miniassimp

diff include/miniassimp/matrix4x4.inl @ 0:879c81d94345

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 28 Jan 2019 18:19:26 +0200
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/include/miniassimp/matrix4x4.inl	Mon Jan 28 18:19:26 2019 +0200
     1.3 @@ -0,0 +1,686 @@
     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 +
    1.47 +/** @file matrix4x4.inl
    1.48 + *  @brief Inline implementation of the 4x4 matrix operators
    1.49 + */
    1.50 +#pragma once
    1.51 +#ifndef AI_MATRIX4X4_INL_INC
    1.52 +#define AI_MATRIX4X4_INL_INC
    1.53 +
    1.54 +#ifdef __cplusplus
    1.55 +
    1.56 +#include "matrix4x4.h"
    1.57 +#include "matrix3x3.h"
    1.58 +#include "quaternion.h"
    1.59 +
    1.60 +#include <algorithm>
    1.61 +#include <limits>
    1.62 +#include <cmath>
    1.63 +
    1.64 +// ----------------------------------------------------------------------------------------
    1.65 +template <typename TReal>
    1.66 +aiMatrix4x4t<TReal>::aiMatrix4x4t() AI_NO_EXCEPT :
    1.67 +    a1(1.0f), a2(), a3(), a4(),
    1.68 +    b1(), b2(1.0f), b3(), b4(),
    1.69 +    c1(), c2(), c3(1.0f), c4(),
    1.70 +    d1(), d2(), d3(), d4(1.0f)
    1.71 +{
    1.72 +
    1.73 +}
    1.74 +
    1.75 +// ----------------------------------------------------------------------------------------
    1.76 +template <typename TReal>
    1.77 +aiMatrix4x4t<TReal>::aiMatrix4x4t (TReal _a1, TReal _a2, TReal _a3, TReal _a4,
    1.78 +              TReal _b1, TReal _b2, TReal _b3, TReal _b4,
    1.79 +              TReal _c1, TReal _c2, TReal _c3, TReal _c4,
    1.80 +              TReal _d1, TReal _d2, TReal _d3, TReal _d4) :
    1.81 +    a1(_a1), a2(_a2), a3(_a3), a4(_a4),
    1.82 +    b1(_b1), b2(_b2), b3(_b3), b4(_b4),
    1.83 +    c1(_c1), c2(_c2), c3(_c3), c4(_c4),
    1.84 +    d1(_d1), d2(_d2), d3(_d3), d4(_d4)
    1.85 +{
    1.86 +
    1.87 +}
    1.88 +
    1.89 +// ------------------------------------------------------------------------------------------------
    1.90 +template <typename TReal>
    1.91 +template <typename TOther>
    1.92 +aiMatrix4x4t<TReal>::operator aiMatrix4x4t<TOther> () const
    1.93 +{
    1.94 +    return aiMatrix4x4t<TOther>(static_cast<TOther>(a1),static_cast<TOther>(a2),static_cast<TOther>(a3),static_cast<TOther>(a4),
    1.95 +        static_cast<TOther>(b1),static_cast<TOther>(b2),static_cast<TOther>(b3),static_cast<TOther>(b4),
    1.96 +        static_cast<TOther>(c1),static_cast<TOther>(c2),static_cast<TOther>(c3),static_cast<TOther>(c4),
    1.97 +        static_cast<TOther>(d1),static_cast<TOther>(d2),static_cast<TOther>(d3),static_cast<TOther>(d4));
    1.98 +}
    1.99 +
   1.100 +
   1.101 +// ----------------------------------------------------------------------------------------
   1.102 +template <typename TReal>
   1.103 +inline aiMatrix4x4t<TReal>::aiMatrix4x4t (const aiMatrix3x3t<TReal>& m)
   1.104 +{
   1.105 +    a1 = m.a1; a2 = m.a2; a3 = m.a3; a4 = static_cast<TReal>(0.0);
   1.106 +    b1 = m.b1; b2 = m.b2; b3 = m.b3; b4 = static_cast<TReal>(0.0);
   1.107 +    c1 = m.c1; c2 = m.c2; c3 = m.c3; c4 = static_cast<TReal>(0.0);
   1.108 +    d1 = static_cast<TReal>(0.0); d2 = static_cast<TReal>(0.0); d3 = static_cast<TReal>(0.0); d4 = static_cast<TReal>(1.0);
