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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
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44 /** @file matrix4x4.inl
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45 * @brief Inline implementation of the 4x4 matrix operators
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46 */
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47 #pragma once
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48 #ifndef AI_MATRIX4X4_INL_INC
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49 #define AI_MATRIX4X4_INL_INC
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50
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51 #ifdef __cplusplus
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52
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53 #include "matrix4x4.h"
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54 #include "matrix3x3.h"
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55 #include "quaternion.h"
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56
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57 #include <algorithm>
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58 #include <limits>
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59 #include <cmath>
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60
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61 // ----------------------------------------------------------------------------------------
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62 template <typename TReal>
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63 aiMatrix4x4t<TReal>::aiMatrix4x4t() AI_NO_EXCEPT :
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64 a1(1.0f), a2(), a3(), a4(),
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65 b1(), b2(1.0f), b3(), b4(),
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66 c1(), c2(), c3(1.0f), c4(),
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67 d1(), d2(), d3(), d4(1.0f)
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68 {
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69
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70 }
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71
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72 // ----------------------------------------------------------------------------------------
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73 template <typename TReal>
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74 aiMatrix4x4t<TReal>::aiMatrix4x4t (TReal _a1, TReal _a2, TReal _a3, TReal _a4,
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75 TReal _b1, TReal _b2, TReal _b3, TReal _b4,
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76 TReal _c1, TReal _c2, TReal _c3, TReal _c4,
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77 TReal _d1, TReal _d2, TReal _d3, TReal _d4) :
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78 a1(_a1), a2(_a2), a3(_a3), a4(_a4),
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79 b1(_b1), b2(_b2), b3(_b3), b4(_b4),
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80 c1(_c1), c2(_c2), c3(_c3), c4(_c4),
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81 d1(_d1), d2(_d2), d3(_d3), d4(_d4)
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82 {
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83
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84 }
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85
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86 // ------------------------------------------------------------------------------------------------
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87 template <typename TReal>
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88 template <typename TOther>
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89 aiMatrix4x4t<TReal>::operator aiMatrix4x4t<TOther> () const
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90 {
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91 return aiMatrix4x4t<TOther>(static_cast<TOther>(a1),static_cast<TOther>(a2),static_cast<TOther>(a3),static_cast<TOther>(a4),
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92 static_cast<TOther>(b1),static_cast<TOther>(b2),static_cast<TOther>(b3),static_cast<TOther>(b4),
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93 static_cast<TOther>(c1),static_cast<TOther>(c2),static_cast<TOther>(c3),static_cast<TOther>(c4),
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94 static_cast<TOther>(d1),static_cast<TOther>(d2),static_cast<TOther>(d3),static_cast<TOther>(d4));
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95 }
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96
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97
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98 // ----------------------------------------------------------------------------------------
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99 template <typename TReal>
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100 inline aiMatrix4x4t<TReal>::aiMatrix4x4t (const aiMatrix3x3t<TReal>& m)
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101 {
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102 a1 = m.a1; a2 = m.a2; a3 = m.a3; a4 = static_cast<TReal>(0.0);
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103 b1 = m.b1; b2 = m.b2; b3 = m.b3; b4 = static_cast<TReal>(0.0);
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104 c1 = m.c1; c2 = m.c2; c3 = m.c3; c4 = static_cast<TReal>(0.0);
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105 d1 = static_cast<TReal>(0.0); d2 = static_cast<TReal>(0.0); d3 = static_cast<TReal>(0.0); d4 = static_cast<TReal>(1.0);
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106 }
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107
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108 // ----------------------------------------------------------------------------------------
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109 template <typename TReal>
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110 inline aiMatrix4x4t<TReal>::aiMatrix4x4t (const aiVector3t<TReal>& scaling, const aiQuaterniont<TReal>& rotation, const aiVector3t<TReal>& position)
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111 {
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112 // build a 3x3 rotation matrix
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113 aiMatrix3x3t<TReal> m = rotation.GetMatrix();
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114
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115 a1 = m.a1 * scaling.x;
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116 a2 = m.a2 * scaling.x;
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117 a3 = m.a3 * scaling.x;
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118 a4 = position.x;
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119
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120 b1 = m.b1 * scaling.y;
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121 b2 = m.b2 * scaling.y;
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122 b3 = m.b3 * scaling.y;
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123 b4 = position.y;
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124
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125 c1 = m.c1 * scaling.z;
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126 c2 = m.c2 * scaling.z;
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127 c3 = m.c3 * scaling.z;
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128 c4= position.z;
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129
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130 d1 = static_cast<TReal>(0.0);
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131 d2 = static_cast<TReal>(0.0);
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132 d3 = static_cast<TReal>(0.0);
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133 d4 = static_cast<TReal>(1.0);
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134 }
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135
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136 // ----------------------------------------------------------------------------------------
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137 template <typename TReal>
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138 inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::operator *= (const aiMatrix4x4t<TReal>& m)
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139 {
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140 *this = aiMatrix4x4t<TReal>(
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141 m.a1 * a1 + m.b1 * a2 + m.c1 * a3 + m.d1 * a4,
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142 m.a2 * a1 + m.b2 * a2 + m.c2 * a3 + m.d2 * a4,
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143 m.a3 * a1 + m.b3 * a2 + m.c3 * a3 + m.d3 * a4,
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144 m.a4 * a1 + m.b4 * a2 + m.c4 * a3 + m.d4 * a4,
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145 m.a1 * b1 + m.b1 * b2 + m.c1 * b3 + m.d1 * b4,
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146 m.a2 * b1 + m.b2 * b2 + m.c2 * b3 + m.d2 * b4,
