miniassimp

annotate include/miniassimp/matrix3x3.inl @ 0:879c81d94345

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 28 Jan 2019 18:19:26 +0200
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nuclear@0 1 /*
nuclear@0 2 ---------------------------------------------------------------------------
nuclear@0 3 Open Asset Import Library (assimp)
nuclear@0 4 ---------------------------------------------------------------------------
nuclear@0 5
nuclear@0 6 Copyright (c) 2006-2018, assimp team
nuclear@0 7
nuclear@0 8
nuclear@0 9
nuclear@0 10 All rights reserved.
nuclear@0 11
nuclear@0 12 Redistribution and use of this software in source and binary forms,
nuclear@0 13 with or without modification, are permitted provided that the following
nuclear@0 14 conditions are met:
nuclear@0 15
nuclear@0 16 * Redistributions of source code must retain the above
nuclear@0 17 copyright notice, this list of conditions and the
nuclear@0 18 following disclaimer.
nuclear@0 19
nuclear@0 20 * Redistributions in binary form must reproduce the above
nuclear@0 21 copyright notice, this list of conditions and the
nuclear@0 22 following disclaimer in the documentation and/or other
nuclear@0 23 materials provided with the distribution.
nuclear@0 24
nuclear@0 25 * Neither the name of the assimp team, nor the names of its
nuclear@0 26 contributors may be used to endorse or promote products
nuclear@0 27 derived from this software without specific prior
nuclear@0 28 written permission of the assimp team.
nuclear@0 29
nuclear@0 30 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
nuclear@0 31 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
nuclear@0 32 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
nuclear@0 33 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
nuclear@0 34 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
nuclear@0 35 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
nuclear@0 36 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
nuclear@0 37 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
nuclear@0 38 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
nuclear@0 39 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
nuclear@0 40 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
nuclear@0 41 ---------------------------------------------------------------------------
nuclear@0 42 */
nuclear@0 43
nuclear@0 44 /** @file matrix3x3.inl
nuclear@0 45 * @brief Inline implementation of the 3x3 matrix operators
nuclear@0 46 */
nuclear@0 47 #pragma once
nuclear@0 48 #ifndef AI_MATRIX3X3_INL_INC
nuclear@0 49 #define AI_MATRIX3X3_INL_INC
nuclear@0 50
nuclear@0 51 #ifdef __cplusplus
nuclear@0 52 #include "matrix3x3.h"
nuclear@0 53
nuclear@0 54 #include "matrix4x4.h"
nuclear@0 55 #include <algorithm>
nuclear@0 56 #include <cmath>
nuclear@0 57 #include <limits>
nuclear@0 58
nuclear@0 59 // ------------------------------------------------------------------------------------------------
nuclear@0 60 // Construction from a 4x4 matrix. The remaining parts of the matrix are ignored.
nuclear@0 61 template <typename TReal>
nuclear@0 62 inline aiMatrix3x3t<TReal>::aiMatrix3x3t( const aiMatrix4x4t<TReal>& pMatrix)
nuclear@0 63 {
nuclear@0 64 a1 = pMatrix.a1; a2 = pMatrix.a2; a3 = pMatrix.a3;
nuclear@0 65 b1 = pMatrix.b1; b2 = pMatrix.b2; b3 = pMatrix.b3;
nuclear@0 66 c1 = pMatrix.c1; c2 = pMatrix.c2; c3 = pMatrix.c3;
nuclear@0 67 }
nuclear@0 68
nuclear@0 69 // ------------------------------------------------------------------------------------------------
nuclear@0 70 template <typename TReal>
nuclear@0 71 inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::operator *= (const aiMatrix3x3t<TReal>& m)
