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PxMat33.h
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27// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
28// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
29
30#ifndef PXFOUNDATION_PXMAT33_H
31#define PXFOUNDATION_PXMAT33_H
36#include "foundation/PxVec3.h"
37#include "foundation/PxQuat.h"
38
39#if !PX_DOXYGEN
40namespace physx
41{
42#endif
91{
92 public:
94 PX_CUDA_CALLABLE PX_FORCE_INLINE PxMat33()
95 {
96 }
97
99 PX_CUDA_CALLABLE PX_INLINE PxMat33(PxIDENTITY r)
100 : column0(1.0f, 0.0f, 0.0f), column1(0.0f, 1.0f, 0.0f), column2(0.0f, 0.0f, 1.0f)
101 {
102 PX_UNUSED(r);
103 }
104
106 PX_CUDA_CALLABLE PX_INLINE PxMat33(PxZERO r) : column0(0.0f), column1(0.0f), column2(0.0f)
107 {
108 PX_UNUSED(r);
109 }
110
112 PX_CUDA_CALLABLE PxMat33(const PxVec3& col0, const PxVec3& col1, const PxVec3& col2)
113 : column0(col0), column1(col1), column2(col2)
114 {
115 }
116
118 explicit PX_CUDA_CALLABLE PX_INLINE PxMat33(float r)
119 : column0(r, 0.0f, 0.0f), column1(0.0f, r, 0.0f), column2(0.0f, 0.0f, r)
120 {
121 }
122
124 explicit PX_CUDA_CALLABLE PX_INLINE PxMat33(float values[])
125 : column0(values[0], values[1], values[2])
126 , column1(values[3], values[4], values[5])
127 , column2(values[6], values[7], values[8])
128 {
129 }
130
132 explicit PX_CUDA_CALLABLE PX_FORCE_INLINE PxMat33(const PxQuat& q)
133 {
134 const float x = q.x;
135 const float y = q.y;
136 const float z = q.z;
137 const float w = q.w;
138
139 const float x2 = x + x;
140 const float y2 = y + y;
141 const float z2 = z + z;
142
143 const float xx = x2 * x;
144 const float yy = y2 * y;
145 const float zz = z2 * z;
146
147 const float xy = x2 * y;
148 const float xz = x2 * z;
149 const float xw = x2 * w;
150
151 const float yz = y2 * z;
152 const float yw = y2 * w;
153 const float zw = z2 * w;
154
155 column0 = PxVec3(1.0f - yy - zz, xy + zw, xz - yw);
156 column1 = PxVec3(xy - zw, 1.0f - xx - zz, yz + xw);
157 column2 = PxVec3(xz + yw, yz - xw, 1.0f - xx - yy);
158 }
159
161 PX_CUDA_CALLABLE PX_INLINE PxMat33(const PxMat33& other)
162 : column0(other.column0), column1(other.column1), column2(other.column2)
163 {
164 }
165
167 PX_CUDA_CALLABLE PX_FORCE_INLINE PxMat33& operator=(const PxMat33& other)
168 {
169 column0 = other.column0;
170 column1 = other.column1;
171 column2 = other.column2;
172 return *this;
173 }
174
176 PX_CUDA_CALLABLE PX_INLINE static const PxMat33 createDiagonal(const PxVec3& d)
177 {
178 return PxMat33(PxVec3(d.x, 0.0f, 0.0f), PxVec3(0.0f, d.y, 0.0f), PxVec3(0.0f, 0.0f, d.z));
179 }
180
184 PX_CUDA_CALLABLE PX_INLINE bool operator==(const PxMat33& m) const
185 {
186 return column0 == m.column0 && column1 == m.column1 && column2 == m.column2;
187 }
188
190 PX_CUDA_CALLABLE PX_FORCE_INLINE const PxMat33 getTranspose() const
191 {
192 const PxVec3 v0(column0.x, column1.x, column2.x);
193 const PxVec3 v1(column0.y, column1.y, column2.y);
194 const PxVec3 v2(column0.z, column1.z, column2.z);
195
196 return PxMat33(v0, v1, v2);
197 }
198
200 PX_CUDA_CALLABLE PX_INLINE const PxMat33 getInverse() const
201 {
202 const float det = getDeterminant();
203 PxMat33 inverse;
204
205 if(det != 0)
206 {
207 const float invDet = 1.0f / det;
208
209 inverse.column0.x = invDet * (column1.y * column2.z - column2.y * column1.z);
210 inverse.column0.y = invDet * -(column0.y * column2.z - column2.y * column0.z);
211 inverse.column0.z = invDet * (column0.y * column1.z - column0.z * column1.y);
212
213 inverse.column1.x = invDet * -(column1.x * column2.z - column1.z * column2.x);
