godot/thirdparty/assimp/include/assimp/matrix4x4.inl
RevoluPowered 0bd877780f FBX Importer Generation 3
Basic skin support

Various fixes

- Fixes bind mount id and mesh index
- Fixed duplicate nodes being created
- Prevented leak when instances being freed during re-import.
- Improved camera and light transform import
- skeleton handling and technical debt removal
- ASSIMP: bone nodes were unlinked from bones by this code
- bone_add working can distinguish between armatutes
- Updated transform to be the correct offset
- Added safety for state.root node errors
- Fixed memory leak with leaf bones
- Implemented children re-parenting for mesh template
- import_animation fixes to basic skeleton data
- Adds some more debug messages
- Fixed Godot import segfault
- Fix build failing on mono
- Clear resources we use which are no longer required after import
- Fixed bone duplication issue
- Working skeleton_bone_map which can lookup armatures properly now.
- Fixed stack being used up when mesh swapped & Fixed bone ID

Additional notes:
We use a mesh template which is a fake node to instance the initial
mesh nodes . This is to ensure the entire tree can be built.

We replace mesh node templates with the real mesh after the
skeleton is available, since this makes it ensure that the fully
built skeleton exists with all bones, all nodes, etc.

The bone stack is a stack which pops when it finds bones,
this overcomes duplicate bones with the same names.

FBX has lots of these because animation armature has bone names like bone001
and another armature will also have bone001
Fixed errors in node path assignment

Simple explanation:
- Every mesh uses a node from the stack
- Node stack was empties before completed
- Every time node not found, stack must be rebuilt to maintain correct armature order :)

Additional fixes:
- Fixes destructor in assimp
- Implements aiNode* mArmature in bone data
- Implements aiNode* mParent in bone data
- Fixes parent ID on bones.

Implemented skeleton assignment in generate_mesh_indicies

This is the only place we can safely do a lookup for the skeleton for the mesh.h
I used a pointer reference so we can pass this back out, since the skeleton assignment happens inside the function.

Added mesh re-parenting to the armature node this is a permanent feature and must be enforced, just like GLTF2 specification.

