Added the ASSIMP library
Added the files provided for the tutorial Added the SplitMeshNode and SubMeshNode classes
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Assimp/include/assimp/vector3.inl
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260
Assimp/include/assimp/vector3.inl
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/*
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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 vector3.inl
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* @brief Inline implementation of aiVector3t<TReal> operators
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*/
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#pragma once
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#ifndef AI_VECTOR3D_INL_INC
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#define AI_VECTOR3D_INL_INC
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#ifdef __cplusplus
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#include "vector3.h"
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#include <cmath>
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// ------------------------------------------------------------------------------------------------
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/** Transformation of a vector by a 3x3 matrix */
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template <typename TReal>
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inline aiVector3t<TReal> operator * (const aiMatrix3x3t<TReal>& pMatrix, const aiVector3t<TReal>& pVector)
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{
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aiVector3t<TReal> res;
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res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z;
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res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z;
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res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z;
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return res;
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}
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// ------------------------------------------------------------------------------------------------
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/** Transformation of a vector by a 4x4 matrix */
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template <typename TReal>
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inline aiVector3t<TReal> operator * (const aiMatrix4x4t<TReal>& pMatrix, const aiVector3t<TReal>& pVector)
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{
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aiVector3t<TReal> res;
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res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z + pMatrix.a4;
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res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z + pMatrix.b4;
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res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z + pMatrix.c4;
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return res;
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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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aiVector3t<TReal>::operator aiVector3t<TOther> () const {
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return aiVector3t<TOther>(static_cast<TOther>(x),static_cast<TOther>(y),static_cast<TOther>(z));
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE void aiVector3t<TReal>::Set( TReal pX, TReal pY, TReal pZ) {
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x = pX; y = pY; z = pZ;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE TReal aiVector3t<TReal>::SquareLength() const {
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return x*x + y*y + z*z;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE TReal aiVector3t<TReal>::Length() const {
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return std::sqrt( SquareLength());
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::Normalize() {
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*this /= Length(); return *this;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::NormalizeSafe() {
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TReal len = Length();
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if (len > static_cast<TReal>(0))
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*this /= len;
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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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AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator += (const aiVector3t<TReal>& o) {
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x += o.x; y += o.y; z += o.z; return *this;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator -= (const aiVector3t<TReal>& o) {
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x -= o.x; y -= o.y; z -= o.z; return *this;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator *= (TReal f) {
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x *= f; y *= f; z *= f; return *this;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator /= (TReal f) {
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x /= f; y /= f; z /= f; return *this;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::operator *= (const aiMatrix3x3t<TReal>& mat){
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return(*this = mat * (*this));
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::operator *= (const aiMatrix4x4t<TReal>& mat){
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return(*this = mat * (*this));
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE TReal aiVector3t<TReal>::operator[](unsigned int i) const {
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// return *(&x + i);
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switch (i) {
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case 0:
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return x;
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case 1:
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return y;
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case 2:
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return z;
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default:
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break;
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}
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return x;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE TReal& aiVector3t<TReal>::operator[](unsigned int i) {
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// return *(&x + i);
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switch (i) {
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case 0:
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return x;
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case 1:
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return y;
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case 2:
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return z;
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default:
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break;
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}
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return x;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE bool aiVector3t<TReal>::operator== (const aiVector3t<TReal>& other) const {
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return x == other.x && y == other.y && z == other.z;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE bool aiVector3t<TReal>::operator!= (const aiVector3t<TReal>& other) const {
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return x != other.x || y != other.y || z != other.z;
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}
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// ---------------------------------------------------------------------------
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template<typename TReal>
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AI_FORCE_INLINE bool aiVector3t<TReal>::Equal(const aiVector3t<TReal>& other, TReal epsilon) const {
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return
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std::abs(x - other.x) <= epsilon &&
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std::abs(y - other.y) <= epsilon &&
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std::abs(z - other.z) <= epsilon;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE bool aiVector3t<TReal>::operator < (const aiVector3t<TReal>& other) const {
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return x != other.x ? x < other.x : y != other.y ? y < other.y : z < other.z;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE const aiVector3t<TReal> aiVector3t<TReal>::SymMul(const aiVector3t<TReal>& o) {
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return aiVector3t<TReal>(x*o.x,y*o.y,z*o.z);
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}
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// ------------------------------------------------------------------------------------------------
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// symmetric addition
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template <typename TReal>
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AI_FORCE_INLINE aiVector3t<TReal> operator + (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
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return aiVector3t<TReal>( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
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}
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// ------------------------------------------------------------------------------------------------
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// symmetric subtraction
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template <typename TReal>
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AI_FORCE_INLINE aiVector3t<TReal> operator - (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
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return aiVector3t<TReal>( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
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}
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// ------------------------------------------------------------------------------------------------
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// scalar product
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template <typename TReal>
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AI_FORCE_INLINE TReal operator * (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
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return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
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}
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// ------------------------------------------------------------------------------------------------
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// scalar multiplication
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template <typename TReal>
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AI_FORCE_INLINE aiVector3t<TReal> operator * ( TReal f, const aiVector3t<TReal>& v) {
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return aiVector3t<TReal>( f*v.x, f*v.y, f*v.z);
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}
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// ------------------------------------------------------------------------------------------------
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// and the other way around
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template <typename TReal>
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AI_FORCE_INLINE aiVector3t<TReal> operator * ( const aiVector3t<TReal>& v, TReal f) {
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return aiVector3t<TReal>( f*v.x, f*v.y, f*v.z);
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}
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// ------------------------------------------------------------------------------------------------
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// scalar division
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template <typename TReal>
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AI_FORCE_INLINE aiVector3t<TReal> operator / ( const aiVector3t<TReal>& v, TReal f) {
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return v * (1/f);
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}
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// ------------------------------------------------------------------------------------------------
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// vector division
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template <typename TReal>
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AI_FORCE_INLINE aiVector3t<TReal> operator / ( const aiVector3t<TReal>& v, const aiVector3t<TReal>& v2) {
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return aiVector3t<TReal>(v.x / v2.x,v.y / v2.y,v.z / v2.z);
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}
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// ------------------------------------------------------------------------------------------------
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// cross product
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template <typename TReal>
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AI_FORCE_INLINE aiVector3t<TReal> operator ^ ( const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
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return aiVector3t<TReal>( v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x);
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}
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// ------------------------------------------------------------------------------------------------
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// vector negation
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template <typename TReal>
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AI_FORCE_INLINE aiVector3t<TReal> operator - ( const aiVector3t<TReal>& v) {
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return aiVector3t<TReal>( -v.x, -v.y, -v.z);
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}
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// ------------------------------------------------------------------------------------------------
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#endif // __cplusplus
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#endif // AI_VECTOR3D_INL_INC
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