   1.109 +}
   1.110 +
   1.111 +// ----------------------------------------------------------------------------------------
   1.112 +template <typename TReal>
   1.113 +inline aiMatrix4x4t<TReal>::aiMatrix4x4t (const aiVector3t<TReal>& scaling, const aiQuaterniont<TReal>& rotation, const aiVector3t<TReal>& position)
   1.114 +{
   1.115 +    // build a 3x3 rotation matrix
   1.116 +    aiMatrix3x3t<TReal> m = rotation.GetMatrix();
   1.117 +
   1.118 +    a1 = m.a1 * scaling.x;
   1.119 +    a2 = m.a2 * scaling.x;
   1.120 +    a3 = m.a3 * scaling.x;
   1.121 +    a4 = position.x;
   1.122 +
   1.123 +    b1 = m.b1 * scaling.y;
   1.124 +    b2 = m.b2 * scaling.y;
   1.125 +    b3 = m.b3 * scaling.y;
   1.126 +    b4 = position.y;
   1.127 +
   1.128 +    c1 = m.c1 * scaling.z;
   1.129 +    c2 = m.c2 * scaling.z;
   1.130 +    c3 = m.c3 * scaling.z;
   1.131 +    c4= position.z;
   1.132 +
   1.133 +    d1 = static_cast<TReal>(0.0);
   1.134 +    d2 = static_cast<TReal>(0.0);
   1.135 +    d3 = static_cast<TReal>(0.0);
   1.136 +    d4 = static_cast<TReal>(1.0);
   1.137 +}
   1.138 +
   1.139 +// ----------------------------------------------------------------------------------------
   1.140 +template <typename TReal>
   1.141 +inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::operator *= (const aiMatrix4x4t<TReal>& m)
   1.142 +{
   1.143 +    *this = aiMatrix4x4t<TReal>(
   1.144 +        m.a1 * a1 + m.b1 * a2 + m.c1 * a3 + m.d1 * a4,
   1.145 +        m.a2 * a1 + m.b2 * a2 + m.c2 * a3 + m.d2 * a4,
   1.146 +        m.a3 * a1 + m.b3 * a2 + m.c3 * a3 + m.d3 * a4,
   1.147 +        m.a4 * a1 + m.b4 * a2 + m.c4 * a3 + m.d4 * a4,
   1.148 +        m.a1 * b1 + m.b1 * b2 + m.c1 * b3 + m.d1 * b4,
   1.149 +        m.a2 * b1 + m.b2 * b2 + m.c2 * b3 + m.d2 * b4,
   1.150 +        m.a3 * b1 + m.b3 * b2 + m.c3 * b3 + m.d3 * b4,
   1.151 +        m.a4 * b1 + m.b4 * b2 + m.c4 * b3 + m.d4 * b4,
   1.152 +        m.a1 * c1 + m.b1 * c2 + m.c1 * c3 + m.d1 * c4,
   1.153 +        m.a2 * c1 + m.b2 * c2 + m.c2 * c3 + m.d2 * c4,
   1.154 +        m.a3 * c1 + m.b3 * c2 + m.c3 * c3 + m.d3 * c4,
   1.155 +        m.a4 * c1 + m.b4 * c2 + m.c4 * c3 + m.d4 * c4,
   1.156 +        m.a1 * d1 + m.b1 * d2 + m.c1 * d3 + m.d1 * d4,
   1.157 +        m.a2 * d1 + m.b2 * d2 + m.c2 * d3 + m.d2 * d4,
   1.158 +        m.a3 * d1 + m.b3 * d2 + m.c3 * d3 + m.d3 * d4,
   1.159 +        m.a4 * d1 + m.b4 * d2 + m.c4 * d3 + m.d4 * d4);
   1.160 +    return *this;
   1.161 +}
   1.162 +
   1.163 +// ----------------------------------------------------------------------------------------
   1.164 +template <typename TReal>
   1.165 +inline aiMatrix4x4t<TReal> aiMatrix4x4t<TReal>::operator* (const TReal& aFloat) const
   1.166 +{
   1.167 +    aiMatrix4x4t<TReal> temp(
   1.168 +        a1 * aFloat,
   1.169 +        a2 * aFloat,
   1.170 +        a3 * aFloat,
   1.171 +        a4 * aFloat,
   1.172 +        b1 * aFloat,
   1.173 +        b2 * aFloat,
   1.174 +        b3 * aFloat,
   1.175 +        b4 * aFloat,
   1.176 +        c1 * aFloat,
   1.177 +        c2 * aFloat,
   1.178 +        c3 * aFloat,
   1.179 +        c4 * aFloat,
   1.180 +        d1 * aFloat,
   1.181 +        d2 * aFloat,
