1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
|
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
#include "MathUtils.h"
#include "foundation/PxMat33.h"
#include "PhysXMacros.h"
//---------------------------------------------------------------------
void jacobiRotate(PxMat33 &A, PxMat33 &R, int p, int q)
{
// rotates A through phi in pq-plane to set A(p,q) = 0
// rotation stored in R whose columns are eigenvectors of A
if (A(p,q) == 0.0f)
return;
float d = (A(p,p) - A(q,q))/(2.0f*A(p,q));
float t = 1.0f / (PxAbs(d) + PxSqrt(d*d + 1.0f));
if (d < 0.0f) t = -t;
float c = 1.0f/PxSqrt(t*t + 1);
float s = t*c;
A(p,p) += t*A(p,q);
A(q,q) -= t*A(p,q);
A(p,q) = A(q,p) = 0.0f;
// transform A
int k;
for (k = 0; k < 3; k++) {
if (k != p && k != q) {
float Akp = c*A(k,p) + s*A(k,q);
float Akq =-s*A(k,p) + c*A(k,q);
A(k,p) = A(p,k) = Akp;
A(k,q) = A(q,k) = Akq;
}
}
// store rotation in R
for (k = 0; k < 3; k++) {
float Rkp = c*R(k,p) + s*R(k,q);
float Rkq =-s*R(k,p) + c*R(k,q);
R(k,p) = Rkp;
R(k,q) = Rkq;
}
}
//---------------------------------------------------------------------
void eigenDecomposition(PxMat33 &A, PxMat33 &R)
{
const int numJacobiIterations = 10;
const float epsilon = 1e-15f;
// only for symmetric matrices!
R = PX_MAT33_ID; // unit matrix
int iter = 0;
while (iter < numJacobiIterations) { // 3 off diagonal elements
// find off diagonal element with maximum modulus
int p,q;
float a,max;
max = PxAbs(A(0,1));
p = 0; q = 1;
a = PxAbs(A(0,2));
if (a > max) { p = 0; q = 2; max = a; }
a = PxAbs(A(1,2));
if (a > max) { p = 1; q = 2; max = a; }
// all small enough -> done
if (max < epsilon) break;
// rotate matrix with respect to that element
jacobiRotate(A, R, p,q);
iter++;
}
}
//---------------------------------------------------------------------
void polarDecomposition(const PxMat33 &A, PxMat33 &R)
{
// A = SR, where S is symmetric and R is orthonormal
// -> S = (A A^T)^(1/2)
PxMat33 AAT;
AAT(0,0) = A(0,0)*A(0,0) + A(0,1)*A(0,1) + A(0,2)*A(0,2);
AAT(1,1) = A(1,0)*A(1,0) + A(1,1)*A(1,1) + A(1,2)*A(1,2);
AAT(2,2) = A(2,0)*A(2,0) + A(2,1)*A(2,1) + A(2,2)*A(2,2);
AAT(0,1) = A(0,0)*A(1,0) + A(0,1)*A(1,1) + A(0,2)*A(1,2);
AAT(0,2) = A(0,0)*A(2,0) + A(0,1)*A(2,1) + A(0,2)*A(2,2);
AAT(1,2) = A(1,0)*A(2,0) + A(1,1)*A(2,1) + A(1,2)*A(2,2);
AAT(1,0) = AAT(0,1);
AAT(2,0) = AAT(0,2);
AAT(2,1) = AAT(1,2);
PxMat33 U;
R = PX_MAT33_ID;
eigenDecomposition(AAT, U);
const float eps = 1e-15f;
float l0 = AAT(0,0); if (l0 <= eps) l0 = 0.0f; else l0 = 1.0f / sqrt(l0);
float l1 = AAT(1,1); if (l1 <= eps) l1 = 0.0f; else l1 = 1.0f / sqrt(l1);
float l2 = AAT(2,2); if (l2 <= eps) l2 = 0.0f; else l2 = 1.0f / sqrt(l2);
PxMat33 S1;
S1(0,0) = l0*U(0,0)*U(0,0) + l1*U(0,1)*U(0,1) + l2*U(0,2)*U(0,2);
S1(1,1) = l0*U(1,0)*U(1,0) + l1*U(1,1)*U(1,1) + l2*U(1,2)*U(1,2);
S1(2,2) = l0*U(2,0)*U(2,0) + l1*U(2,1)*U(2,1) + l2*U(2,2)*U(2,2);
S1(0,1) = l0*U(0,0)*U(1,0) + l1*U(0,1)*U(1,1) + l2*U(0,2)*U(1,2);
