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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
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42 /** @file aiMatrix4x4t<TReal>.inl
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43 * @brief Inline implementation of the 4x4 matrix operators
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44 */
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45 #ifndef AI_MATRIX4x4_INL_INC
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46 #define AI_MATRIX4x4_INL_INC
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47
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48 #ifdef __cplusplus
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49
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50 #include "matrix4x4.h"
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51 #include "matrix3x3.h"
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52 #include "quaternion.h"
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53
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54 #include <algorithm>
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55 #include <limits>
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56 #include <math.h>
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57
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58 // ----------------------------------------------------------------------------------------
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59 template <typename TReal>
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60 aiMatrix4x4t<TReal> ::aiMatrix4x4t () :
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61 a1(1.0f), a2(), a3(), a4(),
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62 b1(), b2(1.0f), b3(), b4(),
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63 c1(), c2(), c3(1.0f), c4(),
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64 d1(), d2(), d3(), d4(1.0f)
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65 {
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66
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67 }
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68
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69 // ----------------------------------------------------------------------------------------
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70 template <typename TReal>
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71 aiMatrix4x4t<TReal> ::aiMatrix4x4t (TReal _a1, TReal _a2, TReal _a3, TReal _a4,
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72 TReal _b1, TReal _b2, TReal _b3, TReal _b4,
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73 TReal _c1, TReal _c2, TReal _c3, TReal _c4,
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74 TReal _d1, TReal _d2, TReal _d3, TReal _d4) :
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75 a1(_a1), a2(_a2), a3(_a3), a4(_a4),
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76 b1(_b1), b2(_b2), b3(_b3), b4(_b4),
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77 c1(_c1), c2(_c2), c3(_c3), c4(_c4),
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78 d1(_d1), d2(_d2), d3(_d3), d4(_d4)
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79 {
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80
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81 }
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82
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83 // ------------------------------------------------------------------------------------------------
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84 template <typename TReal>
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85 template <typename TOther>
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86 aiMatrix4x4t<TReal>::operator aiMatrix4x4t<TOther> () const
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87 {
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88 return aiMatrix4x4t<TOther>(static_cast<TOther>(a1),static_cast<TOther>(a2),static_cast<TOther>(a3),static_cast<TOther>(a4),
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89 static_cast<TOther>(b1),static_cast<TOther>(b2),static_cast<TOther>(b3),static_cast<TOther>(b4),
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90 static_cast<TOther>(c1),static_cast<TOther>(c2),static_cast<TOther>(c3),static_cast<TOther>(c4),
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91 static_cast<TOther>(d1),static_cast<TOther>(d2),static_cast<TOther>(d3),static_cast<TOther>(d4));
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92 }
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93
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94
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95 // ----------------------------------------------------------------------------------------
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96 template <typename TReal>
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97 inline aiMatrix4x4t<TReal>::aiMatrix4x4t (const aiMatrix3x3t<TReal>& m)
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98 {
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99 a1 = m.a1; a2 = m.a2; a3 = m.a3; a4 = static_cast<TReal>(0.0);
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100 b1 = m.b1; b2 = m.b2; b3 = m.b3; b4 = static_cast<TReal>(0.0);
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101 c1 = m.c1; c2 = m.c2; c3 = m.c3; c4 = static_cast<TReal>(0.0);
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102 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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103 }
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104
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105 // ----------------------------------------------------------------------------------------
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106 template <typename TReal>
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107 inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::operator *= (const aiMatrix4x4t<TReal>& m)
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108 {
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109 *this = aiMatrix4x4t<TReal>(