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147 m.a3 * b1 + m.b3 * b2 + m.c3 * b3 + m.d3 * b4,
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148 m.a4 * b1 + m.b4 * b2 + m.c4 * b3 + m.d4 * b4,
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149 m.a1 * c1 + m.b1 * c2 + m.c1 * c3 + m.d1 * c4,
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150 m.a2 * c1 + m.b2 * c2 + m.c2 * c3 + m.d2 * c4,
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151 m.a3 * c1 + m.b3 * c2 + m.c3 * c3 + m.d3 * c4,
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152 m.a4 * c1 + m.b4 * c2 + m.c4 * c3 + m.d4 * c4,
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153 m.a1 * d1 + m.b1 * d2 + m.c1 * d3 + m.d1 * d4,
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154 m.a2 * d1 + m.b2 * d2 + m.c2 * d3 + m.d2 * d4,
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155 m.a3 * d1 + m.b3 * d2 + m.c3 * d3 + m.d3 * d4,
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156 m.a4 * d1 + m.b4 * d2 + m.c4 * d3 + m.d4 * d4);
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157 return *this;
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158 }
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159
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160 // ----------------------------------------------------------------------------------------
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161 template <typename TReal>
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162 inline aiMatrix4x4t<TReal> aiMatrix4x4t<TReal>::operator* (const TReal& aFloat) const
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163 {
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164 aiMatrix4x4t<TReal> temp(
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165 a1 * aFloat,
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166 a2 * aFloat,
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167 a3 * aFloat,
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168 a4 * aFloat,
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169 b1 * aFloat,
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170 b2 * aFloat,
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171 b3 * aFloat,
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172 b4 * aFloat,
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173 c1 * aFloat,
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174 c2 * aFloat,
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175 c3 * aFloat,
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176 c4 * aFloat,
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177 d1 * aFloat,
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178 d2 * aFloat,
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179 d3 * aFloat,
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180 d4 * aFloat);
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181 return temp;
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182 }
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183
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184 // ----------------------------------------------------------------------------------------
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185 template <typename TReal>
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186 inline aiMatrix4x4t<TReal> aiMatrix4x4t<TReal>::operator+ (const aiMatrix4x4t<TReal>& m) const
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187 {
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188 aiMatrix4x4t<TReal> temp(
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189 m.a1 + a1,
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190 m.a2 + a2,
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191 m.a3 + a3,
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192 m.a4 + a4,
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193 m.b1 + b1,
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194 m.b2 + b2,
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195 m.b3 + b3,
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196 m.b4 + b4,
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197 m.c1 + c1,
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198 m.c2 + c2,
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199 m.c3 + c3,
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200 m.c4 + c4,
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201 m.d1 + d1,
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202 m.d2 + d2,
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203 m.d3 + d3,
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204 m.d4 + d4);
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205 return temp;
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206 }
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207
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208 // ----------------------------------------------------------------------------------------
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209 template <typename TReal>
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210 inline aiMatrix4x4t<TReal> aiMatrix4x4t<TReal>::operator* (const aiMatrix4x4t<TReal>& m) const
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211 {
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212 aiMatrix4x4t<TReal> temp( *this);
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213 temp *= m;
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214 return temp;
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215 }
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216
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217
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218 // ----------------------------------------------------------------------------------------
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219 template <typename TReal>
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220 inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Transpose()
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221 {
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222 // (TReal&) don't remove, GCC complains cause of packed fields
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223 std::swap( (TReal&)b1, (TReal&)a2);
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224 std::swap( (TReal&)c1, (TReal&)a3);
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225 std::swap( (TReal&)c2, (TReal&)b3);
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226 std::swap( (TReal&)d1, (TReal&)a4);
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227 std::swap( (TReal&)d2, (TReal&)b4);
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228 std::swap( (TReal&)d3, (TReal&)c4);
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229 return *this;
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230 }
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231
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232
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233 // ----------------------------------------------------------------------------------------
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234 template <typename TReal>
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235 inline TReal aiMatrix4x4t<TReal>::Determinant() const
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236 {
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237 return a1*b2*c3*d4 - a1*b2*c4*d3 + a1*b3*c4*d2 - a1*b3*c2*d4
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238 + a1*b4*c2*d3 - a1*b4*c3*d2 - a2*b3*c4*d1 + a2*b3*c1*d4
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239 - a2*b4*c1*d3 + a2*b4*c3*d1 - a2*b1*c3*d4 + a2*b1*c4*d3
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240 + a3*b4*c1*d2 - a3*b4*c2*d1 + a3*b1*c2*d4 - a3*b1*c4*d2
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241 + a3*b2*c4*d1 - a3*b2*c1*d4 - a4*b1*c2*d3 + a4*b1*c3*d2
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242 - a4*b2*c3*d1 + a4*b2*c1*d3 - a4*b3*c1*d2 + a4*b3*c2*d1;
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243 }
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244
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245 // ----------------------------------------------------------------------------------------
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246 template <typename TReal>
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247 inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Inverse()
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248 {
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249 // Compute the reciprocal determinant
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250 const TReal det = Determinant();
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251 if(det == static_cast<TReal>(0.0))
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252 {
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253 // Matrix not invertible. Setting all elements to nan is not really
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254 // correct in a mathematical sense but it is easy to debug for the
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255 // programmer.
