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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
commitb4ab266c9010aaff5404f6a508a2e592eb367d36 (patch)
tree1e9eefa78e90485397b50ce5e780a1d0cb38b493 /external/NvFoundation/1.1/include/NvMat44.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_NVMAT44_H
+#define NV_NVFOUNDATION_NVMAT44_H
+/** \addtogroup foundation
+@{
+*/
+
+#include "NvQuat.h"
+#include "NvVec4.h"
+#include "NvMat33.h"
+#include "NvTransform.h"
+
+#if !NV_DOXYGEN
+namespace nvidia
+{
+#endif
+
+/*!
+\brief 4x4 matrix class
+
+This class is layout-compatible with D3D and OpenGL matrices. More notes on layout are given in the NvMat33
+
+@see NvMat33 NvTransform
+*/
+
+class NvMat44
+{
+ public:
+ //! Default constructor
+ NV_CUDA_CALLABLE NV_INLINE NvMat44()
+ {
+ }
+
+ //! identity constructor
+ NV_CUDA_CALLABLE NV_INLINE NvMat44(NvIDENTITY r)
+ : column0(1.0f, 0.0f, 0.0f, 0.0f)
+ , column1(0.0f, 1.0f, 0.0f, 0.0f)
+ , column2(0.0f, 0.0f, 1.0f, 0.0f)
+ , column3(0.0f, 0.0f, 0.0f, 1.0f)
+ {
+ NV_UNUSED(r);
+ }
+
+ //! zero constructor
+ NV_CUDA_CALLABLE NV_INLINE NvMat44(NvZERO r) : column0(NvZero), column1(NvZero), column2(NvZero), column3(NvZero)
+ {
+ NV_UNUSED(r);
+ }
+
+ //! Construct from four 4-vectors
+ NV_CUDA_CALLABLE NvMat44(const NvVec4& col0, const NvVec4& col1, const NvVec4& col2, const NvVec4& col3)
+ : column0(col0), column1(col1), column2(col2), column3(col3)
+ {
+ }
+
+ //! constructor that generates a multiple of the identity matrix
+ explicit NV_CUDA_CALLABLE NV_INLINE NvMat44(float r)
+ : column0(r, 0.0f, 0.0f, 0.0f)
+ , column1(0.0f, r, 0.0f, 0.0f)
+ , column2(0.0f, 0.0f, r, 0.0f)
+ , column3(0.0f, 0.0f, 0.0f, r)
+ {
+ }
+
+ //! Construct from three base vectors and a translation
+ NV_CUDA_CALLABLE NvMat44(const NvVec3& col0, const NvVec3& col1, const NvVec3& col2, const NvVec3& col3)
+ : column0(col0, 0), column1(col1, 0), column2(col2, 0), column3(col3, 1.0f)
+ {
+ }
+
+ //! Construct from float[16]
+ explicit NV_CUDA_CALLABLE NV_INLINE NvMat44(float values[])
+ : column0(values[0], values[1], values[2], values[3])
+ , column1(values[4], values[5], values[6], values[7])
+ , column2(values[8], values[9], values[10], values[11])
+ , column3(values[12], values[13], values[14], values[15])
+ {
+ }
+
+ //! Construct from a quaternion
+ explicit NV_CUDA_CALLABLE NV_INLINE NvMat44(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 = NvVec4(1.0f - yy - zz, xy + zw, xz - yw, 0.0f);
+ column1 = NvVec4(xy - zw, 1.0f - xx - zz, yz + xw, 0.0f);
+ column2 = NvVec4(xz + yw, yz - xw, 1.0f - xx - yy, 0.0f);
+ column3 = NvVec4(0.0f, 0.0f, 0.0f, 1.0f);
+ }
+
+ //! Construct from a diagonal vector
+ explicit NV_CUDA_CALLABLE NV_INLINE NvMat44(const NvVec4& diagonal)
+ : column0(diagonal.x, 0.0f, 0.0f, 0.0f)
+ , column1(0.0f, diagonal.y, 0.0f, 0.0f)
+ , column2(0.0f, 0.0f, diagonal.z, 0.0f)
+ , column3(0.0f, 0.0f, 0.0f, diagonal.w)
+ {
+ }
+
+ //! Construct from Mat33 and a translation
+ NV_CUDA_CALLABLE NvMat44(const NvMat33& axes, const NvVec3& position)
