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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. --------------------------------------------------------------------------- */ /** @file aiMatrix4x4t.inl * @brief Inline implementation of the 4x4 matrix operators */ #ifndef AI_MATRIX4x4_INL_INC #define AI_MATRIX4x4_INL_INC #ifdef __cplusplus #include "matrix4x4.h" #include "matrix3x3.h" #include "quaternion.h" #include #include #ifdef __cplusplus # include #else # include #endif // ---------------------------------------------------------------------------------------- template aiMatrix4x4t ::aiMatrix4x4t () : a1(1.0f), a2(), a3(), a4(), b1(), b2(1.0f), b3(), b4(), c1(), c2(), c3(1.0f), c4(), d1(), d2(), d3(), d4(1.0f) { } // ---------------------------------------------------------------------------------------- template aiMatrix4x4t ::aiMatrix4x4t (TReal _a1, TReal _a2, TReal _a3, TReal _a4, TReal _b1, TReal _b2, TReal _b3, TReal _b4, TReal _c1, TReal _c2, TReal _c3, TReal _c4, TReal _d1, TReal _d2, TReal _d3, TReal _d4) : a1(_a1), a2(_a2), a3(_a3), a4(_a4), b1(_b1), b2(_b2), b3(_b3), b4(_b4), c1(_c1), c2(_c2), c3(_c3), c4(_c4), d1(_d1), d2(_d2), d3(_d3), d4(_d4) { } // ------------------------------------------------------------------------------------------------ template template aiMatrix4x4t::operator aiMatrix4x4t () const { return aiMatrix4x4t(static_cast(a1),static_cast(a2),static_cast(a3),static_cast(a4), static_cast(b1),static_cast(b2),static_cast(b3),static_cast(b4), static_cast(c1),static_cast(c2),static_cast(c3),static_cast(c4), static_cast(d1),static_cast(d2),static_cast(d3),static_cast(d4)); } // ---------------------------------------------------------------------------------------- template inline aiMatrix4x4t::aiMatrix4x4t (const aiMatrix3x3t& m) { a1 = m.a1; a2 = m.a2; a3 = m.a3; a4 = static_cast(0.0); b1 = m.b1; b2 = m.b2; b3 = m.b3; b4 = static_cast(0.0); c1 = m.c1; c2 = m.c2; c3 = m.c3; c4 = static_cast(0.0); d1 = static_cast(0.0); d2 = static_cast(0.0); d3 = static_cast(0.0); d4 = static_cast(1.0); } // ---------------------------------------------------------------------------------------- template inline aiMatrix4x4t::aiMatrix4x4t (const aiVector3t& scaling, const aiQuaterniont& rotation, const aiVector3t& position) { // build a 3x3 rotation matrix aiMatrix3x3t m = rotation.GetMatrix(); a1 = m.a1 * scaling.x; a2 = m.a2 * scaling.x; a3 = m.a3 * scaling.x; a4 = position.x; b1 = m.b1 * scaling.y; b2 = m.b2 * scaling.y; b3 = m.b3 * scaling.y; b4 = position.y; c1 = m.c1 * scaling.z; c2 = m.c2 * scaling.z; c3 = m.c3 * scaling.z; c4= position.z; d1 = static_cast(0.0); d2 = static_cast(0.0); d3 = static_cast(0.0); d4 = static_cast(1.0); } // ---------------------------------------------------------------------------------------- template inline aiMatrix4x4t& aiMatrix4x4t::operator *= (const aiMatrix4x4t& m) { *this = aiMatrix4x4t( 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; } // ---------------------------------------------------------------------------------------- template inline aiMatrix4x4t aiMatrix4x4t::operator* (const aiMatrix4x4t& m) const { aiMatrix4x4t temp( *this); temp *= m; return temp; } // ---------------------------------------------------------------------------------------- template inline aiMatrix4x4t& aiMatrix4x4t::Transpose() { // (TReal&) don't remove, GCC complains cause of packed fields std::swap( (TReal&)b1, (TReal&)a2); std::swap( (TReal&)c1, (TReal&)a3); std::swap( (TReal&)c2, (TReal&)b3); std::swap( (TReal&)d1, (TReal&)a4); std::swap( (TReal&)d2, (TReal&)b4); std::swap( (TReal&)d3, (TReal&)c4); return *this; } // ---------------------------------------------------------------------------------------- template inline TReal aiMatrix4x4t::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; } // ---------------------------------------------------------------------------------------- template inline aiMatrix4x4t& aiMatrix4x4t::Inverse() { // Compute the reciprocal determinant const TReal det = Determinant(); if(det == static_cast(0.0)) { // Matrix not invertible. Setting all elements to nan is not really // correct in a mathematical sense but it is easy to debug for the // programmer. const TReal nan = std::numeric_limits::quiet_NaN(); *this = aiMatrix4x4t( nan,nan,nan,nan, nan,nan,nan,nan, nan,nan,nan,nan, nan,nan,nan,nan); return *this; } const TReal invdet = static_cast(1.0) / det; aiMatrix4x4t 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; } // ---------------------------------------------------------------------------------------- template inline TReal* aiMatrix4x4t::operator[](unsigned int p_iIndex) { // XXX this is UB. Has been for years. The fact that it works now does not make it better. return &this->a1 + p_iIndex * 4; } // ---------------------------------------------------------------------------------------- template inline const TReal* aiMatrix4x4t::operator[](unsigned int p_iIndex) const { // XXX same return &this->a1 + p_iIndex * 4; } // ---------------------------------------------------------------------------------------- template inline bool aiMatrix4x4t::operator== (const aiMatrix4x4t& 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); } // ---------------------------------------------------------------------------------------- template inline bool aiMatrix4x4t::operator!= (const aiMatrix4x4t& m) const { return !(*this == m); } // --------------------------------------------------------------------------- template inline bool aiMatrix4x4t::Equal(const aiMatrix4x4t& m, TReal epsilon) const { return std::abs(a1 - m.a1) <= epsilon && std::abs(a2 - m.a2) <= epsilon && std::abs(a3 - m.a3) <= epsilon && std::abs(a4 - m.a4) <= epsilon && std::abs(b1 - m.b1) <= epsilon && std::abs(b2 - m.b2) <= epsilon && std::abs(b3 - m.b3) <= epsilon && std::abs(b4 - m.b4) <= epsilon && std::abs(c1 - m.c1) <= epsilon && std::abs(c2 - m.c2) <= epsilon && std::abs(c3 - m.c3) <= epsilon && std::abs(c4 - m.c4) <= epsilon && std::abs(d1 - m.d1) <= epsilon && std::abs(d2 - m.d2) <= epsilon && std::abs(d3 - m.d3) <= epsilon && std::abs(d4 - m.d4) <= epsilon; } // ---------------------------------------------------------------------------------------- template inline void aiMatrix4x4t::Decompose (aiVector3t& scaling, aiQuaterniont& rotation, aiVector3t& position) const { const aiMatrix4x4t& _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 aiVector3t vRows[3] = { aiVector3t(_this[0][0],_this[1][0],_this[2][0]), aiVector3t(_this[0][1],_this[1][1],_this[2][1]), aiVector3t(_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 the sign of the scaling if (Determinant() < 0) { scaling.x = -scaling.x; scaling.y = -scaling.y; scaling.z = -scaling.z; } // and remove all scaling from the matrix if(scaling.x) { vRows[0] /= scaling.x; } if(scaling.y) { vRows[1] /= scaling.y; } if(scaling.z) { vRows[2] /= scaling.z; } // build a 3x3 rotation matrix aiMatrix3x3t m(vRows[0].x,vRows[1].x,vRows[2].x, vRows[0].y,vRows[1].y,vRows[2].y, vRows[0].z,vRows[1].z,vRows[2].z); // and generate the rotation quaternion from it rotation = aiQuaterniont(m); } // ---------------------------------------------------------------------------------------- template inline void aiMatrix4x4t::DecomposeNoScaling (aiQuaterniont& rotation, aiVector3t& position) const { const aiMatrix4x4t& _this = *this; // extract translation position.x = _this[0][3]; position.y = _this[1][3]; position.z = _this[2][3]; // extract rotation rotation = aiQuaterniont((aiMatrix3x3t)_this); } // ---------------------------------------------------------------------------------------- template inline aiMatrix4x4t& aiMatrix4x4t::FromEulerAnglesXYZ(const aiVector3t& blubb) { return FromEulerAnglesXYZ(blubb.x,blubb.y,blubb.z); } // ---------------------------------------------------------------------------------------- template inline aiMatrix4x4t& aiMatrix4x4t::FromEulerAnglesXYZ(TReal x, TReal y, TReal z) { aiMatrix4x4t& _this = *this; TReal cr = cos( x ); TReal sr = sin( x ); TReal cp = cos( y ); TReal sp = sin( y ); TReal cy = cos( z ); TReal sy = sin( z ); _this.a1 = cp*cy ; _this.a2 = cp*sy; _this.a3 = -sp ; TReal srsp = sr*sp; TReal crsp = cr*sp; _this.b1 = srsp*cy-cr*sy ; _this.b2 = srsp*sy+cr*cy ; _this.b3 = sr*cp ; _this.c1 = crsp*cy+sr*sy ; _this.c2 = crsp*sy-sr*cy ; _this.c3 = cr*cp ; return *this; } // ---------------------------------------------------------------------------------------- template inline bool aiMatrix4x4t::IsIdentity() const { // Use a small epsilon to solve floating-point inaccuracies const static TReal epsilon = 10e-3f; return (a2 <= epsilon && a2 >= -epsilon && a3 <= epsilon && a3 >= -epsilon && a4 <= epsilon && a4 >= -epsilon && b1 <= epsilon && b1 >= -epsilon && b3 <= epsilon && b3 >= -epsilon && b4 <= epsilon && b4 >= -epsilon && c1 <= epsilon && c1 >= -epsilon && c2 <= epsilon && c2 >= -epsilon && c4 <= epsilon && c4 >= -epsilon && d1 <= epsilon && d1 >= -epsilon && d2 <= epsilon && d2 >= -epsilon && d3 <= epsilon && d3 >= -epsilon && a1 <= 1.f+epsilon && a1 >= 1.f-epsilon && b2 <= 1.f+epsilon && b2 >= 1.f-epsilon && c3 <= 1.f+epsilon && c3 >= 1.f-epsilon && d4 <= 1.f+epsilon && d4 >= 1.f-epsilon); } // ---------------------------------------------------------------------------------------- template inline aiMatrix4x4t& aiMatrix4x4t::RotationX(TReal a, aiMatrix4x4t& out) { /* | 1 0 0 0 | M = | 0 cos(A) -sin(A) 0 | | 0 sin(A) cos(A) 0 | | 0 0 0 1 | */ out = aiMatrix4x4t(); out.b2 = out.c3 = cos(a); out.b3 = -(out.c2 = sin(a)); return out; } // ---------------------------------------------------------------------------------------- template inline aiMatrix4x4t& aiMatrix4x4t::RotationY(TReal a, aiMatrix4x4t& out) { /* | cos(A) 0 sin(A) 0 | M = | 0 1 0 0 | | -sin(A) 0 cos(A) 0 | | 0 0 0 1 | */ out = aiMatrix4x4t(); out.a1 = out.c3 = cos(a); out.c1 = -(out.a3 = sin(a)); return out; } // ---------------------------------------------------------------------------------------- template inline aiMatrix4x4t& aiMatrix4x4t::RotationZ(TReal a, aiMatrix4x4t& out) { /* | cos(A) -sin(A) 0 0 | M = | sin(A) cos(A) 0 0 | | 0 0 1 0 | | 0 0 0 1 | */ out = aiMatrix4x4t(); out.a1 = out.b2 = cos(a); out.a2 = -(out.b1 = sin(a)); return out; } // ---------------------------------------------------------------------------------------- // Returns a rotation matrix for a rotation around an arbitrary axis. template inline aiMatrix4x4t& aiMatrix4x4t::Rotation( TReal a, const aiVector3t& axis, aiMatrix4x4t& out) { TReal c = cos( a), s = sin( a), t = 1 - c; TReal x = axis.x, y = axis.y, z = axis.z; // Many thanks to MathWorld and Wikipedia out.a1 = t*x*x + c; out.a2 = t*x*y - s*z; out.a3 = t*x*z + s*y; out.b1 = t*x*y + s*z; out.b2 = t*y*y + c; out.b3 = t*y*z - s*x; out.c1 = t*x*z - s*y; out.c2 = t*y*z + s*x; out.c3 = t*z*z + c; out.a4 = out.b4 = out.c4 = static_cast(0.0); out.d1 = out.d2 = out.d3 = static_cast(0.0); out.d4 = static_cast(1.0); return out; } // ---------------------------------------------------------------------------------------- template inline aiMatrix4x4t& aiMatrix4x4t::Translation( const aiVector3t& v, aiMatrix4x4t& out) { out = aiMatrix4x4t(); out.a4 = v.x; out.b4 = v.y; out.c4 = v.z; return out; } // ---------------------------------------------------------------------------------------- template inline aiMatrix4x4t& aiMatrix4x4t::Scaling( const aiVector3t& v, aiMatrix4x4t& out) { out = aiMatrix4x4t(); out.a1 = v.x; out.b2 = v.y; out.c3 = v.z; return out; } // ---------------------------------------------------------------------------------------- /** 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 colum-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 */ // ---------------------------------------------------------------------------------------- template inline aiMatrix4x4t& aiMatrix4x4t::FromToMatrix(const aiVector3t& from, const aiVector3t& to, aiMatrix4x4t& mtx) { aiMatrix3x3t m3; aiMatrix3x3t::FromToMatrix(from,to,m3); mtx = aiMatrix4x4t(m3); return mtx; } #endif // __cplusplus #endif // AI_MATRIX4x4_INL_INC