36#include "foundation/PxVec3.h"
90 const Type a = angleRadians * Type(0.5);
118 return x==Type(0.0) && y==Type(0.0) && z==Type(0.0) && w==Type(1.0);
134 const Type unitTolerance = Type(1e-3);
135 return isFinite() &&
PxAbs(magnitude() - Type(1.0)) < unitTolerance;
144 const Type unitTolerance = Type(1e-2);
145 return isFinite() &&
PxAbs(magnitude() - Type(1.0)) < unitTolerance;
153 return x == q.
x && y == q.y && z == q.z && w == q.w;
161 const Type quatEpsilon = Type(1.0e-8);
162 const Type s2 =
x *
x + y * y + z * z;
163 if(s2 < quatEpsilon * quatEpsilon)
172 angle =
PxAbs(w) < quatEpsilon ? Type(PxPi) :
PxAtan2(s2 * s, w) * Type(2.0);
183 return PxAcos(w) * Type(2.0);
201 return x *
x + y * y + z * z + w * w;
209 return x * v.
x + y * v.y + z * v.z + w * v.w;
214 const Type s = Type(1.0) / magnitude();
215 return PxQuatT(
x * s, y * s, z * s, w * s);
229 const Type mag = magnitude();
232 const Type imag = Type(1.0) / mag;
255 PX_CUDA_CALLABLE
PX_FORCE_INLINE PxVec3T<Type> getImaginaryPart()
const
257 return PxVec3T<Type>(
x, y, z);
263 const Type x2 =
x * Type(2.0);
264 const Type w2 = w * Type(2.0);
265 return PxVec3T<Type>((w * w2) - Type(1.0) +
x * x2, (z * w2) + y * x2, (-y * w2) + z * x2);
271 const Type y2 = y * Type(2.0);
272 const Type w2 = w * Type(2.0);
273 return PxVec3T<Type>((-z * w2) +
x * y2, (w * w2) - Type(1.0) + y * y2, (
x * w2) + z * y2);
279 const Type z2 = z * Type(2.0);
280 const Type w2 = w * Type(2.0);
281 return PxVec3T<Type>((y * w2) +
x * z2, (-
x * w2) + y * z2, (w * w2) - Type(1.0) + z * z2);
289 const Type vx = Type(2.0) * v.x;
290 const Type vy = Type(2.0) * v.y;
291 const Type vz = Type(2.0) * v.z;
292 const Type w2 = w * w - 0.5f;
293 const Type dot2 = (
x * vx + y * vy + z * vz);
294 return PxVec3T<Type>((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));
303 const Type vx = Type(2.0) * v.x;
304 const Type vy = Type(2.0) * v.y;
305 const Type vz = Type(2.0) * v.z;
306 const Type w2 = w * w - 0.5f;
307 const Type dot2 = (
x * vx + y * vy + z * vz);
308 return PxVec3T<Type>((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));
326 const Type tx = w * q.
x + q.w *
x + y * q.z - q.y * z;
327 const Type ty = w * q.y + q.w * y + z * q.
x - q.z *
x;
328 const Type tz = w * q.z + q.w * z +
x * q.y - q.
x * y;
330 w = w * q.w - q.
x *
x - y * q.y - q.z * z;
367 return PxQuatT(w * q.
x + q.w *
x + y * q.z - q.y * z, w * q.y + q.w * y + z * q.
x - q.z *
x,
368 w * q.z + q.w * z +
x * q.y - q.
x * y, w * q.w -
x * q.
x - y * q.y - z * q.z);
374 return PxQuatT(
x + q.
x, y + q.y, z + q.z, w + q.w);
385 return PxQuatT(
x - q.
x, y - q.y, z - q.z, w - q.w);
390 return PxQuatT(
x * r, y * r, z * r, w * r);
3x3 matrix class
Definition PxMat33.h:91
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 Type dot(const PxQuatT &v) const
returns the scalar product of this and other.
