PxMat44.h
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29 
30 #ifndef PXFOUNDATION_PXMAT44_H
31 #define PXFOUNDATION_PXMAT44_H
32 
36 #include "foundation/PxQuat.h"
37 #include "foundation/PxVec4.h"
38 #include "foundation/PxMat33.h"
39 #include "foundation/PxTransform.h"
40 
41 #if !PX_DOXYGEN
42 namespace physx
43 {
44 #endif
45 
54 class PxMat44
55 {
56  public:
59  {
60  }
61 
64  : column0(1.0f, 0.0f, 0.0f, 0.0f)
65  , column1(0.0f, 1.0f, 0.0f, 0.0f)
66  , column2(0.0f, 0.0f, 1.0f, 0.0f)
67  , column3(0.0f, 0.0f, 0.0f, 1.0f)
68  {
69  PX_UNUSED(r);
70  }
71 
73  PX_CUDA_CALLABLE PX_INLINE PxMat44(PxZERO r) : column0(PxZero), column1(PxZero), column2(PxZero), column3(PxZero)
74  {
75  PX_UNUSED(r);
76  }
77 
79  PX_CUDA_CALLABLE PxMat44(const PxVec4& col0, const PxVec4& col1, const PxVec4& col2, const PxVec4& col3)
80  : column0(col0), column1(col1), column2(col2), column3(col3)
81  {
82  }
83 
86  : column0(r, 0.0f, 0.0f, 0.0f)
87  , column1(0.0f, r, 0.0f, 0.0f)
88  , column2(0.0f, 0.0f, r, 0.0f)
89  , column3(0.0f, 0.0f, 0.0f, r)
90  {
91  }
92 
94  PX_CUDA_CALLABLE PxMat44(const PxVec3& col0, const PxVec3& col1, const PxVec3& col2, const PxVec3& col3)
95  : column0(col0, 0), column1(col1, 0), column2(col2, 0), column3(col3, 1.0f)
96  {
97  }
98 
100  explicit PX_CUDA_CALLABLE PX_INLINE PxMat44(float values[])
101  : column0(values[0], values[1], values[2], values[3])
102  , column1(values[4], values[5], values[6], values[7])
103  , column2(values[8], values[9], values[10], values[11])
104  , column3(values[12], values[13], values[14], values[15])
105  {
106  }
107 
110  {
111  const float x = q.x;
112  const float y = q.y;
113  const float z = q.z;
114  const float w = q.w;
115 
116  const float x2 = x + x;
117  const float y2 = y + y;
118  const float z2 = z + z;
119 
120  const float xx = x2 * x;
121  const float yy = y2 * y;
122  const float zz = z2 * z;
123 
124  const float xy = x2 * y;
125  const float xz = x2 * z;
126  const float xw = x2 * w;
127 
128  const float yz = y2 * z;
129  const float yw = y2 * w;
130  const float zw = z2 * w;
131 
132  column0 = PxVec4(1.0f - yy - zz, xy + zw, xz - yw, 0.0f);
133  column1 = PxVec4(xy - zw, 1.0f - xx - zz, yz + xw, 0.0f);
134  column2 = PxVec4(xz + yw, yz - xw, 1.0f - xx - yy, 0.0f);
135  column3 = PxVec4(0.0f, 0.0f, 0.0f, 1.0f);
136  }
137 
139  explicit PX_CUDA_CALLABLE PX_INLINE PxMat44(const PxVec4& diagonal)
140  : column0(diagonal.x, 0.0f, 0.0f, 0.0f)
141  , column1(0.0f, diagonal.y, 0.0f, 0.0f)
142  , column2(0.0f, 0.0f, diagonal.z, 0.0f)
143  , column3(0.0f, 0.0f, 0.0f, diagonal.w)
144  {
145  }
146 
148  PX_CUDA_CALLABLE PxMat44(const PxMat33& axes, const PxVec3& position)
149  : column0(axes.column0, 0.0f), column1(axes.column1, 0.0f), column2(axes.column2, 0.0f), column3(position, 1.0f)
150  {
151  }
152 
154  {
155  *this = PxMat44(PxMat33(t.q), t.p);
156  }
157 
162  {
163  return column0 == m.column0 && column1 == m.column1 && column2 == m.column2 && column3 == m.column3;
164  }
165 
168  : column0(other.column0), column1(other.column1), column2(other.column2), column3(other.column3)
169  {
170  }
171 
174  {
175  column0 = other.column0;
176  column1 = other.column1;
177  column2 = other.column2;
178  column3 = other.column3;
179  return *this;
180  }
181 
184  {
185  return PxMat44(
