miniassimp
diff include/miniassimp/matrix4x4.h @ 0:879c81d94345
initial commit
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Mon, 28 Jan 2019 18:19:26 +0200 |
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1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/include/miniassimp/matrix4x4.h Mon Jan 28 18:19:26 2019 +0200 1.3 @@ -0,0 +1,280 @@ 1.4 +/* 1.5 +--------------------------------------------------------------------------- 1.6 +Open Asset Import Library (assimp) 1.7 +--------------------------------------------------------------------------- 1.8 + 1.9 +Copyright (c) 2006-2018, assimp team 1.10 + 1.11 + 1.12 + 1.13 +All rights reserved. 1.14 + 1.15 +Redistribution and use of this software in source and binary forms, 1.16 +with or without modification, are permitted provided that the following 1.17 +conditions are met: 1.18 + 1.19 +* Redistributions of source code must retain the above 1.20 + copyright notice, this list of conditions and the 1.21 + following disclaimer. 1.22 + 1.23 +* Redistributions in binary form must reproduce the above 1.24 + copyright notice, this list of conditions and the 1.25 + following disclaimer in the documentation and/or other 1.26 + materials provided with the distribution. 1.27 + 1.28 +* Neither the name of the assimp team, nor the names of its 1.29 + contributors may be used to endorse or promote products 1.30 + derived from this software without specific prior 1.31 + written permission of the assimp team. 1.32 + 1.33 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 1.34 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 1.35 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 1.36 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 1.37 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 1.38 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 1.39 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 1.40 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 1.41 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 1.42 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 1.43 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 1.44 +--------------------------------------------------------------------------- 1.45 +*/ 1.46 +/** @file matrix4x4.h 1.47 + * @brief 4x4 matrix structure, including operators when compiling in C++ 1.48 + */ 1.49 +#pragma once 1.50 +#ifndef AI_MATRIX4X4_H_INC 1.51 +#define AI_MATRIX4X4_H_INC 1.52 + 1.53 +#include "vector3.h" 1.54 +#include "defs.h" 1.55 + 1.56 +#ifdef __cplusplus 1.57 + 1.58 +template<typename TReal> class aiMatrix3x3t; 1.59 +template<typename TReal> class aiQuaterniont; 1.60 + 1.61 +// --------------------------------------------------------------------------- 1.62 +/** @brief Represents a row-major 4x4 matrix, use this for homogeneous 1.63 + * coordinates. 1.64 + * 1.65 + * There's much confusion about matrix layouts (column vs. row order). 1.66 + * This is *always* a row-major matrix. Not even with the 1.67 + * #aiProcess_ConvertToLeftHanded flag, which absolutely does not affect 1.68 + * matrix order - it just affects the handedness of the coordinate system 1.69 + * defined thereby. 1.70 + */ 1.71 +template<typename TReal> 1.72 +class aiMatrix4x4t 1.73 +{ 1.74 +public: 1.75 + 1.76 + /** set to identity */ 1.77 + aiMatrix4x4t() AI_NO_EXCEPT; 1.78 + 1.79 + /** construction from single values */ 1.80 + aiMatrix4x4t ( TReal _a1, TReal _a2, TReal _a3, TReal _a4, 1.81 + TReal _b1, TReal _b2, TReal _b3, TReal _b4, 1.82 + TReal _c1, TReal _c2, TReal _c3, TReal _c4, 1.83 + TReal _d1, TReal _d2, TReal _d3, TReal _d4); 1.84 + 1.85 + 1.86 + /** construction from 3x3 matrix, remaining elements are set to identity */ 1.87 + explicit aiMatrix4x4t( const aiMatrix3x3t<TReal>& m); 1.88 + 1.89 + /** construction from position, rotation and scaling components 1.90 + * @param scaling The scaling for the x,y,z axes 1.91 + * @param rotation The rotation as a hamilton quaternion 1.92 + * @param position The position for the x,y,z axes 1.93 + */ 1.94 + aiMatrix4x4t(const aiVector3t<TReal>& scaling, const aiQuaterniont<TReal>& rotation, 1.95 + const aiVector3t<TReal>& position); 1.96 + 1.97 +public: 1.98 + 1.99 + // array access operators 1.100 + /** @fn TReal* operator[] (unsigned int p_iIndex) 1.101 + * @param [in] p_iIndex - index of the row. 1.102 + * @return pointer to pointed row. 1.103 + */ 1.104 + TReal* operator[] (unsigned int p_iIndex); 1.105 + 1.106 + /** @fn const TReal* operator[] (unsigned int p_iIndex) const 1.107 + * @overload TReal* operator[] (unsigned int p_iIndex) 1.108 + */ 1.109 + const TReal* operator[] (unsigned int p_iIndex) const; 1.110 + 1.111 + // comparison operators 1.112 + bool operator== (const aiMatrix4x4t& m) const; 1.113 + bool operator!