281 lines
11 KiB
C++
281 lines
11 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) 2006-2018, 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 matrix4x4.h
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* @brief 4x4 matrix structure, including operators when compiling in C++
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*/
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#pragma once
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#ifndef AI_MATRIX4X4_H_INC
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#define AI_MATRIX4X4_H_INC
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#include "vector3.h"
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#include "defs.h"
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#ifdef __cplusplus
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template<typename TReal> class aiMatrix3x3t;
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template<typename TReal> class aiQuaterniont;
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// ---------------------------------------------------------------------------
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/** @brief Represents a row-major 4x4 matrix, use this for homogeneous
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* coordinates.
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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 aiMatrix4x4t
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{
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public:
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/** set to identity */
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aiMatrix4x4t ();
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/** construction from single values */
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aiMatrix4x4t ( TReal _a1, TReal _a2, TReal _a3, TReal _a4,
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TReal _b1, TReal _b2, TReal _b3, TReal _b4,
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TReal _c1, TReal _c2, TReal _c3, TReal _c4,
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TReal _d1, TReal _d2, TReal _d3, TReal _d4);
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/** construction from 3x3 matrix, remaining elements are set to identity */
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explicit aiMatrix4x4t( const aiMatrix3x3t<TReal>& m);
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/** construction from position, rotation and scaling components
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* @param scaling The scaling for the x,y,z axes
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* @param rotation The rotation as a hamilton quaternion
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* @param position The position for the x,y,z axes
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*/
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aiMatrix4x4t(const aiVector3t<TReal>& scaling, const aiQuaterniont<TReal>& rotation,
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const aiVector3t<TReal>& position);
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public:
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// array access operators
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/** @fn TReal* operator[] (unsigned int p_iIndex)
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* @param [in] p_iIndex - index of the row.
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* @return pointer to pointed row.
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*/
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TReal* operator[] (unsigned int p_iIndex);
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/** @fn const TReal* operator[] (unsigned int p_iIndex) const
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* @overload TReal* operator[] (unsigned int p_iIndex)
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*/
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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 aiMatrix4x4t& m) const;
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bool operator!= (const aiMatrix4x4t& m) const;
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bool Equal(const aiMatrix4x4t& m, TReal epsilon = 1e-6) const;
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// matrix multiplication.
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aiMatrix4x4t& operator *= (const aiMatrix4x4t& m);
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aiMatrix4x4t operator * (const aiMatrix4x4t& m) const;
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aiMatrix4x4t operator * (const TReal& aFloat) const;
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aiMatrix4x4t operator + (const aiMatrix4x4t& aMatrix) const;
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template <typename TOther>
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operator aiMatrix4x4t<TOther> () const;
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public:
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// -------------------------------------------------------------------
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/** @brief Transpose the matrix */
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aiMatrix4x4t& 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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aiMatrix4x4t& Inverse();
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TReal Determinant() const;
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// -------------------------------------------------------------------
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/** @brief Returns true of the matrix is the identity matrix.
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* The check is performed against a not so small epsilon.
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*/
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inline bool IsIdentity() const;
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// -------------------------------------------------------------------
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/** @brief Decompose a trafo matrix into its original components
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* @param scaling Receives the output scaling for the x,y,z axes
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* @param rotation Receives the output rotation as a hamilton
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* quaternion
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* @param position Receives the output position for the x,y,z axes
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*/
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void Decompose (aiVector3t<TReal>& scaling, aiQuaterniont<TReal>& rotation,
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aiVector3t<TReal>& position) const;
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// -------------------------------------------------------------------
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/** @fn void Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotation, aiVector3t<TReal>& pPosition) const
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* @brief Decompose a trafo matrix into its original components.
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* Thx to good FAQ at http://www.gamedev.ru/code/articles/faq_matrix_quat
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* @param [out] pScaling - Receives the output scaling for the x,y,z axes.