214 inverse.column1.y = invDet * (column0.x * column2.z - column0.z * column2.x);
215 inverse.column1.z = invDet * -(column0.x * column1.z - column0.z * column1.x);
216
217 inverse.column2.x = invDet * (column1.x * column2.y - column1.y * column2.x);
218 inverse.column2.y = invDet * -(column0.x * column2.y - column0.y * column2.x);
219 inverse.column2.z = invDet * (column0.x * column1.y - column1.x * column0.y);
220
221 return inverse;
222 }
223 else
224 {
225 return PxMat33(PxIdentity);
226 }
227 }
228
230 PX_CUDA_CALLABLE PX_INLINE float getDeterminant() const
231 {
232 return column0.dot(column1.cross(column2));
233 }
234
236 PX_CUDA_CALLABLE PX_INLINE const PxMat33 operator-() const
237 {
238 return PxMat33(-column0, -column1, -column2);
239 }
240
242 PX_CUDA_CALLABLE PX_INLINE const PxMat33 operator+(const PxMat33& other) const
243 {
244 return PxMat33(column0 + other.column0, column1 + other.column1, column2 + other.column2);
245 }
246
248 PX_CUDA_CALLABLE PX_INLINE const PxMat33 operator-(const PxMat33& other) const
249 {
250 return PxMat33(column0 - other.column0, column1 - other.column1, column2 - other.column2);
251 }
252
254 PX_CUDA_CALLABLE PX_INLINE const PxMat33 operator*(float scalar) const
255 {
256 return PxMat33(column0 * scalar, column1 * scalar, column2 * scalar);
257 }
258
259 friend PxMat33 operator*(float, const PxMat33&);
260
262 PX_CUDA_CALLABLE PX_INLINE const PxVec3 operator*(const PxVec3& vec) const
263 {
264 return transform(vec);
265 }
266
267 // a <op>= b operators
268
270 PX_CUDA_CALLABLE PX_FORCE_INLINE const PxMat33 operator*(const PxMat33& other) const
271 {
272 // Rows from this <dot> columns from other
273 // column0 = transform(other.column0) etc
274 return PxMat33(transform(other.column0), transform(other.column1), transform(other.column2));
275 }
276
278 PX_CUDA_CALLABLE PX_INLINE PxMat33& operator+=(const PxMat33& other)
279 {
280 column0 += other.column0;
281 column1 += other.column1;
282 column2 += other.column2;
283 return *this;
284 }
285
287 PX_CUDA_CALLABLE PX_INLINE PxMat33& operator-=(const PxMat33& other)
288 {
289 column0 -= other.column0;
290 column1 -= other.column1;
291 column2 -= other.column2;
292 return *this;
293 }
294
296 PX_CUDA_CALLABLE PX_INLINE PxMat33& operator*=(float scalar)
297 {
298 column0 *= scalar;
299 column1 *= scalar;
300 column2 *= scalar;
301 return *this;
302 }
303
305 PX_CUDA_CALLABLE PX_INLINE PxMat33& operator*=(const PxMat33& other)
306 {
307 *this = *this * other;
308 return *this;
309 }
310
312 PX_CUDA_CALLABLE PX_FORCE_INLINE float operator()(unsigned int row, unsigned int col) const
313 {
314 return (*this)[col][row];
315 }
316
318 PX_CUDA_CALLABLE PX_FORCE_INLINE float& operator()(unsigned int row, unsigned int col)
319 {
320 return (*this)[col][row];
321 }
322
323 // Transform etc
324
326 PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec3 transform(const PxVec3& other) const
327 {
328 return column0 * other.x + column1 * other.y + column2 * other.z;
329 }
330
332 PX_CUDA_CALLABLE PX_INLINE const PxVec3 transformTranspose(const PxVec3& other) const
333 {
334 return PxVec3(column0.dot(other), column1.dot(other), column2.dot(other));
335 }
336
337 PX_CUDA_CALLABLE PX_FORCE_INLINE const float* front() const
338 {
339 return &column0.x;
340 }
341
342 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3& operator[](unsigned int num)
343 {
344 return (&column0)[num];
345 }
346 PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec3& operator[](unsigned int num) const
347 {
348 return (&column0)[num];
349 }
350
351 // Data, see above for format!
