Files
assimp/include/aiMatrix4x4.inl
aramis_acg be864ce4a0 Added support for cones and cylinders to NFF (the code to generate these primitives is hosted in StandardShapes.cpp).
Fixed some minor material bugs in NFF.
Added some more test NFF files, refactored and commented the old ones.
Added FromToMatrix function to aiMatrix4x4
Temporarily disabled animation support in SMD and fixed some minor bugs. Static models should load correctly in every case.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@254 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-28 23:02:27 +00:00

430 lines
14 KiB
C++

/** @file Inline implementation of the 4x4 matrix operators */
#ifndef AI_MATRIX4x4_INL_INC
#define AI_MATRIX4x4_INL_INC
#include "aiMatrix4x4.h"
#ifdef __cplusplus
#include "aiMatrix3x3.h"
#include <algorithm>
#include <limits>
#include <math.h>
#include "aiAssert.h"
#include "aiQuaternion.h"
// ---------------------------------------------------------------------------
inline aiMatrix4x4::aiMatrix4x4( const aiMatrix3x3& m)
{
a1 = m.a1; a2 = m.a2; a3 = m.a3; a4 = 0.0f;
b1 = m.b1; b2 = m.b2; b3 = m.b3; b4 = 0.0f;
c1 = m.c1; c2 = m.c2; c3 = m.c3; c4 = 0.0f;
d1 = 0.0f; d2 = 0.0f; d3 = 0.0f; d4 = 1.0f;
}
// ---------------------------------------------------------------------------
inline aiMatrix4x4& aiMatrix4x4::operator *= (const aiMatrix4x4& m)
{
*this = aiMatrix4x4(
m.a1 * a1 + m.b1 * a2 + m.c1 * a3 + m.d1 * a4,
m.a2 * a1 + m.b2 * a2 + m.c2 * a3 + m.d2 * a4,
m.a3 * a1 + m.b3 * a2 + m.c3 * a3 + m.d3 * a4,
m.a4 * a1 + m.b4 * a2 + m.c4 * a3 + m.d4 * a4,
m.a1 * b1 + m.b1 * b2 + m.c1 * b3 + m.d1 * b4,
m.a2 * b1 + m.b2 * b2 + m.c2 * b3 + m.d2 * b4,
m.a3 * b1 + m.b3 * b2 + m.c3 * b3 + m.d3 * b4,
m.a4 * b1 + m.b4 * b2 + m.c4 * b3 + m.d4 * b4,
m.a1 * c1 + m.b1 * c2 + m.c1 * c3 + m.d1 * c4,
m.a2 * c1 + m.b2 * c2 + m.c2 * c3 + m.d2 * c4,
m.a3 * c1 + m.b3 * c2 + m.c3 * c3 + m.d3 * c4,
m.a4 * c1 + m.b4 * c2 + m.c4 * c3 + m.d4 * c4,
m.a1 * d1 + m.b1 * d2 + m.c1 * d3 + m.d1 * d4,
m.a2 * d1 + m.b2 * d2 + m.c2 * d3 + m.d2 * d4,
m.a3 * d1 + m.b3 * d2 + m.c3 * d3 + m.d3 * d4,
m.a4 * d1 + m.b4 * d2 + m.c4 * d3 + m.d4 * d4);
return *this;
}
// ---------------------------------------------------------------------------
inline aiMatrix4x4 aiMatrix4x4::operator* (const aiMatrix4x4& m) const
{
aiMatrix4x4 temp( *this);
temp *= m;
return temp;
}
// ---------------------------------------------------------------------------
inline aiMatrix4x4& aiMatrix4x4::Transpose()
{
// (float&) don't remove, GCC complains cause of packed fields
std::swap( (float&)b1, (float&)a2);
std::swap( (float&)c1, (float&)a3);
std::swap( (float&)c2, (float&)b3);
std::swap( (float&)d1, (float&)a4);
std::swap( (float&)d2, (float&)b4);
std::swap( (float&)d3, (float&)c4);
return *this;
}
// ---------------------------------------------------------------------------
inline float aiMatrix4x4::Determinant() const
{
return a1*b2*c3*d4 - a1*b2*c4*d3 + a1*b3*c4*d2 - a1*b3*c2*d4
+ a1*b4*c2*d3 - a1*b4*c3*d2 - a2*b3*c4*d1 + a2*b3*c1*d4
- a2*b4*c1*d3 + a2*b4*c3*d1 - a2*b1*c3*d4 + a2*b1*c4*d3
+ a3*b4*c1*d2 - a3*b4*c2*d1 + a3*b1*c2*d4 - a3*b1*c4*d2
+ a3*b2*c4*d1 - a3*b2*c1*d4 - a4*b1*c2*d3 + a4*b1*c3*d2
- a4*b2*c3*d1 + a4*b2*c1*d3 - a4*b3*c1*d2 + a4*b3*c2*d1;
}
// ---------------------------------------------------------------------------
inline aiMatrix4x4& aiMatrix4x4::Inverse()
{
// Compute the reciprocal determinant
float det = Determinant();
if(det == 0.0f)
{
// Matrix not invertible. Setting all elements to nan is not really
// correct in a mathematical sense but it is easy to debug for the
// programmer.