   1.182 +        d3 * aFloat,
   1.183 +        d4 * aFloat);
   1.184 +    return temp;
   1.185 +}
   1.186 +
   1.187 +// ----------------------------------------------------------------------------------------
   1.188 +template <typename TReal>
   1.189 +inline aiMatrix4x4t<TReal> aiMatrix4x4t<TReal>::operator+ (const aiMatrix4x4t<TReal>& m) const
   1.190 +{
   1.191 +    aiMatrix4x4t<TReal> temp(
   1.192 +        m.a1 + a1,
   1.193 +        m.a2 + a2,
   1.194 +        m.a3 + a3,
   1.195 +        m.a4 + a4,
   1.196 +        m.b1 + b1,
   1.197 +        m.b2 + b2,
   1.198 +        m.b3 + b3,
   1.199 +        m.b4 + b4,
   1.200 +        m.c1 + c1,
   1.201 +        m.c2 + c2,
   1.202 +        m.c3 + c3,
   1.203 +        m.c4 + c4,
   1.204 +        m.d1 + d1,
   1.205 +        m.d2 + d2,
   1.206 +        m.d3 + d3,
   1.207 +        m.d4 + d4);
   1.208 +    return temp;
   1.209 +}
   1.210 +
   1.211 +// ----------------------------------------------------------------------------------------
   1.212 +template <typename TReal>
   1.213 +inline aiMatrix4x4t<TReal> aiMatrix4x4t<TReal>::operator* (const aiMatrix4x4t<TReal>& m) const
   1.214 +{
   1.215 +    aiMatrix4x4t<TReal> temp( *this);
   1.216 +    temp *= m;
   1.217 +    return temp;
   1.218 +}
   1.219 +
   1.220 +
   1.221 +// ----------------------------------------------------------------------------------------
   1.222 +template <typename TReal>
   1.223 +inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Transpose()
   1.224 +{
   1.225 +    // (TReal&) don't remove, GCC complains cause of packed fields
   1.226 +    std::swap( (TReal&)b1, (TReal&)a2);
   1.227 +    std::swap( (TReal&)c1, (TReal&)a3);
   1.228 +    std::swap( (TReal&)c2, (TReal&)b3);
   1.229 +    std::swap( (TReal&)d1, (TReal&)a4);
   1.230 +    std::swap( (TReal&)d2, (TReal&)b4);
   1.231 +    std::swap( (TReal&)d3, (TReal&)c4);
   1.232 +    return *this;
   1.233 +}
   1.234 +
   1.235 +
   1.236 +// ----------------------------------------------------------------------------------------
   1.237 +template <typename TReal>
   1.238 +inline TReal aiMatrix4x4t<TReal>::Determinant() const
   1.239 +{
   1.240 +    return a1*b2*c3*d4 - a1*b2*c4*d3 + a1*b3*c4*d2 - a1*b3*c2*d4
   1.241 +        + a1*b4*c2*d3 - a1*b4*c3*d2 - a2*b3*c4*d1 + a2*b3*c1*d4
   1.242 +        - a2*b4*c1*d3 + a2*b4*c3*d1 - a2*b1*c3*d4 + a2*b1*c4*d3
   1.243 +        + a3*b4*c1*d2 - a3*b4*c2*d1 + a3*b1*c2*d4 - a3*b1*c4*d2
   1.244 +        + a3*b2*c4*d1 - a3*b2*c1*d4 - a4*b1*c2*d3 + a4*b1*c3*d2
   1.245 +        - a4*b2*c3*d1 + a4*b2*c1*d3 - a4*b3*c1*d2 + a4*b3*c2*d1;
   1.246 +}
   1.247 +
   1.248 +// ----------------------------------------------------------------------------------------
   1.249 +template <typename TReal>
   1.250 +inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Inverse()
   1.251 +{
   1.252 +    // Compute the reciprocal determinant
   1.253 +    const TReal det = Determinant();
   1.254 +    if(det == static_cast<TReal>(0.0))
   1.255 +    {
   1.256 +        // Matrix not invertible. Setting all elements to nan is not really
   1.257 +        // correct in a mathematical sense but it is easy to debug for the
   1.258 +        // programmer.
