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1 /*
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2 ---------------------------------------------------------------------------
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3 Open Asset Import Library (assimp)
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4 ---------------------------------------------------------------------------
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5
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6 Copyright (c) 2006-2018, assimp team
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7
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8
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9
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10 All rights reserved.
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11
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12 Redistribution and use of this software in source and binary forms,
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13 with or without modification, are permitted provided that the following
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14 conditions are met:
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15
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16 * Redistributions of source code must retain the above
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17 copyright notice, this list of conditions and the
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18 following disclaimer.
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19
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20 * Redistributions in binary form must reproduce the above
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21 copyright notice, this list of conditions and the
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22 following disclaimer in the documentation and/or other
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23 materials provided with the distribution.
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24
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25 * Neither the name of the assimp team, nor the names of its
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26 contributors may be used to endorse or promote products
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27 derived from this software without specific prior
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28 written permission of the assimp team.
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29
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30 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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31 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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32 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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33 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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34 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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35 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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36 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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37 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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38 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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39 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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40 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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41 ---------------------------------------------------------------------------
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42 */
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43 /** @file matrix4x4.h
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44 * @brief 4x4 matrix structure, including operators when compiling in C++
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45 */
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46 #pragma once
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47 #ifndef AI_MATRIX4X4_H_INC
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48 #define AI_MATRIX4X4_H_INC
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49
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50 #include "vector3.h"
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51 #include "defs.h"
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52
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53 #ifdef __cplusplus
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54
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55 template<typename TReal> class aiMatrix3x3t;
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56 template<typename TReal> class aiQuaterniont;
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57
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58 // ---------------------------------------------------------------------------
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59 /** @brief Represents a row-major 4x4 matrix, use this for homogeneous
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60 * coordinates.
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61 *
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62 * There's much confusion about matrix layouts (column vs. row order).
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63 * This is *always* a row-major matrix. Not even with the
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64 * #aiProcess_ConvertToLeftHanded flag, which absolutely does not affect
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65 * matrix order - it just affects the handedness of the coordinate system
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66 * defined thereby.
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67 */
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68 template<typename TReal>
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69 class aiMatrix4x4t
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70 {
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71 public:
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72
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73 /** set to identity */
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74 aiMatrix4x4t() AI_NO_EXCEPT;
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75
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76 /** construction from single values */
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77 aiMatrix4x4t ( TReal _a1, TReal _a2, TReal _a3, TReal _a4,
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78 TReal _b1, TReal _b2, TReal _b3, TReal _b4,
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79 TReal _c1, TReal _c2, TReal _c3, TReal _c4,
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80 TReal _d1, TReal _d2, TReal _d3, TReal _d4);
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81
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82
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83 /** construction from 3x3 matrix, remaining elements are set to identity */
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84 explicit aiMatrix4x4t( const aiMatrix3x3t<TReal>& m);
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85
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86 /** construction from position, rotation and scaling components
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87 * @param scaling The scaling for the x,y,z axes
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88 * @param rotation The rotation as a hamilton quaternion
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89 * @param position The position for the x,y,z axes
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90 */
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91 aiMatrix4x4t(const aiVector3t<TReal>& scaling, const aiQuaterniont<TReal>& rotation,
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92 const aiVector3t<TReal>& position);
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93
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94 public:
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95
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96 // array access operators
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97 /** @fn TReal* operator[] (unsigned int p_iIndex)
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98 * @param [in] p_iIndex - index of the row.
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99 * @return pointer to pointed row.
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100 */
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101 TReal* operator[] (unsigned int p_iIndex);
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102
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103 /** @fn const TReal* operator[] (unsigned int p_iIndex) const
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104 * @overload TReal* operator[] (unsigned int p_iIndex)
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105 */
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106 const TReal* operator[] (unsigned int p_iIndex) const;
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107
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108 // comparison operators
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109 bool operator== (const aiMatrix4x4t& m) const;
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110 bool operator!= (const aiMatrix4x4t& m) const;
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111
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112 bool Equal(const aiMatrix4x4t& m, TReal epsilon = 1e-6) const;
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113
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114 // matrix multiplication.