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110 m.a1 * a1 + m.b1 * a2 + m.c1 * a3 + m.d1 * a4,
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111 m.a2 * a1 + m.b2 * a2 + m.c2 * a3 + m.d2 * a4,
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112 m.a3 * a1 + m.b3 * a2 + m.c3 * a3 + m.d3 * a4,
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113 m.a4 * a1 + m.b4 * a2 + m.c4 * a3 + m.d4 * a4,
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114 m.a1 * b1 + m.b1 * b2 + m.c1 * b3 + m.d1 * b4,
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115 m.a2 * b1 + m.b2 * b2 + m.c2 * b3 + m.d2 * b4,
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116 m.a3 * b1 + m.b3 * b2 + m.c3 * b3 + m.d3 * b4,
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117 m.a4 * b1 + m.b4 * b2 + m.c4 * b3 + m.d4 * b4,
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118 m.a1 * c1 + m.b1 * c2 + m.c1 * c3 + m.d1 * c4,
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119 m.a2 * c1 + m.b2 * c2 + m.c2 * c3 + m.d2 * c4,
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120 m.a3 * c1 + m.b3 * c2 + m.c3 * c3 + m.d3 * c4,
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121 m.a4 * c1 + m.b4 * c2 + m.c4 * c3 + m.d4 * c4,
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122 m.a1 * d1 + m.b1 * d2 + m.c1 * d3 + m.d1 * d4,
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123 m.a2 * d1 + m.b2 * d2 + m.c2 * d3 + m.d2 * d4,
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124 m.a3 * d1 + m.b3 * d2 + m.c3 * d3 + m.d3 * d4,
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125 m.a4 * d1 + m.b4 * d2 + m.c4 * d3 + m.d4 * d4);
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126 return *this;
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127 }
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128
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129 // ----------------------------------------------------------------------------------------
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130 template <typename TReal>
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131 inline aiMatrix4x4t<TReal> aiMatrix4x4t<TReal>::operator* (const aiMatrix4x4t<TReal>& m) const
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132 {
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133 aiMatrix4x4t<TReal> temp( *this);
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134 temp *= m;
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135 return temp;
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136 }
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137
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138
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139 // ----------------------------------------------------------------------------------------
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140 template <typename TReal>
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141 inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Transpose()
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142 {
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143 // (TReal&) don't remove, GCC complains cause of packed fields
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144 std::swap( (TReal&)b1, (TReal&)a2);
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145 std::swap( (TReal&)c1, (TReal&)a3);
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146 std::swap( (TReal&)c2, (TReal&)b3);
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147 std::swap( (TReal&)d1, (TReal&)a4);
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148 std::swap( (TReal&)d2, (TReal&)b4);
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149 std::swap( (TReal&)d3, (TReal&)c4);
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150 return *this;
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151 }
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152
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153
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154 // ----------------------------------------------------------------------------------------
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155 template <typename TReal>
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156 inline TReal aiMatrix4x4t<TReal>::Determinant() const
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157 {
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158 return a1*b2*c3*d4 - a1*b2*c4*d3 + a1*b3*c4*d2 - a1*b3*c2*d4
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159 + a1*b4*c2*d3 - a1*b4*c3*d2 - a2*b3*c4*d1 + a2*b3*c1*d4
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160 - a2*b4*c1*d3 + a2*b4*c3*d1 - a2*b1*c3*d4 + a2*b1*c4*d3
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161 + a3*b4*c1*d2 - a3*b4*c2*d1 + a3*b1*c2*d4 - a3*b1*c4*d2
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162 + a3*b2*c4*d1 - a3*b2*c1*d4 - a4*b1*c2*d3 + a4*b1*c3*d2
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163 - a4*b2*c3*d1 + a4*b2*c1*d3 - a4*b3*c1*d2 + a4*b3*c2*d1;
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164 }
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165
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166 // ----------------------------------------------------------------------------------------
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167 template <typename TReal>
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168 inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Inverse()
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169 {
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170 // Compute the reciprocal determinant
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171 const TReal det = Determinant();
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172 if(det == static_cast<TReal>(0.0))
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173 {
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174 // Matrix not invertible. Setting all elements to nan is not really
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175 // correct in a mathematical sense but it is easy to debug for the
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176 // programmer.