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256 const TReal nan = std::numeric_limits<TReal>::quiet_NaN();
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257 *this = aiMatrix4x4t<TReal>(
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258 nan,nan,nan,nan,
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259 nan,nan,nan,nan,
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260 nan,nan,nan,nan,
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261 nan,nan,nan,nan);
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262
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263 return *this;
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264 }
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265
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266 const TReal invdet = static_cast<TReal>(1.0) / det;
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267
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268 aiMatrix4x4t<TReal> res;
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269 res.a1 = invdet * (b2 * (c3 * d4 - c4 * d3) + b3 * (c4 * d2 - c2 * d4) + b4 * (c2 * d3 - c3 * d2));
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270 res.a2 = -invdet * (a2 * (c3 * d4 - c4 * d3) + a3 * (c4 * d2 - c2 * d4) + a4 * (c2 * d3 - c3 * d2));
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271 res.a3 = invdet * (a2 * (b3 * d4 - b4 * d3) + a3 * (b4 * d2 - b2 * d4) + a4 * (b2 * d3 - b3 * d2));
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272 res.a4 = -invdet * (a2 * (b3 * c4 - b4 * c3) + a3 * (b4 * c2 - b2 * c4) + a4 * (b2 * c3 - b3 * c2));
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273 res.b1 = -invdet * (b1 * (c3 * d4 - c4 * d3) + b3 * (c4 * d1 - c1 * d4) + b4 * (c1 * d3 - c3 * d1));
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274 res.b2 = invdet * (a1 * (c3 * d4 - c4 * d3) + a3 * (c4 * d1 - c1 * d4) + a4 * (c1 * d3 - c3 * d1));
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275 res.b3 = -invdet * (a1 * (b3 * d4 - b4 * d3) + a3 * (b4 * d1 - b1 * d4) + a4 * (b1 * d3 - b3 * d1));
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276 res.b4 = invdet * (a1 * (b3 * c4 - b4 * c3) + a3 * (b4 * c1 - b1 * c4) + a4 * (b1 * c3 - b3 * c1));
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277 res.c1 = invdet * (b1 * (c2 * d4 - c4 * d2) + b2 * (c4 * d1 - c1 * d4) + b4 * (c1 * d2 - c2 * d1));
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278 res.c2 = -invdet * (a1 * (c2 * d4 - c4 * d2) + a2 * (c4 * d1 - c1 * d4) + a4 * (c1 * d2 - c2 * d1));
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279 res.c3 = invdet * (a1 * (b2 * d4 - b4 * d2) + a2 * (b4 * d1 - b1 * d4) + a4 * (b1 * d2 - b2 * d1));
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280 res.c4 = -invdet * (a1 * (b2 * c4 - b4 * c2) + a2 * (b4 * c1 - b1 * c4) + a4 * (b1 * c2 - b2 * c1));
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281 res.d1 = -invdet * (b1 * (c2 * d3 - c3 * d2) + b2 * (c3 * d1 - c1 * d3) + b3 * (c1 * d2 - c2 * d1));
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282 res.d2 = invdet * (a1 * (c2 * d3 - c3 * d2) + a2 * (c3 * d1 - c1 * d3) + a3 * (c1 * d2 - c2 * d1));
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283 res.d3 = -invdet * (a1 * (b2 * d3 - b3 * d2) + a2 * (b3 * d1 - b1 * d3) + a3 * (b1 * d2 - b2 * d1));
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284 res.d4 = invdet * (a1 * (b2 * c3 - b3 * c2) + a2 * (b3 * c1 - b1 * c3) + a3 * (b1 * c2 - b2 * c1));
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285 *this = res;
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286
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287 return *this;