186  PxVec4(column0.x, column1.x, column2.x, column3.x), PxVec4(column0.y, column1.y, column2.y, column3.y),
187  PxVec4(column0.z, column1.z, column2.z, column3.z), PxVec4(column0.w, column1.w, column2.w, column3.w));
188  }
189 
192  {
193  return PxMat44(-column0, -column1, -column2, -column3);
194  }
195 
198  {
199  return PxMat44(column0 + other.column0, column1 + other.column1, column2 + other.column2,
200  column3 + other.column3);
201  }
202 
205  {
206  return PxMat44(column0 - other.column0, column1 - other.column1, column2 - other.column2,
207  column3 - other.column3);
208  }
209 
211  PX_CUDA_CALLABLE PX_INLINE const PxMat44 operator*(float scalar) const
212  {
213  return PxMat44(column0 * scalar, column1 * scalar, column2 * scalar, column3 * scalar);
214  }
215 
216  friend PxMat44 operator*(float, const PxMat44&);
217 
220  {
221  // Rows from this <dot> columns from other
222  // column0 = transform(other.column0) etc
223  return PxMat44(transform(other.column0), transform(other.column1), transform(other.column2),
224  transform(other.column3));
225  }
226 
227  // a <op>= b operators
228 
231  {
232  column0 += other.column0;
233  column1 += other.column1;
234  column2 += other.column2;
235  column3 += other.column3;
236  return *this;
237  }
238 
241  {
242  column0 -= other.column0;
243  column1 -= other.column1;
244  column2 -= other.column2;
245  column3 -= other.column3;
246  return *this;
247  }
248 
251  {
252  column0 *= scalar;
253  column1 *= scalar;
254  column2 *= scalar;
255  column3 *= scalar;
256  return *this;
257  }
258 
261  {
262  *this = *this * other;
263  return *this;
264  }
265 
267  PX_CUDA_CALLABLE PX_FORCE_INLINE float operator()(unsigned int row, unsigned int col) const
268  {
269  return (*this)[col][row];
270  }
271 
273  PX_CUDA_CALLABLE PX_FORCE_INLINE float& operator()(unsigned int row, unsigned int col)
274  {
275  return (*this)[col][row];
276  }
277 
280  {
281  return column0 * other.x + column1 * other.y + column2 * other.z + column3 * other.w;
282  }
283 
286  {
287  return transform(PxVec4(other, 1.0f)).getXYZ();
288  }
289 
291  PX_CUDA_CALLABLE PX_INLINE const PxVec4 rotate(const PxVec4& other) const
292  {
293  return column0 * other.x + column1 * other.y + column2 * other.z; // + column3*0;
294  }
295 
297  PX_CUDA_CALLABLE PX_INLINE const PxVec3 rotate(const PxVec3& other) const
298  {
299  return rotate(PxVec4(other, 1.0f)).getXYZ();
300  }
301 
303  {
304  PX_ASSERT(num >= 0 && num < 3);
305  return (&column0)[num].getXYZ();
306  }
307 
309  {
310  return column3.getXYZ();
311  }
312 
314  {
315  column3.x = position.x;
316  column3.y = position.y;
317  column3.z = position.z;
318  }
319 
321  {
322  return &column0.x;
323  }
324 
326  {
327  return (&column0)[num];
328  }
329  PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec4& operator[](unsigned int num) const
330  {
331  return (&column0)[num];
332  }
333 
335  {
336  column0 *= p.x;
337  column1 *= p.y;
338  column2 *= p.z;
339  column3 *= p.w;
340  }
341 
343  {
344  PxVec3 r0(column0.x, column1.x, column2.x), r1(column0.y, column1.y, column2.y),
345  r2(column0.z, column1.z, column2.z);
346 
347  return PxMat44(r0, r1, r2, -(r0 * column3.x + r1 * column3.y + r2 * column3.z));
348  }
349 
351  {
352  return column0.isFinite() && column1.isFinite() && column2.isFinite() && column3.isFinite();
353  }
354 
355  // Data, see above for format!
