// 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) 2013-2020 NVIDIA Corporation. All rights reserved. #pragma once #include struct Matrix33; template 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 operator * (T scale) const { XQuat r(*this); r *= scale; return r;} CUDA_CALLABLE XQuat operator / (T scale) const { XQuat r(*this); r /= scale; return r; } CUDA_CALLABLE XQuat operator + (const XQuat& v) const { XQuat r(*this); r += v; return r; } CUDA_CALLABLE XQuat operator - (const XQuat& v) const { XQuat r(*this); r -= v; return r; } CUDA_CALLABLE XQuat operator * (XQuat q) const { // quaternion multiplication return XQuat(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& operator *=(T scale) {x *= scale; y *= scale; z*= scale; w*= scale; return *this;} CUDA_CALLABLE XQuat& operator /=(T scale) {T s(1.0f/scale); x *= s; y *= s; z *= s; w *=s; return *this;} CUDA_CALLABLE XQuat& operator +=(const XQuat& v) {x += v.x; y += v.y; z += v.z; w += v.w; return *this;} CUDA_CALLABLE XQuat& operator -=(const XQuat& v) {x -= v.x; y -= v.y; z -= v.z; w -= v.w; return *this;} CUDA_CALLABLE bool operator != (const XQuat& v) const { return (x != v.x || y != v.y || z != v.z || w != v.w); } // negate CUDA_CALLABLE XQuat operator -() const { return XQuat(-x, -y, -z, -w); } T x,y,z,w; }; typedef XQuat Quat; // lhs scalar scale template CUDA_CALLABLE XQuat operator *(T lhs, const XQuat& rhs) { XQuat r(rhs); r *= lhs; return r; } template CUDA_CALLABLE bool operator==(const XQuat& lhs, const XQuat& rhs) { return (lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w); } template CUDA_CALLABLE inline XQuat 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(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(); }