Fixed import_animation spawning tracks per skin
2019-11-05 17:54:57 +00:00

686 lines
24 KiB
C++

/*
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/** @file matrix4x4.inl
* @brief Inline implementation of the 4x4 matrix operators
*/
#pragma once
#ifndef AI_MATRIX4X4_INL_INC
#define AI_MATRIX4X4_INL_INC
#ifdef __cplusplus
#include "matrix4x4.h"
#include "matrix3x3.h"
#include "quaternion.h"
#include "MathFunctions.h"
#include <algorithm>
#include <limits>
#include <cmath>
// ----------------------------------------------------------------------------------------
template <typename TReal>
aiMatrix4x4t<TReal>::aiMatrix4x4t() AI_NO_EXCEPT :
a1(1.0f), a2(), a3(), a4(),
b1(), b2(1.0f), b3(), b4(),
c1(), c2(), c3(1.0f), c4(),
d1(), d2(), d3(), d4(1.0f)
{
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
aiMatrix4x4t<TReal>::aiMatrix4x4t (TReal _a1, TReal _a2, TReal _a3, TReal _a4,
TReal _b1, TReal _b2, TReal _b3, TReal _b4,
TReal _c1, TReal _c2, TReal _c3, TReal _c4,
TReal _d1, TReal _d2, TReal _d3, TReal _d4) :
a1(_a1), a2(_a2), a3(_a3), a4(_a4),
b1(_b1), b2(_b2), b3(_b3), b4(_b4),
c1(_c1), c2(_c2), c3(_c3), c4(_c4),
d1(_d1), d2(_d2), d3(_d3), d4(_d4)
{
}
// ------------------------------------------------------------------------------------------------
template <typename TReal>
template <typename TOther>
aiMatrix4x4t<TReal>::operator aiMatrix4x4t<TOther> () const
{
return aiMatrix4x4t<TOther>(static_cast<TOther>(a1),static_cast<TOther>(a2),static_cast<TOther>(a3),static_cast<TOther>(a4),
static_cast<TOther>(b1),static_cast<TOther>(b2),static_cast<TOther>(b3),static_cast<TOther>(b4),
static_cast<TOther>(c1),static_cast<TOther>(c2),static_cast<TOther>(c3),static_cast<TOther>(c4),
static_cast<TOther>(d1),static_cast<TOther>(d2),static_cast<TOther>(d3),static_cast<TOther>(d4));
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>::aiMatrix4x4t (const aiMatrix3x3t<TReal>& m)
{
a1 = m.a1; a2 = m.a2; a3 = m.a3; a4 = static_cast<TReal>(0.0);
b1 = m.b1; b2 = m.b2; b3 = m.b3; b4 = static_cast<TReal>(0.0);
c1 = m.c1; c2 = m.c2; c3 = m.c3; c4 = static_cast<TReal>(0.0);
d1 = static_cast<TReal>(0.0); d2 = static_cast<TReal>(0.0); d3 = static_cast<TReal>(0.0); d4 = static_cast<TReal>(1.0);
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>::aiMatrix4x4t (const aiVector3t<TReal>& scaling, const aiQuaterniont<TReal>& rotation, const aiVector3t<TReal>& position)
{
// build a 3x3 rotation matrix
aiMatrix3x3t<TReal> m = rotation.GetMatrix();
a1 = m.a1 * scaling.x;
a2 = m.a2 * scaling.x;
a3 = m.a3 * scaling.x;
a4 = position.x;
b1 = m.b1 * scaling.y;
b2 = m.b2 * scaling.y;
b3 = m.b3 * scaling.y;
b4 = position.y;
c1 = m.c1 * scaling.z;
c2 = m.c2 * scaling.z;
c3 = m.c3 * scaling.z;
c4= position.z;
d1 = static_cast<TReal>(0.0);
d2 = static_cast<TReal>(0.0);
d3 = static_cast<TReal>(0.0);
d4 = static_cast<TReal>(1.0);
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::operator *= (const aiMatrix4x4t<TReal>& m)
{
*this = aiMatrix4x4t<TReal>(
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;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal> aiMatrix4x4t<TReal>::operator* (const TReal& aFloat) const
{
aiMatrix4x4t<TReal> temp(
a1 * aFloat,
a2 * aFloat,
a3 * aFloat,
a4 * aFloat,
b1 * aFloat,
b2 * aFloat,
b3 * aFloat,
b4 * aFloat,
c1 * aFloat,
c2 * aFloat,
c3 * aFloat,
c4 * aFloat,
d1 * aFloat,
d2 * aFloat,
d3 * aFloat,
d4 * aFloat);
return temp;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal> aiMatrix4x4t<TReal>::operator+ (const aiMatrix4x4t<TReal>& m) const
{
aiMatrix4x4t<TReal> temp(
m.a1 + a1,
m.a2 + a2,
m.a3 + a3,
m.a4 + a4,
m.b1 + b1,
m.b2 + b2,
m.b3 + b3,
m.b4 + b4,
m.c1 + c1,
m.c2 + c2,
m.c3 + c3,
m.c4 + c4,
m.d1 + d1,
m.d2 + d2,
m.d3 + d3,
m.d4 + d4);
return temp;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal> aiMatrix4x4t<TReal>::operator* (const aiMatrix4x4t<TReal>& m) const
{
aiMatrix4x4t<TReal> temp( *this);
temp *= m;
return temp;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Transpose()
{
// (TReal&) don't remove, GCC complains cause of packed fields
std::swap( (TReal&)b1, (TReal&)a2);
std::swap( (TReal&)c1, (TReal&)a3);
std::swap( (TReal&)c2, (TReal&)b3);
std::swap( (TReal&)d1, (TReal&)a4);
std::swap( (TReal&)d2, (TReal&)b4);
std::swap( (TReal&)d3, (TReal&)c4);
return *this;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline TReal aiMatrix4x4t<TReal>::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;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Inverse()
{
// Compute the reciprocal determinant
