1 | /* |
2 | * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved. |
3 | * |
4 | * NVIDIA CORPORATION and its licensors retain all intellectual property |
5 | * and proprietary rights in and to this software, related documentation |
6 | * and any modifications thereto. Any use, reproduction, disclosure or |
7 | * distribution of this software and related documentation without an express |
8 | * license agreement from NVIDIA CORPORATION is strictly prohibited. |
9 | */ |
10 | // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. |
11 | // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. |
12 | |
13 | |
14 | #ifndef PX_FOUNDATION_PX_MAT44_H |
15 | #define PX_FOUNDATION_PX_MAT44_H |
16 | /** \addtogroup foundation |
17 | @{ |
18 | */ |
19 | |
20 | #include "foundation/PxQuat.h" |
21 | #include "foundation/PxVec4.h" |
22 | #include "foundation/PxMat33.h" |
23 | #include "foundation/PxTransform.h" |
24 | |
25 | #ifndef PX_DOXYGEN |
26 | namespace physx |
27 | { |
28 | #endif |
29 | |
30 | /*! |
31 | \brief 4x4 matrix class |
32 | |
33 | This class is layout-compatible with D3D and OpenGL matrices. More notes on layout are given in the PxMat33 |
34 | |
35 | @see PxMat33 PxTransform |
36 | */ |
37 | |
38 | class PxMat44 |
39 | { |
40 | public: |
41 | //! Default constructor |
42 | PX_CUDA_CALLABLE PX_INLINE PxMat44() |
43 | {} |
44 | |
45 | //! identity constructor |
46 | PX_CUDA_CALLABLE PX_INLINE PxMat44(PxIDENTITY r) |
47 | : column0(1.0f,0.0f,0.0f,0.0f), column1(0.0f,1.0f,0.0f,0.0f), column2(0.0f,0.0f,1.0f,0.0f), column3(0.0f,0.0f,0.0f,1.0f) |
48 | { |
49 | PX_UNUSED(r); |
50 | } |
51 | |
52 | //! zero constructor |
53 | PX_CUDA_CALLABLE PX_INLINE PxMat44(PxZERO r) |
54 | : column0(PxZero), column1(PxZero), column2(PxZero), column3(PxZero) |
55 | { |
56 | PX_UNUSED(r); |
57 | } |
58 | |
59 | //! Construct from four 4-vectors |
60 | PX_CUDA_CALLABLE PxMat44(const PxVec4& col0, const PxVec4& col1, const PxVec4& col2, const PxVec4 &col3) |
61 | : column0(col0), column1(col1), column2(col2), column3(col3) |
62 | {} |
63 | |
64 | //! constructor that generates a multiple of the identity matrix |
65 | explicit PX_CUDA_CALLABLE PX_INLINE PxMat44(PxReal r) |
66 | : column0(r,0.0f,0.0f,0.0f), column1(0.0f,r,0.0f,0.0f), column2(0.0f,0.0f,r,0.0f), column3(0.0f,0.0f,0.0f,r) |
67 | {} |
68 | |
69 | |
70 | //! Construct from three base vectors and a translation |
71 | PX_CUDA_CALLABLE PxMat44(const PxVec3& col0, const PxVec3& col1, const PxVec3& col2, const PxVec3& col3) |
72 | : column0(col0,0), column1(col1,0), column2(col2,0), column3(col3,1.0f) |
73 | {} |
74 | |
75 | //! Construct from float[16] |
76 | explicit PX_CUDA_CALLABLE PX_INLINE PxMat44(PxReal values[]): |
77 | column0(values[0],values[1],values[2], values[3]), |
78 | column1(values[4],values[5],values[6], values[7]), |
79 | column2(values[8],values[9],values[10], values[11]), |
80 | column3(values[12], values[13], values[14], values[15]) |
81 | { |
82 | } |
83 | |
84 | //! Construct from a quaternion |
85 | explicit PX_CUDA_CALLABLE PX_INLINE PxMat44(const PxQuat& q) |
86 | { |
87 | const PxReal x = q.x; |
88 | const PxReal y = q.y; |
89 | const PxReal z = q.z; |