S1(0,2) = l0*U(0,0)*U(2,0) + l1*U(0,1)*U(2,1) + l2*U(0,2)*U(2,2);
S1(1,2) = l0*U(1,0)*U(2,0) + l1*U(1,1)*U(2,1) + l2*U(1,2)*U(2,2);
S1(1,0) = S1(0,1);
S1(2,0) = S1(0,2);
S1(2,1) = S1(1,2);
R = S1 * A;
// stabilize
PxVec3 c0 = R.column0;
PxVec3 c1 = R.column1;
PxVec3 c2 = R.column2;
if (c0.magnitudeSquared() < eps)
c0 = c1.cross(c2);
else if (c1.magnitudeSquared() < eps)
c1 = c2.cross(c0);
else
c2 = c0.cross(c1);
R.column0 = c0;
R.column1 = c1;
R.column2 = c2;
}
//---------------------------------------------------------------------
PxVec3 perpVec3(const PxVec3 &v)
{
PxVec3 n;
if (fabs(v.x) < fabs(v.y) && fabs(v.x) < fabs(v.z))
n = PxVec3(1.0f, 0.0f, 0.0f);
else if (fabs(v.y) < fabs(v.z))
n = PxVec3(0.0f, 1.0f, 0.0f);
else
n = PxVec3(0.0f, 0.0f, 1.0f);
n = v.cross(n);
n.normalize();
return n;
}
//---------------------------------------------------------------------
void polarDecompositionStabilized(const PxMat33 &A, PxMat33 &R)
{
PxMat33 ATA;
ATA = A.getTranspose() * A;
PxMat33 Q;
eigenDecomposition(ATA, Q);
int degenerated = 0;
float l0 = ATA(0,0);
if (fabs(l0) <= FLT_EPSILON) {
l0 = 0;
degenerated += 1;
}
else l0 = 1.0f / PxSqrt(l0);
float l1 = ATA(1,1);
if (fabs(l1) <= FLT_EPSILON) {
l1 = 0;
degenerated += 2;
}
else l1 = 1.0f / PxSqrt(l1);
float l2 = ATA(2,2);
if (fabs(l2) <= FLT_EPSILON) {
l2 = 0;
degenerated += 4;
}
else l2 = 1.0f / PxSqrt(l2);
if (A.getDeterminant() < 0) //Invertierung nach Irving,Fedkiw
{
float *max = &l0;
if (l1 > *max) {max = &l1;}
if (l2 > *max) {max = &l2;}
*max *= -1;
}
PxMat33 D = PX_MAT33_ZERO;
D(0,0) = l0;
D(1,1) = l1;
D(2,2) = l2;
R = A * Q * D;
Q = Q.getTranspose();
//handle singular cases
PxVec3 r0 = R.column0;
PxVec3 r1 = R.column1;
PxVec3 r2 = R.column2;
if (degenerated == 0) { // 000
}
else if (degenerated == 1) { // 100
r0 = r1.cross(r2);
R.column0 = r0;
}
else if (degenerated == 2) { // 010
r1 = r2.cross(r0);
R.column1 = r1;
}
else if (degenerated == 4) { // 001
r2 = r0.cross(r1);
R.column2 = r2;
}
else if (degenerated == 6) { // 011
r1 = perpVec3(r0);
r2 = r0.cross(r1);
R.column1 = r1;
R.column2 = r2;
}
else if (degenerated == 5) { // 101
r2 = perpVec3(r1);
r0 = r1.cross(r2);
R.column2 = r2;
R.column0 = r0;
}
else if (degenerated == 3) { // 110
r0 = perpVec3(r2);
r1 = r2.cross(r0);
R.column0 = r0;
R.column1 = r1;
}
else // 111
R = PX_MAT33_ID;
R = R*Q;
}
//---------------------------------------------------------------------
void eigenDecomposition22(const PxMat33 &A, PxMat33 &R, PxMat33 &D)
{
// only for symmetric matrices
// decompose A such that
// A = R D R^T, where D is diagonal and R orthonormal (a rotation)
R = PX_MAT33_ID;
D = PX_MAT33_ID;
D(0,0) = A(0,0); D(0,1) = A(0,1);
D(1,0) = A(1,0); D(1,1) = A(1,1);
if (D(0,1) == 0.0f)
return;
float d = (D(0,0) - D(1,1))/(2.0f*D(0,1));
float t = 1.0f / (PxAbs(d) + PxSqrt(d*d + 1.0f));
if (d < 0.0f) t = -t;
float c = 1.0f/sqrt(t*t + 1);
