357 lines
12 KiB
C++
357 lines
12 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2017, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file matrix3x3.inl
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* @brief Inline implementation of the 3x3 matrix operators
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*/
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#pragma once
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#ifndef AI_MATRIX3X3_INL_INC
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#define AI_MATRIX3X3_INL_INC
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#ifdef __cplusplus
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#include "matrix3x3.h"
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#include "matrix4x4.h"
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#include <algorithm>
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#include <cmath>
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#include <limits>
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// ------------------------------------------------------------------------------------------------
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// Construction from a 4x4 matrix. The remaining parts of the matrix are ignored.
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template <typename TReal>
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inline aiMatrix3x3t<TReal>::aiMatrix3x3t( const aiMatrix4x4t<TReal>& pMatrix)
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{
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a1 = pMatrix.a1; a2 = pMatrix.a2; a3 = pMatrix.a3;
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b1 = pMatrix.b1; b2 = pMatrix.b2; b3 = pMatrix.b3;
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c1 = pMatrix.c1; c2 = pMatrix.c2; c3 = pMatrix.c3;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::operator *= (const aiMatrix3x3t<TReal>& m)
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{
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*this = aiMatrix3x3t<TReal>(m.a1 * a1 + m.b1 * a2 + m.c1 * a3,
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m.a2 * a1 + m.b2 * a2 + m.c2 * a3,
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m.a3 * a1 + m.b3 * a2 + m.c3 * a3,
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m.a1 * b1 + m.b1 * b2 + m.c1 * b3,
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m.a2 * b1 + m.b2 * b2 + m.c2 * b3,
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m.a3 * b1 + m.b3 * b2 + m.c3 * b3,
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m.a1 * c1 + m.b1 * c2 + m.c1 * c3,
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m.a2 * c1 + m.b2 * c2 + m.c2 * c3,
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m.a3 * c1 + m.b3 * c2 + m.c3 * c3);
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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template <typename TOther>
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aiMatrix3x3t<TReal>::operator aiMatrix3x3t<TOther> () const
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{
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return aiMatrix3x3t<TOther>(static_cast<TOther>(a1),static_cast<TOther>(a2),static_cast<TOther>(a3),
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static_cast<TOther>(b1),static_cast<TOther>(b2),static_cast<TOther>(b3),
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static_cast<TOther>(c1),static_cast<TOther>(c2),static_cast<TOther>(c3));
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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inline aiMatrix3x3t<TReal> aiMatrix3x3t<TReal>::operator* (const aiMatrix3x3t<TReal>& m) const
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{
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aiMatrix3x3t<TReal> temp( *this);
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temp *= m;
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return temp;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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inline TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex) {
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switch ( p_iIndex ) {
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case 0:
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return &a1;
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case 1:
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return &b1;
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case 2:
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return &c1;
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default:
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break;
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}
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return &a1;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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inline const TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex) const {
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switch ( p_iIndex ) {
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case 0:
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return &a1;
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case 1:
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return &b1;
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case 2:
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return &c1;
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default:
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break;
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}
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return &a1;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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inline bool aiMatrix3x3t<TReal>::operator== (const aiMatrix4x4t<TReal>& m) const
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{
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return a1 == m.a1 && a2 == m.a2 && a3 == m.a3 &&
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b1 == m.b1 && b2 == m.b2 && b3 == m.b3 &&
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c1 == m.c1 && c2 == m.c2 && c3 == m.c3;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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inline bool aiMatrix3x3t<TReal>::operator!= (const aiMatrix4x4t<TReal>& m) const
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{
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return !(*this == m);
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}
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// ---------------------------------------------------------------------------
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template<typename TReal>
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inline bool aiMatrix3x3t<TReal>::Equal(const aiMatrix4x4t<TReal>& m, TReal epsilon) const {
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return
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std::abs(a1 - m.a1) <= epsilon &&
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std::abs(a2 - m.a2) <= epsilon &&
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std::abs(a3 - m.a3) <= epsilon &&
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std::abs(b1 - m.b1) <= epsilon &&
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std::abs(b2 - m.b2) <= epsilon &&
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std::abs(b3 - m.b3) <= epsilon &&
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std::abs(c1 - m.c1) <= epsilon &&
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std::abs(c2 - m.c2) <= epsilon &&
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std::abs(c3 - m.c3) <= epsilon;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Transpose()
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{
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// (TReal&) don't remove, GCC complains cause of packed fields
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std::swap( (TReal&)a2, (TReal&)b1);
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std::swap( (TReal&)a3, (TReal&)c1);
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std::swap( (TReal&)b3, (TReal&)c2);
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return *this;
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}
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// ----------------------------------------------------------------------------------------
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template <typename TReal>
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inline TReal aiMatrix3x3t<TReal>::Determinant() const
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{
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return a1*b2*c3 - a1*b3*c2 + a2*b3*c1 - a2*b1*c3 + a3*b1*c2 - a3*b2*c1;
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}
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// ----------------------------------------------------------------------------------------
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template <typename TReal>
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inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Inverse()
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{
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// Compute the reciprocal determinant
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TReal det = Determinant();
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if(det == static_cast<TReal>(0.0))
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{
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// Matrix not invertible. Setting all elements to nan is not really
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// correct in a mathematical sense; but at least qnans are easy to
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// spot. XXX we might throw an exception instead, which would
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// be even much better to spot :/.
