Added new function signatures in `assimp-vc143-mt.lib` for improved logging, parsing, and vector operations. Added new metadata and configuration information in `assimp-vc143-mt.dll` for versioning and licensing compliance. Added Sobol sequence generation in `Sobol.c` for quasi-random sampling. Added window message handling in `Window.c` for rendering graphics. Added ray-triangle intersection tests in `RayIntersection.c` for collision detection. Added functions for loading mesh data in `Mesh.c` to support 3D model import. Added functions for managing triangle collections in `Triangle.c` to enhance geometric data handling. Added light evaluation functions in `LightEvaluation.c` and `SkyLight.c` for realistic rendering. Added sampling and evaluation functions for simple lit materials in `SimpleLit.c`. Changed various header files to include copyright and licensing information. Changed existing functions in multiple files to improve performance and clarity. Removed unused code in several files to streamline the library.
285 lines
12 KiB
C++
285 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) 2006-2025, 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 <assimp/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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AI_FORCE_INLINE aiVector3t<TReal> operator * (const aiMatrix3x3t<TReal>& pMatrix, const aiVector3t<TReal>& pVector) {
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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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AI_FORCE_INLINE aiVector3t<TReal> operator * (const aiMatrix4x4t<TReal>& pMatrix, const aiVector3t<TReal>& pVector) {
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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;
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y = pY;
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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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aiVector3t<TReal>& aiVector3t<TReal>::Normalize() {
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const TReal l = Length();
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if (l == 0) {
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return *this;
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}
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*this /= Length();
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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 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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}
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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;
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y += o.y;
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z += o.z;
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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;
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y -= o.y;
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z -= o.z;
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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 *= (TReal f) {
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x *= f;
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y *= f;
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z *= f;
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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 /= (TReal f) {
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if ( f == static_cast<TReal>(0.0)) {
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return *this;
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}
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const TReal invF = (TReal) 1.0 / f;
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x *= invF;
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y *= invF;
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z *= invF;
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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 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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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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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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