const float nan = std::numeric_limits<float>::quiet_NaN();
*this = aiMatrix4x4(
nan,nan,nan,nan,
nan,nan,nan,nan,
nan,nan,nan,nan,
nan,nan,nan,nan);
return *this;
}
float invdet = 1.0f / det;
aiMatrix4x4 res;
res.a1 = invdet * (b2 * (c3 * d4 - c4 * d3) + b3 * (c4 * d2 - c2 * d4) + b4 * (c2 * d3 - c3 * d2));
res.a2 = -invdet * (a2 * (c3 * d4 - c4 * d3) + a3 * (c4 * d2 - c2 * d4) + a4 * (c2 * d3 - c3 * d2));
res.a3 = invdet * (a2 * (b3 * d4 - b4 * d3) + a3 * (b4 * d2 - b2 * d4) + a4 * (b2 * d3 - b3 * d2));
res.a4 = -invdet * (a2 * (b3 * c4 - b4 * c3) + a3 * (b4 * c2 - b2 * c4) + a4 * (b2 * c3 - b3 * c2));
res.b1 = -invdet * (b1 * (c3 * d4 - c4 * d3) + b3 * (c4 * d1 - c1 * d4) + b4 * (c1 * d3 - c3 * d1));
res.b2 = invdet * (a1 * (c3 * d4 - c4 * d3) + a3 * (c4 * d1 - c1 * d4) + a4 * (c1 * d3 - c3 * d1));
res.b3 = -invdet * (a1 * (b3 * d4 - b4 * d3) + a3 * (b4 * d1 - b1 * d4) + a4 * (b1 * d3 - b3 * d1));
res.b4 = invdet * (a1 * (b3 * c4 - b4 * c3) + a3 * (b4 * c1 - b1 * c4) + a4 * (b1 * c3 - b3 * c1));
res.c1 = invdet * (b1 * (c2 * d4 - c4 * d2) + b2 * (c4 * d1 - c1 * d4) + b4 * (c1 * d2 - c2 * d1));
res.c2 = -invdet * (a1 * (c2 * d4 - c4 * d2) + a2 * (c4 * d1 - c1 * d4) + a4 * (c1 * d2 - c2 * d1));
res.c3 = invdet * (a1 * (b2 * d4 - b4 * d2) + a2 * (b4 * d1 - b1 * d4) + a4 * (b1 * d2 - b2 * d1));
res.c4 = -invdet * (a1 * (b2 * c4 - b4 * c2) + a2 * (b4 * c1 - b1 * c4) + a4 * (b1 * c2 - b2 * c1));
res.d1 = -invdet * (b1 * (c2 * d3 - c3 * d2) + b2 * (c3 * d1 - c1 * d3) + b3 * (c1 * d2 - c2 * d1));
res.d2 = invdet * (a1 * (c2 * d3 - c3 * d2) + a2 * (c3 * d1 - c1 * d3) + a3 * (c1 * d2 - c2 * d1));
res.d3 = -invdet * (a1 * (b2 * d3 - b3 * d2) + a2 * (b3 * d1 - b1 * d3) + a3 * (b1 * d2 - b2 * d1));
res.d4 = invdet * (a1 * (b2 * c3 - b3 * c2) + a2 * (b3 * c1 - b1 * c3) + a3 * (b1 * c2 - b2 * c1));
*this = res;
return *this;
}
// ---------------------------------------------------------------------------
inline float* aiMatrix4x4::operator[](unsigned int p_iIndex)
{
return &this->a1 + p_iIndex * 4;
}
// ---------------------------------------------------------------------------
inline const float* aiMatrix4x4::operator[](unsigned int p_iIndex) const
{
return &this->a1 + p_iIndex * 4;
}
// ---------------------------------------------------------------------------
inline bool aiMatrix4x4::operator== (const aiMatrix4x4 m) const
{
return (a1 == m.a1 && a2 == m.a2 && a3 == m.a3 && a4 == m.a4 &&
b1 == m.b1 && b2 == m.b2 && b3 == m.b3 && b4 == m.b4 &&
c1 == m.c1 && c2 == m.c2 && c3 == m.c3 && c4 == m.c4 &&
d1 == m.d1 && d2 == m.d2 && d3 == m.d3 && d4 == m.d4);
}
// ---------------------------------------------------------------------------
inline bool aiMatrix4x4::operator!= (const aiMatrix4x4 m) const
{
return !(*this == m);
}
// ---------------------------------------------------------------------------
inline void aiMatrix4x4::Decompose (aiVector3D& scaling, aiQuaternion& rotation,
aiVector3D& position) const
{
const aiMatrix4x4& _this = *this;
// extract translation
position.x = _this[0][3];
position.y = _this[1][3];
position.z = _this[2][3];
// extract the rows of the matrix
aiVector3D vRows[3] = {
aiVector3D(_this[0][0],_this[1][0],_this[2][0]),
aiVector3D(_this[0][1],_this[1][1],_this[2][1]),
aiVector3D(_this[0][2],_this[1][2],_this[2][2])
};
// extract the scaling factors
scaling.x = vRows[0].Length();
scaling.y = vRows[1].Length();
scaling.z = vRows[2].Length();