nuclear@0 72 {
nuclear@0 73 *this = aiMatrix3x3t<TReal>(m.a1 * a1 + m.b1 * a2 + m.c1 * a3,
nuclear@0 74 m.a2 * a1 + m.b2 * a2 + m.c2 * a3,
nuclear@0 75 m.a3 * a1 + m.b3 * a2 + m.c3 * a3,
nuclear@0 76 m.a1 * b1 + m.b1 * b2 + m.c1 * b3,
nuclear@0 77 m.a2 * b1 + m.b2 * b2 + m.c2 * b3,
nuclear@0 78 m.a3 * b1 + m.b3 * b2 + m.c3 * b3,
nuclear@0 79 m.a1 * c1 + m.b1 * c2 + m.c1 * c3,
nuclear@0 80 m.a2 * c1 + m.b2 * c2 + m.c2 * c3,
nuclear@0 81 m.a3 * c1 + m.b3 * c2 + m.c3 * c3);
nuclear@0 82 return *this;
nuclear@0 83 }
nuclear@0 84
nuclear@0 85 // ------------------------------------------------------------------------------------------------
nuclear@0 86 template <typename TReal>
nuclear@0 87 template <typename TOther>
nuclear@0 88 aiMatrix3x3t<TReal>::operator aiMatrix3x3t<TOther> () const
nuclear@0 89 {
nuclear@0 90 return aiMatrix3x3t<TOther>(static_cast<TOther>(a1),static_cast<TOther>(a2),static_cast<TOther>(a3),
nuclear@0 91 static_cast<TOther>(b1),static_cast<TOther>(b2),static_cast<TOther>(b3),
nuclear@0 92 static_cast<TOther>(c1),static_cast<TOther>(c2),static_cast<TOther>(c3));
nuclear@0 93 }
nuclear@0 94
nuclear@0 95 // ------------------------------------------------------------------------------------------------
nuclear@0 96 template <typename TReal>
nuclear@0 97 inline aiMatrix3x3t<TReal> aiMatrix3x3t<TReal>::operator* (const aiMatrix3x3t<TReal>& m) const
nuclear@0 98 {
nuclear@0 99 aiMatrix3x3t<TReal> temp( *this);
nuclear@0 100 temp *= m;
nuclear@0 101 return temp;
nuclear@0 102 }
nuclear@0 103
nuclear@0 104 // ------------------------------------------------------------------------------------------------
nuclear@0 105 template <typename TReal>
nuclear@0 106 inline TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex) {
nuclear@0 107 switch ( p_iIndex ) {
nuclear@0 108 case 0:
nuclear@0 109 return &a1;
nuclear@0 110 case 1:
nuclear@0 111 return &b1;
nuclear@0 112 case 2:
nuclear@0 113 return &c1;
nuclear@0 114 default:
nuclear@0 115 break;
nuclear@0 116 }
nuclear@0 117 return &a1;
nuclear@0 118 }
nuclear@0 119
nuclear@0 120 // ------------------------------------------------------------------------------------------------
nuclear@0 121 template <typename TReal>
nuclear@0 122 inline const TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex) const {
nuclear@0 123 switch ( p_iIndex ) {
nuclear@0 124 case 0:
nuclear@0 125 return &a1;
nuclear@0 126 case 1:
nuclear@0 127 return &b1;
nuclear@0 128 case 2:
nuclear@0 129 return &c1;
nuclear@0 130 default:
nuclear@0 131 break;
nuclear@0 132 }
nuclear@0 133 return &a1;
nuclear@0 134 }
nuclear@0 135
nuclear@0 136 // ------------------------------------------------------------------------------------------------
nuclear@0 137 template <typename TReal>
nuclear@0 138 inline bool aiMatrix3x3t<TReal>::operator== (const aiMatrix4x4t<TReal>& m) const
nuclear@0 139 {
nuclear@0 140 return a1 == m.a1 && a2 == m.a2 && a3 == m.a3 &&
nuclear@0 141 b1 == m.b1 && b2 == m.b2 && b3 == m.b3 &&
nuclear@0 142 c1 == m.c1 && c2 == m.c2 && c3 == m.c3;
nuclear@0 143 }
nuclear@0 144
nuclear@0 145 // ------------------------------------------------------------------------------------------------
nuclear@0 146 template <typename TReal>
nuclear@0 147 inline bool aiMatrix3x3t<TReal>::operator!= (const aiMatrix4x4t<TReal>& m) const
nuclear@0 148 {
nuclear@0 149 return !(*this == m);
nuclear@0 150 }
nuclear@0 151
nuclear@0 152 // ---------------------------------------------------------------------------
nuclear@0 153 template<typename TReal>
nuclear@0 154 inline bool aiMatrix3x3t<TReal>::Equal(const aiMatrix4x4t<TReal>& m, TReal epsilon) const {
nuclear@0 155 return
nuclear@0 156 std::abs(a1 - m.a1) <= epsilon &&
