& Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix3x3t& out);
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// -------------------------------------------------------------------
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/** @brief Returns a translation matrix
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* @param v Translation vector
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* @param out Receives the output matrix
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* @return Reference to the output matrix
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*/
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static aiMatrix3x3t& Translation( const aiVector2t<TReal>& v, aiMatrix3x3t& out);
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// -------------------------------------------------------------------
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/** @brief A function for creating a rotation matrix that rotates a
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* vector called "from" into another vector called "to".
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* Input : from[3], to[3] which both must be *normalized* non-zero vectors
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* Output: mtx[3][3] -- a 3x3 matrix in column-major form
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* Authors: Tomas Möller, John Hughes
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* "Efficiently Building a Matrix to Rotate One Vector to Another"
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* Journal of Graphics Tools, 4(4):1-4, 1999
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*/
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static aiMatrix3x3t& FromToMatrix(const aiVector3t<TReal>& from,
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const aiVector3t<TReal>& to, aiMatrix3x3t& out);
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public:
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TReal a1, a2, a3;
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TReal b1, b2, b3;
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TReal c1, c2, c3;
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};
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typedef aiMatrix3x3t<ai_real> aiMatrix3x3;
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#else
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struct aiMatrix3x3 {
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ai_real a1, a2, a3;
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ai_real b1, b2, b3;
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ai_real c1, c2, c3;
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};
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#endif // __cplusplus
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#endif // AI_MATRIX3X3_H_INC
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