= (const aiMatrix4x4t& m) const; 1.114 + 1.115 + bool Equal(const aiMatrix4x4t& m, TReal epsilon = 1e-6) const; 1.116 + 1.117 + // matrix multiplication. 1.118 + aiMatrix4x4t& operator *= (const aiMatrix4x4t& m); 1.119 + aiMatrix4x4t operator * (const aiMatrix4x4t& m) const; 1.120 + aiMatrix4x4t operator * (const TReal& aFloat) const; 1.121 + aiMatrix4x4t operator + (const aiMatrix4x4t& aMatrix) const; 1.122 + 1.123 + template <typename TOther> 1.124 + operator aiMatrix4x4t<TOther> () const; 1.125 + 1.126 +public: 1.127 + 1.128 + // ------------------------------------------------------------------- 1.129 + /** @brief Transpose the matrix */ 1.130 + aiMatrix4x4t& Transpose(); 1.131 + 1.132 + // ------------------------------------------------------------------- 1.133 + /** @brief Invert the matrix. 1.134 + * If the matrix is not invertible all elements are set to qnan. 1.135 + * Beware, use (f != f) to check whether a TReal f is qnan. 1.136 + */ 1.137 + aiMatrix4x4t& Inverse(); 1.138 + TReal Determinant() const; 1.139 + 1.140 + 1.141 + // ------------------------------------------------------------------- 1.142 + /** @brief Returns true of the matrix is the identity matrix. 1.143 + * The check is performed against a not so small epsilon. 1.144 + */ 1.145 + inline bool IsIdentity() const; 1.146 + 1.147 + // ------------------------------------------------------------------- 1.148 + /** @brief Decompose a trafo matrix into its original components 1.149 + * @param scaling Receives the output scaling for the x,y,z axes 1.150 + * @param rotation Receives the output rotation as a hamilton 1.151 + * quaternion 1.152 + * @param position Receives the output position for the x,y,z axes 1.153 + */ 1.154 + void Decompose (aiVector3t<TReal>& scaling, aiQuaterniont<TReal>& rotation, 1.155 + aiVector3t<TReal>& position) const; 1.156 + 1.157 + // ------------------------------------------------------------------- 1.158 + /** @fn void Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotation, aiVector3t<TReal>& pPosition) const 1.159 + * @brief Decompose a trafo matrix into its original components. 1.160 + * Thx to good FAQ at http://www.gamedev.ru/code/articles/faq_matrix_quat 1.161 + * @param [out] pScaling - Receives the output scaling for the x,y,z axes. 1.162 + * @param [out] pRotation - Receives the output rotation as a Euler angles. 1.163 + * @param [out] pPosition - Receives the output position for the x,y,z axes. 1.164 + */ 1.165 + void Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotation, aiVector3t<TReal>& pPosition) const; 1.166 + 1.167 + // ------------------------------------------------------------------- 1.168 + /** @fn void Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotationAxis, TReal& pRotationAngle, aiVector3t<TReal>& pPosition) const 1.169 + * @brief Decompose a trafo matrix into its original components 1.170 + * Thx to good FAQ at http://www.gamedev.ru/code/articles/faq_matrix_quat 1.171 + * @param [out] pScaling - Receives the output scaling for the x,y,z axes. 1.172 + * @param [out] pRotationAxis - Receives the output rotation axis. 1.173 + * @param [out] pRotationAngle - Receives the output rotation angle for @ref pRotationAxis. 