+ : column0(axes.column0, 0.0f), column1(axes.column1, 0.0f), column2(axes.column2, 0.0f), column3(position, 1.0f)
+ {
+ }
+
+ NV_CUDA_CALLABLE NvMat44(const NvTransform& t)
+ {
+ *this = NvMat44(NvMat33(t.q), t.p);
+ }
+
+ /**
+ \brief returns true if the two matrices are exactly equal
+ */
+ NV_CUDA_CALLABLE NV_INLINE bool operator==(const NvMat44& m) const
+ {
+ return column0 == m.column0 && column1 == m.column1 && column2 == m.column2 && column3 == m.column3;
+ }
+
+ //! Copy constructor
+ NV_CUDA_CALLABLE NV_INLINE NvMat44(const NvMat44& other)
+ : column0(other.column0), column1(other.column1), column2(other.column2), column3(other.column3)
+ {
+ }
+
+ //! Assignment operator
+ NV_CUDA_CALLABLE NV_INLINE const NvMat44& operator=(const NvMat44& other)
+ {
+ column0 = other.column0;
+ column1 = other.column1;
+ column2 = other.column2;
+ column3 = other.column3;
+ return *this;
+ }
+
+ //! Get transposed matrix
+ NV_CUDA_CALLABLE NV_INLINE NvMat44 getTranspose() const
+ {
+ return NvMat44(
+ NvVec4(column0.x, column1.x, column2.x, column3.x), NvVec4(column0.y, column1.y, column2.y, column3.y),
+ NvVec4(column0.z, column1.z, column2.z, column3.z), NvVec4(column0.w, column1.w, column2.w, column3.w));
+ }
+
+ //! Unary minus
+ NV_CUDA_CALLABLE NV_INLINE NvMat44 operator-() const
+ {
+ return NvMat44(-column0, -column1, -column2, -column3);
+ }
+
+ //! Add
+ NV_CUDA_CALLABLE NV_INLINE NvMat44 operator+(const NvMat44& other) const
+ {
+ return NvMat44(column0 + other.column0, column1 + other.column1, column2 + other.column2,
+ column3 + other.column3);
+ }
+
+ //! Subtract
+ NV_CUDA_CALLABLE NV_INLINE NvMat44 operator-(const NvMat44& other) const
+ {
+ return NvMat44(column0 - other.column0, column1 - other.column1, column2 - other.column2,
+ column3 - other.column3);
+ }
+
+ //! Scalar multiplication
+ NV_CUDA_CALLABLE NV_INLINE NvMat44 operator*(float scalar) const
+ {
+ return NvMat44(column0 * scalar, column1 * scalar, column2 * scalar, column3 * scalar);
+ }
+
+ friend NvMat44 operator*(float, const NvMat44&);
+
+ //! Matrix multiplication
+ NV_CUDA_CALLABLE NV_INLINE NvMat44 operator*(const NvMat44& other) const
+ {
+ // Rows from this <dot> columns from other
+ // column0 = transform(other.column0) etc
+ return NvMat44(transform(other.column0), transform(other.column1), transform(other.column2),
+ transform(other.column3));
+ }
+
+ // a <op>= b operators
+
+ //! Equals-add
+ NV_CUDA_CALLABLE NV_INLINE NvMat44& operator+=(const NvMat44& other)
+ {
+ column0 += other.column0;
+ column1 += other.column1;
+ column2 += other.column2;
+ column3 += other.column3;
+ return *this;
+ }
+
+ //! Equals-sub
+ NV_CUDA_CALLABLE NV_INLINE NvMat44& operator-=(const NvMat44& other)
+ {
+ column0 -= other.column0;
+ column1 -= other.column1;
+ column2 -= other.column2;
+ column3 -= other.column3;
+ return *this;
+ }
+
+ //! Equals scalar multiplication
+ NV_CUDA_CALLABLE NV_INLINE NvMat44& operator*=(float scalar)
+ {
+ column0 *= scalar;