const TReal det = Determinant();
if(det == static_cast<TReal>(0.0))
{
// 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 TReal nan = std::numeric_limits<TReal>::quiet_NaN();
*this = aiMatrix4x4t<TReal>(
nan,nan,nan,nan,
nan,nan,nan,nan,
nan,nan,nan,nan,
nan,nan,nan,nan);
return *this;
}
const TReal invdet = static_cast<TReal>(1.0) / det;
aiMatrix4x4t<TReal> 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;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex) {
if (p_iIndex > 3) {
return NULL;
}
switch ( p_iIndex ) {
case 0:
return &a1;
case 1:
return &b1;
case 2:
return &c1;
case 3:
return &d1;
default:
break;
}
return &a1;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline const TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex) const {
if (p_iIndex > 3) {
return NULL;
}
switch ( p_iIndex ) {
case 0:
return &a1;
case 1:
return &b1;
case 2:
return &c1;
case 3:
return &d1;
default:
break;
}
return &a1;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiMatrix4x4t<TReal>::operator== (const aiMatrix4x4t<TReal>& 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);
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiMatrix4x4t<TReal>::operator!= (const aiMatrix4x4t<TReal>& m) const
{
return !(*this == m);
}
// ---------------------------------------------------------------------------
template<typename TReal>
inline bool aiMatrix4x4t<TReal>::Equal(const aiMatrix4x4t<TReal>& m, TReal epsilon) const {
return
std::abs(a1 - m.a1) <= epsilon &&
std::abs(a2 - m.a2) <= epsilon &&
std::abs(a3 - m.a3) <= epsilon &&
std::abs(a4 - m.a4) <= epsilon &&
std::abs(b1 - m.b1) <= epsilon &&
std::abs(b2 - m.b2) <= epsilon &&
std::abs(b3 - m.b3) <= epsilon &&
std::abs(b4 - m.b4) <= epsilon &&
std::abs(c1 - m.c1) <= epsilon &&
std::abs(c2 - m.c2) <= epsilon &&
std::abs(c3 - m.c3) <= epsilon &&
std::abs(c4 - m.c4) <= epsilon &&
std::abs(d1 - m.d1) <= epsilon &&
std::abs(d2 - m.d2) <= epsilon &&
std::abs(d3 - m.d3) <= epsilon &&
std::abs(d4 - m.d4) <= epsilon;
}
// ----------------------------------------------------------------------------------------
#define ASSIMP_MATRIX4_4_DECOMPOSE_PART \
const aiMatrix4x4t<TReal>& _this = *this;/* Create alias for conveniance. */ \
\
/* extract translation */ \
pPosition.x = _this[0][3]; \
pPosition.y = _this[1][3]; \
pPosition.z = _this[2][3]; \
\
/* extract the columns of the matrix. */ \
aiVector3t<TReal> vCols[3] = { \
aiVector3t<TReal>(_this[0][0],_this[1][0],_this[2][0]), \
aiVector3t<TReal>(_this[0][1],_this[1][1],_this[2][1]), \
aiVector3t<TReal>(_this[0][2],_this[1][2],_this[2][2]) \
}; \
\
/* extract the scaling factors */ \
pScaling.x = vCols[0].Length(); \
pScaling.y = vCols[1].Length(); \
pScaling.z = vCols[2].Length(); \
\
/* and the sign of the scaling */ \
if (Determinant() < 0) pScaling = -pScaling; \
\
/* and remove all scaling from the matrix */ \
if(pScaling.x) vCols[0] /= pScaling.x; \
if(pScaling.y) vCols[1] /= pScaling.y; \
if(pScaling.z) vCols[2] /= pScaling.z; \
\
do {} while(false)
template <typename TReal>
inline void aiMatrix4x4t<TReal>::Decompose (aiVector3t<TReal>& pScaling, aiQuaterniont<TReal>& pRotation,
aiVector3t<TReal>& pPosition) const
{
ASSIMP_MATRIX4_4_DECOMPOSE_PART;
// build a 3x3 rotation matrix
aiMatrix3x3t<TReal> m(vCols[0].x,vCols[1].x,vCols[2].x,
vCols[0].y,vCols[1].y,vCols[2].y,
vCols[0].z,vCols[1].z,vCols[2].z);
// and generate the rotation quaternion from it
pRotation = aiQuaterniont<TReal>(m);
}
template <typename TReal>
inline
void aiMatrix4x4t<TReal>::Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotation, aiVector3t<TReal>& pPosition) const {
ASSIMP_MATRIX4_4_DECOMPOSE_PART;
/*
assuming a right-handed coordinate system
and post-multiplication of column vectors,
the rotation matrix for an euler XYZ rotation is M = Rz * Ry * Rx.
combining gives:
| CE BDE-AF ADE+BF 0 |
M = | CF BDF+AE ADF-BE 0 |
| -D CB AC 0 |
| 0 0 0 1 |
where
A = cos(angle_x), B = sin(angle_x);
C = cos(angle_y), D = sin(angle_y);
E = cos(angle_z), F = sin(angle_z);
*/
// Use a small epsilon to solve floating-point inaccuracies
const TReal epsilon = Assimp::Math::getEpsilon<TReal>();
pRotation.y = std::asin(-vCols[0].z);// D. Angle around oY.
TReal C = std::cos(pRotation.y);
if(std::fabs(C) > epsilon)
{
// Finding angle around oX.
TReal tan_x = vCols[2].z / C;// A
TReal tan_y = vCols[1].z / C;// B
pRotation.x = std::atan2(tan_y, tan_x);
// Finding angle around oZ.
tan_x = vCols[0].x / C;// E
tan_y = vCols[0].y / C;// F
pRotation.z = std::atan2(tan_y, tan_x);
}
else