   1.259 +        const TReal nan = std::numeric_limits<TReal>::quiet_NaN();
   1.260 +        *this = aiMatrix4x4t<TReal>(
   1.261 +            nan,nan,nan,nan,
   1.262 +            nan,nan,nan,nan,
   1.263 +            nan,nan,nan,nan,
   1.264 +            nan,nan,nan,nan);
   1.265 +
   1.266 +        return *this;
   1.267 +    }
   1.268 +
   1.269 +    const TReal invdet = static_cast<TReal>(1.0) / det;
   1.270 +
   1.271 +    aiMatrix4x4t<TReal> res;
   1.272 +    res.a1 = invdet  * (b2 * (c3 * d4 - c4 * d3) + b3 * (c4 * d2 - c2 * d4) + b4 * (c2 * d3 - c3 * d2));
   1.273 +    res.a2 = -invdet * (a2 * (c3 * d4 - c4 * d3) + a3 * (c4 * d2 - c2 * d4) + a4 * (c2 * d3 - c3 * d2));
   1.274 +    res.a3 = invdet  * (a2 * (b3 * d4 - b4 * d3) + a3 * (b4 * d2 - b2 * d4) + a4 * (b2 * d3 - b3 * d2));
   1.275 +    res.a4 = -invdet * (a2 * (b3 * c4 - b4 * c3) + a3 * (b4 * c2 - b2 * c4) + a4 * (b2 * c3 - b3 * c2));
   1.276 +    res.b1 = -invdet * (b1 * (c3 * d4 - c4 * d3) + b3 * (c4 * d1 - c1 * d4) + b4 * (c1 * d3 - c3 * d1));
   1.277 +    res.b2 = invdet  * (a1 * (c3 * d4 - c4 * d3) + a3 * (c4 * d1 - c1 * d4) + a4 * (c1 * d3 - c3 * d1));
   1.278 +    res.b3 = -invdet * (a1 * (b3 * d4 - b4 * d3) + a3 * (b4 * d1 - b1 * d4) + a4 * (b1 * d3 - b3 * d1));
   1.279 +    res.b4 = invdet  * (a1 * (b3 * c4 - b4 * c3) + a3 * (b4 * c1 - b1 * c4) + a4 * (b1 * c3 - b3 * c1));
   1.280 +    res.c1 = invdet  * (b1 * (c2 * d4 - c4 * d2) + b2 * (c4 * d1 - c1 * d4) + b4 * (c1 * d2 - c2 * d1));
   1.281 +    res.c2 = -invdet * (a1 * (c2 * d4 - c4 * d2) + a2 * (c4 * d1 - c1 * d4) + a4 * (c1 * d2 - c2 * d1));
   1.282 +    res.c3 = invdet  * (a1 * (b2 * d4 - b4 * d2) + a2 * (b4 * d1 - b1 * d4) + a4 * (b1 * d2 - b2 * d1));
   1.283 +    res.c4 = -invdet * (a1 * (b2 * c4 - b4 * c2) + a2 * (b4 * c1 - b1 * c4) + a4 * (b1 * c2 - b2 * c1));
   1.284 +    res.d1 = -invdet * (b1 * (c2 * d3 - c3 * d2) + b2 * (c3 * d1 - c1 * d3) + b3 * (c1 * d2 - c2 * d1));
   1.285 +    res.d2 = invdet  * (a1 * (c2 * d3 - c3 * d2) + a2 * (c3 * d1 - c1 * d3) + a3 * (c1 * d2 - c2 * d1));
   1.286 +    res.d3 = -invdet * (a1 * (b2 * d3 - b3 * d2) + a2 * (b3 * d1 - b1 * d3) + a3 * (b1 * d2 - b2 * d1));
   1.287 +    res.d4 = invdet  * (a1 * (b2 * c3 - b3 * c2) + a2 * (b3 * c1 - b1 * c3) + a3 * (b1 * c2 - b2 * c1));
   1.288 +    *this = res;
   1.289 +
   1.290 +    return *this;
   1.291 +}
   1.292 +
   1.293 +// ----------------------------------------------------------------------------------------
   1.294 +template <typename TReal>
   1.295 +inline TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex) {
   1.296 +    if (p_iIndex > 3) {
   1.297 +        return NULL;
   1.298 +    }
   1.299 +    switch ( p_iIndex ) {
   1.300 +        case 0:
   1.301 +            return &a1;
   1.302 +        case 1:
   1.303 +            return &b1;
   1.304 +        case 2:
   1.305 +            return &c1;
   1.306 +        case 3:
   1.307 +            return &d1;
   1.308 +        default:
   1.309 +            break;
   1.310 +    }
   1.311 +    return &a1;
   1.312 +}
   1.313 +
   1.314 +// ----------------------------------------------------------------------------------------
   1.315 +template <typename TReal>
   1.316 +inline const TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex) const {
   1.317 +    if (p_iIndex > 3) {
   1.318 +        return NULL;
   1.319 +    }
   1.320 +
   1.321 +    switch ( p_iIndex ) {
   1.322 +        case 0:
   1.323 +            return &a1;
   1.324 +        case 1:
   1.325 +            return &b1;
   1.326 +        case 2:
   1.327 +            return &c1;
   1.328 +        case 3:
   1.329 +            return &d1;
   1.330 +        default:
   1.331 +            break;
   1.332 +    }
   1.333 +    return &a1;
   1.334 +}
   1.335 +
   1.336 +// ----------------------------------------------------------------------------------------
   1.337 +template <typename TReal>
   1.338 +inline bool aiMatrix4x4t<TReal>::operator== (const aiMatrix4x4t<TReal>& m) const
   1.339 +{
   1.340 +    return (a1 == m.a1 && a2 == m.a2 && a3 == m.a3 && a4 == m.a4 &&
