287 lines
7.6 KiB
C++
287 lines
7.6 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_PHYSICS_COMMON_MATRIX34
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#define PX_PHYSICS_COMMON_MATRIX34
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#include "foundation/PxVec3.h"
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#include "foundation/PxTransform.h"
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#include "foundation/PxMat33.h"
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#include "CmPhysXCommon.h"
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namespace physx
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{
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namespace Cm
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{
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/*!
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Basic mathematical 3x4 matrix, implemented as a 3x3 rotation matrix and a translation
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See PxMat33 for the format of the rotation matrix.
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*/
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class Matrix34
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{
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public:
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//! Default constructor
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PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34()
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{}
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//! Construct from four base vectors
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PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34(const PxVec3& b0, const PxVec3& b1, const PxVec3& b2, const PxVec3& b3)
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: m(b0, b1, b2), p(b3)
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{}
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//! Construct from float[12]
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explicit PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34(PxReal values[]):
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m(values), p(values[9], values[10], values[11])
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{
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}
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//! Construct from a 3x3 matrix
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explicit PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34(const PxMat33& other)
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: m(other), p(PxZero)
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{
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}
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//! Construct from a 3x3 matrix and a translation vector
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PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34(const PxMat33& other, const PxVec3& t)
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: m(other), p(t)
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{}
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//! Construct from a PxTransform
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explicit PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34(const PxTransform& other):
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m(other.q), p(other.p)
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{
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}
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//! Construct from a quaternion
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explicit PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34(const PxQuat& q):
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m(q), p(PxZero)
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{
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}
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//! Copy constructor
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PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34(const Matrix34& other):
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m(other.m), p(other.p)
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{
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}
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//! Assignment operator
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PX_CUDA_CALLABLE PX_FORCE_INLINE const Matrix34& operator=(const Matrix34& other)
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{
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m = other.m;
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p = other.p;
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return *this;
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}
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//! Set to identity matrix
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PX_CUDA_CALLABLE PX_FORCE_INLINE void setIdentity()
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{
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m = PxMat33(PxIdentity);
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p = PxVec3(0);
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}
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// Simpler operators
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//! Equality operator
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PX_CUDA_CALLABLE PX_FORCE_INLINE bool operator==(const Matrix34& other) const
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{
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return m == other.m && p == other.p;
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}
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//! Inequality operator
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PX_CUDA_CALLABLE PX_FORCE_INLINE bool operator!=(const Matrix34& other) const
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{
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return !operator==(other);
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}
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//! Unary minus
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PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34 operator-() const
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{
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return Matrix34(-m, -p);
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}
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//! Add
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PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34 operator+(const Matrix34& other) const
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{
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return Matrix34(m + other.m, p + other.p);
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}
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//! Subtract
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PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34 operator-(const Matrix34& other) const
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{
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return Matrix34(m - other.m, p - other.p);
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}
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//! Scalar multiplication
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PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34 operator*(PxReal scalar) const
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{
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return Matrix34(m*scalar, p*scalar);
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}
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friend Matrix34 operator*(PxReal, const Matrix34&);
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//! Matrix multiplication
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PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34 operator*(const Matrix34& other) const
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{
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//Rows from this <dot> columns from other
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//base0 = rotate(other.m.column0) etc
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return Matrix34(m*other.m, m*other.p + p);
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}
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//! Matrix multiplication, extend the second matrix
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PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34 operator*(const PxMat33& other) const
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{
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//Rows from this <dot> columns from other
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//base0 = transform(other.m.column0) etc
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return Matrix34(m*other, p);
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}
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friend Matrix34 operator*(const PxMat33& a, const Matrix34& b);
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// a <op>= b operators
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//! Equals-add
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PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34& operator+=(const Matrix34& other)
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{
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m += other.m;
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p += other.p;
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return *this;
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}
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//! Equals-sub
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PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34& operator-=(const Matrix34& other)
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{
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m -= other.m;
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p -= other.p;
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return *this;
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}
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//! Equals scalar multiplication
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PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34& operator*=(PxReal scalar)
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{
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m *= scalar;
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p *= scalar;
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return *this;
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}
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//! Element access, mathematical way!
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal operator()(PxU32 row, PxU32 col) const
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{
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return (*this)[col][row];
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}
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//! Element access, mathematical way!
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal& operator()(PxU32 row, PxU32 col)
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{
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return (*this)[col][row];
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}
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// Transform etc
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//! Transform vector by matrix, equal to v' = M*v
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 rotate(const PxVec3& other) const
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{
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return m*other;
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}
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//! Transform vector by transpose of matrix, equal to v' = M^t*v
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 rotateTranspose(const PxVec3& other) const
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{
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return m.transformTranspose(other);
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}
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//! Transform point by matrix
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 transform(const PxVec3& other) const
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{
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return m*other + p;
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}
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//! Transform point by transposed matrix
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 transformTranspose(const PxVec3& other) const
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{
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return m.transformTranspose(other - p);
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}
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//! Transform point by transposed matrix
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PX_CUDA_CALLABLE PX_FORCE_INLINE Cm::Matrix34 transformTranspose(const Cm::Matrix34& other) const
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{
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return Cm::Matrix34(m.transformTranspose(other.m.column0),
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m.transformTranspose(other.m.column1),
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m.transformTranspose(other.m.column2),
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m.transformTranspose(other.p - p));
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}
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//! Invert matrix treating it as a rotation+translation matrix only
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PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34 getInverseRT() const
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{
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return Matrix34(m.getTranspose(), m.transformTranspose(-p));
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}
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// Conversion
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//! Set matrix from quaternion
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PX_CUDA_CALLABLE PX_FORCE_INLINE void set(const PxQuat& q)
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{
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m = PxMat33(q);
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p = PxVec3(PxZero);
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}
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3& operator[](unsigned int num){return (&m.column0)[num];}
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3& operator[](int num) { return (&m.column0)[num]; }
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PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec3& operator[](unsigned int num) const { return (&m.column0)[num]; }
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PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec3& operator[](int num) const { return (&m.column0)[num]; }
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//Data, see above for format!
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PxMat33 m;
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PxVec3 p;
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};
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//! Multiply a*b, a is extended
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PX_INLINE Matrix34 operator*(const PxMat33& a, const Matrix34& b)
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{
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return Matrix34(a * b.m, a * b.p);
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}
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} // namespace Cm
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}
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#endif
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