// and remove all scaling from the matrix
if(scaling.x)
{
vRows[0] /= scaling.x;
}
if(scaling.y)
{
vRows[1] /= scaling.y;
}
if(scaling.z)
{
vRows[2] /= scaling.z;
}
// build a 3x3 rotation matrix
aiMatrix3x3 m(vRows[0].x,vRows[1].x,vRows[2].x,
vRows[0].y,vRows[1].y,vRows[2].y,
vRows[0].z,vRows[1].z,vRows[2].z);
// and generate the rotation quaternion from it
rotation = aiQuaternion(m);
}
// ---------------------------------------------------------------------------
inline void aiMatrix4x4::DecomposeNoScaling (aiQuaternion& rotation,
aiVector3D& position) const
{
const aiMatrix4x4& _this = *this;
// extract translation
position.x = _this[0][3];
position.y = _this[1][3];
position.z = _this[2][3];
// extract rotation
rotation = aiQuaternion((aiMatrix3x3)_this);
}
// ---------------------------------------------------------------------------
inline void aiMatrix4x4::FromEulerAnglesXYZ(const aiVector3D& blubb)
{
FromEulerAnglesXYZ(blubb.x,blubb.y,blubb.z);
}
// ---------------------------------------------------------------------------
inline void aiMatrix4x4::FromEulerAnglesXYZ(float x, float y, float z)
{
aiMatrix4x4& _this = *this;
float cr = cos( x );
float sr = sin( x );
float cp = cos( y );
float sp = sin( y );
float cy = cos( z );
float sy = sin( z );
_this.a1 = cp*cy ;
_this.a2 = cp*sy;
_this.a3 = -sp ;
float srsp = sr*sp;
float crsp = cr*sp;
_this.b1 = srsp*cy-cr*sy ;
_this.b2 = srsp*sy+cr*cy ;
_this.b3 = sr*cp ;
_this.c1 = crsp*cy+sr*sy ;
_this.c2 = crsp*sy-sr*cy ;
_this.c3 = cr*cp ;
}
// ---------------------------------------------------------------------------
inline bool aiMatrix4x4::IsIdentity() const
{
// Use a small epsilon to solve floating-point inaccuracies
const static float epsilon = 10e-3f;
return (a2 <= epsilon && a2 >= -epsilon &&
a3 <= epsilon && a3 >= -epsilon &&
a4 <= epsilon && a4 >= -epsilon &&
b1 <= epsilon && b1 >= -epsilon &&
b3 <= epsilon && b3 >= -epsilon &&
b4 <= epsilon && b4 >= -epsilon &&
c1 <= epsilon && c1 >= -epsilon &&
c2 <= epsilon && c2 >= -epsilon &&
c3 <= epsilon && c3 >= -epsilon &&
d1 <= epsilon && d1 >= -epsilon &&
d2 <= epsilon && d2 >= -epsilon &&
d3 <= epsilon && d3 >= -epsilon &&
a1 <= 1.f+epsilon && a1 >= 1.f-epsilon &&
b2 <= 1.f+epsilon && b2 >= 1.f-epsilon &&
c3 <= 1.f+epsilon && c3 >= 1.f-epsilon &&
d4 <= 1.f+epsilon && d4 >= 1.f-epsilon);
}
// ---------------------------------------------------------------------------
inline aiMatrix4x4& aiMatrix4x4::RotationX(float a, aiMatrix4x4& out)
{
/*
| 1 0 0 0 |
M = | 0 cos(A) -sin(A) 0 |
| 0 sin(A) cos(A) 0 |
| 0 0 0 1 | */
out = aiMatrix4x4();
out.b2 = out.c3 = cos(a);
out.b3 = -(out.c2 = sin(a));
return out;
}
// ---------------------------------------------------------------------------
inline aiMatrix4x4& aiMatrix4x4::RotationY(float a, aiMatrix4x4& out)
{
/*
| cos(A) 0 sin(A) 0 |
M = | 0 1 0 0 |
| -sin(A) 0 cos(A) 0 |
| 0 0 0 1 |
*/
out = aiMatrix4x4();
out.a1 = out.c3 = cos(a);
out.c1 = -(out.a3 = sin(a));
return out;
}
// ---------------------------------------------------------------------------
inline aiMatrix4x4& aiMatrix4x4::RotationZ(float a, aiMatrix4x4& out)
{
/*
| cos(A) -sin(A) 0 0 |
M = | sin(A) cos(A) 0 0 |
| 0 0 1 0 |
| 0 0 0 1 | */
out = aiMatrix4x4();
out.a1 = out.b2 = cos(a);
out.a2 = -(out.b1 = sin(a));
return out;
}
// ---------------------------------------------------------------------------
// Returns a rotation matrix for a rotation around an arbitrary axis.