Definition PxQuat.h:207
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuatT()
Default constructor, does not do any initialization.
Definition PxQuat.h:55
PX_CUDA_CALLABLE PX_FORCE_INLINE Type normalize()
maps to the closest unit quaternion.
Definition PxQuat.h:227
PX_CUDA_CALLABLE PX_FORCE_INLINE bool operator==(const PxQuatT &q) const
returns true if the two quaternions are exactly equal
Definition PxQuat.h:151
PX_CUDA_CALLABLE PX_INLINE void toRadiansAndUnitAxis(Type &angle, PxVec3T< Type > &axis) const
converts this quaternion to angle-axis representation
Definition PxQuat.h:159
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuatT(Type r)
Constructor from a scalar: sets the real part w to the scalar value, and the imaginary parts (x,...
Definition PxQuat.h:67
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3T< Type > getBasisVector0() const
Definition PxQuat.h:261
PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec3T< Type > rotateInv(const PxVec3T< Type > &v) const
Definition PxQuat.h:301
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_FORCE_INLINE PxQuatT operator-() const
Definition PxQuat.h:378
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3T< Type > getBasisVector2() const
Definition PxQuat.h:277
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuatT operator+(const PxQuatT &q) const
Definition PxQuat.h:372
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuatT(const PxQuatT &v)
Copy ctor.
Definition PxQuat.h:102
PX_CUDA_CALLABLE bool isUnit() const
returns true if finite and magnitude is close to unit
Definition PxQuat.h:132
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuatT(Type nx, Type ny, Type nz, Type nw)
Constructor. Take note of the order of the elements!
Definition PxQuat.h:74
PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec3T< Type > rotate(const PxVec3T< Type > &v) const
Definition PxQuat.h:287
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 PxQuatT operator*(const PxQuatT &q) const
Definition PxQuat.h:365
PX_CUDA_CALLABLE PX_FORCE_INLINE Type getAngle() const
Gets the angle between this quat and the identity quaternion.
Definition PxQuat.h:181
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 Type getAngle(const PxQuatT &q) const
Gets the angle between this quat and the argument.
Definition PxQuat.h:191
Type x
Definition PxQuat.h:394
PX_CUDA_CALLABLE PX_FORCE_INLINE Type magnitudeSquared() const
This is the squared 4D vector length, should be 1 for unit quaternions.
Definition PxQuat.h:199
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuatT(PxIDENTITY)
identity constructor
Definition PxQuat.h:60
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuatT & operator=(const PxQuatT &p)
Assignment operator.
Definition PxQuat.h:315
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3T< Type > getBasisVector1() const
Definition PxQuat.h:269
PX_CUDA_CALLABLE PX_INLINE PxQuatT(Type angleRadians, const PxVec3T< Type > &unitAxis)
Creates from angle-axis representation.
Definition PxQuat.h:87
This is a quaternion class. For more information on quaternion mathematics consult a mathematics sour...
Definition PxQuat.h:50
3 Element vector class.
Definition PxVec3.h:50
PX_CUDA_CALLABLE PX_FORCE_INLINE Type magnitude() const
returns the magnitude
Definition PxVec3.h:181
#define PX_FORCE_INLINE
Definition PxPreprocessor.h:335
#define PX_INLINE
Definition PxPreprocessor.h:320
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39
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:302
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxAbs(float a)
abs returns the absolute value of its argument.
Definition PxMath.h:109
PxIDENTITY
Definition Px.h:99
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxRecipSqrt(float a)
reciprocal square root.
Definition PxMath.h:158
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:326
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxSqrt(float a)
Square root.
Definition PxMath.h:146
PX_CUDA_CALLABLE PX_FORCE_INLINE void PxSinCos(const PxF32 a, PxF32 &sin, PxF32 &cos)
compute sine and cosine at the same time
Definition PxMath.h:202
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxAcos(float f)
Arccosine. Returns angle between 0 and PI in radians Unit: Radians.
Definition PxMath.h:262