nuclear@0 157 std::abs(a2 - m.a2) <= epsilon &&
nuclear@0 158 std::abs(a3 - m.a3) <= epsilon &&
nuclear@0 159 std::abs(b1 - m.b1) <= epsilon &&
nuclear@0 160 std::abs(b2 - m.b2) <= epsilon &&
nuclear@0 161 std::abs(b3 - m.b3) <= epsilon &&
nuclear@0 162 std::abs(c1 - m.c1) <= epsilon &&
nuclear@0 163 std::abs(c2 - m.c2) <= epsilon &&
nuclear@0 164 std::abs(c3 - m.c3) <= epsilon;
nuclear@0 165 }
nuclear@0 166
nuclear@0 167 // ------------------------------------------------------------------------------------------------
nuclear@0 168 template <typename TReal>
nuclear@0 169 inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Transpose()
nuclear@0 170 {
nuclear@0 171 // (TReal&) don't remove, GCC complains cause of packed fields
nuclear@0 172 std::swap( (TReal&)a2, (TReal&)b1);
nuclear@0 173 std::swap( (TReal&)a3, (TReal&)c1);
nuclear@0 174 std::swap( (TReal&)b3, (TReal&)c2);
nuclear@0 175 return *this;
nuclear@0 176 }
nuclear@0 177
nuclear@0 178 // ----------------------------------------------------------------------------------------
nuclear@0 179 template <typename TReal>
nuclear@0 180 inline TReal aiMatrix3x3t<TReal>::Determinant() const
nuclear@0 181 {
nuclear@0 182 return a1*b2*c3 - a1*b3*c2 + a2*b3*c1 - a2*b1*c3 + a3*b1*c2 - a3*b2*c1;
nuclear@0 183 }
nuclear@0 184
nuclear@0 185 // ----------------------------------------------------------------------------------------
nuclear@0 186 template <typename TReal>
nuclear@0 187 inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Inverse()
nuclear@0 188 {
nuclear@0 189 // Compute the reciprocal determinant
nuclear@0 190 TReal det = Determinant();
nuclear@0 191 if(det == static_cast<TReal>(0.0))
nuclear@0 192 {
nuclear@0 193 // Matrix not invertible. Setting all elements to nan is not really
nuclear@0 194 // correct in a mathematical sense; but at least qnans are easy to
nuclear@0 195 // spot. XXX we might throw an exception instead, which would
nuclear@0 196 // be even much better to spot :/.
nuclear@0 197 const TReal nan = std::numeric_limits<TReal>::quiet_NaN();
nuclear@0 198 *this = aiMatrix3x3t<TReal>( nan,nan,nan,nan,nan,nan,nan,nan,nan);
nuclear@0 199
nuclear@0 200 return *this;
nuclear@0 201 }
nuclear@0 202
nuclear@0 203 TReal invdet = static_cast<TReal>(1.0) / det;
nuclear@0 204
nuclear@0 205 aiMatrix3x3t<TReal> res;
nuclear@0 206 res.a1 = invdet * (b2 * c3 - b3 * c2);
nuclear@0 207 res.a2 = -invdet * (a2 * c3 - a3 * c2);
nuclear@0 208 res.a3 = invdet * (a2 * b3 - a3 * b2);
nuclear@0 209 res.b1 = -invdet * (b1 * c3 - b3 * c1);
nuclear@0 210 res.b2 = invdet * (a1 * c3 - a3 * c1);
nuclear@0 211 res.b3 = -invdet * (a1 * b3 - a3 * b1);
nuclear@0 212 res.c1 = invdet * (b1 * c2 - b2 * c1);
nuclear@0 213 res.c2 = -invdet * (a1 * c2 - a2 * c1);
nuclear@0 214 res.c3 = invdet * (a1 * b2 - a2 * b1);
nuclear@0 215 *this = res;
nuclear@0 216
nuclear@0 217 return *this;
nuclear@0 218 }
nuclear@0 219
nuclear@0 220 // ------------------------------------------------------------------------------------------------
nuclear@0 221 template <typename TReal>
nuclear@0 222 inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::RotationZ(TReal a, aiMatrix3x3t<TReal>& out)
nuclear@0 223 {
nuclear@0 224 out.a1 = out.b2 = std::cos(a);
nuclear@0 225 out.b1 = std::sin(a);
nuclear@0 226 out.a2 = - out.b1;
nuclear@0 227
nuclear@0 228 out.a3 = out.b3 = out.c1 = out.c2 = 0.f;
nuclear@0 229 out.c3 = 1.f;
nuclear@0 230
nuclear@0 231 return out;
nuclear@0 232 }
nuclear@0 233
nuclear@0 234 // ------------------------------------------------------------------------------------------------
nuclear@0 235 // Returns a rotation matrix for a rotation around an arbitrary axis.
