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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) 2006-2012, assimp team
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7
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8 All rights reserved.
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9
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10 Redistribution and use of this software in source and binary forms,
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11 with or without modification, are permitted provided that the following
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12 conditions are met:
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13
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14 * Redistributions of source code must retain the above
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15 copyright notice, this list of conditions and the
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16 following disclaimer.
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17
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18 * Redistributions in binary form must reproduce the above
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19 copyright notice, this list of conditions and the
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20 following disclaimer in the documentation and/or other
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21 materials provided with the distribution.
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22
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23 * Neither the name of the assimp team, nor the names of its
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24 contributors may be used to endorse or promote products
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25 derived from this software without specific prior
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26 written permission of the assimp team.
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27
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28 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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29 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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30 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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31 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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32 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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33 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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34 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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35 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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36 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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37 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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38 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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39 ---------------------------------------------------------------------------
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40 */
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41 /** @file matrix4x4.h
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42 * @brief 4x4 matrix structure, including operators when compiling in C++
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43 */
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44 #ifndef AI_MATRIX4X4_H_INC
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45 #define AI_MATRIX4X4_H_INC
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46
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47 #include "./Compiler/pushpack1.h"
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48
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49 #ifdef __cplusplus
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50
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51 template<typename TReal> class aiMatrix3x3t;
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52 template<typename TReal> class aiQuaterniont;
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53
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54 // ---------------------------------------------------------------------------
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55 /** @brief Represents a row-major 4x4 matrix, use this for homogeneous
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56 * coordinates.
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57 *
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58 * There's much confusion about matrix layouts (column vs. row order).
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59 * This is *always* a row-major matrix. Not even with the
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60 * #aiProcess_ConvertToLeftHanded flag, which absolutely does not affect
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61 * matrix order - it just affects the handedness of the coordinate system
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62 * defined thereby.
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63 */
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64 template<typename TReal>
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65 class aiMatrix4x4t
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66 {
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67 public:
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68
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69 /** set to identity */
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70 aiMatrix4x4t ();
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71
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72 /** construction from single values */
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73 aiMatrix4x4t ( TReal _a1, TReal _a2, TReal _a3, TReal _a4,
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74 TReal _b1, TReal _b2, TReal _b3, TReal _b4,
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75 TReal _c1, TReal _c2, TReal _c3, TReal _c4,
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76 TReal _d1, TReal _d2, TReal _d3, TReal _d4);
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77
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78
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79 /** construction from 3x3 matrix, remaining elements are set to identity */
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80 explicit aiMatrix4x4t( const aiMatrix3x3t<TReal>& m);
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81
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82 public:
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83
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84 // array access operators
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85 TReal* operator[] (unsigned int p_iIndex);
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86 const TReal* operator[] (unsigned int p_iIndex) const;
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87
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88 // comparison operators
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89 bool operator== (const aiMatrix4x4t m) const;
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90 bool operator!= (const aiMatrix4x4t m) const;
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91
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92 // matrix multiplication.
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93 aiMatrix4x4t& operator *= (const aiMatrix4x4t& m);
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94 aiMatrix4x4t operator * (const aiMatrix4x4t& m) const;
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95
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96 template <typename TOther>
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97 operator aiMatrix4x4t<TOther> () const;
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98
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99 public:
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100
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101 // -------------------------------------------------------------------
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102 /** @brief Transpose the matrix */
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103 aiMatrix4x4t& Transpose();
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104
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105 // -------------------------------------------------------------------
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106 /** @brief Invert the matrix.
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107 * If the matrix is not invertible all elements are set to qnan.
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108 * Beware, use (f != f) to check whether a TReal f is qnan.
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109 */
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110 aiMatrix4x4t& Inverse();
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111 TReal Determinant() const;
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112
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113
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114 // -------------------------------------------------------------------
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115 /** @brief Returns true of the matrix is the identity matrix.
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116 * The check is performed against a not so small epsilon.
