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      1 ///////////////////////////////////////////////////////////////////////////////////////////////////
      2 // OpenGL Mathematics Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
      3 ///////////////////////////////////////////////////////////////////////////////////////////////////
      4 // Created : 2011-03-05
      5 // Updated : 2011-03-05
      6 // Licence : This source is under MIT License
      7 // File    : glm/gtx/matrix_interpolation.inl
      8 ///////////////////////////////////////////////////////////////////////////////////////////////////
      9 
     10 namespace glm
     11 {
     12 	template <typename T, precision P>
     13 	GLM_FUNC_QUALIFIER void axisAngle
     14 	(
     15 		detail::tmat4x4<T, P> const & mat,
     16 		detail::tvec3<T, P> & axis,
     17 		T & angle
     18 	)
     19 	{
     20 		T epsilon = (T)0.01;
     21 		T epsilon2 = (T)0.1;
     22 
     23 		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))
     24 		{
     25 			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] - (T)3.0) < epsilon2))
     26 			{
     27 				angle = (T)0.0;
     28 				axis.x = (T)1.0;
     29 				axis.y = (T)0.0;
     30 				axis.z = (T)0.0;
     31 				return;
     32 			}
     33 			angle = static_cast<T>(3.1415926535897932384626433832795);
     34 			T xx = (mat[0][0] + (T)1.0) / (T)2.0;
     35 			T yy = (mat[1][1] + (T)1.0) / (T)2.0;
     36 			T zz = (mat[2][2] + (T)1.0) / (T)2.0;
     37 			T xy = (mat[1][0] + mat[0][1]) / (T)4.0;
     38 			T xz = (mat[2][0] + mat[0][2]) / (T)4.0;
     39 			T yz = (mat[2][1] + mat[1][2]) / (T)4.0;
     40 			if((xx > yy) && (xx > zz))
     41 			{
     42 				if (xx < epsilon) {
     43 					axis.x = (T)0.0;
     44 					axis.y = (T)0.7071;
     45 					axis.z = (T)0.7071;
     46 				} else {
     47 					axis.x = sqrt(xx);
     48 					axis.y = xy / axis.x;
     49 					axis.z = xz / axis.x;
     50 				}
     51 			}
     52 			else if (yy > zz)
     53 			{
     54 				if (yy < epsilon) {
     55 					axis.x = (T)0.7071;
     56 					axis.y = (T)0.0;
     57 					axis.z = (T)0.7071;
     58 				} else {
     59 					axis.y = sqrt(yy);
     60 					axis.x = xy / axis.y;
     61 					axis.z = yz / axis.y;
     62 				}
     63 			}
     64 			else
     65 			{
     66 				if (zz < epsilon) {
     67 					axis.x = (T)0.7071;
     68 					axis.y = (T)0.7071;
     69 					axis.z = (T)0.0;
     70 				} else {
     71 					axis.z = sqrt(zz);
     72 					axis.x = xz / axis.z;
     73 					axis.y = yz / axis.z;
     74 				}
     75 			}
     76 			return;
     77 		}
     78 		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]));
     79 		if (glm::abs(s) < T(0.001))
     80 			s = (T)1.0;
     81 		angle = acos((mat[0][0] + mat[1][1] + mat[2][2] - (T)1.0) / (T)2.0);
     82 		axis.x = (mat[1][2] - mat[2][1]) / s;
     83 		axis.y = (mat[2][0] - mat[0][2]) / s;
     84 		axis.z = (mat[0][1] - mat[1][0]) / s;
     85 	}
     86 
     87 	template <typename T, precision P>
     88 	GLM_FUNC_QUALIFIER detail::tmat4x4<T, P> axisAngleMatrix
     89 	(
     90 		detail::tvec3<T, P> const & axis,
     91 		T const angle
     92 	)
     93 	{
     94 		T c = cos(angle);
     95 		T s = sin(angle);
     96 		T t = static_cast<T>(1) - c;
     97 		detail::tvec3<T, P> n = normalize(axis);
     98 
     99 		return detail::tmat4x4<T, P>(
    100 			t * n.x * n.x + c,          t * n.x * n.y + n.z * s,    t * n.x * n.z - n.y * s,    T(0),
    101 			t * n.x * n.y - n.z * s,    t * n.y * n.y + c,          t * n.y * n.z + n.x * s,    T(0),
    102 			t * n.x * n.z + n.y * s,    t * n.y * n.z - n.x * s,    t * n.z * n.z + c,          T(0),
    103 			T(0),                        T(0),                        T(0),                     T(1)
    104 		);
    105 	}
    106 
    107 	template <typename T, precision P>
    108 	GLM_FUNC_QUALIFIER detail::tmat4x4<T, P> extractMatrixRotation
    109 	(
    110 		detail::tmat4x4<T, P> const & mat
    111 	)
    112 	{
    113 		return detail::tmat4x4<T, P>(
    114 			mat[0][0], mat[0][1], mat[0][2], 0.0,
    115 			mat[1][0], mat[1][1], mat[1][2], 0.0,
    116 			mat[2][0], mat[2][1], mat[2][2], 0.0,
    117 			0.0,       0.0,       0.0,       1.0
    118 		);
    119 	}
    120 
    121 	template <typename T, precision P>
    122 	GLM_FUNC_QUALIFIER detail::tmat4x4<T, P> interpolate
    123 	(
    124 		detail::tmat4x4<T, P> const & m1,
    125 		detail::tmat4x4<T, P> const & m2,
    126 		T const delta
    127 	)
    128 	{
    129 		detail::tmat4x4<T, P> m1rot = extractMatrixRotation(m1);
    130 		detail::tmat4x4<T, P> dltRotation = m2 * transpose(m1rot);
    131 		detail::tvec3<T, P> dltAxis;
    132 		T dltAngle;
    133 		axisAngle(dltRotation, dltAxis, dltAngle);
    134 		detail::tmat4x4<T, P> out = axisAngleMatrix(dltAxis, dltAngle * delta) * m1rot;
    135 		out[3][0] = m1[3][0] + delta * (m2[3][0] - m1[3][0]);
    136 		out[3][1] = m1[3][1] + delta * (m2[3][1] - m1[3][1]);
    137 		out[3][2] = m1[3][2] + delta * (m2[3][2] - m1[3][2]);
    138 		return out;
    139 	}
    140 }//namespace glm
    141