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authorNathan Hoobler <[email protected]>2016-03-22 11:40:34 -0400
committerNathan Hoobler <[email protected]>2016-03-22 11:40:34 -0400
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tree1e9eefa78e90485397b50ce5e780a1d0cb38b493 /external/NvFoundation/1.1/include/NvMat33.h
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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) 2008-2014 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 NV_NVFOUNDATION_NVMAT33_H
+#define NV_NVFOUNDATION_NVMAT33_H
+/** \addtogroup foundation
+@{
+*/
+
+#include "NvVec3.h"
+#include "NvQuat.h"
+
+#if !NV_DOXYGEN
+namespace nvidia
+{
+#endif
+/*!
+\brief 3x3 matrix class
+
+Some clarifications, as there have been much confusion about matrix formats etc in the past.
+
+Short:
+- Matrix have base vectors in columns (vectors are column matrices, 3x1 matrices).
+- Matrix is physically stored in column major format
+- Matrices are concaternated from left
+
+Long:
+Given three base vectors a, b and c the matrix is stored as
+
+|a.x b.x c.x|
+|a.y b.y c.y|
+|a.z b.z c.z|
+
+Vectors are treated as columns, so the vector v is
+
+|x|
+|y|
+|z|
+
+And matrices are applied _before_ the vector (pre-multiplication)
+v' = M*v
+
+|x'| |a.x b.x c.x| |x| |a.x*x + b.x*y + c.x*z|
+|y'| = |a.y b.y c.y| * |y| = |a.y*x + b.y*y + c.y*z|
+|z'| |a.z b.z c.z| |z| |a.z*x + b.z*y + c.z*z|
+
+
+Physical storage and indexing:
+To be compatible with popular 3d rendering APIs (read D3d and OpenGL)
+the physical indexing is
+
+|0 3 6|
+|1 4 7|
+|2 5 8|
+
+index = column*3 + row
+
+which in C++ translates to M[column][row]
+
+The mathematical indexing is M_row,column and this is what is used for _-notation
+so _12 is 1st row, second column and operator(row, column)!
+
+*/
+class NvMat33
+{
+ public:
+ //! Default constructor
+ NV_CUDA_CALLABLE NV_FORCE_INLINE NvMat33()
+ {
+ }
+
+ //! identity constructor
+ NV_CUDA_CALLABLE NV_INLINE NvMat33(NvIDENTITY r)
+ : column0(1.0f, 0.0f, 0.0f), column1(0.0f, 1.0f, 0.0f), column2(0.0f, 0.0f, 1.0f)
+ {
+ NV_UNUSED(r);
+ }
+
+ //! zero constructor
+ NV_CUDA_CALLABLE NV_INLINE NvMat33(NvZERO r) : column0(0.0f), column1(0.0f), column2(0.0f)
+ {
+ NV_UNUSED(r);
+ }
+
+ //! Construct from three base vectors
+ NV_CUDA_CALLABLE NvMat33(const NvVec3& col0, const NvVec3& col1, const NvVec3& col2)
+ : column0(col0), column1(col1), column2(col2)
+ {
+ }
+
+ //! constructor from a scalar, which generates a multiple of the identity matrix
+ explicit NV_CUDA_CALLABLE NV_INLINE NvMat33(float r)
+ : column0(r, 0.0f, 0.0f), column1(0.0f, r, 0.0f), column2(0.0f, 0.0f, r)
+ {
+ }
+
+ //! Construct from float[9]
+ explicit NV_CUDA_CALLABLE NV_INLINE NvMat33(float values[])
+ : column0(values[0], values[1], values[2])
+ , column1(values[3], values[4], values[5])
+ , column2(values[6], values[7], values[8])
+ {
+ }
+
+ //! Construct from a quaternion
+ explicit NV_CUDA_CALLABLE NV_FORCE_INLINE NvMat33(const NvQuat& q)
+ {
+ const float x = q.x;
+ const float y = q.y;
+ const float z = q.z;
+ const float w = q.w;
+
+ const float x2 = x + x;
+ const float y2 = y + y;
+ const float z2 = z + z;
+
+ const float xx = x2 * x;
+ const float yy = y2 * y;
+ const float zz = z2 * z;
+
+ const float xy = x2 * y;
+ const float xz = x2 * z;
+ const float xw = x2 * w;
+
+ const float yz = y2 * z;
+ const float yw = y2 * w;
+ const float zw = z2 * w;
+
+ column0 = NvVec3(1.0f - yy - zz, xy + zw, xz - yw);
+ column1 = NvVec3(xy - zw, 1.0f - xx - zz, yz + xw);
+ column2 = NvVec3(xz + yw, yz - xw, 1.0f - xx - yy);
+ }
+
+ //! Copy constructor
+ NV_CUDA_CALLABLE NV_INLINE NvMat33(const NvMat33& other)
+ : column0(other.column0), column1(other.column1), column2(other.column2)
+ {
+ }
+
+ //! Assignment operator
+ NV_CUDA_CALLABLE NV_FORCE_INLINE NvMat33& operator=(const NvMat33& other)
+ {
+ column0 = other.column0;
+ column1 = other.column1;
+ column2 = other.column2;
+ return *this;
+ }
+
+ //! Construct from diagonal, off-diagonals are zero.