1.174 + * @param [out] pPosition - Receives the output position for the x,y,z axes. 1.175 + */ 1.176 + void Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotationAxis, TReal& pRotationAngle, aiVector3t<TReal>& pPosition) const; 1.177 + 1.178 + // ------------------------------------------------------------------- 1.179 + /** @brief Decompose a trafo matrix with no scaling into its 1.180 + * original components 1.181 + * @param rotation Receives the output rotation as a hamilton 1.182 + * quaternion 1.183 + * @param position Receives the output position for the x,y,z axes 1.184 + */ 1.185 + void DecomposeNoScaling (aiQuaterniont<TReal>& rotation, 1.186 + aiVector3t<TReal>& position) const; 1.187 + 1.188 + 1.189 + // ------------------------------------------------------------------- 1.190 + /** @brief Creates a trafo matrix from a set of euler angles 1.191 + * @param x Rotation angle for the x-axis, in radians 1.192 + * @param y Rotation angle for the y-axis, in radians 1.193 + * @param z Rotation angle for the z-axis, in radians 1.194 + */ 1.195 + aiMatrix4x4t& FromEulerAnglesXYZ(TReal x, TReal y, TReal z); 1.196 + aiMatrix4x4t& FromEulerAnglesXYZ(const aiVector3t<TReal>& blubb); 1.197 + 1.198 +public: 1.199 + // ------------------------------------------------------------------- 1.200 + /** @brief Returns a rotation matrix for a rotation around the x axis 1.201 + * @param a Rotation angle, in radians 1.202 + * @param out Receives the output matrix 1.203 + * @return Reference to the output matrix 1.204 + */ 1.205 + static aiMatrix4x4t& RotationX(TReal a, aiMatrix4x4t& out); 1.206 + 1.207 + // ------------------------------------------------------------------- 1.208 + /** @brief Returns a rotation matrix for a rotation around the y axis 1.209 + * @param a Rotation angle, in radians 1.210 + * @param out Receives the output matrix 1.211 + * @return Reference to the output matrix 1.212 + */ 1.213 + static aiMatrix4x4t& RotationY(TReal a, aiMatrix4x4t& out); 1.214 + 1.215 + // ------------------------------------------------------------------- 1.216 + /** @brief Returns a rotation matrix for a rotation around the z axis 1.217 + * @param a Rotation angle, in radians 1.218 + * @param out Receives the output matrix 1.219 + * @return Reference to the output matrix 1.220 + */ 1.221 + static aiMatrix4x4t& RotationZ(TReal a, aiMatrix4x4t& out); 1.222 + 1.223 + // ------------------------------------------------------------------- 1.224 + /** Returns a rotation matrix for a rotation around an arbitrary axis. 1.225 + * @param a Rotation angle, in radians 1.226 + * @param axis Rotation axis, should be a normalized vector. 1.227 + * @param out Receives the output matrix 1.228 + * @return Reference to the output matrix 1.229 + */ 1.230 + static aiMatrix4x4t& Rotation(TReal a, const aiVector3t<TReal>& axis, 1.231 + aiMatrix4x4t& out); 1.232 + 1.233 + // ------------------------------------------------------------------- 1.234 + /** @brief Returns a translation matrix 1.235 + * @param v Translation vector 1.236 + * @param out Receives the output matrix 1.237 + * @return Reference to the output matrix 1.238 + */ 1.239 + static aiMatrix4x4t& Translation( const aiVector3t<TReal>& v, 1.240 + aiMatrix4x4t& out); 1.241 + 1.242 + // ------------------------------------------------------------------- 1.243 + /** @brief Returns a scaling matrix 1.244 + * @param v Scaling vector 1.245 + * @param out Receives the output matrix 1.246 + * @return Reference to the output matrix 1.247 + */ 1.248 + static aiMatrix4x4t& Scaling( const aiVector3t<TReal>& v, aiMatrix4x4t& out); 1.249 + 1.250 + // ------------------------------------------------------------------- 1.251 + /** @brief A function for creating a rotation matrix that rotates a 1.252 + * vector called "from" into another vector called "to". 1.253 + * Input : from[3], to[3] which both must be *normalized* non-zero vectors 1.254 + * Output: mtx[3][3] -- a 3x3 matrix in column-major form 1.255 + * Authors: Tomas Mueller, John Hughes 1.256 + * "Efficiently Building a Matrix to Rotate One Vector to Another" 1.257 + * Journal of Graphics Tools, 4(4):1-4, 1999 1.258 + */ 1.259 + static aiMatrix4x4t& FromToMatrix(const aiVector3t<TReal>& from, 1.260 + const aiVector3t<TReal>& to, aiMatrix4x4t& out); 1.261 + 1.262 +public: 1.263 + TReal a1, a2, a3, a4; 1.264 + TReal b1, b2, b3, b4; 1.265 + TReal c1, c2, c3, c4; 1.266 + TReal d1, d2, d3, d4; 1.267 +}; 1.268 + 1.269 +typedef aiMatrix4x4t<ai_real> aiMatrix4x4; 1.270 + 1.271 +#else 1.272 + 1.273 +struct aiMatrix4x4 { 1.274 + ai_real a1, a2, a3, a4; 1.275 + ai_real b1, b2, b3, b4; 1.276 + ai_real c1, c2, c3, c4; 1.277 + ai_real d1, d2, d3, d4; 1.278 +}; 1.279 + 1.280 + 1.281 +#endif // __cplusplus 1.282 + 1.283 +#endif // AI_MATRIX4X4_H_INC