   1.341 +            b1 == m.b1 && b2 == m.b2 && b3 == m.b3 && b4 == m.b4 &&
   1.342 +            c1 == m.c1 && c2 == m.c2 && c3 == m.c3 && c4 == m.c4 &&
   1.343 +            d1 == m.d1 && d2 == m.d2 && d3 == m.d3 && d4 == m.d4);
   1.344 +}
   1.345 +
   1.346 +// ----------------------------------------------------------------------------------------
   1.347 +template <typename TReal>
   1.348 +inline bool aiMatrix4x4t<TReal>::operator!= (const aiMatrix4x4t<TReal>& m) const
   1.349 +{
   1.350 +    return !(*this == m);
   1.351 +}
   1.352 +
   1.353 +// ---------------------------------------------------------------------------
   1.354 +template<typename TReal>
   1.355 +inline bool aiMatrix4x4t<TReal>::Equal(const aiMatrix4x4t<TReal>& m, TReal epsilon) const {
   1.356 +    return
   1.357 +        std::abs(a1 - m.a1) <= epsilon &&
   1.358 +        std::abs(a2 - m.a2) <= epsilon &&
   1.359 +        std::abs(a3 - m.a3) <= epsilon &&
   1.360 +        std::abs(a4 - m.a4) <= epsilon &&
   1.361 +        std::abs(b1 - m.b1) <= epsilon &&
   1.362 +        std::abs(b2 - m.b2) <= epsilon &&
   1.363 +        std::abs(b3 - m.b3) <= epsilon &&
   1.364 +        std::abs(b4 - m.b4) <= epsilon &&
   1.365 +        std::abs(c1 - m.c1) <= epsilon &&
   1.366 +        std::abs(c2 - m.c2) <= epsilon &&
   1.367 +        std::abs(c3 - m.c3) <= epsilon &&
   1.368 +        std::abs(c4 - m.c4) <= epsilon &&
   1.369 +        std::abs(d1 - m.d1) <= epsilon &&
   1.370 +        std::abs(d2 - m.d2) <= epsilon &&
   1.371 +        std::abs(d3 - m.d3) <= epsilon &&
   1.372 +        std::abs(d4 - m.d4) <= epsilon;
   1.373 +}
   1.374 +
   1.375 +// ----------------------------------------------------------------------------------------
   1.376 +
   1.377 +#define ASSIMP_MATRIX4_4_DECOMPOSE_PART		\
   1.378 +	const aiMatrix4x4t<TReal>& _this = *this;/* Create alias for conveniance. */ \
   1.379 +	\
   1.380 +	/* extract translation */ \
   1.381 +	pPosition.x = _this[0][3]; \
   1.382 +	pPosition.y = _this[1][3]; \
   1.383 +	pPosition.z = _this[2][3]; \
   1.384 +	\
   1.385 +	/* extract the columns of the matrix. */ \
   1.386 +	aiVector3t<TReal> vCols[3] = { \
   1.387 +		aiVector3t<TReal>(_this[0][0],_this[1][0],_this[2][0]), \
   1.388 +		aiVector3t<TReal>(_this[0][1],_this[1][1],_this[2][1]), \
   1.389 +		aiVector3t<TReal>(_this[0][2],_this[1][2],_this[2][2]) \
   1.390 +	}; \
   1.391 +	\
   1.392 +	/* extract the scaling factors */ \
   1.393 +	pScaling.x = vCols[0].Length(); \
   1.394 +	pScaling.y = vCols[1].Length(); \
   1.395 +	pScaling.z = vCols[2].Length(); \
   1.396 +	\
   1.397 +	/* and the sign of the scaling */ \
   1.398 +	if (Determinant() < 0) pScaling = -pScaling; \
   1.399 +	\
   1.400 +	/* and remove all scaling from the matrix */ \
   1.401 +	if(pScaling.x) vCols[0] /= pScaling.x; \
   1.402 +	if(pScaling.y) vCols[1] /= pScaling.y; \
   1.403 +	if(pScaling.z) vCols[2] /= pScaling.z; \
   1.404 +	\
   1.405 +	do {} while(false)
   1.406 +
   1.407 +
   1.408 +
   1.409 +
   1.410 +template <typename TReal>
   1.411 +inline void aiMatrix4x4t<TReal>::Decompose (aiVector3t<TReal>& pScaling, aiQuaterniont<TReal>& pRotation,
   1.412 +    aiVector3t<TReal>& pPosition) const
   1.413 +{
   1.414 +	ASSIMP_MATRIX4_4_DECOMPOSE_PART;
   1.415 +
   1.416 +    // build a 3x3 rotation matrix
   1.417 +    aiMatrix3x3t<TReal> m(vCols[0].x,vCols[1].x,vCols[2].x,
   1.418 +        vCols[0].y,vCols[1].y,vCols[2].y,
   1.419 +        vCols[0].z,vCols[1].z,vCols[2].z);
   1.420 +
   1.421 +    // and generate the rotation quaternion from it
   1.422 +    pRotation = aiQuaterniont<TReal>(m);
   1.423 +}
   1.424 +
   1.425 +template <typename TReal>
   1.426 +inline void aiMatrix4x4t<TReal>::Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotation, aiVector3t<TReal>& pPosition) const
   1.427 +{
   1.428 +	ASSIMP_MATRIX4_4_DECOMPOSE_PART;
   1.429 +
   1.430 +    /*
   1.431 +    assuming a right-handed coordinate system
   1.432 +    and post-multiplication of column vectors,
   1.433 +    the rotation matrix for an euler XYZ rotation is M = Rz * Ry * Rx.