352
353 PxVec3 column0, column1, column2; // the three base vectors
354};
355
356// implementation from PxQuat.h
357PX_CUDA_CALLABLE PX_INLINE PxQuat::PxQuat(const PxMat33& m)
358{
359 if(m.column2.z < 0)
360 {
361 if(m.column0.x > m.column1.y)
362 {
363 float t = 1 + m.column0.x - m.column1.y - m.column2.z;
364 *this = PxQuat(t, m.column0.y + m.column1.x, m.column2.x + m.column0.z, m.column1.z - m.column2.y) *
365 (0.5f / PxSqrt(t));
366 }
367 else
368 {
369 float t = 1 - m.column0.x + m.column1.y - m.column2.z;
370 *this = PxQuat(m.column0.y + m.column1.x, t, m.column1.z + m.column2.y, m.column2.x - m.column0.z) *
371 (0.5f / PxSqrt(t));
372 }
373 }
374 else
375 {
376 if(m.column0.x < -m.column1.y)
377 {
378 float t = 1 - m.column0.x - m.column1.y + m.column2.z;
379 *this = PxQuat(m.column2.x + m.column0.z, m.column1.z + m.column2.y, t, m.column0.y - m.column1.x) *
380 (0.5f / PxSqrt(t));
381 }
382 else
383 {
384 float t = 1 + m.column0.x + m.column1.y + m.column2.z;
385 *this = PxQuat(m.column1.z - m.column2.y, m.column2.x - m.column0.z, m.column0.y - m.column1.x, t) *
386 (0.5f / PxSqrt(t));
387 }
388 }
389}
390
391#if !PX_DOXYGEN
392} // namespace physx
393#endif
394
396#endif // #ifndef PXFOUNDATION_PXMAT33_H
3x3 matrix class
Definition PxMat33.h:91
PX_CUDA_CALLABLE static PX_INLINE const PxMat33 createDiagonal(const PxVec3 &d)
Construct from diagonal, off-diagonals are zero.
Definition PxMat33.h:176
PX_CUDA_CALLABLE PX_INLINE const PxVec3 operator*(const PxVec3 &vec) const
Matrix vector multiplication (returns 'this->transform(vec)')
Definition PxMat33.h:262
PX_CUDA_CALLABLE PX_INLINE PxMat33(float r)
constructor from a scalar, which generates a multiple of the identity matrix
Definition PxMat33.h:118
PX_CUDA_CALLABLE PX_INLINE PxMat33 & operator+=(const PxMat33 &other)
Equals-add.
Definition PxMat33.h:278
PX_CUDA_CALLABLE PX_INLINE PxMat33(PxIDENTITY r)
identity constructor
Definition PxMat33.h:99
PX_CUDA_CALLABLE PX_INLINE const PxVec3 transformTranspose(const PxVec3 &other) const
Transform vector by matrix transpose, v' = M^t*v.
Definition PxMat33.h:332
PX_CUDA_CALLABLE PX_FORCE_INLINE PxMat33()
Default constructor.