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* @param [out] pRotation - Receives the output rotation as a Euler angles.
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* @param [out] pPosition - Receives the output position for the x,y,z axes.
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*/
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void Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotation, aiVector3t<TReal>& pPosition) const;
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// -------------------------------------------------------------------
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/** @fn void Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotationAxis, TReal& pRotationAngle, aiVector3t<TReal>& pPosition) const
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* @brief Decompose a trafo matrix into its original components
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* Thx to good FAQ at http://www.gamedev.ru/code/articles/faq_matrix_quat
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* @param [out] pScaling - Receives the output scaling for the x,y,z axes.
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* @param [out] pRotationAxis - Receives the output rotation axis.
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* @param [out] pRotationAngle - Receives the output rotation angle for @ref pRotationAxis.
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* @param [out] pPosition - Receives the output position for the x,y,z axes.
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*/
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void Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotationAxis, TReal& pRotationAngle, aiVector3t<TReal>& pPosition) const;
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// -------------------------------------------------------------------
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/** @brief Decompose a trafo matrix with no scaling into its
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* original components
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* @param rotation Receives the output rotation as a hamilton
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* quaternion
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* @param position Receives the output position for the x,y,z axes
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*/
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void DecomposeNoScaling (aiQuaterniont<TReal>& rotation,
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aiVector3t<TReal>& position) const;
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// -------------------------------------------------------------------
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/** @brief Creates a trafo matrix from a set of euler angles
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* @param x Rotation angle for the x-axis, in radians
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* @param y Rotation angle for the y-axis, in radians
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* @param z Rotation angle for the z-axis, in radians
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*/
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aiMatrix4x4t& FromEulerAnglesXYZ(TReal x, TReal y, TReal z);
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aiMatrix4x4t& FromEulerAnglesXYZ(const aiVector3t<TReal>& blubb);
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public:
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// -------------------------------------------------------------------
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/** @brief Returns a rotation matrix for a rotation around the x axis
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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 aiMatrix4x4t& RotationX(TReal a, aiMatrix4x4t& out);
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// -------------------------------------------------------------------
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/** @brief Returns a rotation matrix for a rotation around the y axis
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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 aiMatrix4x4t& RotationY(TReal a, aiMatrix4x4t& out);
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// -------------------------------------------------------------------
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/** @brief Returns a rotation matrix for a rotation around the z axis
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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 aiMatrix4x4t& RotationZ(TReal a, aiMatrix4x4t& out);
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// -------------------------------------------------------------------
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/** Returns a rotation matrix for a rotation around an arbitrary axis.
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* @param a Rotation angle, in radians
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* @param axis Rotation axis, should be a normalized 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 aiMatrix4x4t& Rotation(TReal a, const aiVector3t<TReal>& axis,
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aiMatrix4x4t& 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 aiMatrix4x4t& Translation( const aiVector3t<TReal>& v,
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aiMatrix4x4t& out);
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// -------------------------------------------------------------------
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/** @brief Returns a scaling matrix
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* @param v Scaling 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 aiMatrix4x4t& Scaling( const aiVector3t<TReal>& v, aiMatrix4x4t& 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 Mueller, 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 aiMatrix4x4t& FromToMatrix(const aiVector3t<TReal>& from,
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const aiVector3t<TReal>& to, aiMatrix4x4t& out);
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public:
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TReal a1, a2, a3, a4;
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TReal b1, b2, b3, b4;
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TReal c1, c2, c3, c4;
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TReal d1, d2, d3, d4;
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};
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typedef aiMatrix4x4t<ai_real> aiMatrix4x4;
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#else
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struct aiMatrix4x4 {
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ai_real a1, a2, a3, a4;
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ai_real b1, b2, b3, b4;
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ai_real c1, c2, c3, c4;
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ai_real d1, d2, d3, d4;
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};
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#endif // __cplusplus
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#endif // AI_MATRIX4X4_H_INC
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