| 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 | |