90 | const PxReal w = q.w; |
91 | |
92 | const PxReal x2 = x + x; |
93 | const PxReal y2 = y + y; |
94 | const PxReal z2 = z + z; |
95 | |
96 | const PxReal xx = x2*x; |
97 | const PxReal yy = y2*y; |
98 | const PxReal zz = z2*z; |
99 | |
100 | const PxReal xy = x2*y; |
101 | const PxReal xz = x2*z; |
102 | const PxReal xw = x2*w; |
103 | |
104 | const PxReal yz = y2*z; |
105 | const PxReal yw = y2*w; |
106 | const PxReal zw = z2*w; |
107 | |
108 | column0 = PxVec4(1.0f - yy - zz, xy + zw, xz - yw, 0.0f); |
109 | column1 = PxVec4(xy - zw, 1.0f - xx - zz, yz + xw, 0.0f); |
110 | column2 = PxVec4(xz + yw, yz - xw, 1.0f - xx - yy, 0.0f); |
111 | column3 = PxVec4(0.0f, 0.0f, 0.0f, 1.0f); |
112 | } |
113 | |
114 | //! Construct from a diagonal vector |
115 | explicit PX_CUDA_CALLABLE PX_INLINE PxMat44(const PxVec4& diagonal): |
116 | column0(diagonal.x,0.0f,0.0f,0.0f), |
117 | column1(0.0f,diagonal.y,0.0f,0.0f), |
118 | column2(0.0f,0.0f,diagonal.z,0.0f), |
119 | column3(0.0f,0.0f,0.0f,diagonal.w) |
120 | { |
121 | } |
122 | |
123 | PX_CUDA_CALLABLE PxMat44(const PxMat33& orientation, const PxVec3& position): |
124 | column0(orientation.column0,0.0f), |
125 | column1(orientation.column1,0.0f), |
126 | column2(orientation.column2,0.0f), |
127 | column3(position,1.0f) |
128 | { |
129 | } |
130 | |
131 | PX_CUDA_CALLABLE PxMat44(const PxTransform& t) |
132 | { |
133 | *this = PxMat44(PxMat33(t.q), t.p); |
134 | } |
135 | |
136 | |
137 | /** |
138 | \brief returns true if the two matrices are exactly equal |
139 | */ |
140 | PX_CUDA_CALLABLE PX_INLINE bool operator==(const PxMat44& m) const { return column0 == m.column0 && column1 == m.column1 && column2 == m.column2 && column3 == m.column3; } |
141 | |
142 | //! Copy constructor |
143 | PX_CUDA_CALLABLE PX_INLINE PxMat44(const PxMat44& other) |
144 | : column0(other.column0), column1(other.column1), column2(other.column2), column3(other.column3) |
145 | {} |
146 | |
147 | //! Assignment operator |
148 | PX_CUDA_CALLABLE PX_INLINE const PxMat44& operator=(const PxMat44& other) |
149 | { |
150 | column0 = other.column0; |
151 | column1 = other.column1; |
152 | column2 = other.column2; |
153 | column3 = other.column3; |
154 | return *this; |
155 | } |
156 | |
157 | //! \deprecated Set to identity matrix. Deprecated. use PxMat44(PxIdentity). |
158 | PX_DEPRECATED PX_CUDA_CALLABLE PX_INLINE static PxMat44 createIdentity() |
159 | { |
160 | return PxMat44(PxIdentity); |
161 | } |
162 | |
163 | |
164 | //! \deprecated Set to zero matrix. Deprecated. use PxMat44(PxZero). |
165 | PX_DEPRECATED PX_CUDA_CALLABLE PX_INLINE static PxMat44 createZero() |
166 | { |
167 | return PxMat44(PxZero); |
168 | } |
169 | |
170 | //! Get transposed matrix |
171 | PX_CUDA_CALLABLE PX_INLINE PxMat44 getTranspose() const |
172 | { |
173 | return PxMat44(PxVec4(column0.x, column1.x, column2.x, column3.x), |
174 | PxVec4(column0.y, column1.y, column2.y, column3.y), |
175 | PxVec4(column0.z, column1.z, column2.z, column3.z), |
176 | PxVec4(column0.w, column1.w, column2.w, column3.w)); |
177 | } |
178 | |
179 | //! Unary minus |
180 | PX_CUDA_CALLABLE PX_INLINE PxMat44 operator-() const |
181 | { |