{// oY is fixed.
pRotation.x = 0;// Set angle around oX to 0. => A == 1, B == 0, C == 0, D == 1.
// And finding angle around oZ.
TReal tan_x = vCols[1].y;// BDF+AE => E
TReal tan_y = -vCols[1].x;// BDE-AF => F
pRotation.z = std::atan2(tan_y, tan_x);
}
}
#undef ASSIMP_MATRIX4_4_DECOMPOSE_PART
template <typename TReal>
inline void aiMatrix4x4t<TReal>::Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotationAxis, TReal& pRotationAngle,
aiVector3t<TReal>& pPosition) const
{
aiQuaterniont<TReal> pRotation;
Decompose(pScaling, pRotation, pPosition);
pRotation.Normalize();
TReal angle_cos = pRotation.w;
TReal angle_sin = std::sqrt(1.0f - angle_cos * angle_cos);
pRotationAngle = std::acos(angle_cos) * 2;
// Use a small epsilon to solve floating-point inaccuracies
const TReal epsilon = 10e-3f;
if(std::fabs(angle_sin) < epsilon) angle_sin = 1;
pRotationAxis.x = pRotation.x / angle_sin;
pRotationAxis.y = pRotation.y / angle_sin;
pRotationAxis.z = pRotation.z / angle_sin;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline void aiMatrix4x4t<TReal>::DecomposeNoScaling (aiQuaterniont<TReal>& rotation,
aiVector3t<TReal>& position) const
{
const aiMatrix4x4t<TReal>& _this = *this;
// extract translation
position.x = _this[0][3];
position.y = _this[1][3];
position.z = _this[2][3];
// extract rotation
rotation = aiQuaterniont<TReal>((aiMatrix3x3t<TReal>)_this);
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(const aiVector3t<TReal>& blubb)
{
return FromEulerAnglesXYZ(blubb.x,blubb.y,blubb.z);
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(TReal x, TReal y, TReal z)
{
aiMatrix4x4t<TReal>& _this = *this;
TReal cx = std::cos(x);
TReal sx = std::sin(x);
TReal cy = std::cos(y);
TReal sy = std::sin(y);
TReal cz = std::cos(z);
TReal sz = std::sin(z);
// mz*my*mx
_this.a1 = cz * cy;
_this.a2 = cz * sy * sx - sz * cx;
_this.a3 = sz * sx + cz * sy * cx;
_this.b1 = sz * cy;
_this.b2 = cz * cx + sz * sy * sx;
_this.b3 = sz * sy * cx - cz * sx;
_this.c1 = -sy;
_this.c2 = cy * sx;
_this.c3 = cy * cx;
return *this;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline bool aiMatrix4x4t<TReal>::IsIdentity() const
{
// Use a small epsilon to solve floating-point inaccuracies
const static TReal 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 &&
c4 <= epsilon && c4 >= -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);
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationX(TReal a, aiMatrix4x4t<TReal>& out)
{
/*
| 1 0 0 0 |
M = | 0 cos(A) -sin(A) 0 |
| 0 sin(A) cos(A) 0 |
| 0 0 0 1 | */
out = aiMatrix4x4t<TReal>();
out.b2 = out.c3 = std::cos(a);
out.b3 = -(out.c2 = std::sin(a));
return out;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationY(TReal a, aiMatrix4x4t<TReal>& out)
{
/*
| cos(A) 0 sin(A) 0 |
M = | 0 1 0 0 |
| -sin(A) 0 cos(A) 0 |
| 0 0 0 1 |
*/
out = aiMatrix4x4t<TReal>();
out.a1 = out.c3 = std::cos(a);
out.c1 = -(out.a3 = std::sin(a));
return out;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationZ(TReal a, aiMatrix4x4t<TReal>& out)
{
/*
| cos(A) -sin(A) 0 0 |
M = | sin(A) cos(A) 0 0 |
| 0 0 1 0 |
| 0 0 0 1 | */
out = aiMatrix4x4t<TReal>();
out.a1 = out.b2 = std::cos(a);
out.a2 = -(out.b1 = std::sin(a));
return out;
}
// ----------------------------------------------------------------------------------------
// Returns a rotation matrix for a rotation around an arbitrary axis.
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix4x4t<TReal>& out)
{
TReal c = std::cos( a), s = std::sin( a), t = 1 - c;
TReal 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 = static_cast<TReal>(0.0);
out.d1 = out.d2 = out.d3 = static_cast<TReal>(0.0);
out.d4 = static_cast<TReal>(1.0);
return out;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Translation( const aiVector3t<TReal>& v, aiMatrix4x4t<TReal>& out)
{
out = aiMatrix4x4t<TReal>();
out.a4 = v.x;
out.b4 = v.y;
out.c4 = v.z;
return out;
}
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Scaling( const aiVector3t<TReal>& v, aiMatrix4x4t<TReal>& out)
{
out = aiMatrix4x4t<TReal>();
out.a1 = v.x;
out.b2 = v.y;
out.c3 = 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
*/
// ----------------------------------------------------------------------------------------
template <typename TReal>
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
const aiVector3t<TReal>& to, aiMatrix4x4t<TReal>& mtx)
{
aiMatrix3x3t<TReal> m3;
aiMatrix3x3t<TReal>::FromToMatrix(from,to,m3);
mtx = aiMatrix4x4t<TReal>(m3);
return mtx;
}
#endif // __cplusplus
#endif // AI_MATRIX4X4_INL_INC