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diff --git a/PxShared/include/foundation/PxQuat.h b/PxShared/include/foundation/PxQuat.h new file mode 100644 index 00000000..bf55c6d2 --- /dev/null +++ b/PxShared/include/foundation/PxQuat.h @@ -0,0 +1,403 @@ +// 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 PXFOUNDATION_PXQUAT_H +#define PXFOUNDATION_PXQUAT_H + +/** \addtogroup foundation +@{ +*/ + +#include "foundation/PxVec3.h" +#if !PX_DOXYGEN +namespace physx +{ +#endif + +/** +\brief This is a quaternion class. For more information on quaternion mathematics +consult a mathematics source on complex numbers. + +*/ + +class PxQuat +{ + public: + /** + \brief Default constructor, does not do any initialization. + */ + PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat() + { + } + + //! identity constructor + PX_CUDA_CALLABLE PX_INLINE PxQuat(PxIDENTITY r) : x(0.0f), y(0.0f), z(0.0f), w(1.0f) + { + PX_UNUSED(r); + } + + /** + \brief Constructor from a scalar: sets the real part w to the scalar value, and the imaginary parts (x,y,z) to zero + */ + explicit PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat(float r) : x(0.0f), y(0.0f), z(0.0f), w(r) + { + } + + /** + \brief Constructor. Take note of the order of the elements! + */ + PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat(float nx, float ny, float nz, float nw) : x(nx), y(ny), z(nz), w(nw) + { + } + + /** + \brief Creates from angle-axis representation. + + Axis must be normalized! + + Angle is in radians! + + <b>Unit:</b> Radians + */ + PX_CUDA_CALLABLE PX_INLINE PxQuat(float angleRadians, const PxVec3& unitAxis) + { + PX_ASSERT(PxAbs(1.0f - unitAxis.magnitude()) < 1e-3f); + const float a = angleRadians * 0.5f; + const float s = PxSin(a); + w = PxCos(a); + x = unitAxis.x * s; + y = unitAxis.y * s; + z = unitAxis.z * s; + } + + /** + \brief Copy ctor. + */ + PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat(const PxQuat& v) : x(v.x), y(v.y), z(v.z), w(v.w) + { + } + + /** + \brief Creates from orientation matrix. + + \param[in] m Rotation matrix to extract quaternion from. + */ + PX_CUDA_CALLABLE PX_INLINE explicit PxQuat(const PxMat33& m); /* defined in PxMat33.h */ + + /** + \brief returns true if quat is identity + */ + PX_CUDA_CALLABLE PX_FORCE_INLINE bool isIdentity() const + { + return x==0.0f && y==0.0f && z==0.0f && w==1.0f; + } + + /** + \brief returns true if all elements are finite (not NAN or INF, etc.) + */ + PX_CUDA_CALLABLE bool isFinite() const + { + return PxIsFinite(x) && PxIsFinite(y) && PxIsFinite(z) && PxIsFinite(w); + } + + /** + \brief returns true if finite and magnitude is close to unit + */ + PX_CUDA_CALLABLE bool isUnit() const + { + const float unitTolerance = 1e-4f; + return isFinite() && PxAbs(magnitude() - 1) < unitTolerance; + } + + /** + \brief returns true if finite and magnitude is reasonably close to unit to allow for some accumulation of error vs + isValid + */ + PX_CUDA_CALLABLE bool isSane() const + { + const float unitTolerance = 1e-2f; + return isFinite() && PxAbs(magnitude() - 1) < unitTolerance; + } + + /** + \brief returns true if the two quaternions are exactly equal + */ + PX_CUDA_CALLABLE PX_INLINE bool operator==(const PxQuat& q) const + { + return x == q.x && y == q.y && z == q.z && w == q.w; + } + + /** + \brief converts this quaternion to angle-axis representation + */ + PX_CUDA_CALLABLE PX_INLINE void toRadiansAndUnitAxis(float& angle, PxVec3& axis) const + { + const float quatEpsilon = 1.0e-8f; + const float s2 = x * x + y * y + z * z; + if(s2 < quatEpsilon * quatEpsilon) // can't extract a sensible axis + { + angle = 0.0f; + axis = PxVec3(1.0f, 0.0f, 0.0f); + } + else + { + const float s = PxRecipSqrt(s2); + axis = PxVec3(x, y, z) * s; + angle = PxAbs(w) < quatEpsilon ? PxPi : PxAtan2(s2 * s, w) * 2.0f; + } + } + + /** + \brief Gets the angle between this quat and the identity quaternion. + + <b>Unit:</b> Radians + */ + PX_CUDA_CALLABLE PX_INLINE float getAngle() const + { + return PxAcos(w) * 2.0f; + } + + /** + \brief Gets the angle between this quat and the argument + + <b>Unit:</b> Radians + */ + PX_CUDA_CALLABLE PX_INLINE float getAngle(const PxQuat& q) const + { + return PxAcos(dot(q)) * 2.0f; + } + + /** + \brief This is the squared 4D vector length, should be 1 for unit quaternions. + */ + PX_CUDA_CALLABLE PX_FORCE_INLINE float magnitudeSquared() const + { + return x * x + y * y + z * z + w * w; + } + + /** + \brief returns the scalar product of this and other. + */ + PX_CUDA_CALLABLE PX_FORCE_INLINE float dot(const PxQuat& v) const + { + return x * v.x + y * v.y + z * v.z + w * v.w; + } + + PX_CUDA_CALLABLE PX_INLINE PxQuat getNormalized() const + { + const float s = 1.0f / magnitude(); + return PxQuat(x * s, y * s, z * s, w * s); + } + + PX_CUDA_CALLABLE PX_INLINE float magnitude() const + { + return PxSqrt(magnitudeSquared()); + } + + // modifiers: + /** + \brief maps to the closest unit quaternion. + */ + PX_CUDA_CALLABLE PX_INLINE float normalize() // convert this PxQuat to a unit quaternion + { + const float mag = magnitude(); + if(mag != 0.0f) + { + const float imag = 1.0f / mag; + + x *= imag; + y *= imag; + z *= imag; + w *= imag; + } + return mag; + } + + /* + \brief returns the conjugate. + + \note for unit quaternions, this is the inverse. + */ + PX_CUDA_CALLABLE PX_INLINE PxQuat getConjugate() const + { + return PxQuat(-x, -y, -z, w); + } + + /* + \brief returns imaginary part. + */ + PX_CUDA_CALLABLE PX_INLINE PxVec3 getImaginaryPart() const + { + return PxVec3(x, y, z); + } + + /** brief computes rotation of x-axis */ + PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 getBasisVector0() const + { + const float x2 = x * 2.0f; + const float w2 = w * 2.0f; + return PxVec3((w * w2) - 1.0f + x * x2, (z * w2) + y * x2, (-y * w2) + z * x2); + } + + /** brief computes rotation of y-axis */ + PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 getBasisVector1() const + { + const float y2 = y * 2.0f; + const float w2 = w * 2.0f; + return PxVec3((-z * w2) + x * y2, (w * w2) - 1.0f + y * y2, (x * w2) + z * y2); + } + + /** brief computes rotation of z-axis */ + PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 getBasisVector2() const + { + const float z2 = z * 2.0f; + const float w2 = w * 2.0f; + return PxVec3((y * w2) + x * z2, (-x * w2) + y * z2, (w * w2) - 1.0f + z * z2); + } + + /** + rotates passed vec by this (assumed unitary) + */ + PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec3 rotate(const PxVec3& v) const + { + const float vx = 2.0f * v.x; + const float vy = 2.0f * v.y; + const float vz = 2.0f * v.z; + const float w2 = w * w - 0.5f; + const float dot2 = (x * vx + y * vy + z * vz); + return PxVec3((vx * w2 + (y * vz - z * vy) * w + x * dot2), (vy * w2 + (z * vx - x * vz) * w + y * dot2), + (vz * w2 + (x * vy - y * vx) * w + z * dot2)); + } + + /** + inverse rotates passed vec by this (assumed unitary) + */ + PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec3 rotateInv(const PxVec3& v) const + { + const float vx = 2.0f * v.x; + const float vy = 2.0f * v.y; + const float vz = 2.0f * v.z; + const float w2 = w * w - 0.5f; + const float dot2 = (x * vx + y * vy + z * vz); + return PxVec3((vx * w2 - (y * vz - z * vy) * w + x * dot2), (vy * w2 - (z * vx - x * vz) * w + y * dot2), + (vz * w2 - (x * vy - y * vx) * w + z * dot2)); + } + + /** + \brief Assignment operator + */ + PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat& operator=(const PxQuat& p) + { + x = p.x; + y = p.y; + z = p.z; + w = p.w; + return *this; + } + + PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat& operator*=(const PxQuat& q) + { + const float tx = w * q.x + q.w * x + y * q.z - q.y * z; + const float ty = w * q.y + q.w * y + z * q.x - q.z * x; + const float tz = w * q.z + q.w * z + x * q.y - q.x * y; + + w = w * q.w - q.x * x - y * q.y - q.z * z; + x = tx; + y = ty; + z = tz; + + return *this; + } + + PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat& operator+=(const PxQuat& q) + { + x += q.x; + y += q.y; + z += q.z; + w += q.w; + return *this; + } + + PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat& operator-=(const PxQuat& q) + { + x -= q.x; + y -= q.y; + z -= q.z; + w -= q.w; + return *this; + } + + PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat& operator*=(const float s) + { + x *= s; + y *= s; + z *= s; + w *= s; + return *this; + } + + /** quaternion multiplication */ + PX_CUDA_CALLABLE PX_INLINE PxQuat operator*(const PxQuat& q) const + { + return PxQuat(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); + } + + /** quaternion addition */ + PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat operator+(const PxQuat& q) const + { + return PxQuat(x + q.x, y + q.y, z + q.z, w + q.w); + } + + /** quaternion subtraction */ + PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat operator-() const + { + return PxQuat(-x, -y, -z, -w); + } + + PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat operator-(const PxQuat& q) const + { + return PxQuat(x - q.x, y - q.y, z - q.z, w - q.w); + } + + PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat operator*(float r) const + { + return PxQuat(x * r, y * r, z * r, w * r); + } + + /** the quaternion elements */ + float x, y, z, w; +}; + +#if !PX_DOXYGEN +} // namespace physx +#endif + +/** @} */ +#endif // #ifndef PXFOUNDATION_PXQUAT_H |