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177 const TReal nan = std::numeric_limits<TReal>::quiet_NaN();
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178 *this = aiMatrix4x4t<TReal>(
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179 nan,nan,nan,nan,
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180 nan,nan,nan,nan,
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181 nan,nan,nan,nan,
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182 nan,nan,nan,nan);
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183
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184 return *this;
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185 }
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186
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187 const TReal invdet = static_cast<TReal>(1.0) / det;
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188
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189 aiMatrix4x4t<TReal> res;
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190 res.a1 = invdet * (b2 * (c3 * d4 - c4 * d3) + b3 * (c4 * d2 - c2 * d4) + b4 * (c2 * d3 - c3 * d2));
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191 res.a2 = -invdet * (a2 * (c3 * d4 - c4 * d3) + a3 * (c4 * d2 - c2 * d4) + a4 * (c2 * d3 - c3 * d2));
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192 res.a3 = invdet * (a2 * (b3 * d4 - b4 * d3) + a3 * (b4 * d2 - b2 * d4) + a4 * (b2 * d3 - b3 * d2));
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193 res.a4 = -invdet * (a2 * (b3 * c4 - b4 * c3) + a3 * (b4 * c2 - b2 * c4) + a4 * (b2 * c3 - b3 * c2));
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194 res.b1 = -invdet * (b1 * (c3 * d4 - c4 * d3) + b3 * (c4 * d1 - c1 * d4) + b4 * (c1 * d3 - c3 * d1));
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195 res.b2 = invdet * (a1 * (c3 * d4 - c4 * d3) + a3 * (c4 * d1 - c1 * d4) + a4 * (c1 * d3 - c3 * d1));
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196 res.b3 = -invdet * (a1 * (b3 * d4 - b4 * d3) + a3 * (b4 * d1 - b1 * d4) + a4 * (b1 * d3 - b3 * d1));
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197 res.b4 = invdet * (a1 * (b3 * c4 - b4 * c3) + a3 * (b4 * c1 - b1 * c4) + a4 * (b1 * c3 - b3 * c1));
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198 res.c1 = invdet * (b1 * (c2 * d4 - c4 * d2) + b2 * (c4 * d1 - c1 * d4) + b4 * (c1 * d2 - c2 * d1));
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199 res.c2 = -invdet * (a1 * (c2 * d4 - c4 * d2) + a2 * (c4 * d1 - c1 * d4) + a4 * (c1 * d2 - c2 * d1));
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200 res.c3 = invdet * (a1 * (b2 * d4 - b4 * d2) + a2 * (b4 * d1 - b1 * d4) + a4 * (b1 * d2 - b2 * d1));
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201 res.c4 = -invdet * (a1 * (b2 * c4 - b4 * c2) + a2 * (b4 * c1 - b1 * c4) + a4 * (b1 * c2 - b2 * c1));
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202 res.d1 = -invdet * (b1 * (c2 * d3 - c3 * d2) + b2 * (c3 * d1 - c1 * d3) + b3 * (c1 * d2 - c2 * d1));
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203 res.d2 = invdet * (a1 * (c2 * d3 - c3 * d2) + a2 * (c3 * d1 - c1 * d3) + a3 * (c1 * d2 - c2 * d1));
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204 res.d3 = -invdet * (a1 * (b2 * d3 - b3 * d2) + a2 * (b3 * d1 - b1 * d3) + a3 * (b1 * d2 - b2 * d1));
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205 res.d4 = invdet * (a1 * (b2 * c3 - b3 * c2) + a2 * (b3 * c1 - b1 * c3) + a3 * (b1 * c2 - b2 * c1));
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206 *this = res;
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207
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208 return *this;
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209 }
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210
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211 // ----------------------------------------------------------------------------------------
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212 template <typename TReal>
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213 inline TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex)
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214 {
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215 // XXX this is UB. Has been for years. The fact that it works now does not make it better.