   1.434 +    combining gives:
   1.435 +    
   1.436 +        |  CE  BDE-AF  ADE+BF  0  |
   1.437 +    M = |  CF  BDF+AE  ADF-BE  0  |
   1.438 +        |  -D    CB      AC    0  |
   1.439 +        |   0     0       0    1  |
   1.440 +
   1.441 +    where
   1.442 +	A = cos(angle_x), B = sin(angle_x);
   1.443 +	C = cos(angle_y), D = sin(angle_y);
   1.444 +	E = cos(angle_z), F = sin(angle_z);
   1.445 +	*/
   1.446 +
   1.447 +	// Use a small epsilon to solve floating-point inaccuracies
   1.448 +    const TReal epsilon = 10e-3f;
   1.449 +
   1.450 +	pRotation.y  = std::asin(-vCols[0].z);// D. Angle around oY.
   1.451 +
   1.452 +	TReal C = std::cos(pRotation.y);
   1.453 +
   1.454 +	if(std::fabs(C) > epsilon)
   1.455 +	{
   1.456 +		// Finding angle around oX.
   1.457 +		TReal tan_x = vCols[2].z / C;// A
   1.458 +		TReal tan_y = vCols[1].z / C;// B
   1.459 +
   1.460 +		pRotation.x = std::atan2(tan_y, tan_x);
   1.461 +		// Finding angle around oZ.
   1.462 +		tan_x = vCols[0].x / C;// E
   1.463 +		tan_y = vCols[0].y / C;// F
   1.464 +		pRotation.z = std::atan2(tan_y, tan_x);
   1.465 +	}
   1.466 +	else
   1.467 +	{// oY is fixed.
   1.468 +		pRotation.x = 0;// Set angle around oX to 0. => A == 1, B == 0, C == 0, D == 1.
   1.469 +
   1.470 +		// And finding angle around oZ.
   1.471 +		TReal tan_x =  vCols[1].y;// BDF+AE => E
   1.472 +		TReal tan_y = -vCols[1].x;// BDE-AF => F
   1.473 +
   1.474 +		pRotation.z = std::atan2(tan_y, tan_x);
   1.475 +	}
   1.476 +}
   1.477 +
   1.478 +#undef ASSIMP_MATRIX4_4_DECOMPOSE_PART
   1.479 +
   1.480 +template <typename TReal>
   1.481 +inline void aiMatrix4x4t<TReal>::Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotationAxis, TReal& pRotationAngle,
   1.482 +											aiVector3t<TReal>& pPosition) const
   1.483 +{
   1.484 +aiQuaterniont<TReal> pRotation;
   1.485 +
   1.486 +	Decompose(pScaling, pRotation, pPosition);
   1.487 +	pRotation.Normalize();
   1.488 +
   1.489 +	TReal angle_cos = pRotation.w;
   1.490 +	TReal angle_sin = std::sqrt(1.0f - angle_cos * angle_cos);
   1.491 +
   1.492 +	pRotationAngle = std::acos(angle_cos) * 2;
   1.493 +
   1.494 +	// Use a small epsilon to solve floating-point inaccuracies
   1.495 +    const TReal epsilon = 10e-3f;
   1.496 +
   1.497 +	if(std::fabs(angle_sin) < epsilon) angle_sin = 1;
   1.498 +
   1.499 +	pRotationAxis.x = pRotation.x / angle_sin;
   1.500 +	pRotationAxis.y = pRotation.y / angle_sin;
   1.501 +	pRotationAxis.z = pRotation.z / angle_sin;
   1.502 +}
   1.503 +
   1.504 +// ----------------------------------------------------------------------------------------
   1.505 +template <typename TReal>
   1.506 +inline void aiMatrix4x4t<TReal>::DecomposeNoScaling (aiQuaterniont<TReal>& rotation,
   1.507 +    aiVector3t<TReal>& position) const
   1.508 +{
   1.509 +    const aiMatrix4x4t<TReal>& _this = *this;
   1.510 +
   1.511 +    // extract translation
   1.512 +    position.x = _this[0][3];
   1.513 +    position.y = _this[1][3];
   1.514 +    position.z = _this[2][3];
   1.515 +
   1.516 +    // extract rotation
   1.517 +    rotation = aiQuaterniont<TReal>((aiMatrix3x3t<TReal>)_this);
   1.518 +}
   1.519 +
   1.520 +// ----------------------------------------------------------------------------------------
   1.521 +template <typename TReal>
   1.522 +inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(const aiVector3t<TReal>& blubb)
   1.523 +{
   1.524 +    return FromEulerAnglesXYZ(blubb.x,blubb.y,blubb.z);
   1.525 +}
   1.526 +
   1.527 +// ----------------------------------------------------------------------------------------
   1.528 +template <typename TReal>
   1.529 +inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(TReal x, TReal y, TReal z)
   1.530 +{
   1.531 +    aiMatrix4x4t<TReal>& _this = *this;
   1.532 +
   1.533 +    TReal cx = std::cos(x);
   1.534 +    TReal sx = std::sin(x);
   1.535 +    TReal cy = std::cos(y);
   1.536 +    TReal sy = std::sin(y);