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288 }
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289
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290 // ----------------------------------------------------------------------------------------
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291 template <typename TReal>
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292 inline TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex) {
|
nuclear@0
|
293 if (p_iIndex > 3) {
|
nuclear@0
|
294 return NULL;
|
nuclear@0
|
295 }
|
nuclear@0
|
296 switch ( p_iIndex ) {
|
nuclear@0
|
297 case 0:
|
nuclear@0
|
298 return &a1;
|
nuclear@0
|
299 case 1:
|
nuclear@0
|
300 return &b1;
|
nuclear@0
|
301 case 2:
|
nuclear@0
|
302 return &c1;
|
nuclear@0
|
303 case 3:
|
nuclear@0
|
304 return &d1;
|
nuclear@0
|
305 default:
|
nuclear@0
|
306 break;
|
nuclear@0
|
307 }
|
nuclear@0
|
308 return &a1;
|
nuclear@0
|
309 }
|
nuclear@0
|
310
|
nuclear@0
|
311 // ----------------------------------------------------------------------------------------
|
nuclear@0
|
312 template <typename TReal>
|
nuclear@0
|
313 inline const TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex) const {
|
nuclear@0
|
314 if (p_iIndex > 3) {
|
nuclear@0
|
315 return NULL;
|
nuclear@0
|
316 }
|
nuclear@0
|
317
|
nuclear@0
|
318 switch ( p_iIndex ) {
|
nuclear@0
|
319 case 0:
|
nuclear@0
|
320 return &a1;
|
nuclear@0
|
321 case 1:
|
nuclear@0
|
322 return &b1;
|
nuclear@0
|
323 case 2:
|
nuclear@0
|
324 return &c1;
|
nuclear@0
|
325 case 3:
|
nuclear@0
|
326 return &d1;
|
nuclear@0
|
327 default:
|
nuclear@0
|
328 break;
|
nuclear@0
|
329 }
|
nuclear@0
|
330 return &a1;
|
nuclear@0
|
331 }
|
nuclear@0
|
332
|
nuclear@0
|
333 // ----------------------------------------------------------------------------------------
|
nuclear@0
|
334 template <typename TReal>
|
nuclear@0
|
335 inline bool aiMatrix4x4t<TReal>::operator== (const aiMatrix4x4t<TReal>& m) const
|
nuclear@0
|
336 {
|
nuclear@0
|
337 return (a1 == m.a1 && a2 == m.a2 && a3 == m.a3 && a4 == m.a4 &&
|
nuclear@0
|
338 b1 == m.b1 && b2 == m.b2 && b3 == m.b3 && b4 == m.b4 &&
|
nuclear@0
|
339 c1 == m.c1 && c2 == m.c2 && c3 == m.c3 && c4 == m.c4 &&
|
nuclear@0
|
340 d1 == m.d1 && d2 == m.d2 && d3 == m.d3 && d4 == m.d4);
|
nuclear@0
|
341 }
|
nuclear@0
|
342
|
nuclear@0
|
343 // ----------------------------------------------------------------------------------------
|
nuclear@0
|
344 template <typename TReal>
|
nuclear@0
|
345 inline bool aiMatrix4x4t<TReal>::operator!= (const aiMatrix4x4t<TReal>& m) const
|
nuclear@0
|
346 {
|
nuclear@0
|
347 return !(*this == m);
|
nuclear@0
|
348 }
|
nuclear@0
|
349
|
nuclear@0
|
350 // ---------------------------------------------------------------------------
|
nuclear@0
|
351 template<typename TReal>
|
nuclear@0
|
352 inline bool aiMatrix4x4t<TReal>::Equal(const aiMatrix4x4t<TReal>& m, TReal epsilon) const {
|
nuclear@0
|
353 return
|
nuclear@0
|
354 std::abs(a1 - m.a1) <= epsilon &&
|
nuclear@0
|
355 std::abs(a2 - m.a2) <= epsilon &&
|
nuclear@0
|
356 std::abs(a3 - m.a3) <= epsilon &&
|
nuclear@0
|
357 std::abs(a4 - m.a4) <= epsilon &&
|
nuclear@0
|
358 std::abs(b1 - m.b1) <= epsilon &&
|
nuclear@0
|
359 std::abs(b2 - m.b2) <= epsilon &&
|
nuclear@0
|
360 std::abs(b3 - m.b3) <= epsilon &&
|
nuclear@0
|
361 std::abs(b4 - m.b4) <= epsilon &&
|
nuclear@0
|
362 std::abs(c1 - m.c1) <= epsilon &&
|
nuclear@0
|
363 std::abs(c2 - m.c2) <= epsilon &&
|
nuclear@0
|
364 std::abs(c3 - m.c3) <= epsilon &&
|
nuclear@0
|
365 std::abs(c4 - m.c4) <= epsilon &&
|
nuclear@0
|
366 std::abs(d1 - m.d1) <= epsilon &&
|
nuclear@0
|
