PxMat44.h
Go to the documentation of this file.
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 
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 
38 class PxMat44
39 {
40 public:
43  {}
44 
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 
54  : column0(PxZero), column1(PxZero), column2(PxZero), column3(PxZero)
55  {
56  PX_UNUSED(r);
57  }
58 
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 
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 
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 
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 
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 
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 
132  {
133  *this = PxMat44(PxMat33(t.q), t.p);
134  }
135 
136 
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 
144  : column0(other.column0), column1(other.column1), column2(other.column2), column3(other.column3)
145  {}
146 
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 
159  {
160  return PxMat44(PxIdentity);
161  }
162 
163 
166  {
167  return PxMat44(PxZero);
168  }
169 
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 
181  {
182  return PxMat44(-column0, -column1, -column2, -column3);
183  }
184 
187  {
188  return PxMat44( column0+other.column0,
189  column1+other.column1,
190  column2+other.column2,
191  column3+other.column3);
192  }
193 
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 
205  {
206  return PxMat44(column0*scalar, column1*scalar, column2*scalar, column3*scalar);
207  }
208 
209  friend PxMat44 operator*(PxReal, const PxMat44&);
210 
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 
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 
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 
243  {
244  column0 *= scalar;
245  column1 *= scalar;
246  column2 *= scalar;
247  column3 *= scalar;
248  return *this;
249  }
250 
252  PX_CUDA_CALLABLE PX_INLINE PxMat44& operator*=(const PxMat44 &other)
253  {
254  *this = *this * other;
255  return *this;
256  }
257 
258 
260  PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal operator()(unsigned int row, unsigned int col) const
261  {
262  return (*this)[col][row];
263  }
264 
266  PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal& operator()(unsigned int row, unsigned int col)
267  {
268  return (*this)[col][row];
269  }
270 
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 
278  PX_CUDA_CALLABLE PX_INLINE PxVec3 transform(const PxVec3& other) const
279  {
280  return transform(PxVec4(other,1.0f)).getXYZ();
281  }
282 
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 
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 
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
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 
369 #endif // PX_FOUNDATION_PX_MAT44_H


Copyright © 2008-2015 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. www.nvidia.com