PxQuat.h
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29 
30 #ifndef PXFOUNDATION_PXQUAT_H
31 #define PXFOUNDATION_PXQUAT_H
32 
37 #include "foundation/PxVec3.h"
38 #if !PX_DOXYGEN
39 namespace physx
40 {
41 #endif
42 
49 class PxQuat
50 {
51  public:
56  {
57  }
58 
60  PX_CUDA_CALLABLE PX_INLINE PxQuat(PxIDENTITY r) : x(0.0f), y(0.0f), z(0.0f), w(1.0f)
61  {
62  PX_UNUSED(r);
63  }
64 
68  explicit PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat(float r) : x(0.0f), y(0.0f), z(0.0f), w(r)
69  {
70  }
71 
75  PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat(float nx, float ny, float nz, float nw) : x(nx), y(ny), z(nz), w(nw)
76  {
77  }
78 
88  PX_CUDA_CALLABLE PX_INLINE PxQuat(float angleRadians, const PxVec3& unitAxis)
89  {
90  PX_SHARED_ASSERT(PxAbs(1.0f - unitAxis.magnitude()) < 1e-3f);
91  const float a = angleRadians * 0.5f;
92  const float s = PxSin(a);
93  w = PxCos(a);
94  x = unitAxis.x * s;
95  y = unitAxis.y * s;
96  z = unitAxis.z * s;
97  }
98 
102  PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat(const PxQuat& v) : x(v.x), y(v.y), z(v.z), w(v.w)
103  {
104  }
105 
111  PX_CUDA_CALLABLE PX_INLINE explicit PxQuat(const PxMat33& m); /* defined in PxMat33.h */
112 
117  {
118  return x==0.0f && y==0.0f && z==0.0f && w==1.0f;
119  }
120 
125  {
126  return PxIsFinite(x) && PxIsFinite(y) && PxIsFinite(z) && PxIsFinite(w);
127  }
128 
133  {
134  const float unitTolerance = 1e-4f;
135  return isFinite() && PxAbs(magnitude() - 1) < unitTolerance;
136  }
137 
143  {
144  const float unitTolerance = 1e-2f;
145  return isFinite() && PxAbs(magnitude() - 1) < unitTolerance;
146  }
147 
152  {
153  return x == q.x && y == q.y && z == q.z && w == q.w;
154  }
155 
159  PX_CUDA_CALLABLE PX_INLINE void toRadiansAndUnitAxis(float& angle, PxVec3& axis) const
160  {
161  const float quatEpsilon = 1.0e-8f;
162  const float s2 = x * x + y * y + z * z;
163  if(s2 < quatEpsilon * quatEpsilon) // can't extract a sensible axis
164  {
165  angle = 0.0f;
166  axis = PxVec3(1.0f, 0.0f, 0.0f);
167  }
168  else
169  {
170  const float s = PxRecipSqrt(s2);
171  axis = PxVec3(x, y, z) * s;
172  angle = PxAbs(w) < quatEpsilon ? PxPi : PxAtan2(s2 * s, w) * 2.0f;
173  }
174  }
175 
182  {
183  return PxAcos(w) * 2.0f;
184  }
185 
192  {
193  return PxAcos(dot(q)) * 2.0f;
194  }
195 
200  {
201  return x * x + y * y + z * z + w * w;
202  }
203 
208  {
209  return x * v.x + y * v.y + z * v.z + w * v.w;
210  }
211 
213  {
214  const float s = 1.0f / magnitude();
215  return PxQuat(x * s, y * s, z * s, w * s);
216  }
217 
219  {
220  return PxSqrt(magnitudeSquared());
221  }
222 
223  // modifiers:
227  PX_CUDA_CALLABLE PX_INLINE float normalize() // convert this PxQuat to a unit quaternion
228  {
229  const float mag = magnitude();
230  if(mag != 0.0f)
231  {
232  const float imag = 1.0f / mag;
233 
234  x *= imag;
235  y *= imag;
236  z *= imag;
237  w *= imag;
238  }
239  return mag;
240  }
241 
242  /*
243  \brief returns the conjugate.
244 
245  \note for unit quaternions, this is the inverse.
246  */
248  {
249  return PxQuat(-x, -y, -z, w);
250  }
251 
252  /*
253  \brief returns imaginary part.