367 std::abs(d2 - m.d2) <= epsilon &&
|
nuclear@0
|
368 std::abs(d3 - m.d3) <= epsilon &&
|
nuclear@0
|
369 std::abs(d4 - m.d4) <= epsilon;
|
nuclear@0
|
370 }
|
nuclear@0
|
371
|
nuclear@0
|
372 // ----------------------------------------------------------------------------------------
|
nuclear@0
|
373
|
nuclear@0
|
374 #define ASSIMP_MATRIX4_4_DECOMPOSE_PART \
|
nuclear@0
|
375 const aiMatrix4x4t<TReal>& _this = *this;/* Create alias for conveniance. */ \
|
nuclear@0
|
376 \
|
nuclear@0
|
377 /* extract translation */ \
|
nuclear@0
|
378 pPosition.x = _this[0][3]; \
|
nuclear@0
|
379 pPosition.y = _this[1][3]; \
|
nuclear@0
|
380 pPosition.z = _this[2][3]; \
|
nuclear@0
|
381 \
|
nuclear@0
|
382 /* extract the columns of the matrix. */ \
|
nuclear@0
|
383 aiVector3t<TReal> vCols[3] = { \
|
nuclear@0
|
384 aiVector3t<TReal>(_this[0][0],_this[1][0],_this[2][0]), \
|
nuclear@0
|
385 aiVector3t<TReal>(_this[0][1],_this[1][1],_this[2][1]), \
|
nuclear@0
|
386 aiVector3t<TReal>(_this[0][2],_this[1][2],_this[2][2]) \
|
nuclear@0
|
387 }; \
|
nuclear@0
|
388 \
|
nuclear@0
|
389 /* extract the scaling factors */ \
|
nuclear@0
|
390 pScaling.x = vCols[0].Length(); \
|
nuclear@0
|
391 pScaling.y = vCols[1].Length(); \
|
nuclear@0
|
392 pScaling.z = vCols[2].Length(); \
|
nuclear@0
|
393 \
|
nuclear@0
|
394 /* and the sign of the scaling */ \
|
nuclear@0
|
395 if (Determinant() < 0) pScaling = -pScaling; \
|
nuclear@0
|
396 \
|
nuclear@0
|
397 /* and remove all scaling from the matrix */ \
|
nuclear@0
|
398 if(pScaling.x) vCols[0] /= pScaling.x; \
|
nuclear@0
|
399 if(pScaling.y) vCols[1] /= pScaling.y; \
|
nuclear@0
|
400 if(pScaling.z) vCols[2] /= pScaling.z; \
|
nuclear@0
|
401 \
|
nuclear@0
|
402 do {} while(false)
|
nuclear@0
|
403
|
nuclear@0
|
404
|
nuclear@0
|
405
|
nuclear@0
|
406
|
nuclear@0
|
407 template <typename TReal>
|
nuclear@0
|
408 inline void aiMatrix4x4t<TReal>::Decompose (aiVector3t<TReal>& pScaling, aiQuaterniont<TReal>& pRotation,
|
nuclear@0
|
409 aiVector3t<TReal>& pPosition) const
|
nuclear@0
|
410 {
|
nuclear@0
|
411 ASSIMP_MATRIX4_4_DECOMPOSE_PART;
|
nuclear@0
|
412
|
nuclear@0
|
413 // build a 3x3 rotation matrix
|
nuclear@0
|
414 aiMatrix3x3t<TReal> m(vCols[0].x,vCols[1].x,vCols[2].x,
|
nuclear@0
|
415 vCols[0].y,vCols[1].y,vCols[2].y,
|
nuclear@0
|
416 vCols[0].z,vCols[1].z,vCols[2].z);
|
nuclear@0
|
417
|
nuclear@0
|
418 // and generate the rotation quaternion from it
|
nuclear@0
|
419 pRotation = aiQuaterniont<TReal>(m);
|
nuclear@0
|
420 }
|
nuclear@0
|
421
|
nuclear@0
|
422 template <typename TReal>
|
nuclear@0
|
423 inline void aiMatrix4x4t<TReal>::Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotation, aiVector3t<TReal>& pPosition) const
|
nuclear@0
|
424 {
|
nuclear@0
|
425 ASSIMP_MATRIX4_4_DECOMPOSE_PART;
|
nuclear@0
|
426
|
nuclear@0
|
427 /*
|
nuclear@0
|
428 assuming a right-handed coordinate system
|
nuclear@0
|
429 and post-multiplication of column vectors,
|
nuclear@0
|
430 the rotation matrix for an euler XYZ rotation is M = Rz * Ry * Rx.
|
nuclear@0
|
431 combining gives:
|
nuclear@0
|
432
|
nuclear@0
|
433 | CE BDE-AF ADE+BF 0 |
|
nuclear@0
|
434 M = | CF BDF+AE ADF-BE 0 |
|
nuclear@0
|
435 | -D CB AC 0 |
|
nuclear@0
|
436 | 0 0 0 1 |
|
nuclear@0
|
437
|
nuclear@0
|
438 where
|
nuclear@0
|
439 A = cos(angle_x), B = sin(angle_x);
|
nuclear@0
|
440 C = cos(angle_y), D = sin(angle_y);
|
nuclear@0
|
441 E = cos(angle_z), F = sin(angle_z);
|
nuclear@0
|
442 */
|
nuclear@0
|
443
|
nuclear@0
|
444 // Use a small epsilon to solve floating-point inaccuracies
|
nuclear@0
|
445 const TReal epsilon = 10e-3f;
|
nuclear@0
|
446
|
nuclear@0
|
447 pRotation.y = std::asin(-vCols[0].z);// D. Angle around oY.