float s = t*c;
D(0,0) += t*D(0,1);
D(1,1) -= t*D(0,1);
D(0,1) = D(1,0) = 0.0f;
// store rotation in R
for (int k = 0; k < 2; k++) {
float Rkp = c*R(k,0) + s*R(k,1);
float Rkq =-s*R(k,0) + c*R(k,1);
R(k,0) = Rkp;
R(k,1) = Rkq;
}
}
//---------------------------------------------------------------------
PxMat33 outerProduct(const PxVec3 &v0, const PxVec3 &v1)
{
PxMat33 M;
M.column0 = v0 * v1.x;
M.column1 = v0 * v1.y;
M.column2 = v0 * v1.z;
return M;
}
// From geometrictools.com
PxQuat align (const PxVec3& v1, const PxVec3& v2) {
// vector U = Cross(V1,V2)/Length(Cross(V1,V2)). The angle of rotation,
// A, is the angle between V1 and V2. The quaternion for the rotation is
// q = cos(A/2) + sin(A/2)*(ux*i+uy*j+uz*k) where U = (ux,uy,uz).
//
// (1) Rather than extract A = acos(Dot(V1,V2)), multiply by 1/2, then
// compute sin(A/2) and cos(A/2), we reduce the computational costs by
// computing the bisector B = (V1+V2)/Length(V1+V2), so cos(A/2) =
// Dot(V1,B).
//
// (2) The rotation axis is U = Cross(V1,B)/Length(Cross(V1,B)), but
// Length(Cross(V1,B)) = Length(V1)*Length(B)*sin(A/2) = sin(A/2), in
// which case sin(A/2)*(ux*i+uy*j+uz*k) = (cx*i+cy*j+cz*k) where
// C = Cross(V1,B).
//
// If V1 = V2, then B = V1, cos(A/2) = 1, and U = (0,0,0). If V1 = -V2,
// then B = 0. This can happen even if V1 is approximately -V2 using
// floating point arithmetic, since Vector3::Normalize checks for
// closeness to zero and returns the zero vector accordingly. The test
// for exactly zero is usually not recommend for floating point
// arithmetic, but the implementation of Vector3::Normalize guarantees
// the comparison is robust. In this case, the A = pi and any axis
// perpendicular to V1 may be used as the rotation axis.
PxVec3 bisector = v1 + v2;
bisector.normalize();
float cosHalfAngle = v1.dot(bisector);
PxVec3 cross;
float mTuple[4];
mTuple[0] = cosHalfAngle;
if (cosHalfAngle != (float)0)
{
cross = v1.cross(bisector);
mTuple[1] = cross.x;
mTuple[2] = cross.y;
mTuple[3] = cross.z;
}
else
{
float invLength;
if (fabs(v1[0]) >= fabs(v1[1]))
{
// V1.x or V1.z is the largest magnitude component.
invLength = fastInvSqrt(v1[0]*v1[0] + v1[2]*v1[2]);
mTuple[1] = -v1[2]*invLength;
mTuple[2] = (float)0;
mTuple[3] = +v1[0]*invLength;
}
else
{
// V1.y or V1.z is the largest magnitude component.
invLength = fastInvSqrt(v1[1]*v1[1] + v1[2]*v1[2]);
mTuple[1] = (float)0;
mTuple[2] = +v1[2]*invLength;
mTuple[3] = -v1[1]*invLength;
}
}
PxQuat q(mTuple[1],mTuple[2],mTuple[3], mTuple[0]);
return q;
}
void decomposeTwistTimesSwing (const PxQuat& q, const PxVec3& v1,
PxQuat& twist, PxQuat& swing)
{
PxVec3 v2 = v1;
q.rotate(v2);
swing = align(v1, v2);
twist = q*swing.getConjugate();
}
void decomposeSwingTimesTwist (const PxQuat& q, const PxVec3& v1,
PxQuat& swing, PxQuat& twist)
{
PxVec3 v2 = v1;
q.rotate(v2);
swing = align(v1, v2);
twist = swing.getConjugate()*q;
}
|