182 | return PxMat44(-column0, -column1, -column2, -column3); |
183 | } |
184 | |
185 | //! Add |
186 | PX_CUDA_CALLABLE PX_INLINE PxMat44 operator+(const PxMat44& other) const |
187 | { |
188 | return PxMat44( column0+other.column0, |
189 | column1+other.column1, |
190 | column2+other.column2, |
191 | column3+other.column3); |
192 | } |
193 | |
194 | //! Subtract |
195 | PX_CUDA_CALLABLE PX_INLINE PxMat44 operator-(const PxMat44& other) const |
196 | { |
197 | return PxMat44( column0-other.column0, |
198 | column1-other.column1, |
199 | column2-other.column2, |
200 | column3-other.column3); |
201 | } |
202 | |
203 | //! Scalar multiplication |
204 | PX_CUDA_CALLABLE PX_INLINE PxMat44 operator*(PxReal scalar) const |
205 | { |
206 | return PxMat44(column0*scalar, column1*scalar, column2*scalar, column3*scalar); |
207 | } |
208 | |
209 | friend PxMat44 operator*(PxReal, const PxMat44&); |
210 | |
211 | //! Matrix multiplication |
212 | PX_CUDA_CALLABLE PX_INLINE PxMat44 operator*(const PxMat44& other) const |
213 | { |
214 | //Rows from this <dot> columns from other |
215 | //column0 = transform(other.column0) etc |
216 | return PxMat44(transform(other.column0), transform(other.column1), transform(other.column2), transform(other.column3)); |
217 | } |
218 | |
219 | // a <op>= b operators |
220 | |
221 | //! Equals-add |
222 | PX_CUDA_CALLABLE PX_INLINE PxMat44& operator+=(const PxMat44& other) |
223 | { |
224 | column0 += other.column0; |
225 | column1 += other.column1; |
226 | column2 += other.column2; |
227 | column3 += other.column3; |
228 | return *this; |
229 | } |
230 | |
231 | //! Equals-sub |
232 | PX_CUDA_CALLABLE PX_INLINE PxMat44& operator-=(const PxMat44& other) |
233 | { |
234 | column0 -= other.column0; |
235 | column1 -= other.column1; |
236 | column2 -= other.column2; |
237 | column3 -= other.column3; |
238 | return *this; |
239 | } |
240 | |
241 | //! Equals scalar multiplication |
242 | PX_CUDA_CALLABLE PX_INLINE PxMat44& operator*=(PxReal scalar) |
243 | { |
244 | column0 *= scalar; |
245 | column1 *= scalar; |
246 | column2 *= scalar; |
247 | column3 *= scalar; |
248 | return *this; |
249 | } |
250 | |
251 | //! Equals matrix multiplication |
252 | PX_CUDA_CALLABLE PX_INLINE PxMat44& operator*=(const PxMat44 &other) |
253 | { |
254 | *this = *this * other; |
255 | return *this; |
256 | } |
257 | |
258 | |
259 | //! Element access, mathematical way! |
260 | PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal operator()(unsigned int row, unsigned int col) const |
261 | { |
262 | return (*this)[col][row]; |
263 | } |
264 | |
265 | //! Element access, mathematical way! |
266 | PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal& operator()(unsigned int row, unsigned int col) |
267 | { |
268 | return (*this)[col][row]; |
269 | } |
270 | |
271 | //! Transform vector by matrix, equal to v' = M*v |
272 | PX_CUDA_CALLABLE PX_INLINE PxVec4 transform(const PxVec4& other) const |
273 | { |
274 | return column0*other.x + column1*other.y + column2*other.z + column3*other.w; |
275 | } |
276 | |
277 | //! Transform vector by matrix, equal to v' = M*v |
278 | PX_CUDA_CALLABLE PX_INLINE PxVec3 transform(const PxVec3& other) const |
279 | { |
