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| author | Nathan Hoobler <[email protected]> | 2016-03-22 11:40:34 -0400 |
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| committer | Nathan Hoobler <[email protected]> | 2016-03-22 11:40:34 -0400 |
| commit | b4ab266c9010aaff5404f6a508a2e592eb367d36 (patch) | |
| tree | 1e9eefa78e90485397b50ce5e780a1d0cb38b493 /external/NvFoundation/1.1/include/NvMat33.h | |
| download | volumetriclighting-b4ab266c9010aaff5404f6a508a2e592eb367d36.tar.xz volumetriclighting-b4ab266c9010aaff5404f6a508a2e592eb367d36.zip | |
initial commit
Diffstat (limited to 'external/NvFoundation/1.1/include/NvMat33.h')
| -rw-r--r-- | external/NvFoundation/1.1/include/NvMat33.h | 392 |
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diff --git a/external/NvFoundation/1.1/include/NvMat33.h b/external/NvFoundation/1.1/include/NvMat33.h new file mode 100644 index 0000000..b0a43fd --- /dev/null +++ b/external/NvFoundation/1.1/include/NvMat33.h @@ -0,0 +1,392 @@ +// 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 |