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216 return &this->a1 + p_iIndex * 4;
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217 }
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218
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219 // ----------------------------------------------------------------------------------------
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220 template <typename TReal>
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221 inline const TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex) const
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222 {
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223 // XXX same
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224 return &this->a1 + p_iIndex * 4;
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225 }
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226
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227 // ----------------------------------------------------------------------------------------
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228 template <typename TReal>
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229 inline bool aiMatrix4x4t<TReal>::operator== (const aiMatrix4x4t<TReal> m) const
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230 {
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231 return (a1 == m.a1 && a2 == m.a2 && a3 == m.a3 && a4 == m.a4 &&
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232 b1 == m.b1 && b2 == m.b2 && b3 == m.b3 && b4 == m.b4 &&
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233 c1 == m.c1 && c2 == m.c2 && c3 == m.c3 && c4 == m.c4 &&
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234 d1 == m.d1 && d2 == m.d2 && d3 == m.d3 && d4 == m.d4);
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235 }
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236
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237 // ----------------------------------------------------------------------------------------
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238 template <typename TReal>
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239 inline bool aiMatrix4x4t<TReal>::operator!= (const aiMatrix4x4t<TReal> m) const
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240 {
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241 return !(*this == m);
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242 }
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243
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244 // ----------------------------------------------------------------------------------------
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245 template <typename TReal>
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246 inline void aiMatrix4x4t<TReal>::Decompose (aiVector3t<TReal>& scaling, aiQuaterniont<TReal>& rotation,
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247 aiVector3t<TReal>& position) const
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248 {
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249 const aiMatrix4x4t<TReal>& _this = *this;
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250
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251 // extract translation
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252 position.x = _this[0][3];
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253 position.y = _this[1][3];
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254 position.z = _this[2][3];
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255
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256 // extract the rows of the matrix
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257 aiVector3t<TReal> vRows[3] = {
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258 aiVector3t<TReal>(_this[0][0],_this[1][0],_this[2][0]),
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259 aiVector3t<TReal>(_this[0][1],_this[1][1],_this[2][1]),
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260 aiVector3t<TReal>(_this[0][2],_this[1][2],_this[2][2])
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261 };
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262
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263 // extract the scaling factors
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264 scaling.x = vRows[0].Length();
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265 scaling.y = vRows[1].Length();
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266 scaling.z = vRows[2].Length();
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267
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268 // and the sign of the scaling
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269 if (Determinant() < 0) {
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270 scaling.x = -scaling.x;
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271 scaling.y = -scaling.y;
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272 scaling.z = -scaling.z;
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273 }
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274
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275 // and remove all scaling from the matrix
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276 if(scaling.x)
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277 {
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278 vRows[0] /= scaling.x;
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279 }
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280 if(scaling.y)
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281 {
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282 vRows[1] /= scaling.y;
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283 }
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284 if(scaling.z)
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285 {
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286 vRows[2] /= scaling.z;
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287 }
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288
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289 // build a 3x3 rotation matrix
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290 aiMatrix3x3t<TReal> m(vRows[0].x,vRows[1].x,vRows[2].x,
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291 vRows[0].y,vRows[1].y,vRows[2].y,
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292 vRows[0].z,vRows[1].z,vRows[2].z);
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293
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294 // and generate the rotation quaternion from it
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295 rotation = aiQuaterniont<TReal>(m);
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296 }
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297
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298 // ----------------------------------------------------------------------------------------
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299 template <typename TReal>
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300 inline void aiMatrix4x4t<TReal>::DecomposeNoScaling (aiQuaterniont<TReal>& rotation,
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301 aiVector3t<TReal>& position) const
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302 {
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303 const aiMatrix4x4t<TReal>& _this = *this;
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304
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305 // extract translation
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306 position.x = _this[0][3];
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307 position.y = _this[1][3];
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308 position.z = _this[2][3];
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309
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310 // extract rotation
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311 rotation = aiQuaterniont<TReal>((aiMatrix3x3t<TReal>)_this);
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312 }
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313
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314 // ----------------------------------------------------------------------------------------
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315 template <typename TReal>
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316 inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(const aiVector3t<TReal>& blubb)
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317 {
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318 return FromEulerAnglesXYZ(blubb.x,blubb.y,blubb.z);
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319 }