+ NV_CUDA_CALLABLE NV_INLINE static NvMat33 createDiagonal(const NvVec3& d)
+ {
+ return NvMat33(NvVec3(d.x, 0.0f, 0.0f), NvVec3(0.0f, d.y, 0.0f), NvVec3(0.0f, 0.0f, d.z));
+ }
+
+ /**
+ \brief returns true if the two matrices are exactly equal
+ */
+ NV_CUDA_CALLABLE NV_INLINE bool operator==(const NvMat33& m) const
+ {
+ return column0 == m.column0 && column1 == m.column1 && column2 == m.column2;
+ }
+
+ //! Get transposed matrix
+ NV_CUDA_CALLABLE NV_FORCE_INLINE NvMat33 getTranspose() const
+ {
+ const NvVec3 v0(column0.x, column1.x, column2.x);
+ const NvVec3 v1(column0.y, column1.y, column2.y);
+ const NvVec3 v2(column0.z, column1.z, column2.z);
+
+ return NvMat33(v0, v1, v2);
+ }
+
+ //! Get the real inverse
+ NV_CUDA_CALLABLE NV_INLINE NvMat33 getInverse() const
+ {
+ const float det = getDeterminant();
+ NvMat33 inverse;
+
+ if(det != 0)
+ {
+ const float invDet = 1.0f / det;
+
+ inverse.column0.x = invDet * (column1.y * column2.z - column2.y * column1.z);
+ inverse.column0.y = invDet * -(column0.y * column2.z - column2.y * column0.z);
+ inverse.column0.z = invDet * (column0.y * column1.z - column0.z * column1.y);
+
+ inverse.column1.x = invDet * -(column1.x * column2.z - column1.z * column2.x);
+ inverse.column1.y = invDet * (column0.x * column2.z - column0.z * column2.x);
+ inverse.column1.z = invDet * -(column0.x * column1.z - column0.z * column1.x);
+
+ inverse.column2.x = invDet * (column1.x * column2.y - column1.y * column2.x);
+ inverse.column2.y = invDet * -(column0.x * column2.y - column0.y * column2.x);
+ inverse.column2.z = invDet * (column0.x * column1.y - column1.x * column0.y);
+
+ return inverse;
+ }
+ else
+ {
+ return NvMat33(NvIdentity);
+ }
+ }
+
+ //! Get determinant
+ NV_CUDA_CALLABLE NV_INLINE float getDeterminant() const
+ {
+ return column0.dot(column1.cross(column2));
+ }
+
+ //! Unary minus
+ NV_CUDA_CALLABLE NV_INLINE NvMat33 operator-() const
+ {
+ return NvMat33(-column0, -column1, -column2);
+ }
+
+ //! Add
+ NV_CUDA_CALLABLE NV_INLINE NvMat33 operator+(const NvMat33& other) const
+ {
+ return NvMat33(column0 + other.column0, column1 + other.column1, column2 + other.column2);
+ }
+
+ //! Subtract
+ NV_CUDA_CALLABLE NV_INLINE NvMat33 operator-(const NvMat33& other) const
+ {
+ return NvMat33(column0 - other.column0, column1 - other.column1, column2 - other.column2);
+ }
+
+ //! Scalar multiplication
+ NV_CUDA_CALLABLE NV_INLINE NvMat33 operator*(float scalar) const
+ {
+ return NvMat33(column0 * scalar, column1 * scalar, column2 * scalar);
+ }
+
+ friend NvMat33 operator*(float, const NvMat33&);
+
+ //! Matrix vector multiplication (returns 'this->transform(vec)')
+ NV_CUDA_CALLABLE NV_INLINE NvVec3 operator*(const NvVec3& vec) const
+ {
+ return transform(vec);
+ }
+
+ // a <op>= b operators
+
+ //! Matrix multiplication
+ NV_CUDA_CALLABLE NV_FORCE_INLINE NvMat33 operator*(const NvMat33& other) const
+ {
+ // Rows from this <dot> columns from other
+ // column0 = transform(other.column0) etc
+ return NvMat33(transform(other.column0), transform(other.column1), transform(other.column2));
+ }
+
+ //! Equals-add
+ NV_CUDA_CALLABLE NV_INLINE NvMat33& operator+=(const NvMat33& other)
+ {
+ column0 += other.column0;
+ column1 += other.column1;
+ column2 += other.column2;
+ return *this;
+ }
+
+ //! Equals-sub
+ NV_CUDA_CALLABLE NV_INLINE NvMat33& operator-=(const NvMat33& other)
+ {
+ column0 -= other.column0;
+ column1 -= other.column1;
+ column2 -= other.column2;
+ return *this;
+ }
+
+ //! Equals scalar multiplication
+ NV_CUDA_CALLABLE NV_INLINE NvMat33& operator*=(float scalar)
+ {
+ column0 *= scalar;
+ column1 *= scalar;
+ column2 *= scalar;
+ return *this;
+ }
+
+ //! Equals matrix multiplication
+ NV_CUDA_CALLABLE NV_INLINE NvMat33& operator*=(const NvMat33& other)
+ {
+ *this = *this * other;
+ return *this;
+ }
+
+ //! Element access, mathematical way!