|
nuclear@0
|
448
|
nuclear@0
|
449 TReal C = std::cos(pRotation.y);
|
nuclear@0
|
450
|
nuclear@0
|
451 if(std::fabs(C) > epsilon)
|
nuclear@0
|
452 {
|
nuclear@0
|
453 // Finding angle around oX.
|
nuclear@0
|
454 TReal tan_x = vCols[2].z / C;// A
|
nuclear@0
|
455 TReal tan_y = vCols[1].z / C;// B
|
nuclear@0
|
456
|
nuclear@0
|
457 pRotation.x = std::atan2(tan_y, tan_x);
|
nuclear@0
|
458 // Finding angle around oZ.
|
nuclear@0
|
459 tan_x = vCols[0].x / C;// E
|
nuclear@0
|
460 tan_y = vCols[0].y / C;// F
|
nuclear@0
|
461 pRotation.z = std::atan2(tan_y, tan_x);
|
nuclear@0
|
462 }
|
nuclear@0
|
463 else
|
nuclear@0
|
464 {// oY is fixed.
|
nuclear@0
|
465 pRotation.x = 0;// Set angle around oX to 0. => A == 1, B == 0, C == 0, D == 1.
|
nuclear@0
|
466
|
nuclear@0
|
467 // And finding angle around oZ.
|
nuclear@0
|
468 TReal tan_x = vCols[1].y;// BDF+AE => E
|
nuclear@0
|
469 TReal tan_y = -vCols[1].x;// BDE-AF => F
|
nuclear@0
|
470
|
nuclear@0
|
471 pRotation.z = std::atan2(tan_y, tan_x);
|
nuclear@0
|
472 }
|
nuclear@0
|
473 }
|
nuclear@0
|
474
|
nuclear@0
|
475 #undef ASSIMP_MATRIX4_4_DECOMPOSE_PART
|
nuclear@0
|
476
|
nuclear@0
|
477 template <typename TReal>
|
nuclear@0
|
478 inline void aiMatrix4x4t<TReal>::Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotationAxis, TReal& pRotationAngle,
|
nuclear@0
|
479 aiVector3t<TReal>& pPosition) const
|
nuclear@0
|
480 {
|
nuclear@0
|
481 aiQuaterniont<TReal> pRotation;
|
nuclear@0
|
482
|
nuclear@0
|
483 Decompose(pScaling, pRotation, pPosition);
|
nuclear@0
|
484 pRotation.Normalize();
|
nuclear@0
|
485
|
nuclear@0
|
486 TReal angle_cos = pRotation.w;
|
nuclear@0
|
487 TReal angle_sin = std::sqrt(1.0f - angle_cos * angle_cos);
|
nuclear@0
|
488
|
nuclear@0
|
489 pRotationAngle = std::acos(angle_cos) * 2;
|
nuclear@0
|
490
|
nuclear@0
|
491 // Use a small epsilon to solve floating-point inaccuracies
|
nuclear@0
|
492 const TReal epsilon = 10e-3f;
|
nuclear@0
|
493
|
nuclear@0
|
494 if(std::fabs(angle_sin) < epsilon) angle_sin = 1;
|
nuclear@0
|
495
|
nuclear@0
|
496 pRotationAxis.x = pRotation.x / angle_sin;
|
nuclear@0
|
497 pRotationAxis.y = pRotation.y / angle_sin;
|
nuclear@0
|
498 pRotationAxis.z = pRotation.z / angle_sin;
|
nuclear@0
|
499 }
|
nuclear@0
|
500
|
nuclear@0
|
501 // ----------------------------------------------------------------------------------------
|
nuclear@0
|
502 template <typename TReal>
|
nuclear@0
|
503 inline void aiMatrix4x4t<TReal>::DecomposeNoScaling (aiQuaterniont<TReal>& rotation,
|
nuclear@0
|
504 aiVector3t<TReal>& position) const
|
nuclear@0
|
505 {
|
nuclear@0
|
506 const aiMatrix4x4t<TReal>& _this = *this;
|
nuclear@0
|
507
|
nuclear@0
|
508 // extract translation
|
nuclear@0
|
509 position.x = _this[0][3];
|
nuclear@0
|
510 position.y = _this[1][3];
|
nuclear@0
|
511 position.z = _this[2][3];
|
nuclear@0
|
512
|
nuclear@0
|
513 // extract rotation
|
nuclear@0
|
514 rotation = aiQuaterniont<TReal>((aiMatrix3x3t<TReal>)_this);
|
nuclear@0
|
515 }
|
nuclear@0
|
516
|
nuclear@0
|
517 // ----------------------------------------------------------------------------------------
|
nuclear@0
|
518 template <typename TReal>
|
nuclear@0
|
519 inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(const aiVector3t<TReal>& blubb)
|
nuclear@0
|
520 {
|
nuclear@0
|
521 return FromEulerAnglesXYZ(blubb.x,blubb.y,blubb.z);
|
nuclear@0
|
522 }
|
nuclear@0
|
523
|
nuclear@0
|
524 // ----------------------------------------------------------------------------------------
|
nuclear@0
|
525 template <typename TReal>
|
nuclear@0
|
526 inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(TReal x, TReal y, TReal z)
|
nuclear@0
|
527 {
|
nuclear@0
|
528 aiMatrix4x4t<TReal>& _this = *this;
|
nuclear@0
|
529
|
nuclear@0
|
530 TReal cx = std::cos(x);
|
nuclear@0
|
531 TReal sx = std::sin(x);
|
nuclear@0
|
532 TReal cy = std::cos(y);
|
nuclear@0
|
533 TReal sy = std::sin(y);
|
nuclear@0
|
534 TReal cz = std::cos(z);
|
nuclear@0
|
535 TReal sz = std::sin(z);
|
nuclear@0
|
536
|
nuclear@0
|
537 // mz*my*mx
|
nuclear@0
|
538 _this.a1 = cz * cy;
|
nuclear@0
|
539 _this.a2 = cz * sy * sx - sz * cx;
|
nuclear@0
|
540 _this.a3 = sz * sx + cz * sy * cx;
|
nuclear@0
|
541
|
nuclear@0
|
542 _this.b1 = sz * cy;
|
nuclear@0
|
543 _this.b2 = cz * cx + sz * sy * sx;
|
nuclear@0
|
544 _this.b3 = sz * sy * cx - cz * sx;
|
nuclear@0
|
545
|
nuclear@0
|
546 _this.c1 = -sy;
|
nuclear@0
|
547 _this.c2 = cy * sx;
|
nuclear@0
|
548 _this.c3 = cy * cx;