nuclear@0 236 template <typename TReal>
nuclear@0 237 inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix3x3t<TReal>& out)
nuclear@0 238 {
nuclear@0 239 TReal c = std::cos( a), s = std::sin( a), t = 1 - c;
nuclear@0 240 TReal x = axis.x, y = axis.y, z = axis.z;
nuclear@0 241
nuclear@0 242 // Many thanks to MathWorld and Wikipedia
nuclear@0 243 out.a1 = t*x*x + c; out.a2 = t*x*y - s*z; out.a3 = t*x*z + s*y;
nuclear@0 244 out.b1 = t*x*y + s*z; out.b2 = t*y*y + c; out.b3 = t*y*z - s*x;
nuclear@0 245 out.c1 = t*x*z - s*y; out.c2 = t*y*z + s*x; out.c3 = t*z*z + c;
nuclear@0 246
nuclear@0 247 return out;
nuclear@0 248 }
nuclear@0 249
nuclear@0 250 // ------------------------------------------------------------------------------------------------
nuclear@0 251 template <typename TReal>
nuclear@0 252 inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Translation( const aiVector2t<TReal>& v, aiMatrix3x3t<TReal>& out)
nuclear@0 253 {
nuclear@0 254 out = aiMatrix3x3t<TReal>();
nuclear@0 255 out.a3 = v.x;
nuclear@0 256 out.b3 = v.y;
nuclear@0 257 return out;
nuclear@0 258 }
nuclear@0 259
nuclear@0 260 // ----------------------------------------------------------------------------------------
nuclear@0 261 /** A function for creating a rotation matrix that rotates a vector called
nuclear@0 262 * "from" into another vector called "to".
nuclear@0 263 * Input : from[3], to[3] which both must be *normalized* non-zero vectors
nuclear@0 264 * Output: mtx[3][3] -- a 3x3 matrix in colum-major form
nuclear@0 265 * Authors: Tomas Möller, John Hughes
nuclear@0 266 * "Efficiently Building a Matrix to Rotate One Vector to Another"
nuclear@0 267 * Journal of Graphics Tools, 4(4):1-4, 1999
nuclear@0 268 */
nuclear@0 269 // ----------------------------------------------------------------------------------------
nuclear@0 270 template <typename TReal>
nuclear@0 271 inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
nuclear@0 272 const aiVector3t<TReal>& to, aiMatrix3x3t<TReal>& mtx)
nuclear@0 273 {
nuclear@0 274 const TReal e = from * to;
nuclear@0 275 const TReal f = (e < 0)? -e:e;
nuclear@0 276
nuclear@0 277 if (f > static_cast<TReal>(1.0) - static_cast<TReal>(0.00001)) /* "from" and "to"-vector almost parallel */
nuclear@0 278 {
nuclear@0 279 aiVector3D u,v; /* temporary storage vectors */
nuclear@0 280 aiVector3D x; /* vector most nearly orthogonal to "from" */
nuclear@0 281
nuclear@0 282 x.x = (from.x > 0.0)? from.x : -from.x;
nuclear@0 283 x.y = (from.y > 0.0)? from.y : -from.y;
nuclear@0 284 x.z = (from.z > 0.0)? from.z : -from.z;