356 
357  PxVec4 column0, column1, column2, column3; // the four base vectors
358 };
359 
360 // implementation from PxTransform.h
362 {
363  PxVec3 column0 = PxVec3(m.column0.x, m.column0.y, m.column0.z);
364  PxVec3 column1 = PxVec3(m.column1.x, m.column1.y, m.column1.z);
365  PxVec3 column2 = PxVec3(m.column2.x, m.column2.y, m.column2.z);
366 
367  q = PxQuat(PxMat33(column0, column1, column2));
368  p = PxVec3(m.column3.x, m.column3.y, m.column3.z);
369 }
370 
371 #if !PX_DOXYGEN
372 } // namespace physx
373 #endif
374 
376 #endif // #ifndef PXFOUNDATION_PXMAT44_H
Definition: GuContactBuffer.h:37
PX_CUDA_CALLABLE PX_INLINE PxMat44 & operator*=(float scalar)
Equals scalar multiplication.
Definition: PxMat44.h:250
PX_CUDA_CALLABLE PX_INLINE PxMat44 & operator-=(const PxMat44 &other)
Equals-sub.
Definition: PxMat44.h:240
PX_CUDA_CALLABLE PX_INLINE const PxVec4 rotate(const PxVec4 &other) const
Rotate vector by matrix, equal to v&#39; = M*v.
Definition: PxMat44.h:291
PX_CUDA_CALLABLE PX_INLINE void scale(const PxVec4 &p)
Definition: PxMat44.h:334
PX_CUDA_CALLABLE PX_INLINE const PxVec3 rotate(const PxVec3 &other) const
Rotate vector by matrix, equal to v&#39; = M*v.
Definition: PxMat44.h:297
PX_CUDA_CALLABLE PX_INLINE const PxVec3 getPosition() const
Definition: PxMat44.h:308
PX_CUDA_CALLABLE PX_FORCE_INLINE float & operator()(unsigned int row, unsigned int col)
Element access, mathematical way!
Definition: PxMat44.h:273
#define PX_FORCE_INLINE
Definition: PxPreprocessor.h:364
This is a quaternion class. For more information on quaternion mathematics consult a mathematics sour...
Definition: PxQuat.h:49
float w
Definition: PxVec4.h:363
PX_CUDA_CALLABLE PX_INLINE void setPosition(const PxVec3 &position)
Definition: PxMat44.h:313
PX_CUDA_CALLABLE PX_INLINE PxMat44(PxIDENTITY r)
identity constructor
Definition: PxMat44.h:63
PX_CUDA_CALLABLE PX_INLINE bool isFinite() const
Definition: PxMat44.h:350
PxZERO
Definition: Px.h:76
PxQuat q
Definition: PxTransform.h:51
float z
Definition: PxVec4.h:363
PX_CUDA_CALLABLE PX_INLINE const PxVec4 transform(const PxVec4 &other) const
Transform vector by matrix, equal to v&#39; = M*v.
Definition: PxMat44.h:279
PX_CUDA_CALLABLE PX_INLINE bool operator==(const PxMat44 &m) const
returns true if the two matrices are exactly equal
Definition: PxMat44.h:161
PX_CUDA_CALLABLE PX_INLINE PxMat44(float values[])
Construct from float[16].
Definition: PxMat44.h:100
float z
Definition: PxQuat.h:395
PX_CUDA_CALLABLE PX_INLINE const PxMat44 operator-() const
Unary minus.
Definition: PxMat44.h:191
static PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 operator*(float f, const PxVec2 &v)
Definition: PxVec2.h:337
PX_CUDA_CALLABLE PX_FORCE_INLINE PxTransform()
Definition: PxTransform.h:54
Definition: Px.h:78
float y
Definition: PxVec3.h:381
4x4 matrix class
Definition: PxMat44.h:54
float w
Definition: PxQuat.h:395
PX_CUDA_CALLABLE PX_INLINE const PxMat44 operator-(const PxMat44 &other) const
Subtract.
Definition: PxMat44.h:204
PX_CUDA_CALLABLE PX_INLINE PxMat44(const PxQuat &q)
Construct from a quaternion.
Definition: PxMat44.h:109
PX_CUDA_CALLABLE PX_INLINE PxMat44 & operator*=(const PxMat44 &other)
Equals matrix multiplication.
Definition: PxMat44.h:260
PX_CUDA_CALLABLE PX_INLINE PxMat44(const PxVec4 &diagonal)
Construct from a diagonal vector.