|
nuclear@0
|
549
|
nuclear@0
|
550 return *this;
|
nuclear@0
|
551 }
|
nuclear@0
|
552
|
nuclear@0
|
553 // ----------------------------------------------------------------------------------------
|
nuclear@0
|
554 template <typename TReal>
|
nuclear@0
|
555 inline bool aiMatrix4x4t<TReal>::IsIdentity() const
|
nuclear@0
|
556 {
|
nuclear@0
|
557 // Use a small epsilon to solve floating-point inaccuracies
|
nuclear@0
|
558 const static TReal epsilon = 10e-3f;
|
nuclear@0
|
559
|
nuclear@0
|
560 return (a2 <= epsilon && a2 >= -epsilon &&
|
nuclear@0
|
561 a3 <= epsilon && a3 >= -epsilon &&
|
nuclear@0
|
562 a4 <= epsilon && a4 >= -epsilon &&
|
nuclear@0
|
563 b1 <= epsilon && b1 >= -epsilon &&
|
nuclear@0
|
564 b3 <= epsilon && b3 >= -epsilon &&
|
nuclear@0
|
565 b4 <= epsilon && b4 >= -epsilon &&
|
nuclear@0
|
566 c1 <= epsilon && c1 >= -epsilon &&
|
nuclear@0
|
567 c2 <= epsilon && c2 >= -epsilon &&
|
nuclear@0
|
568 c4 <= epsilon && c4 >= -epsilon &&
|
nuclear@0
|
569 d1 <= epsilon && d1 >= -epsilon &&
|
nuclear@0
|
570 d2 <= epsilon && d2 >= -epsilon &&
|
nuclear@0
|
571 d3 <= epsilon && d3 >= -epsilon &&
|
nuclear@0
|
572 a1 <= 1.f+epsilon && a1 >= 1.f-epsilon &&
|
nuclear@0
|
573 b2 <= 1.f+epsilon && b2 >= 1.f-epsilon &&
|
nuclear@0
|
574 c3 <= 1.f+epsilon && c3 >= 1.f-epsilon &&
|
nuclear@0
|
575 d4 <= 1.f+epsilon && d4 >= 1.f-epsilon);
|
nuclear@0
|
576 }
|
nuclear@0
|
577
|
nuclear@0
|
578 // ----------------------------------------------------------------------------------------
|
nuclear@0
|
579 template <typename TReal>
|
nuclear@0
|
580 inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationX(TReal a, aiMatrix4x4t<TReal>& out)
|
nuclear@0
|
581 {
|
nuclear@0
|
582 /*
|
nuclear@0
|
583 | 1 0 0 0 |
|
nuclear@0
|
584 M = | 0 cos(A) -sin(A) 0 |
|
nuclear@0
|
585 | 0 sin(A) cos(A) 0 |
|
nuclear@0
|
586 | 0 0 0 1 | */
|
nuclear@0
|
587 out = aiMatrix4x4t<TReal>();
|
nuclear@0
|
588 out.b2 = out.c3 = std::cos(a);
|
nuclear@0
|
589 out.b3 = -(out.c2 = std::sin(a));
|
nuclear@0
|
590 return out;
|
nuclear@0
|
591 }
|
nuclear@0
|
592
|
nuclear@0
|
593 // ----------------------------------------------------------------------------------------
|
nuclear@0
|
594 template <typename TReal>
|
nuclear@0
|
595 inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationY(TReal a, aiMatrix4x4t<TReal>& out)
|
nuclear@0
|
596 {
|
nuclear@0
|
597 /*
|
nuclear@0
|
598 | cos(A) 0 sin(A) 0 |
|
nuclear@0
|
599 M = | 0 1 0 0 |
|
nuclear@0
|
600 | -sin(A) 0 cos(A) 0 |
|
nuclear@0
|
601 | 0 0 0 1 |
|
nuclear@0
|
602 */
|
nuclear@0
|
603 out = aiMatrix4x4t<TReal>();
|
nuclear@0
|
604 out.a1 = out.c3 = std::cos(a);
|
nuclear@0
|
605 out.c1 = -(out.a3 = std::sin(a));
|
nuclear@0
|
606 return out;
|
nuclear@0
|
607 }
|
nuclear@0
|
608
|
nuclear@0
|
609 // ----------------------------------------------------------------------------------------
|
nuclear@0
|
610 template <typename TReal>
|
nuclear@0
|
611 inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationZ(TReal a, aiMatrix4x4t<TReal>& out)
|
nuclear@0
|
612 {
|
nuclear@0
|
613 /*
|
nuclear@0
|
614 | cos(A) -sin(A) 0 0 |
|
nuclear@0
|
615 M = | sin(A) cos(A) 0 0 |
|
nuclear@0
|
616 | 0 0 1 0 |
|
nuclear@0
|
617 | 0 0 0 1 | */
|
nuclear@0
|
618 out = aiMatrix4x4t<TReal>();
|
nuclear@0
|
619 out.a1 = out.b2 = std::cos(a);
|
nuclear@0
|
620 out.a2 = -(out.b1 = std::sin(a));
|
nuclear@0
|
621 return out;
|
nuclear@0
|
622 }
|
nuclear@0
|
623
|
nuclear@0
|
624 // ----------------------------------------------------------------------------------------
|
nuclear@0
|
625 // Returns a rotation matrix for a rotation around an arbitrary axis.
|
nuclear@0
|
626 template <typename TReal>
|
nuclear@0
|
627 inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix4x4t<TReal>& out)
|
nuclear@0
|
628 {
|
nuclear@0
|
629 TReal c = std::cos( a), s = std::sin( a), t = 1 - c;
|
nuclear@0
|
630 TReal x = axis.x, y = axis.y, z = axis.z;
|
nuclear@0
|
631
|
nuclear@0
|
632 // Many thanks to MathWorld and Wikipedia
|
nuclear@0
|
633 out.a1 = t*x*x + c; out.a2 = t*x*y - s*z; out.a3 = t*x*z + s*y;
|
nuclear@0
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634 out.b1 = t*x*y + s*z; out.b2 = t*y*y + c; out.b3 = t*y*z - s*x;
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635 out.c1 = t*x*z - s*y; out.c2 = t*y*z + s*x; out.c3 = t*z*z + c;
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636 out.a4 = out.b4 = out.c4 = static_cast<TReal>(0.0);