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117 */
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118 inline bool IsIdentity() const;
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119
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120 // -------------------------------------------------------------------
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121 /** @brief Decompose a trafo matrix into its original components
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122 * @param scaling Receives the output scaling for the x,y,z axes
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123 * @param rotation Receives the output rotation as a hamilton
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124 * quaternion
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125 * @param position Receives the output position for the x,y,z axes
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126 */
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127 void Decompose (aiVector3t<TReal>& scaling, aiQuaterniont<TReal>& rotation,
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128 aiVector3t<TReal>& position) const;
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129
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130 // -------------------------------------------------------------------
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131 /** @brief Decompose a trafo matrix with no scaling into its
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132 * original components
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133 * @param rotation Receives the output rotation as a hamilton
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134 * quaternion
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135 * @param position Receives the output position for the x,y,z axes
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136 */
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137 void DecomposeNoScaling (aiQuaterniont<TReal>& rotation,
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138 aiVector3t<TReal>& position) const;
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139
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140
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141 // -------------------------------------------------------------------
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142 /** @brief Creates a trafo matrix from a set of euler angles
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143 * @param x Rotation angle for the x-axis, in radians
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144 * @param y Rotation angle for the y-axis, in radians
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145 * @param z Rotation angle for the z-axis, in radians
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146 */
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147 aiMatrix4x4t& FromEulerAnglesXYZ(TReal x, TReal y, TReal z);
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148 aiMatrix4x4t& FromEulerAnglesXYZ(const aiVector3t<TReal>& blubb);
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149
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150 public:
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151 // -------------------------------------------------------------------
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152 /** @brief Returns a rotation matrix for a rotation around the x axis
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153 * @param a Rotation angle, in radians
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154 * @param out Receives the output matrix
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155 * @return Reference to the output matrix
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156 */
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157 static aiMatrix4x4t& RotationX(TReal a, aiMatrix4x4t& out);
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158
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159 // -------------------------------------------------------------------
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160 /** @brief Returns a rotation matrix for a rotation around the y axis
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161 * @param a Rotation angle, in radians
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162 * @param out Receives the output matrix
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163 * @return Reference to the output matrix
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164 */
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165 static aiMatrix4x4t& RotationY(TReal a, aiMatrix4x4t& out);
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166
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167 // -------------------------------------------------------------------
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168 /** @brief Returns a rotation matrix for a rotation around the z axis
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169 * @param a Rotation angle, in radians
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170 * @param out Receives the output matrix
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171 * @return Reference to the output matrix
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172 */
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173 static aiMatrix4x4t& RotationZ(TReal a, aiMatrix4x4t& out);
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174
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175 // -------------------------------------------------------------------
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176 /** Returns a rotation matrix for a rotation around an arbitrary axis.
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177 * @param a Rotation angle, in radians
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178 * @param axis Rotation axis, should be a normalized vector.
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179 * @param out Receives the output matrix
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180 * @return Reference to the output matrix
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181 */
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182 static aiMatrix4x4t& Rotation(TReal a, const aiVector3t<TReal>& axis,
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183 aiMatrix4x4t& out);
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184
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185 // -------------------------------------------------------------------
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186 /** @brief Returns a translation matrix
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187 * @param v Translation vector
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188 * @param out Receives the output matrix
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189 * @return Reference to the output matrix
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190 */
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191 static aiMatrix4x4t& Translation( const aiVector3t<TReal>& v, aiMatrix4x4t& out);
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192
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193 // -------------------------------------------------------------------
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194 /** @brief Returns a scaling matrix
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195 * @param v Scaling vector
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196 * @param out Receives the output matrix
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197 * @return Reference to the output matrix
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198 */
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199 static aiMatrix4x4t& Scaling( const aiVector3t<TReal>& v, aiMatrix4x4t& out);
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200
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201 // -------------------------------------------------------------------
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202 /** @brief A function for creating a rotation matrix that rotates a
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203 * vector called "from" into another vector called "to".
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204 * Input : from[3], to[3] which both must be *normalized* non-zero vectors
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205 * Output: mtx[3][3] -- a 3x3 matrix in colum-major form
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206 * Authors: Tomas Möller, John Hughes
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207 * "Efficiently Building a Matrix to Rotate One Vector to Another"
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208 * Journal of Graphics Tools, 4(4):1-4, 1999
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209 */
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210 static aiMatrix4x4t& FromToMatrix(const aiVector3t<TReal>& from,
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211 const aiVector3t<TReal>& to, aiMatrix4x4t& out);
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212
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213 public:
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214
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215 TReal a1, a2, a3, a4;
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216 TReal b1, b2, b3, b4;
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217 TReal c1, c2, c3, c4;
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218 TReal d1, d2, d3, d4;
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219
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220 } PACK_STRUCT;
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221
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222 typedef aiMatrix4x4t<float> aiMatrix4x4;
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223
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224 #else
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225
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226 struct aiMatrix4x4 {
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227 float a1, a2, a3, a4;
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228 float b1, b2, b3, b4;
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229 float c1, c2, c3, c4;
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230 float d1, d2, d3, d4;
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231 };
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232
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233
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234 #endif // __cplusplus
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235
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236 #include "./Compiler/poppack1.h"
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237
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238 #endif // AI_MATRIX4X4_H_INC
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