nuclear@0 285
nuclear@0 286 if (x.x < x.y)
nuclear@0 287 {
nuclear@0 288 if (x.x < x.z)
nuclear@0 289 {
nuclear@0 290 x.x = static_cast<TReal>(1.0);
nuclear@0 291 x.y = x.z = static_cast<TReal>(0.0);
nuclear@0 292 }
nuclear@0 293 else
nuclear@0 294 {
nuclear@0 295 x.z = static_cast<TReal>(1.0);
nuclear@0 296 x.x = x.y = static_cast<TReal>(0.0);
nuclear@0 297 }
nuclear@0 298 }
nuclear@0 299 else
nuclear@0 300 {
nuclear@0 301 if (x.y < x.z)
nuclear@0 302 {
nuclear@0 303 x.y = static_cast<TReal>(1.0);
nuclear@0 304 x.x = x.z = static_cast<TReal>(0.0);
nuclear@0 305 }
nuclear@0 306 else
nuclear@0 307 {
nuclear@0 308 x.z = static_cast<TReal>(1.0);
nuclear@0 309 x.x = x.y = static_cast<TReal>(0.0);
nuclear@0 310 }
nuclear@0 311 }
nuclear@0 312
nuclear@0 313 u.x = x.x - from.x; u.y = x.y - from.y; u.z = x.z - from.z;
nuclear@0 314 v.x = x.x - to.x; v.y = x.y - to.y; v.z = x.z - to.z;
nuclear@0 315
nuclear@0 316 const TReal c1_ = static_cast<TReal>(2.0) / (u * u);
nuclear@0 317 const TReal c2_ = static_cast<TReal>(2.0) / (v * v);
nuclear@0 318 const TReal c3_ = c1_ * c2_ * (u * v);
nuclear@0 319
nuclear@0 320 for (unsigned int i = 0; i < 3; i++)
nuclear@0 321 {
nuclear@0 322 for (unsigned int j = 0; j < 3; j++)
nuclear@0 323 {
nuclear@0 324 mtx[i][j] = - c1_ * u[i] * u[j] - c2_ * v[i] * v[j]
nuclear@0 325 + c3_ * v[i] * u[j];
nuclear@0 326 }
nuclear@0 327 mtx[i][i] += static_cast<TReal>(1.0);
nuclear@0 328 }
nuclear@0 329 }
nuclear@0 330 else /* the most common case, unless "from"="to", or "from"=-"to" */
nuclear@0 331 {
nuclear@0 332 const aiVector3D v = from ^ to;
nuclear@0 333 /* ... use this hand optimized version (9 mults less) */
nuclear@0 334 const TReal h = static_cast<TReal>(1.0)/(static_cast<TReal>(1.0) + e); /* optimization by Gottfried Chen */
nuclear@0 335 const TReal hvx = h * v.x;
nuclear@0 336 const TReal hvz = h * v.z;
nuclear@0 337 const TReal hvxy = hvx * v.y;
nuclear@0 338 const TReal hvxz = hvx * v.z;
nuclear@0 339 const TReal hvyz = hvz * v.y;
nuclear@0 340 mtx[0][0] = e + hvx * v.x;
nuclear@0 341 mtx[0][1] = hvxy - v.z;
nuclear@0 342 mtx[0][2] = hvxz + v.y;
nuclear@0 343
nuclear@0 344 mtx[1][0] = hvxy + v.z;
nuclear@0 345 mtx[1][1] = e + h * v.y * v.y;
nuclear@0 346 mtx[1][2] = hvyz - v.x;
nuclear@0 347
nuclear@0 348 mtx[2][0] = hvxz - v.y;
nuclear@0 349 mtx[2][1] = hvyz + v.x;
nuclear@0 350 mtx[2][2] = e + hvz * v.z;
nuclear@0 351 }
nuclear@0 352 return mtx;
nuclear@0 353 }
nuclear@0 354
nuclear@0 355
nuclear@0 356 #endif // __cplusplus
nuclear@0 357 #endif // AI_MATRIX3X3_INL_INC