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authorMiles Macklin <[email protected]>2017-03-10 14:51:31 +1300
committerMiles Macklin <[email protected]>2017-03-10 14:51:31 +1300
commitad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f (patch)
tree4cc6f3288363889d7342f7f8407c0251e6904819 /core/quat.h
downloadflex-ad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f.tar.xz
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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
+
+#pragma once
+
+#include <cassert>
+
+struct Matrix33;
+
+template <typename T>
+class XQuat
+{
+public:
+
+ typedef T value_type;
+
+ CUDA_CALLABLE XQuat() : x(0), y(0), z(0), w(1.0) {}
+ CUDA_CALLABLE XQuat(const T* p) : x(p[0]), y(p[1]), z(p[2]), w(p[3]) {}
+ CUDA_CALLABLE XQuat(T x_, T y_, T z_, T w_) : x(x_), y(y_), z(z_), w(w_) { }
+ CUDA_CALLABLE XQuat(const Vec3& v, float w) : x(v.x), y(v.y), z(v.z), w(w) { }
+ CUDA_CALLABLE XQuat(const Matrix33& m);
+
+ CUDA_CALLABLE operator T* () { return &x; }
+ CUDA_CALLABLE operator const T* () const { return &x; };
+
+ CUDA_CALLABLE void Set(T x_, T y_, T z_, T w_) { x = x_; y = y_; z = z_; w = w_; }
+
+ CUDA_CALLABLE XQuat<T> operator * (T scale) const { XQuat<T> r(*this); r *= scale; return r;}
+ CUDA_CALLABLE XQuat<T> operator / (T scale) const { XQuat<T> r(*this); r /= scale; return r; }
+ CUDA_CALLABLE XQuat<T> operator + (const XQuat<T>& v) const { XQuat<T> r(*this); r += v; return r; }
+ CUDA_CALLABLE XQuat<T> operator - (const XQuat<T>& v) const { XQuat<T> r(*this); r -= v; return r; }
+ CUDA_CALLABLE XQuat<T> operator * (XQuat<T> q) const
+ {
+ // quaternion multiplication
+ return XQuat<T>(w * q.x + q.w * x + y * q.z - q.y * z, w * q.y + q.w * y + z * q.x - q.z * x,
+ w * q.z + q.w * z + x * q.y - q.x * y, w * q.w - x * q.x - y * q.y - z * q.z);
+ }
+
+ CUDA_CALLABLE XQuat<T>& operator *=(T scale) {x *= scale; y *= scale; z*= scale; w*= scale; return *this;}
+ CUDA_CALLABLE XQuat<T>& operator /=(T scale) {T s(1.0f/scale); x *= s; y *= s; z *= s; w *=s; return *this;}
+ CUDA_CALLABLE XQuat<T>& operator +=(const XQuat<T>& v) {x += v.x; y += v.y; z += v.z; w += v.w; return *this;}
+ CUDA_CALLABLE XQuat<T>& operator -=(const XQuat<T>& v) {x -= v.x; y -= v.y; z -= v.z; w -= v.w; return *this;}
+
+ CUDA_CALLABLE bool operator != (const XQuat<T>& v) const { return (x != v.x || y != v.y || z != v.z || w != v.w); }
+
+ // negate
+ CUDA_CALLABLE XQuat<T> operator -() const { return XQuat<T>(-x, -y, -z, -w); }
+
+ T x,y,z,w;
+};
+
+typedef XQuat<float> Quat;
+
+// lhs scalar scale
+template <typename T>
+CUDA_CALLABLE XQuat<T> operator *(T lhs, const XQuat<T>& rhs)
+{
+ XQuat<T> r(rhs);
+ r *= lhs;
+ return r;
+}
+
+template <typename T>
+CUDA_CALLABLE bool operator==(const XQuat<T>& lhs, const XQuat<T>& rhs)
+{
+ return (lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w);
+}
+
+template <typename T>
+CUDA_CALLABLE inline XQuat<T> QuatFromAxisAngle(const Vec3& axis, float angle)
+{
+ Vec3 v = Normalize(axis);
+
+ float half = angle*0.5f;
+ float w = cosf(half);
+
+ const float sin_theta_over_two = sinf(half);
+ v *= sin_theta_over_two;
+
+ return XQuat<T>(v.x, v.y, v.z, w);
+}
+
+
+// rotate vector by quaternion (q, w)
+CUDA_CALLABLE inline Vec3 Rotate(const Quat& q, const Vec3& x)
+{
+ return x*(2.0f*q.w*q.w-1.0f) + Cross(Vec3(q), x)*q.w*2.0f + Vec3(q)*Dot(Vec3(q), x)*2.0f;
+}
+
+// rotate vector by inverse transform in (q, w)
+CUDA_CALLABLE inline Vec3 RotateInv(const Quat& q, const Vec3& x)
+{
+ return x*(2.0f*q.w*q.w-1.0f) - Cross(Vec3(q), x)*q.w*2.0f + Vec3(q)*Dot(Vec3(q), x)*2.0f;
+}
+
+CUDA_CALLABLE inline Quat Inverse(const Quat& q)
+{
+ return Quat(-q.x, -q.y, -q.z, q.w);
+}
+
+CUDA_CALLABLE inline Quat Normalize(const Quat& q)
+{
+ float lSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w;
+
+ if (lSq > 0.0f)
+ {
+ float invL = 1.0f / sqrtf(lSq);
+
+ return q*invL;
+ }
+ else
+ return Quat();
+} \ No newline at end of file