81 lines
2.4 KiB
C++
81 lines
2.4 KiB
C++
/** @file aiMatrix3x3.inl
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* @brief Inline implementation of the 3x3 matrix operators
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*/
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#ifndef AI_MATRIX3x3_INL_INC
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#define AI_MATRIX3x3_INL_INC
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#include "aiMatrix3x3.h"
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#ifdef __cplusplus
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#include "aiMatrix4x4.h"
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#include <algorithm>
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// ------------------------------------------------------------------------------------------------
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// Construction from a 4x4 matrix. The remaining parts of the matrix are ignored.
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inline aiMatrix3x3::aiMatrix3x3( const aiMatrix4x4& pMatrix)
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{
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a1 = pMatrix.a1; a2 = pMatrix.a2; a3 = pMatrix.a3;
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b1 = pMatrix.b1; b2 = pMatrix.b2; b3 = pMatrix.b3;
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c1 = pMatrix.c1; c2 = pMatrix.c2; c3 = pMatrix.c3;
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}
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// ------------------------------------------------------------------------------------------------
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inline aiMatrix3x3& aiMatrix3x3::operator *= (const aiMatrix3x3& m)
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{
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*this = aiMatrix3x3(
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m.a1 * a1 + m.b1 * a2 + m.c1 * a3,
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m.a2 * a1 + m.b2 * a2 + m.c2 * a3,
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m.a3 * a1 + m.b3 * a2 + m.c3 * a3,
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m.a1 * b1 + m.b1 * b2 + m.c1 * b3,
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m.a2 * b1 + m.b2 * b2 + m.c2 * b3,
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m.a3 * b1 + m.b3 * b2 + m.c3 * b3,
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m.a1 * c1 + m.b1 * c2 + m.c1 * c3,
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m.a2 * c1 + m.b2 * c2 + m.c2 * c3,
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m.a3 * c1 + m.b3 * c2 + m.c3 * c3);
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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inline aiMatrix3x3 aiMatrix3x3::operator* (const aiMatrix3x3& m) const
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{
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aiMatrix3x3 temp( *this);
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temp *= m;
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return temp;
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}
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// ------------------------------------------------------------------------------------------------
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inline aiMatrix3x3& aiMatrix3x3::Transpose()
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{
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// (float&) don't remove, GCC complains cause of packed fields
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std::swap( (float&)a2, (float&)b1);
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std::swap( (float&)a3, (float&)c1);
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std::swap( (float&)b3, (float&)c2);
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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inline aiMatrix3x3& aiMatrix3x3::Rotation(float a, aiMatrix3x3& out)
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{
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out.a1 = out.b2 = ::cos(a);
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out.b1 = ::sin(a);
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out.a2 = - out.b1;
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out.a3 = out.b3 = out.c1 = out.c2 = 0.f;
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out.c3 = 1.f;
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return out;
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}
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// ------------------------------------------------------------------------------------------------
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inline aiMatrix3x3& aiMatrix3x3::Translation( const aiVector2D& v, aiMatrix3x3& out)
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{
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out = aiMatrix3x3();
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out.a3 = v.x;
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out.b3 = v.y;
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return out;
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}
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#endif // __cplusplus
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#endif // AI_MATRIX3x3_INL_INC
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