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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (ASSIMP)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2010, ASSIMP Development Team
- All rights reserved.
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the following
- conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ---------------------------------------------------------------------------
- */
- /** @file aiMatrix3x3.h
- * @brief Definition of a 3x3 matrix, including operators when compiling in C++
- */
- #ifndef AI_MATRIX3x3_H_INC
- #define AI_MATRIX3x3_H_INC
- #ifdef __cplusplus
- extern "C" {
- #endif
- struct aiMatrix4x4;
- struct aiVector2D;
- // ---------------------------------------------------------------------------
- /** @brief Represents a row-major 3x3 matrix
- *
- * There's much confusion about matrix layouts (colum vs. row order).
- * This is *always* a row-major matrix. Even with the
- * aiProcess_ConvertToLeftHanded flag.
- */
- struct aiMatrix3x3
- {
- #ifdef __cplusplus
- aiMatrix3x3 () :
- a1(1.0f), a2(0.0f), a3(0.0f),
- b1(0.0f), b2(1.0f), b3(0.0f),
- c1(0.0f), c2(0.0f), c3(1.0f) {}
- aiMatrix3x3 ( float _a1, float _a2, float _a3,
- float _b1, float _b2, float _b3,
- float _c1, float _c2, float _c3) :
- a1(_a1), a2(_a2), a3(_a3),
- b1(_b1), b2(_b2), b3(_b3),
- c1(_c1), c2(_c2), c3(_c3)
- {}
- public:
- // matrix multiplication. beware, not commutative
- aiMatrix3x3& operator *= (const aiMatrix3x3& m);
- aiMatrix3x3 operator * (const aiMatrix3x3& m) const;
- // array access operators
- float* operator[] (unsigned int p_iIndex);
- const float* operator[] (unsigned int p_iIndex) const;
- // comparison operators
- bool operator== (const aiMatrix4x4 m) const;
- bool operator!= (const aiMatrix4x4 m) const;
- public:
- // -------------------------------------------------------------------
- /** @brief Construction from a 4x4 matrix. The remaining parts
- * of the matrix are ignored.
- */
- explicit aiMatrix3x3( const aiMatrix4x4& pMatrix);
- // -------------------------------------------------------------------
- /** @brief Transpose the matrix
- */
- aiMatrix3x3& Transpose();
- // -------------------------------------------------------------------
- /** @brief Invert the matrix.
- * If the matrix is not invertible all elements are set to qnan.
- * Beware, use (f != f) to check whether a float f is qnan.
- */
- aiMatrix3x3& Inverse();
- float Determinant() const;
- public:
- // -------------------------------------------------------------------
- /** @brief Returns a rotation matrix for a rotation around z
- * @param a Rotation angle, in radians
- * @param out Receives the output matrix
- * @return Reference to the output matrix
- */
- static aiMatrix3x3& RotationZ(float a, aiMatrix3x3& out);
- // -------------------------------------------------------------------
- /** @brief Returns a rotation matrix for a rotation around
- * an arbitrary axis.
- *
- * @param a Rotation angle, in radians
- * @param axis Axis to rotate around
- * @param out To be filled
- */
- static aiMatrix3x3& Rotation( float a,
- const aiVector3D& axis, aiMatrix3x3& out);
- // -------------------------------------------------------------------
- /** @brief Returns a translation matrix
- * @param v Translation vector
- * @param out Receives the output matrix
- * @return Reference to the output matrix
- */
- static aiMatrix3x3& Translation( const aiVector2D& v, aiMatrix3x3& out);
- // -------------------------------------------------------------------
- /** @brief A function for creating a rotation matrix that rotates a
- * vector called "from" into another vector called "to".
- * Input : from[3], to[3] which both must be *normalized* non-zero vectors
- * Output: mtx[3][3] -- a 3x3 matrix in colum-major form
- * Authors: Tomas Möller, John Hughes
- * "Efficiently Building a Matrix to Rotate One Vector to Another"
- * Journal of Graphics Tools, 4(4):1-4, 1999
- */
- static aiMatrix3x3& FromToMatrix(const aiVector3D& from,
- const aiVector3D& to, aiMatrix3x3& out);
- #endif // __cplusplus
- float a1, a2, a3;
- float b1, b2, b3;
- float c1, c2, c3;
- };
- #ifdef __cplusplus
- } // end of extern C
- #endif
- #endif // AI_MATRIX3x3_H_INC
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