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115 aiMatrix4x4t& operator *= (const aiMatrix4x4t& m);
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116 aiMatrix4x4t operator * (const aiMatrix4x4t& m) const;
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117 aiMatrix4x4t operator * (const TReal& aFloat) const;
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118 aiMatrix4x4t operator + (const aiMatrix4x4t& aMatrix) const;
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119
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120 template <typename TOther>
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121 operator aiMatrix4x4t<TOther> () const;
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122
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123 public:
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124
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125 // -------------------------------------------------------------------
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126 /** @brief Transpose the matrix */
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127 aiMatrix4x4t& Transpose();
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128
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129 // -------------------------------------------------------------------
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130 /** @brief Invert the matrix.
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131 * If the matrix is not invertible all elements are set to qnan.
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132 * Beware, use (f != f) to check whether a TReal f is qnan.
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133 */
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134 aiMatrix4x4t& Inverse();
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135 TReal Determinant() const;
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136
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137
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138 // -------------------------------------------------------------------
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139 /** @brief Returns true of the matrix is the identity matrix.
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140 * The check is performed against a not so small epsilon.
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141 */
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142 inline bool IsIdentity() const;
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143
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144 // -------------------------------------------------------------------
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145 /** @brief Decompose a trafo matrix into its original components
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146 * @param scaling Receives the output scaling for the x,y,z axes
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147 * @param rotation Receives the output rotation as a hamilton
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148 * quaternion
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149 * @param position Receives the output position for the x,y,z axes
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150 */
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151 void Decompose (aiVector3t<TReal>& scaling, aiQuaterniont<TReal>& rotation,
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152 aiVector3t<TReal>& position) const;
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153
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154 // -------------------------------------------------------------------
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155 /** @fn void Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotation, aiVector3t<TReal>& pPosition) const
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156 * @brief Decompose a trafo matrix into its original components.
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157 * Thx to good FAQ at http://www.gamedev.ru/code/articles/faq_matrix_quat
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158 * @param [out] pScaling - Receives the output scaling for the x,y,z axes.
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159 * @param [out] pRotation - Receives the output rotation as a Euler angles.
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160 * @param [out] pPosition - Receives the output position for the x,y,z axes.
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161 */
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162 void Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotation, aiVector3t<TReal>& pPosition) const;
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163
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164 // -------------------------------------------------------------------
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165 /** @fn void Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotationAxis, TReal& pRotationAngle, aiVector3t<TReal>& pPosition) const
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166 * @brief Decompose a trafo matrix into its original components
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167 * Thx to good FAQ at http://www.gamedev.ru/code/articles/faq_matrix_quat
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168 * @param [out] pScaling - Receives the output scaling for the x,y,z axes.
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169 * @param [out] pRotationAxis - Receives the output rotation axis.
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170 * @param [out] pRotationAngle - Receives the output rotation angle for @ref pRotationAxis.
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171 * @param [out] pPosition - Receives the output position for the x,y,z axes.