280 | return transform(PxVec4(other,1.0f)).getXYZ(); |
281 | } |
282 | |
283 | //! Rotate vector by matrix, equal to v' = M*v |
284 | PX_CUDA_CALLABLE PX_INLINE const PxVec4 rotate(const PxVec4& other) const |
285 | { |
286 | return column0*other.x + column1*other.y + column2*other.z;// + column3*0; |
287 | } |
288 | |
289 | //! Rotate vector by matrix, equal to v' = M*v |
290 | PX_CUDA_CALLABLE PX_INLINE const PxVec3 rotate(const PxVec3& other) const |
291 | { |
292 | return rotate(PxVec4(other,1.0f)).getXYZ(); |
293 | } |
294 | |
295 | |
296 | PX_CUDA_CALLABLE PX_INLINE PxVec3 getBasis(int num) const |
297 | { |
298 | PX_ASSERT(num>=0 && num<3); |
299 | return (&column0)[num].getXYZ(); |
300 | } |
301 | |
302 | PX_CUDA_CALLABLE PX_INLINE PxVec3 getPosition() const |
303 | { |
304 | return column3.getXYZ(); |
305 | } |
306 | |
307 | PX_CUDA_CALLABLE PX_INLINE void setPosition(const PxVec3& position) |
308 | { |
309 | column3.x = position.x; |
310 | column3.y = position.y; |
311 | column3.z = position.z; |
312 | } |
313 | |
314 | PX_CUDA_CALLABLE PX_FORCE_INLINE const PxReal* front() const |
315 | { |
316 | return &column0.x; |
317 | } |
318 | |
319 | PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec4& operator[](unsigned int num) {return (&column0)[num];} |
320 | PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec4& operator[](unsigned int num) const {return (&column0)[num];} |
321 | |
322 | PX_DEPRECATED PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec4& operator[](int num) {return (&column0)[num];} |
323 | PX_DEPRECATED PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec4& operator[](int num) const {return (&column0)[num];} |
324 | |
325 | PX_CUDA_CALLABLE PX_INLINE void scale(const PxVec4& p) |
326 | { |
327 | column0 *= p.x; |
328 | column1 *= p.y; |
329 | column2 *= p.z; |
330 | column3 *= p.w; |
331 | } |
332 | |
333 | PX_CUDA_CALLABLE PX_INLINE PxMat44 inverseRT(void) const |
334 | { |
335 | PxVec3 r0(column0.x, column1.x, column2.x), |
336 | r1(column0.y, column1.y, column2.y), |
337 | r2(column0.z, column1.z, column2.z); |
338 | |
339 | return PxMat44(r0, r1, r2, -(r0 * column3.x + r1 * column3.y + r2 * column3.z)); |
340 | } |
341 | |
342 | PX_CUDA_CALLABLE PX_INLINE bool isFinite() const |
343 | { |
344 | return column0.isFinite() && column1.isFinite() && column2.isFinite() && column3.isFinite(); |
345 | } |
346 | |
347 | |
348 | //Data, see above for format! |
349 | |
350 | PxVec4 column0, column1, column2, column3; //the four base vectors |
351 | }; |
352 | |
353 | // implementation from PxTransform.h |
354 | PX_CUDA_CALLABLE PX_FORCE_INLINE PxTransform::PxTransform(const PxMat44& m) |
355 | { |
356 | PxVec3 column0 = PxVec3(m.column0.x, m.column0.y, m.column0.z); |
357 | PxVec3 column1 = PxVec3(m.column1.x, m.column1.y, m.column1.z); |
358 | PxVec3 column2 = PxVec3(m.column2.x, m.column2.y, m.column2.z); |
359 | |
360 | q = PxQuat(PxMat33(column0, column1, column2)); |
361 | p = PxVec3(m.column3.x, m.column3.y, m.column3.z); |
362 | } |
363 | |
364 | #ifndef PX_DOXYGEN |
365 | } // namespace physx |
366 | #endif |
367 | |
368 | /** @} */ |
369 | #endif // PX_FOUNDATION_PX_MAT44_H |
370 | |