+ column1 *= scalar;
+ column2 *= scalar;
+ column3 *= scalar;
+ return *this;
+ }
+
+ //! Equals matrix multiplication
+ NV_CUDA_CALLABLE NV_INLINE NvMat44& operator*=(const NvMat44& 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 vector by matrix, equal to v' = M*v
+ NV_CUDA_CALLABLE NV_INLINE NvVec4 transform(const NvVec4& other) const
+ {
+ return column0 * other.x + column1 * other.y + column2 * other.z + column3 * other.w;
+ }
+
+ //! Transform vector by matrix, equal to v' = M*v
+ NV_CUDA_CALLABLE NV_INLINE NvVec3 transform(const NvVec3& other) const
+ {
+ return transform(NvVec4(other, 1.0f)).getXYZ();
+ }
+
+ //! Rotate vector by matrix, equal to v' = M*v
+ NV_CUDA_CALLABLE NV_INLINE const NvVec4 rotate(const NvVec4& other) const
+ {
+ return column0 * other.x + column1 * other.y + column2 * other.z; // + column3*0;
+ }
+
+ //! Rotate vector by matrix, equal to v' = M*v
+ NV_CUDA_CALLABLE NV_INLINE const NvVec3 rotate(const NvVec3& other) const
+ {
+ return rotate(NvVec4(other, 1.0f)).getXYZ();
+ }
+
+ NV_CUDA_CALLABLE NV_INLINE NvVec3 getBasis(int num) const
+ {
+ NV_ASSERT(num >= 0 && num < 3);
+ return (&column0)[num].getXYZ();
+ }
+
+ NV_CUDA_CALLABLE NV_INLINE NvVec3 getPosition() const
+ {
+ return column3.getXYZ();
+ }
+
+ NV_CUDA_CALLABLE NV_INLINE void setPosition(const NvVec3& position)
+ {
+ column3.x = position.x;
+ column3.y = position.y;
+ column3.z = position.z;
+ }
+
+ NV_CUDA_CALLABLE NV_FORCE_INLINE const float* front() const
+ {
+ return &column0.x;
+ }
+
+ NV_DEPRECATED NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec4& operator[](unsigned int num)
+ {
+ return (&column0)[num];
+ }
+ NV_DEPRECATED NV_CUDA_CALLABLE NV_FORCE_INLINE const NvVec4& operator[](unsigned int num) const
+ {
+ return (&column0)[num];
+ }
+
+ NV_CUDA_CALLABLE NV_INLINE void scale(const NvVec4& p)
+ {
+ column0 *= p.x;
+ column1 *= p.y;
+ column2 *= p.z;
+ column3 *= p.w;
+ }
+
+ NV_CUDA_CALLABLE NV_INLINE NvMat44 inverseRT(void) const
+ {
+ NvVec3 r0(column0.x, column1.x, column2.x), r1(column0.y, column1.y, column2.y),
+ r2(column0.z, column1.z, column2.z);
+
+ return NvMat44(r0, r1, r2, -(r0 * column3.x + r1 * column3.y + r2 * column3.z));
+ }
+
+ NV_CUDA_CALLABLE NV_INLINE bool isFinite() const
+ {
+ return column0.isFinite() && column1.isFinite() && column2.isFinite() && column3.isFinite();
+ }
+
+ // Data, see above for format!
+
+ NvVec4 column0, column1, column2, column3; // the four base vectors
+};
+
+// implementation from NvTransform.h
+NV_CUDA_CALLABLE NV_FORCE_INLINE NvTransform::NvTransform(const NvMat44& m)
+{
+ NvVec3 column0 = NvVec3(m.column0.x, m.column0.y, m.column0.z);
+ NvVec3 column1 = NvVec3(m.column1.x, m.column1.y, m.column1.z);
+ NvVec3 column2 = NvVec3(m.column2.x, m.column2.y, m.column2.z);
+
+ q = NvQuat(NvMat33(column0, column1, column2));
+ p = NvVec3(m.column3.x, m.column3.y, m.column3.z);
+}
+
+#if !NV_DOXYGEN
+} // namespace nvidia
+#endif
+
+/** @} */
+#endif // #ifndef NV_NVFOUNDATION_NVMAT44_H