Definition: PxMat44.h:139
PxVec4 column2
Definition: PxMat44.h:357
float x
Definition: PxQuat.h:395
PX_CUDA_CALLABLE PxMat44(const PxVec3 &col0, const PxVec3 &col1, const PxVec3 &col2, const PxVec3 &col3)
Construct from three base vectors and a translation.
Definition: PxMat44.h:94
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec4 & operator[](unsigned int num)
Definition: PxMat44.h:325
PX_CUDA_CALLABLE PX_INLINE const PxVec3 transform(const PxVec3 &other) const
Transform vector by matrix, equal to v&#39; = M*v.
Definition: PxMat44.h:285
PX_CUDA_CALLABLE PX_INLINE PxMat44 & operator=(const PxMat44 &other)
Assignment operator.
Definition: PxMat44.h:173
PX_CUDA_CALLABLE PX_INLINE PxMat44(const PxMat44 &other)
Copy constructor.
Definition: PxMat44.h:167
PX_CUDA_CALLABLE PX_FORCE_INLINE const float * front() const
Definition: PxMat44.h:320
PX_CUDA_CALLABLE PX_INLINE const PxMat44 operator*(const PxMat44 &other) const
Matrix multiplication.
Definition: PxMat44.h:219
PX_CUDA_CALLABLE PX_INLINE const PxMat44 operator+(const PxMat44 &other) const
Add.
Definition: PxMat44.h:197
class representing a rigid euclidean transform as a quaternion and a vector
Definition: PxTransform.h:48
PxVec4 column3
Definition: PxMat44.h:357
3x3 matrix class
Definition: PxMat33.h:90
PX_CUDA_CALLABLE PxMat44(const PxVec4 &col0, const PxVec4 &col1, const PxVec4 &col2, const PxVec4 &col3)
Construct from four 4-vectors.
Definition: PxMat44.h:79
PX_CUDA_CALLABLE PX_INLINE const PxVec3 getBasis(int num) const
Definition: PxMat44.h:302
PX_CUDA_CALLABLE PX_INLINE const PxMat44 operator*(float scalar) const
Scalar multiplication.
Definition: PxMat44.h:211
PX_CUDA_CALLABLE PX_INLINE void PX_UNUSED(T const &)
Definition: PxPreprocessor.h:479
PX_CUDA_CALLABLE PX_INLINE PxMat44(float r)
constructor that generates a multiple of the identity matrix
Definition: PxMat44.h:85
PX_CUDA_CALLABLE PX_INLINE PxMat44(PxZERO r)
zero constructor
Definition: PxMat44.h:73
4 Element vector class.
Definition: PxVec4.h:49
PX_CUDA_CALLABLE PX_FORCE_INLINE float operator()(unsigned int row, unsigned int col) const
Element access, mathematical way!
Definition: PxMat44.h:267
PxVec4 column1
Definition: PxMat44.h:357
PxVec4 column0
Definition: PxMat44.h:357
float y
Definition: PxQuat.h:395
#define PX_ASSERT(exp)
Definition: PxAssert.h:61
PX_CUDA_CALLABLE PX_INLINE const PxMat44 inverseRT(void) const
Definition: PxMat44.h:342
PxIDENTITY
Definition: Px.h:82
PX_CUDA_CALLABLE PxMat44(const PxMat33 &axes, const PxVec3 &position)
Construct from Mat33 and a translation.
Definition: PxMat44.h:148
PX_CUDA_CALLABLE PX_INLINE PxMat44()
Default constructor.
Definition: PxMat44.h:58
PX_CUDA_CALLABLE PX_INLINE PxMat44 & operator+=(const PxMat44 &other)
Equals-add.
Definition: PxMat44.h:230
PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec4 & operator[](unsigned int num) const
Definition: PxMat44.h:329
float y
Definition: PxVec4.h:363
float z
Definition: PxVec3.h:381
#define PX_INLINE
Definition: PxPreprocessor.h:349
#define PX_CUDA_CALLABLE
Definition: PxPreprocessor.h:473
PxVec3 p
Definition: PxTransform.h:52
PX_CUDA_CALLABLE PX_INLINE const PxMat44 getTranspose() const
Get transposed matrix.
Definition: PxMat44.h:183
3 Element vector class.
Definition: PxVec3.h:49
float x
Definition: PxVec4.h:363
PX_CUDA_CALLABLE PxMat44(const PxTransform &t)
Definition: PxMat44.h:153
float x
Definition: PxVec3.h:381