254  */
256  {
257  return PxVec3(x, y, z);
258  }
259 
262  {
263  const float x2 = x * 2.0f;
264  const float w2 = w * 2.0f;
265  return PxVec3((w * w2) - 1.0f + x * x2, (z * w2) + y * x2, (-y * w2) + z * x2);
266  }
267 
270  {
271  const float y2 = y * 2.0f;
272  const float w2 = w * 2.0f;
273  return PxVec3((-z * w2) + x * y2, (w * w2) - 1.0f + y * y2, (x * w2) + z * y2);
274  }
275 
278  {
279  const float z2 = z * 2.0f;
280  const float w2 = w * 2.0f;
281  return PxVec3((y * w2) + x * z2, (-x * w2) + y * z2, (w * w2) - 1.0f + z * z2);
282  }
283 
288  {
289  const float vx = 2.0f * v.x;
290  const float vy = 2.0f * v.y;
291  const float vz = 2.0f * v.z;
292  const float w2 = w * w - 0.5f;
293  const float dot2 = (x * vx + y * vy + z * vz);
294  return PxVec3((vx * w2 + (y * vz - z * vy) * w + x * dot2), (vy * w2 + (z * vx - x * vz) * w + y * dot2),
295  (vz * w2 + (x * vy - y * vx) * w + z * dot2));
296  }
297 
302  {
303  const float vx = 2.0f * v.x;
304  const float vy = 2.0f * v.y;
305  const float vz = 2.0f * v.z;
306  const float w2 = w * w - 0.5f;
307  const float dot2 = (x * vx + y * vy + z * vz);
308  return PxVec3((vx * w2 - (y * vz - z * vy) * w + x * dot2), (vy * w2 - (z * vx - x * vz) * w + y * dot2),
309  (vz * w2 - (x * vy - y * vx) * w + z * dot2));
310  }
311 
316  {
317  x = p.x;
318  y = p.y;
319  z = p.z;
320  w = p.w;
321  return *this;
322  }
323 
325  {
326  const float tx = w * q.x + q.w * x + y * q.z - q.y * z;
327  const float ty = w * q.y + q.w * y + z * q.x - q.z * x;
328  const float tz = w * q.z + q.w * z + x * q.y - q.x * y;
329 
330  w = w * q.w - q.x * x - y * q.y - q.z * z;
331  x = tx;
332  y = ty;
333  z = tz;
334 
335  return *this;
336  }
337 
339  {
340  x += q.x;
341  y += q.y;
342  z += q.z;
343  w += q.w;
344  return *this;
345  }
346 
348  {
349  x -= q.x;
350  y -= q.y;
351  z -= q.z;
352  w -= q.w;
353  return *this;
354  }
355 
357  {
358  x *= s;
359  y *= s;
360  z *= s;
361  w *= s;
362  return *this;
363  }
364 
367  {
368  return PxQuat(w * q.x + q.w * x + y * q.z - q.y * z, w * q.y + q.w * y + z * q.x - q.z * x,
369  w * q.z + q.w * z + x * q.y - q.x * y, w * q.w - x * q.x - y * q.y - z * q.z);
370  }
371 
374  {
375  return PxQuat(x + q.x, y + q.y, z + q.z, w + q.w);
376  }
377 
380  {
381  return PxQuat(-x, -y, -z, -w);
382  }
383 
385  {
386  return PxQuat(x - q.x, y - q.y, z - q.z, w - q.w);
387  }
388 
390  {
391  return PxQuat(x * r, y * r, z * r, w * r);
392  }
393 
395  float x, y, z, w;
396 };
397 
398 #if !PX_DOXYGEN
399 } // namespace physx
400 #endif
401 
403 #endif // #ifndef PXFOUNDATION_PXQUAT_H
Definition: GuContactBuffer.h:37
PX_CUDA_CALLABLE PX_FORCE_INLINE float magnitudeSquared() const
This is the squared 4D vector length, should be 1 for unit quaternions.
Definition: PxQuat.h:199
PX_CUDA_CALLABLE bool isSane() const
returns true if finite and magnitude is reasonably close to unit to allow for some accumulation of er...
Definition: PxQuat.h:142
PX_CUDA_CALLABLE PX_INLINE PxQuat getConjugate() const
Definition: PxQuat.h:247
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat & operator*=(const PxQuat &q)
Definition: PxQuat.h:324
PX_CUDA_CALLABLE PX_FORCE_INLINE float dot(const PxQuat &v) const
returns the scalar product of this and other.
Definition: PxQuat.h:207
PX_CUDA_CALLABLE PX_INLINE float getAngle() const
Gets the angle between this quat and the identity quaternion.
Definition: PxQuat.h:181
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat & operator*=(const float s)
Definition: PxQuat.h:356
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxAtan2(float x, float y)
Arctangent of (x/y) with correct sign. Returns angle between -PI and PI in radians Unit: Radians...
Definition: PxMath.h:276
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat & operator-=(const PxQuat &q)
Definition: PxQuat.h:347
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 getBasisVector0() const
Definition: PxQuat.h:261
PX_CUDA_CALLABLE PX_INLINE PxQuat operator*(const PxQuat &q) const
Definition: PxQuat.h:366
static const float PxPi
Definition: PxMath.h:58
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat operator+(const PxQuat &q) const
Definition: PxQuat.h:373
PX_CUDA_CALLABLE PX_INLINE float magnitude() const
Definition: PxQuat.h:218
#define PX_FORCE_INLINE
Definition: PxPreprocessor.h:351
This is a quaternion class. For more information on quaternion mathematics consult a mathematics sour...