   1.537 +    TReal cz = std::cos(z);
   1.538 +    TReal sz = std::sin(z);
   1.539 +
   1.540 +    // mz*my*mx
   1.541 +    _this.a1 = cz * cy;
   1.542 +    _this.a2 = cz * sy * sx - sz * cx;
   1.543 +    _this.a3 = sz * sx + cz * sy * cx;
   1.544 +
   1.545 +    _this.b1 = sz * cy;
   1.546 +    _this.b2 = cz * cx + sz * sy * sx;
   1.547 +    _this.b3 = sz * sy * cx - cz * sx;
   1.548 +
   1.549 +    _this.c1 = -sy;
   1.550 +    _this.c2 = cy * sx;
   1.551 +    _this.c3 = cy * cx;
   1.552 +
   1.553 +    return *this;
   1.554 +}
   1.555 +
   1.556 +// ----------------------------------------------------------------------------------------
   1.557 +template <typename TReal>
   1.558 +inline bool aiMatrix4x4t<TReal>::IsIdentity() const
   1.559 +{
   1.560 +    // Use a small epsilon to solve floating-point inaccuracies
   1.561 +    const static TReal epsilon = 10e-3f;
   1.562 +
   1.563 +    return (a2 <= epsilon && a2 >= -epsilon &&
   1.564 +            a3 <= epsilon && a3 >= -epsilon &&
   1.565 +            a4 <= epsilon && a4 >= -epsilon &&
   1.566 +            b1 <= epsilon && b1 >= -epsilon &&
   1.567 +            b3 <= epsilon && b3 >= -epsilon &&
   1.568 +            b4 <= epsilon && b4 >= -epsilon &&
   1.569 +            c1 <= epsilon && c1 >= -epsilon &&
   1.570 +            c2 <= epsilon && c2 >= -epsilon &&
   1.571 +            c4 <= epsilon && c4 >= -epsilon &&
   1.572 +            d1 <= epsilon && d1 >= -epsilon &&
   1.573 +            d2 <= epsilon && d2 >= -epsilon &&
   1.574 +            d3 <= epsilon && d3 >= -epsilon &&
   1.575 +            a1 <= 1.f+epsilon && a1 >= 1.f-epsilon &&
   1.576 +            b2 <= 1.f+epsilon && b2 >= 1.f-epsilon &&
   1.577 +            c3 <= 1.f+epsilon && c3 >= 1.f-epsilon &&
   1.578 +            d4 <= 1.f+epsilon && d4 >= 1.f-epsilon);
   1.579 +}
   1.580 +
   1.581 +// ----------------------------------------------------------------------------------------
   1.582 +template <typename TReal>
   1.583 +inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationX(TReal a, aiMatrix4x4t<TReal>& out)
   1.584 +{
   1.585 +    /*
   1.586 +         |  1  0       0       0 |
   1.587 +     M = |  0  cos(A) -sin(A)  0 |
   1.588 +         |  0  sin(A)  cos(A)  0 |
   1.589 +         |  0  0       0       1 |  */
   1.590 +    out = aiMatrix4x4t<TReal>();
   1.591 +    out.b2 = out.c3 = std::cos(a);
   1.592 +    out.b3 = -(out.c2 = std::sin(a));
   1.593 +    return out;
   1.594 +}
   1.595 +
   1.596 +// ----------------------------------------------------------------------------------------
   1.597 +template <typename TReal>
   1.598 +inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationY(TReal a, aiMatrix4x4t<TReal>& out)
   1.599 +{
   1.600 +    /*
   1.601 +         |  cos(A)  0   sin(A)  0 |
   1.602 +     M = |  0       1   0       0 |
   1.603 +         | -sin(A)  0   cos(A)  0 |
   1.604 +         |  0       0   0       1 |
   1.605 +        */
   1.606 +    out = aiMatrix4x4t<TReal>();
   1.607 +    out.a1 = out.c3 = std::cos(a);
   1.608 +    out.c1 = -(out.a3 = std::sin(a));
   1.609 +    return out;
   1.610 +}
   1.611 +
   1.612 +// ----------------------------------------------------------------------------------------
   1.613 +template <typename TReal>
   1.614 +inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationZ(TReal a, aiMatrix4x4t<TReal>& out)
   1.615 +{
   1.616 +    /*
   1.617 +         |  cos(A)  -sin(A)   0   0 |
   1.618 +     M = |  sin(A)   cos(A)   0   0 |
   1.619 +         |  0        0        1   0 |
   1.620 +         |  0        0        0   1 |   */
   1.621 +    out = aiMatrix4x4t<TReal>();
   1.622 +    out.a1 = out.b2 = std::cos(a);
   1.623 +    out.a2 = -(out.b1 = std::sin(a));
   1.624 +    return out;
   1.625 +}
   1.626 +
   1.627 +// ----------------------------------------------------------------------------------------
   1.628 +// Returns a rotation matrix for a rotation around an arbitrary axis.