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const TReal nan = std::numeric_limits<TReal>::quiet_NaN();
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*this = aiMatrix3x3t<TReal>( nan,nan,nan,nan,nan,nan,nan,nan,nan);
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return *this;
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}
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TReal invdet = static_cast<TReal>(1.0) / det;
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aiMatrix3x3t<TReal> res;
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res.a1 = invdet * (b2 * c3 - b3 * c2);
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res.a2 = -invdet * (a2 * c3 - a3 * c2);
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res.a3 = invdet * (a2 * b3 - a3 * b2);
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res.b1 = -invdet * (b1 * c3 - b3 * c1);
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res.b2 = invdet * (a1 * c3 - a3 * c1);
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res.b3 = -invdet * (a1 * b3 - a3 * b1);
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res.c1 = invdet * (b1 * c2 - b2 * c1);
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res.c2 = -invdet * (a1 * c2 - a2 * c1);
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res.c3 = invdet * (a1 * b2 - a2 * b1);
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*this = res;
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::RotationZ(TReal a, aiMatrix3x3t<TReal>& out)
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{
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out.a1 = out.b2 = std::cos(a);
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out.b1 = std::sin(a);
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out.a2 = - out.b1;
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out.a3 = out.b3 = out.c1 = out.c2 = 0.f;
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out.c3 = 1.f;
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return out;
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}
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// ------------------------------------------------------------------------------------------------
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// Returns a rotation matrix for a rotation around an arbitrary axis.
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template <typename TReal>
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inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix3x3t<TReal>& out)
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{
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TReal c = std::cos( a), s = std::sin( a), t = 1 - c;
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TReal x = axis.x, y = axis.y, z = axis.z;
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// Many thanks to MathWorld and Wikipedia
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out.a1 = t*x*x + c; out.a2 = t*x*y - s*z; out.a3 = t*x*z + s*y;
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out.b1 = t*x*y + s*z; out.b2 = t*y*y + c; out.b3 = t*y*z - s*x;
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out.c1 = t*x*z - s*y; out.c2 = t*y*z + s*x; out.c3 = t*z*z + c;
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return out;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Translation( const aiVector2t<TReal>& v, aiMatrix3x3t<TReal>& out)
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{
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out = aiMatrix3x3t<TReal>();
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out.a3 = v.x;
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out.b3 = v.y;
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return out;
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}
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// ----------------------------------------------------------------------------------------
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/** A function for creating a rotation matrix that rotates a vector called
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* "from" into another vector called "to".
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* Input : from[3], to[3] which both must be *normalized* non-zero vectors
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* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
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* Authors: Tomas Möller, John Hughes
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* "Efficiently Building a Matrix to Rotate One Vector to Another"
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* Journal of Graphics Tools, 4(4):1-4, 1999
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*/
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// ----------------------------------------------------------------------------------------
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template <typename TReal>
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inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
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const aiVector3t<TReal>& to, aiMatrix3x3t<TReal>& mtx)
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{
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const TReal e = from * to;
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const TReal f = (e < 0)? -e:e;
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if (f > static_cast<TReal>(1.0) - static_cast<TReal>(0.00001)) /* "from" and "to"-vector almost parallel */
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{
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aiVector3D u,v; /* temporary storage vectors */
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aiVector3D x; /* vector most nearly orthogonal to "from" */
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x.x = (from.x > 0.0)? from.x : -from.x;
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x.y = (from.y > 0.0)? from.y : -from.y;
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x.z = (from.z > 0.0)? from.z : -from.z;
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if (x.x < x.y)
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{
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if (x.x < x.z)
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{
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x.x = static_cast<TReal>(1.0);
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x.y = x.z = static_cast<TReal>(0.0);
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}
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else
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{
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x.z = static_cast<TReal>(1.0);
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x.x = x.y = static_cast<TReal>(0.0);
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}
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}
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else
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{
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if (x.y < x.z)
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{
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x.y = static_cast<TReal>(1.0);
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x.x = x.z = static_cast<TReal>(0.0);
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}
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else
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{
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x.z = static_cast<TReal>(1.0);
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x.x = x.y = static_cast<TReal>(0.0);
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}
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}
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u.x = x.x - from.x; u.y = x.y - from.y; u.z = x.z - from.z;
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v.x = x.x - to.x; v.y = x.y - to.y; v.z = x.z - to.z;
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const TReal c1 = static_cast<TReal>(2.0) / (u * u);
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const TReal c2 = static_cast<TReal>(2.0) / (v * v);
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const TReal c3 = c1 * c2 * (u * v);
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for (unsigned int i = 0; i < 3; i++)
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{
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for (unsigned int j = 0; j < 3; j++)
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{
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mtx[i][j] = - c1 * u[i] * u[j] - c2 * v[i] * v[j]
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+ c3 * v[i] * u[j];
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}
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mtx[i][i] += static_cast<TReal>(1.0);
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}
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}
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else /* the most common case, unless "from"="to", or "from"=-"to" */
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{
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const aiVector3D v = from ^ to;
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/* ... use this hand optimized version (9 mults less) */
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const TReal h = static_cast<TReal>(1.0)/(static_cast<TReal>(1.0) + e); /* optimization by Gottfried Chen */
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const TReal hvx = h * v.x;
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const TReal hvz = h * v.z;
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const TReal hvxy = hvx * v.y;
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const TReal hvxz = hvx * v.z;
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const TReal hvyz = hvz * v.y;
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mtx[0][0] = e + hvx * v.x;
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mtx[0][1] = hvxy - v.z;
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mtx[0][2] = hvxz + v.y;
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mtx[1][0] = hvxy + v.z;
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mtx[1][1] = e + h * v.y * v.y;
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mtx[1][2] = hvyz - v.x;
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mtx[2][0] = hvxz - v.y;
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mtx[2][1] = hvyz + v.x;
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mtx[2][2] = e + hvz * v.z;
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}
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return mtx;
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}
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#endif // __cplusplus
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#endif // AI_MATRIX3X3_INL_INC
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