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637 out.d1 = out.d2 = out.d3 = static_cast<TReal>(0.0);
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638 out.d4 = static_cast<TReal>(1.0);
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639
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640 return out;
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641 }
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642
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643 // ----------------------------------------------------------------------------------------
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644 template <typename TReal>
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645 inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Translation( const aiVector3t<TReal>& v, aiMatrix4x4t<TReal>& out)
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646 {
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647 out = aiMatrix4x4t<TReal>();
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648 out.a4 = v.x;
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649 out.b4 = v.y;
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650 out.c4 = v.z;
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651 return out;
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652 }
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653
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654 // ----------------------------------------------------------------------------------------
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655 template <typename TReal>
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656 inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Scaling( const aiVector3t<TReal>& v, aiMatrix4x4t<TReal>& out)
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657 {
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658 out = aiMatrix4x4t<TReal>();
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659 out.a1 = v.x;
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660 out.b2 = v.y;
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661 out.c3 = v.z;
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662 return out;
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663 }
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664
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665 // ----------------------------------------------------------------------------------------
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666 /** A function for creating a rotation matrix that rotates a vector called
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667 * "from" into another vector called "to".
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668 * Input : from[3], to[3] which both must be *normalized* non-zero vectors
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669 * Output: mtx[3][3] -- a 3x3 matrix in colum-major form
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670 * Authors: Tomas Möller, John Hughes
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671 * "Efficiently Building a Matrix to Rotate One Vector to Another"
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672 * Journal of Graphics Tools, 4(4):1-4, 1999
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673 */
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674 // ----------------------------------------------------------------------------------------
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675 template <typename TReal>
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676 inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
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677 const aiVector3t<TReal>& to, aiMatrix4x4t<TReal>& mtx)
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678 {
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679 aiMatrix3x3t<TReal> m3;
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680 aiMatrix3x3t<TReal>::FromToMatrix(from,to,m3);
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681 mtx = aiMatrix4x4t<TReal>(m3);
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682 return mtx;
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683 }
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684
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685 #endif // __cplusplus
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686 #endif // AI_MATRIX4X4_INL_INC
|