Definition PxMat33.h:94
PX_CUDA_CALLABLE PX_FORCE_INLINE PxMat33 & operator=(const PxMat33 &other)
Assignment operator.
Definition PxMat33.h:167
PX_CUDA_CALLABLE PX_INLINE const PxMat33 operator+(const PxMat33 &other) const
Add.
Definition PxMat33.h:242
PX_CUDA_CALLABLE PX_INLINE float getDeterminant() const
Get determinant.
Definition PxMat33.h:230
PX_CUDA_CALLABLE PX_FORCE_INLINE float operator()(unsigned int row, unsigned int col) const
Element access, mathematical way!
Definition PxMat33.h:312
PX_CUDA_CALLABLE PX_INLINE PxMat33 & operator-=(const PxMat33 &other)
Equals-sub.
Definition PxMat33.h:287
PX_CUDA_CALLABLE PX_INLINE PxMat33(const PxMat33 &other)
Copy constructor.
Definition PxMat33.h:161
PX_CUDA_CALLABLE PX_INLINE PxMat33 & operator*=(const PxMat33 &other)
Equals matrix multiplication.
Definition PxMat33.h:305
PX_CUDA_CALLABLE PX_INLINE const PxMat33 operator*(float scalar) const
Scalar multiplication.
Definition PxMat33.h:254
PX_CUDA_CALLABLE PX_INLINE PxMat33(float values[])
Construct from float[9].
Definition PxMat33.h:124
PX_CUDA_CALLABLE PX_INLINE const PxMat33 operator-() const
Unary minus.
Definition PxMat33.h:236
PX_CUDA_CALLABLE PX_INLINE const PxMat33 operator-(const PxMat33 &other) const
Subtract.
Definition PxMat33.h:248
PX_CUDA_CALLABLE PX_INLINE PxMat33 & operator*=(float scalar)
Equals scalar multiplication.
Definition PxMat33.h:296
PX_CUDA_CALLABLE PxMat33(const PxVec3 &col0, const PxVec3 &col1, const PxVec3 &col2)
Construct from three base vectors.
Definition PxMat33.h:112
PX_CUDA_CALLABLE PX_FORCE_INLINE const PxMat33 getTranspose() const
Get transposed matrix.
Definition PxMat33.h:190
PX_CUDA_CALLABLE PX_INLINE bool operator==(const PxMat33 &m) const
returns true if the two matrices are exactly equal
Definition PxMat33.h:184
PX_CUDA_CALLABLE PX_FORCE_INLINE PxMat33(const PxQuat &q)
Construct from a quaternion.
Definition PxMat33.h:132
PX_CUDA_CALLABLE PX_FORCE_INLINE float & operator()(unsigned int row, unsigned int col)
Element access, mathematical way!
Definition PxMat33.h:318
PX_CUDA_CALLABLE PX_INLINE const PxMat33 getInverse() const
Get the real inverse.
Definition PxMat33.h:200
PX_CUDA_CALLABLE PX_INLINE PxMat33(PxZERO r)
zero constructor
Definition PxMat33.h:106
PX_CUDA_CALLABLE PX_FORCE_INLINE const PxMat33 operator*(const PxMat33 &other) const
Matrix multiplication.
Definition PxMat33.h:270
PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec3 transform(const PxVec3 &other) const
Transform vector by matrix, equal to v' = M*v.
Definition PxMat33.h:326
This is a quaternion class. For more information on quaternion mathematics consult a mathematics sour...
Definition PxQuat.h:50
float x
Definition PxQuat.h:395
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat()
Default constructor, does not do any initialization.
Definition PxQuat.h:55
3 Element vector class.
Definition PxVec3.h:50
PX_CUDA_CALLABLE PX_FORCE_INLINE float dot(const PxVec3 &v) const
returns the scalar product of this and other.
Definition PxVec3.h:276
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 cross(const PxVec3 &v) const
cross product
Definition PxVec3.h:284
#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
PxIDENTITY
Definition Px.h:99
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxSqrt(float a)
Square root.
Definition PxMath.h:146
PxZERO
Definition Px.h:93