inline aiMatrix4x4& aiMatrix4x4::Rotation( float a, const aiVector3D& axis, aiMatrix4x4& out)
{
float c = cos( a), s = sin( a), t = 1 - c;
float x = axis.x, y = axis.y, z = axis.z;
// Many thanks to MathWorld and Wikipedia
out.a1 = t*x*x + c; out.a2 = t*x*y - s*z; out.a3 = t*x*z + s*y;
out.b1 = t*x*y + s*z; out.b2 = t*y*y + c; out.b3 = t*y*z - s*x;
out.c1 = t*x*z - s*y; out.c2 = t*y*z + s*x; out.c3 = t*z*z + c;
out.a4 = out.b4 = out.c4 = 0.0f;
out.d1 = out.d2 = out.d3 = 0.0f;
out.d4 = 1.0f;
return out;
}
// ---------------------------------------------------------------------------
inline aiMatrix4x4& aiMatrix4x4::Translation( const aiVector3D& v, aiMatrix4x4& out)
{
out = aiMatrix4x4();
out.a4 = v.x;
out.b4 = v.y;
out.c4 = v.z;
return out;
}
// ---------------------------------------------------------------------------
/** 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
*/
// ---------------------------------------------------------------------------
inline aiMatrix4x4& aiMatrix4x4::FromToMatrix(const aiVector3D& from,
const aiVector3D& to, aiMatrix4x4& mtx)
{
const aiVector3D v = from ^ to;
const float e = from * to;
const float f = (e < 0)? -e:e;
if (f > 1.0 - 0.00001f) /* "from" and "to"-vector almost parallel */
{
aiVector3D u,v; /* temporary storage vectors */
aiVector3D x; /* vector most nearly orthogonal to "from" */
x.x = (from.x > 0.0)? from.x : -from.x;
x.y = (from.y > 0.0)? from.y : -from.y;
x.z = (from.z > 0.0)? from.z : -from.z;
if (x.x < x.y)
{
if (x.x < x.z)
{
x.x = 1.0; x.y = x.z = 0.0;
}
else
{
x.z = 1.0; x.y = x.z = 0.0;
}
}
else
{
if (x.y < x.z)
{
x.y = 1.0; x.x = x.z = 0.0;
}
else
{
x.z = 1.0; x.x = x.y = 0.0;
}
}
u.x = x.x - from.x; u.y = x.y - from.y; u.z = x.z - from.z;
v.x = x.x - to.x; v.y = x.y - to.y; v.z = x.z - to.z;
const float c1 = 2.0f / (u * u);
const float c2 = 2.0f / (v * v);
const float c3 = c1 * c2 * (u * v);
for (unsigned int i = 0; i < 3; i++)
{
for (unsigned int j = 0; j < 3; j++)
{
mtx[i][j] = - c1 * u[i] * u[j] - c2 * v[i] * v[j]
+ c3 * v[i] * u[j];
}
mtx[i][i] += 1.0;
}
}
else /* the most common case, unless "from"="to", or "from"=-"to" */
{
/* ... use this hand optimized version (9 mults less) */
const float h = 1.0f/(1.0f + e); /* optimization by Gottfried Chen */
const float hvx = h * v.x;
const float hvz = h * v.z;
const float hvxy = hvx * v.y;
const float hvxz = hvx * v.z;
const float hvyz = hvz * v.y;
mtx[0][0] = e + hvx * v.x;
mtx[0][1] = hvxy - v.z;
mtx[0][2] = hvxz + v.y;
mtx[1][0] = hvxy + v.z;
mtx[1][1] = e + h * v.y * v.y;
mtx[1][2] = hvyz - v.x;
mtx[2][0] = hvxz - v.y;
mtx[2][1] = hvyz + v.x;
mtx[2][2] = e + hvz * v.z;
}
return mtx;
}
#endif // __cplusplus
#endif // AI_MATRIX4x4_INL_INC