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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
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| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/Common/src/CmMatrix34.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Source/Common/src/CmMatrix34.h')
| -rw-r--r-- | PhysX_3.4/Source/Common/src/CmMatrix34.h | 286 |
1 files changed, 286 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/Common/src/CmMatrix34.h b/PhysX_3.4/Source/Common/src/CmMatrix34.h new file mode 100644 index 00000000..48f4e1f0 --- /dev/null +++ b/PhysX_3.4/Source/Common/src/CmMatrix34.h @@ -0,0 +1,286 @@ +// 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) 2008-2016 NVIDIA Corporation. All rights reserved. +// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. +// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. + + +#ifndef PX_PHYSICS_COMMON_MATRIX34 +#define PX_PHYSICS_COMMON_MATRIX34 + +#include "foundation/PxVec3.h" +#include "foundation/PxTransform.h" +#include "foundation/PxMat33.h" + +#include "CmPhysXCommon.h" + +namespace physx +{ +namespace Cm +{ + +/*! +Basic mathematical 3x4 matrix, implemented as a 3x3 rotation matrix and a translation + +See PxMat33 for the format of the rotation matrix. + +*/ + +class Matrix34 +{ +public: + //! Default constructor + PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34() + {} + + //! Construct from four base vectors + PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34(const PxVec3& b0, const PxVec3& b1, const PxVec3& b2, const PxVec3& b3) + : m(b0, b1, b2), p(b3) + {} + + //! Construct from float[12] + explicit PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34(PxReal values[]): + m(values), p(values[9], values[10], values[11]) + { + } + + //! Construct from a 3x3 matrix + explicit PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34(const PxMat33& other) + : m(other), p(PxZero) + { + } + + //! Construct from a 3x3 matrix and a translation vector + PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34(const PxMat33& other, const PxVec3& t) + : m(other), p(t) + {} + + //! Construct from a PxTransform + explicit PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34(const PxTransform& other): + m(other.q), p(other.p) + { + } + + //! Construct from a quaternion + explicit PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34(const PxQuat& q): + m(q), p(PxZero) + { + } + + //! Copy constructor + PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34(const Matrix34& other): + m(other.m), p(other.p) + { + } + + //! Assignment operator + PX_CUDA_CALLABLE PX_FORCE_INLINE const Matrix34& operator=(const Matrix34& other) + { + m = other.m; + p = other.p; + return *this; + } + + //! Set to identity matrix + PX_CUDA_CALLABLE PX_FORCE_INLINE void setIdentity() + { + m = PxMat33(PxIdentity); + p = PxVec3(0); + } + + // Simpler operators + //! Equality operator + PX_CUDA_CALLABLE PX_FORCE_INLINE bool operator==(const Matrix34& other) const + { + return m == other.m && p == other.p; + } + + //! Inequality operator + PX_CUDA_CALLABLE PX_FORCE_INLINE bool operator!=(const Matrix34& other) const + { + return !operator==(other); + } + + //! Unary minus + PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34 operator-() const + { + return Matrix34(-m, -p); + } + + //! Add + PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34 operator+(const Matrix34& other) const + { + return Matrix34(m + other.m, p + other.p); + } + + //! Subtract + PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34 operator-(const Matrix34& other) const + { + return Matrix34(m - other.m, p - other.p); + } + + //! Scalar multiplication + PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34 operator*(PxReal scalar) const + { + return Matrix34(m*scalar, p*scalar); + } + + friend Matrix34 operator*(PxReal, const Matrix34&); + + //! Matrix multiplication + PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34 operator*(const Matrix34& other) const + { + //Rows from this <dot> columns from other + //base0 = rotate(other.m.column0) etc + return Matrix34(m*other.m, m*other.p + p); + } + + //! Matrix multiplication, extend the second matrix + PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34 operator*(const PxMat33& other) const + { + //Rows from this <dot> columns from other + //base0 = transform(other.m.column0) etc + return Matrix34(m*other, p); + } + + friend Matrix34 operator*(const PxMat33& a, const Matrix34& b); + + // a <op>= b operators + + //! Equals-add + PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34& operator+=(const Matrix34& other) + { + m += other.m; + p += other.p; + return *this; + } + + //! Equals-sub + PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34& operator-=(const Matrix34& other) + { + m -= other.m; + p -= other.p; + return *this; + } + + //! Equals scalar multiplication + PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34& operator*=(PxReal scalar) + { + m *= scalar; + p *= scalar; + + return *this; + } + + //! Element access, mathematical way! + PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal operator()(PxU32 row, PxU32 col) const + { + return (*this)[col][row]; + } + + //! Element access, mathematical way! + PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal& operator()(PxU32 row, PxU32 col) + { + return (*this)[col][row]; + } + + // Transform etc + + //! Transform vector by matrix, equal to v' = M*v + PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 rotate(const PxVec3& other) const + { + return m*other; + } + + //! Transform vector by transpose of matrix, equal to v' = M^t*v + PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 rotateTranspose(const PxVec3& other) const + { + return m.transformTranspose(other); + } + + //! Transform point by matrix + PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 transform(const PxVec3& other) const + { + return m*other + p; + } + + //! Transform point by transposed matrix + PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 transformTranspose(const PxVec3& other) const + { + return m.transformTranspose(other - p); + } + + //! Transform point by transposed matrix + PX_CUDA_CALLABLE PX_FORCE_INLINE Cm::Matrix34 transformTranspose(const Cm::Matrix34& other) const + { + return Cm::Matrix34(m.transformTranspose(other.m.column0), + m.transformTranspose(other.m.column1), + m.transformTranspose(other.m.column2), + m.transformTranspose(other.p - p)); + } + + + //! Invert matrix treating it as a rotation+translation matrix only + PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34 getInverseRT() const + { + return Matrix34(m.getTranspose(), m.transformTranspose(-p)); + } + + + // Conversion + //! Set matrix from quaternion + PX_CUDA_CALLABLE PX_FORCE_INLINE void set(const PxQuat& q) + { + m = PxMat33(q); + p = PxVec3(PxZero); + } + + + PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3& operator[](unsigned int num){return (&m.column0)[num];} + PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3& operator[](int num) { return (&m.column0)[num]; } + PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec3& operator[](unsigned int num) const { return (&m.column0)[num]; } + PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec3& operator[](int num) const { return (&m.column0)[num]; } + + //Data, see above for format! + + PxMat33 m; + PxVec3 p; + +}; + + +//! Multiply a*b, a is extended +PX_INLINE Matrix34 operator*(const PxMat33& a, const Matrix34& b) +{ + return Matrix34(a * b.m, a * b.p); +} + + +} // namespace Cm + +} + +#endif |