+ NV_DEPRECATED NV_CUDA_CALLABLE NV_FORCE_INLINE float operator()(unsigned int row, unsigned int col) const
+ {
+ return (*this)[col][row];
+ }
+
+ //! Element access, mathematical way!
+ NV_DEPRECATED NV_CUDA_CALLABLE NV_FORCE_INLINE float& operator()(unsigned int row, unsigned int col)
+ {
+ return (*this)[col][row];
+ }
+
+ // Transform etc
+
+ //! Transform vector by matrix, equal to v' = M*v
+ NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 transform(const NvVec3& other) const
+ {
+ return column0 * other.x + column1 * other.y + column2 * other.z;
+ }
+
+ //! Transform vector by matrix transpose, v' = M^t*v
+ NV_CUDA_CALLABLE NV_INLINE NvVec3 transformTranspose(const NvVec3& other) const
+ {
+ return NvVec3(column0.dot(other), column1.dot(other), column2.dot(other));
+ }
+
+ NV_CUDA_CALLABLE NV_FORCE_INLINE const float* front() const
+ {
+ return &column0.x;
+ }
+
+ NV_DEPRECATED NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3& operator[](unsigned int num)
+ {
+ return (&column0)[num];
+ }
+ NV_DEPRECATED NV_CUDA_CALLABLE NV_FORCE_INLINE const NvVec3& operator[](unsigned int num) const
+ {
+ return (&column0)[num];
+ }
+
+ // Data, see above for format!
+
+ NvVec3 column0, column1, column2; // the three base vectors
+};
+
+// implementation from NvQuat.h
+NV_CUDA_CALLABLE NV_INLINE NvQuat::NvQuat(const NvMat33& m)
+{
+ if (m.column2.z < 0)
+ {
+ if (m.column0.x > m.column1.y)
+ {
+ float t = 1 + m.column0.x - m.column1.y - m.column2.z;
+ *this = NvQuat(t, m.column0.y + m.column1.x, m.column2.x + m.column0.z, m.column1.z - m.column2.y) * (0.5f / NvSqrt(t));
+ }
+ else
+ {
+ float t = 1 - m.column0.x + m.column1.y - m.column2.z;
+ *this = NvQuat(m.column0.y + m.column1.x, t, m.column1.z + m.column2.y, m.column2.x - m.column0.z) * (0.5f / NvSqrt(t));
+ }
+ }
+ else
+ {
+ if (m.column0.x < -m.column1.y)
+ {
+ float t = 1 - m.column0.x - m.column1.y + m.column2.z;
+ *this = NvQuat(m.column2.x + m.column0.z, m.column1.z + m.column2.y, t, m.column0.y - m.column1.x) * (0.5f / NvSqrt(t));
+ }
+ else
+ {
+ float t = 1 + m.column0.x + m.column1.y + m.column2.z;
+ *this = NvQuat(m.column1.z - m.column2.y, m.column2.x - m.column0.z, m.column0.y - m.column1.x, t) * (0.5f / NvSqrt(t));
+ }
+ }
+}
+
+#if !NV_DOXYGEN
+} // namespace nvidia
+#endif
+
+/** @} */
+#endif // #ifndef NV_NVFOUNDATION_NVMAT33_H