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-rw-r--r--external/include/glm/gtx/matrix_interpolation.inl130
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diff --git a/external/include/glm/gtx/matrix_interpolation.inl b/external/include/glm/gtx/matrix_interpolation.inl
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--- a/external/include/glm/gtx/matrix_interpolation.inl
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@@ -1,130 +0,0 @@
-/// @ref gtx_matrix_interpolation
-/// @file glm/gtx/matrix_interpolation.hpp
-
-#include "../gtc/constants.hpp"
-
-namespace glm
-{
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER void axisAngle(mat<4, 4, T, Q> const& mat, vec<3, T, Q> & axis, T & angle)
- {
- T epsilon = static_cast<T>(0.01);
- T epsilon2 = static_cast<T>(0.1);
-
- if((abs(mat[1][0] - mat[0][1]) < epsilon) && (abs(mat[2][0] - mat[0][2]) < epsilon) && (abs(mat[2][1] - mat[1][2]) < epsilon))
- {
- if ((abs(mat[1][0] + mat[0][1]) < epsilon2) && (abs(mat[2][0] + mat[0][2]) < epsilon2) && (abs(mat[2][1] + mat[1][2]) < epsilon2) && (abs(mat[0][0] + mat[1][1] + mat[2][2] - static_cast<T>(3.0)) < epsilon2))
- {
- angle = static_cast<T>(0.0);
- axis.x = static_cast<T>(1.0);
- axis.y = static_cast<T>(0.0);
- axis.z = static_cast<T>(0.0);
- return;
- }
- angle = static_cast<T>(3.1415926535897932384626433832795);
- T xx = (mat[0][0] + static_cast<T>(1.0)) * static_cast<T>(0.5);
- T yy = (mat[1][1] + static_cast<T>(1.0)) * static_cast<T>(0.5);
- T zz = (mat[2][2] + static_cast<T>(1.0)) * static_cast<T>(0.5);
- T xy = (mat[1][0] + mat[0][1]) * static_cast<T>(0.25);
- T xz = (mat[2][0] + mat[0][2]) * static_cast<T>(0.25);
- T yz = (mat[2][1] + mat[1][2]) * static_cast<T>(0.25);
- if((xx > yy) && (xx > zz))
- {
- if(xx < epsilon)
- {
- axis.x = static_cast<T>(0.0);
- axis.y = static_cast<T>(0.7071);
- axis.z = static_cast<T>(0.7071);
- }
- else
- {
- axis.x = sqrt(xx);
- axis.y = xy / axis.x;
- axis.z = xz / axis.x;
- }
- }
- else if (yy > zz)
- {
- if(yy < epsilon)
- {
- axis.x = static_cast<T>(0.7071);
- axis.y = static_cast<T>(0.0);
- axis.z = static_cast<T>(0.7071);
- }
- else
- {
- axis.y = sqrt(yy);
- axis.x = xy / axis.y;
- axis.z = yz / axis.y;
- }
- }
- else
- {
- if (zz < epsilon)
- {
- axis.x = static_cast<T>(0.7071);
- axis.y = static_cast<T>(0.7071);
- axis.z = static_cast<T>(0.0);
- }
- else
- {
- axis.z = sqrt(zz);
- axis.x = xz / axis.z;
- axis.y = yz / axis.z;
- }
- }
- return;
- }
- T s = sqrt((mat[2][1] - mat[1][2]) * (mat[2][1] - mat[1][2]) + (mat[2][0] - mat[0][2]) * (mat[2][0] - mat[0][2]) + (mat[1][0] - mat[0][1]) * (mat[1][0] - mat[0][1]));
- if (glm::abs(s) < T(0.001))
- s = static_cast<T>(1);
- T const angleCos = (mat[0][0] + mat[1][1] + mat[2][2] - static_cast<T>(1)) * static_cast<T>(0.5);
- if(angleCos - static_cast<T>(1) < epsilon)
- angle = pi<T>() * static_cast<T>(0.25);
- else
- angle = acos(angleCos);
- axis.x = (mat[1][2] - mat[2][1]) / s;
- axis.y = (mat[2][0] - mat[0][2]) / s;
- axis.z = (mat[0][1] - mat[1][0]) / s;
- }
-
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER mat<4, 4, T, Q> axisAngleMatrix(vec<3, T, Q> const& axis, T const angle)
- {
- T c = cos(angle);
- T s = sin(angle);
- T t = static_cast<T>(1) - c;
- vec<3, T, Q> n = normalize(axis);
-
- return mat<4, 4, T, Q>(
- t * n.x * n.x + c, t * n.x * n.y + n.z * s, t * n.x * n.z - n.y * s, static_cast<T>(0.0),
- t * n.x * n.y - n.z * s, t * n.y * n.y + c, t * n.y * n.z + n.x * s, static_cast<T>(0.0),
- t * n.x * n.z + n.y * s, t * n.y * n.z - n.x * s, t * n.z * n.z + c, static_cast<T>(0.0),
- static_cast<T>(0.0), static_cast<T>(0.0), static_cast<T>(0.0), static_cast<T>(1.0));
- }
-
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER mat<4, 4, T, Q> extractMatrixRotation(mat<4, 4, T, Q> const& m)
- {
- return mat<4, 4, T, Q>(
- m[0][0], m[0][1], m[0][2], static_cast<T>(0.0),
- m[1][0], m[1][1], m[1][2], static_cast<T>(0.0),
- m[2][0], m[2][1], m[2][2], static_cast<T>(0.0),
- static_cast<T>(0.0), static_cast<T>(0.0), static_cast<T>(0.0), static_cast<T>(1.0));
- }
-
- template<typename T, qualifier Q>
- GLM_FUNC_QUALIFIER mat<4, 4, T, Q> interpolate(mat<4, 4, T, Q> const& m1, mat<4, 4, T, Q> const& m2, T const delta)
- {
- mat<4, 4, T, Q> m1rot = extractMatrixRotation(m1);
- mat<4, 4, T, Q> dltRotation = m2 * transpose(m1rot);
- vec<3, T, Q> dltAxis;
- T dltAngle;
- axisAngle(dltRotation, dltAxis, dltAngle);
- mat<4, 4, T, Q> out = axisAngleMatrix(dltAxis, dltAngle * delta) * m1rot;
- out[3][0] = m1[3][0] + delta * (m2[3][0] - m1[3][0]);
- out[3][1] = m1[3][1] + delta * (m2[3][1] - m1[3][1]);
- out[3][2] = m1[3][2] + delta * (m2[3][2] - m1[3][2]);
- return out;
- }
-}//namespace glm