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172 */
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173 void Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotationAxis, TReal& pRotationAngle, aiVector3t<TReal>& pPosition) const;
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174
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175 // -------------------------------------------------------------------
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176 /** @brief Decompose a trafo matrix with no scaling into its
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177 * original components
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178 * @param rotation Receives the output rotation as a hamilton
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179 * quaternion
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180 * @param position Receives the output position for the x,y,z axes
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181 */
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182 void DecomposeNoScaling (aiQuaterniont<TReal>& rotation,
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183 aiVector3t<TReal>& position) const;
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184
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185
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186 // -------------------------------------------------------------------
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187 /** @brief Creates a trafo matrix from a set of euler angles
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188 * @param x Rotation angle for the x-axis, in radians
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189 * @param y Rotation angle for the y-axis, in radians
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190 * @param z Rotation angle for the z-axis, in radians
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191 */
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192 aiMatrix4x4t& FromEulerAnglesXYZ(TReal x, TReal y, TReal z);
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193 aiMatrix4x4t& FromEulerAnglesXYZ(const aiVector3t<TReal>& blubb);
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194
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195 public:
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196 // -------------------------------------------------------------------
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197 /** @brief Returns a rotation matrix for a rotation around the x axis
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198 * @param a Rotation angle, in radians
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199 * @param out Receives the output matrix
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200 * @return Reference to the output matrix
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201 */
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202 static aiMatrix4x4t& RotationX(TReal a, aiMatrix4x4t& out);
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203
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204 // -------------------------------------------------------------------
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205 /** @brief Returns a rotation matrix for a rotation around the y axis
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206 * @param a Rotation angle, in radians
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207 * @param out Receives the output matrix
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208 * @return Reference to the output matrix
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209 */
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210 static aiMatrix4x4t& RotationY(TReal a, aiMatrix4x4t& out);
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211
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212 // -------------------------------------------------------------------
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213 /** @brief Returns a rotation matrix for a rotation around the z axis
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214 * @param a Rotation angle, in radians
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215 * @param out Receives the output matrix
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216 * @return Reference to the output matrix
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217 */
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218 static aiMatrix4x4t& RotationZ(TReal a, aiMatrix4x4t& out);
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219
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220 // -------------------------------------------------------------------
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221 /** Returns a rotation matrix for a rotation around an arbitrary axis.
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222 * @param a Rotation angle, in radians
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223 * @param axis Rotation axis, should be a normalized vector.
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224 * @param out Receives the output matrix
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225 * @return Reference to the output matrix
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226 */
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227 static aiMatrix4x4t& Rotation(TReal a, const aiVector3t<TReal>& axis,
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228 aiMatrix4x4t& out);
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229
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230 // -------------------------------------------------------------------
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231 /** @brief Returns a translation matrix
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232 * @param v Translation vector
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233 * @param out Receives the output matrix
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234 * @return Reference to the output matrix
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235 */
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236 static aiMatrix4x4t& Translation( const aiVector3t<TReal>& v,
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237 aiMatrix4x4t& out);
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238
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239 // -------------------------------------------------------------------
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240 /** @brief Returns a scaling matrix
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241 * @param v Scaling vector
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242 * @param out Receives the output matrix
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243 * @return Reference to the output matrix
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244 */
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245 static aiMatrix4x4t& Scaling( const aiVector3t<TReal>& v, aiMatrix4x4t& out);
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246
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247 // -------------------------------------------------------------------
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248 /** @brief A function for creating a rotation matrix that rotates a
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249 * vector called "from" into another vector called "to".
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250 * Input : from[3], to[3] which both must be *normalized* non-zero vectors
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251 * Output: mtx[3][3] -- a 3x3 matrix in column-major form
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252 * Authors: Tomas Mueller, John Hughes
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253 * "Efficiently Building a Matrix to Rotate One Vector to Another"
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254 * Journal of Graphics Tools, 4(4):1-4, 1999
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255 */
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256 static aiMatrix4x4t& FromToMatrix(const aiVector3t<TReal>& from,
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257 const aiVector3t<TReal>& to, aiMatrix4x4t& out);
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258
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259 public:
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260 TReal a1, a2, a3, a4;
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261 TReal b1, b2, b3, b4;
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262 TReal c1, c2, c3, c4;
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263 TReal d1, d2, d3, d4;
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264 };
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265
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266 typedef aiMatrix4x4t<ai_real> aiMatrix4x4;
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267
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268 #else
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269
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270 struct aiMatrix4x4 {
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271 ai_real a1, a2, a3, a4;
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272 ai_real b1, b2, b3, b4;
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273 ai_real c1, c2, c3, c4;
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274 ai_real d1, d2, d3, d4;
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275 };
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276
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277
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278 #endif // __cplusplus
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279
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280 #endif // AI_MATRIX4X4_H_INC
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