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320
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321 // ----------------------------------------------------------------------------------------
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322 template <typename TReal>
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323 inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(TReal x, TReal y, TReal z)
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324 {
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325 aiMatrix4x4t<TReal>& _this = *this;
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326
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327 TReal cr = cos( x );
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328 TReal sr = sin( x );
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329 TReal cp = cos( y );
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330 TReal sp = sin( y );
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331 TReal cy = cos( z );
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332 TReal sy = sin( z );
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333
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334 _this.a1 = cp*cy ;
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335 _this.a2 = cp*sy;
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336 _this.a3 = -sp ;
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337
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338 TReal srsp = sr*sp;
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339 TReal crsp = cr*sp;
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340
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341 _this.b1 = srsp*cy-cr*sy ;
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342 _this.b2 = srsp*sy+cr*cy ;
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343 _this.b3 = sr*cp ;
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344
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345 _this.c1 = crsp*cy+sr*sy ;
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346 _this.c2 = crsp*sy-sr*cy ;
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347 _this.c3 = cr*cp ;
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348
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349 return *this;
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350 }
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351
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352 // ----------------------------------------------------------------------------------------
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353 template <typename TReal>
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354 inline bool aiMatrix4x4t<TReal>::IsIdentity() const
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355 {
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356 // Use a small epsilon to solve floating-point inaccuracies
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357 const static TReal epsilon = 10e-3f;
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358
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359 return (a2 <= epsilon && a2 >= -epsilon &&
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360 a3 <= epsilon && a3 >= -epsilon &&
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361 a4 <= epsilon && a4 >= -epsilon &&
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362 b1 <= epsilon && b1 >= -epsilon &&
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363 b3 <= epsilon && b3 >= -epsilon &&
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364 b4 <= epsilon && b4 >= -epsilon &&
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365 c1 <= epsilon && c1 >= -epsilon &&
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366 c2 <= epsilon && c2 >= -epsilon &&
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367 c4 <= epsilon && c4 >= -epsilon &&
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368 d1 <= epsilon && d1 >= -epsilon &&
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369 d2 <= epsilon && d2 >= -epsilon &&
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370 d3 <= epsilon && d3 >= -epsilon &&
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371 a1 <= 1.f+epsilon && a1 >= 1.f-epsilon &&
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372 b2 <= 1.f+epsilon && b2 >= 1.f-epsilon &&
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373 c3 <= 1.f+epsilon && c3 >= 1.f-epsilon &&
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374 d4 <= 1.f+epsilon && d4 >= 1.f-epsilon);
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375 }
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376
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377 // ----------------------------------------------------------------------------------------
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378 template <typename TReal>
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379 inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationX(TReal a, aiMatrix4x4t<TReal>& out)
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380 {
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381 /*
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382 | 1 0 0 0 |
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383 M = | 0 cos(A) -sin(A) 0 |
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384 | 0 sin(A) cos(A) 0 |
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385 | 0 0 0 1 | */
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386 out = aiMatrix4x4t<TReal>();
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387 out.b2 = out.c3 = cos(a);
|
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388 out.b3 = -(out.c2 = sin(a));
|
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389 return out;
|
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|
390 }
|
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391
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392 // ----------------------------------------------------------------------------------------
|
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393 template <typename TReal>
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394 inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationY(TReal a, aiMatrix4x4t<TReal>& out)
|
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395 {
|
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396 /*
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397 | cos(A) 0 sin(A) 0 |
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398 M = | 0 1 0 0 |
|
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399 | -sin(A) 0 cos(A) 0 |
|
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|
400 | 0 0 0 1 |
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|
401 */
|
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402 out = aiMatrix4x4t<TReal>();
|
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403 out.a1 = out.c3 = cos(a);
|
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|
404 out.c1 = -(out.a3 = sin(a));
|
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|
405 return out;
|
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|
406 }
|
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|
407
|
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|
408 // ----------------------------------------------------------------------------------------
|
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409 template <typename TReal>
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410 inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationZ(TReal a, aiMatrix4x4t<TReal>& out)
|
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411 {
|
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|
412 /*
|
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|
413 | cos(A) -sin(A) 0 0 |
|
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|
414 M = | sin(A) cos(A) 0 0 |
|
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|
415 | 0 0 1 0 |
|
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|
416 | 0 0 0 1 | */
|
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|
417 out = aiMatrix4x4t<TReal>();
|
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|
418 out.a1 = out.b2 = cos(a);
|
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|
419 out.a2 = -(out.b1 = sin(a));
|
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|
420 return out;
|
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|
421 }
|
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|
422
|
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|
423 // ----------------------------------------------------------------------------------------
|
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|
424 // Returns a rotation matrix for a rotation around an arbitrary axis.