Definition: PxQuat.h:49
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxSin(float a)
trigonometry – all angles are in radians.
Definition: PxMath.h:170
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 getBasisVector2() const
Definition: PxQuat.h:277
#define PX_SHARED_ASSERT(exp)
Definition: PxSharedAssert.h:39
float z
Definition: PxQuat.h:395
PX_CUDA_CALLABLE PX_FORCE_INLINE bool isFinite(float a)
platform-specific finiteness check (not INF or NAN)
Definition: PxUnixIntrinsics.h:127
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 getBasisVector1() const
Definition: PxQuat.h:269
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxSqrt(float a)
Square root.
Definition: PxMath.h:144
PX_CUDA_CALLABLE PX_INLINE float normalize()
maps to the closest unit quaternion.
Definition: PxQuat.h:227
float y
Definition: PxVec3.h:381
float w
Definition: PxQuat.h:395
float x
Definition: PxQuat.h:395
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat operator*(float r) const
Definition: PxQuat.h:389
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxRecipSqrt(float a)
reciprocal square root.
Definition: PxMath.h:156
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxCos(float a)
Cosine of an angle (Unit: Radians)
Definition: PxMath.h:182
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat(float nx, float ny, float nz, float nw)
Constructor. Take note of the order of the elements!
Definition: PxQuat.h:75
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat(float r)
Constructor from a scalar: sets the real part w to the scalar value, and the imaginary parts (x...
Definition: PxQuat.h:68
PX_CUDA_CALLABLE PX_INLINE void toRadiansAndUnitAxis(float &angle, PxVec3 &axis) const
converts this quaternion to angle-axis representation
Definition: PxQuat.h:159
PX_CUDA_CALLABLE PX_FORCE_INLINE float magnitude() const
returns the magnitude
Definition: PxVec3.h:183
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxAbs(float a)
abs returns the absolute value of its argument.
Definition: PxMath.h:107
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat()
Default constructor, does not do any initialization.
Definition: PxQuat.h:55
PX_CUDA_CALLABLE bool isUnit() const
returns true if finite and magnitude is close to unit
Definition: PxQuat.h:132
PX_CUDA_CALLABLE PX_INLINE PxQuat getNormalized() const
Definition: PxQuat.h:212
PX_CUDA_CALLABLE PX_INLINE float getAngle(const PxQuat &q) const
Gets the angle between this quat and the argument.
Definition: PxQuat.h:191
PX_CUDA_CALLABLE PX_INLINE PxVec3 getImaginaryPart() const
Definition: PxQuat.h:255
3x3 matrix class
Definition: PxMat33.h:90
PX_CUDA_CALLABLE PX_INLINE void PX_UNUSED(T const &)
Definition: PxPreprocessor.h:466
PX_CUDA_CALLABLE PX_FORCE_INLINE bool PxIsFinite(float f)
returns true if the passed number is a finite floating point number as opposed to INF...
Definition: PxMath.h:292
PX_CUDA_CALLABLE PX_INLINE bool operator==(const PxQuat &q) const
returns true if the two quaternions are exactly equal
Definition: PxQuat.h:151
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat(const PxQuat &v)
Copy ctor.
Definition: PxQuat.h:102
float y
Definition: PxQuat.h:395
PX_CUDA_CALLABLE PX_INLINE PxQuat(float angleRadians, const PxVec3 &unitAxis)
Creates from angle-axis representation.
Definition: PxQuat.h:88
PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec3 rotate(const PxVec3 &v) const
Definition: PxQuat.h:287
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat operator-(const PxQuat &q) const
Definition: PxQuat.h:384
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat & operator+=(const PxQuat &q)
Definition: PxQuat.h:338
PxIDENTITY
Definition: Px.h:82
PX_CUDA_CALLABLE PX_INLINE PxQuat(PxIDENTITY r)
identity constructor
Definition: PxQuat.h:60
PX_CUDA_CALLABLE bool isFinite() const
returns true if all elements are finite (not NAN or INF, etc.)
Definition: PxQuat.h:124
PX_CUDA_CALLABLE PX_FORCE_INLINE bool isIdentity() const
returns true if quat is identity
Definition: PxQuat.h:116
PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec3 rotateInv(const PxVec3 &v) const
Definition: PxQuat.h:301
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxAcos(float f)
Arccosine. Returns angle between 0 and PI in radians Unit: Radians.
Definition: PxMath.h:236
float z
Definition: PxVec3.h:381
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat & operator=(const PxQuat &p)
Assignment operator.
Definition: PxQuat.h:315
#define PX_INLINE
Definition: PxPreprocessor.h:336
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat operator-() const
Definition: PxQuat.h:379
#define PX_CUDA_CALLABLE
Definition: PxPreprocessor.h:460
3 Element vector class.
Definition: PxVec3.h:49
float x
Definition: PxVec3.h:381