   1.629 +template <typename TReal>
   1.630 +inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix4x4t<TReal>& out)
   1.631 +{
   1.632 +  TReal c = std::cos( a), s = std::sin( a), t = 1 - c;
   1.633 +  TReal x = axis.x, y = axis.y, z = axis.z;
   1.634 +
   1.635 +  // Many thanks to MathWorld and Wikipedia
   1.636 +  out.a1 = t*x*x + c;   out.a2 = t*x*y - s*z; out.a3 = t*x*z + s*y;
   1.637 +  out.b1 = t*x*y + s*z; out.b2 = t*y*y + c;   out.b3 = t*y*z - s*x;
   1.638 +  out.c1 = t*x*z - s*y; out.c2 = t*y*z + s*x; out.c3 = t*z*z + c;
   1.639 +  out.a4 = out.b4 = out.c4 = static_cast<TReal>(0.0);
   1.640 +  out.d1 = out.d2 = out.d3 = static_cast<TReal>(0.0);
   1.641 +  out.d4 = static_cast<TReal>(1.0);
   1.642 +
   1.643 +  return out;
   1.644 +}
   1.645 +
   1.646 +// ----------------------------------------------------------------------------------------
   1.647 +template <typename TReal>
   1.648 +inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Translation( const aiVector3t<TReal>& v, aiMatrix4x4t<TReal>& out)
   1.649 +{
   1.650 +    out = aiMatrix4x4t<TReal>();
   1.651 +    out.a4 = v.x;
   1.652 +    out.b4 = v.y;
   1.653 +    out.c4 = v.z;
   1.654 +    return out;
   1.655 +}
   1.656 +
   1.657 +// ----------------------------------------------------------------------------------------
   1.658 +template <typename TReal>
   1.659 +inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Scaling( const aiVector3t<TReal>& v, aiMatrix4x4t<TReal>& out)
   1.660 +{
   1.661 +    out = aiMatrix4x4t<TReal>();
   1.662 +    out.a1 = v.x;
   1.663 +    out.b2 = v.y;
   1.664 +    out.c3 = v.z;
   1.665 +    return out;
   1.666 +}
   1.667 +
   1.668 +// ----------------------------------------------------------------------------------------
   1.669 +/** A function for creating a rotation matrix that rotates a vector called
   1.670 + * "from" into another vector called "to".
   1.671 + * Input : from[3], to[3] which both must be *normalized* non-zero vectors
   1.672 + * Output: mtx[3][3] -- a 3x3 matrix in colum-major form
   1.673 + * Authors: Tomas Möller, John Hughes
   1.674 + *          "Efficiently Building a Matrix to Rotate One Vector to Another"
   1.675 + *          Journal of Graphics Tools, 4(4):1-4, 1999
   1.676 + */
   1.677 +// ----------------------------------------------------------------------------------------
   1.678 +template <typename TReal>
   1.679 +inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
   1.680 +    const aiVector3t<TReal>& to, aiMatrix4x4t<TReal>& mtx)
   1.681 +{
   1.682 +    aiMatrix3x3t<TReal> m3;
   1.683 +    aiMatrix3x3t<TReal>::FromToMatrix(from,to,m3);
   1.684 +    mtx = aiMatrix4x4t<TReal>(m3);
   1.685 +    return mtx;
   1.686 +}
   1.687 +
   1.688 +#endif // __cplusplus
   1.689 +#endif // AI_MATRIX4X4_INL_INC