|
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|
425 template <typename TReal>
|
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|
426 inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix4x4t<TReal>& out)
|
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|
427 {
|
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|
428 TReal c = cos( a), s = sin( a), t = 1 - c;
|
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|
429 TReal x = axis.x, y = axis.y, z = axis.z;
|
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|
430
|
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|
431 // Many thanks to MathWorld and Wikipedia
|
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|
432 out.a1 = t*x*x + c; out.a2 = t*x*y - s*z; out.a3 = t*x*z + s*y;
|
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|
433 out.b1 = t*x*y + s*z; out.b2 = t*y*y + c; out.b3 = t*y*z - s*x;
|
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|
434 out.c1 = t*x*z - s*y; out.c2 = t*y*z + s*x; out.c3 = t*z*z + c;
|
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|
435 out.a4 = out.b4 = out.c4 = static_cast<TReal>(0.0);
|
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|
436 out.d1 = out.d2 = out.d3 = static_cast<TReal>(0.0);
|
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|
437 out.d4 = static_cast<TReal>(1.0);
|
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|
438
|
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|
439 return out;
|
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|
440 }
|
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|
441
|
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|
442 // ----------------------------------------------------------------------------------------
|
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|
443 template <typename TReal>
|
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|
444 inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Translation( const aiVector3t<TReal>& v, aiMatrix4x4t<TReal>& out)
|
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|
445 {
|
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|
446 out = aiMatrix4x4t<TReal>();
|
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|
447 out.a4 = v.x;
|
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|
448 out.b4 = v.y;
|
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|
449 out.c4 = v.z;
|
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|
450 return out;
|
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|
451 }
|
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|
452
|
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|
453 // ----------------------------------------------------------------------------------------
|
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|
454 template <typename TReal>
|
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|
455 inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Scaling( const aiVector3t<TReal>& v, aiMatrix4x4t<TReal>& out)
|
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|
456 {
|
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|
457 out = aiMatrix4x4t<TReal>();
|
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|
458 out.a1 = v.x;
|
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|
459 out.b2 = v.y;
|
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|
460 out.c3 = v.z;
|
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|
461 return out;
|
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|
462 }
|
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|
463
|
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|
464 // ----------------------------------------------------------------------------------------
|
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|
465 /** A function for creating a rotation matrix that rotates a vector called
|
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|
466 * "from" into another vector called "to".
|
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|
467 * Input : from[3], to[3] which both must be *normalized* non-zero vectors
|
nuclear@0
|
468 * Output: mtx[3][3] -- a 3x3 matrix in colum-major form
|
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|
469 * Authors: Tomas Möller, John Hughes
|
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|
470 * "Efficiently Building a Matrix to Rotate One Vector to Another"
|
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|
471 * Journal of Graphics Tools, 4(4):1-4, 1999
|
nuclear@0
|
472 */
|
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|
473 // ----------------------------------------------------------------------------------------
|
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|
474 template <typename TReal>
|
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|
475 inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
|
nuclear@0
|
476 const aiVector3t<TReal>& to, aiMatrix4x4t<TReal>& mtx)
|
nuclear@0
|
477 {
|
nuclear@0
|
478 aiMatrix3x3t<TReal> m3;
|
nuclear@0
|
479 aiMatrix3x3t<TReal>::FromToMatrix(from,to,m3);
|
nuclear@0
|
480 mtx = aiMatrix4x4t<TReal>(m3);
|
nuclear@0
|
481 return mtx;
|
nuclear@0
|
482 }
|
nuclear@0
|
483
|
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|
484 #endif // __cplusplus
|
nuclear@0
|
485 #endif // AI_MATRIX4x4_INL_INC
|