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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/NvTransform.h | |
| download | volumetriclighting-b4ab266c9010aaff5404f6a508a2e592eb367d36.tar.xz volumetriclighting-b4ab266c9010aaff5404f6a508a2e592eb367d36.zip | |
initial commit
Diffstat (limited to 'external/NvFoundation/1.1/include/NvTransform.h')
| -rw-r--r-- | external/NvFoundation/1.1/include/NvTransform.h | 215 |
1 files changed, 215 insertions, 0 deletions
diff --git a/external/NvFoundation/1.1/include/NvTransform.h b/external/NvFoundation/1.1/include/NvTransform.h new file mode 100644 index 0000000..e15cd08 --- /dev/null +++ b/external/NvFoundation/1.1/include/NvTransform.h @@ -0,0 +1,215 @@ +// 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_NVTRANSFORM_H +#define NV_NVFOUNDATION_NVTRANSFORM_H +/** \addtogroup foundation + @{ +*/ + +#include "NvQuat.h" +#include "NvPlane.h" + +#if !NV_DOXYGEN +namespace nvidia +{ +#endif + +/*! +\brief class representing a rigid euclidean transform as a quaternion and a vector +*/ + +class NvTransform +{ + public: + NvQuat q; + NvVec3 p; + + NV_CUDA_CALLABLE NV_FORCE_INLINE NvTransform() + { + } + + NV_CUDA_CALLABLE NV_FORCE_INLINE explicit NvTransform(const NvVec3& position) : q(NvIdentity), p(position) + { + } + + NV_CUDA_CALLABLE NV_FORCE_INLINE explicit NvTransform(NvIDENTITY r) : q(NvIdentity), p(NvZero) + { + NV_UNUSED(r); + } + + NV_CUDA_CALLABLE NV_FORCE_INLINE explicit NvTransform(const NvQuat& orientation) : q(orientation), p(0) + { + NV_ASSERT(orientation.isSane()); + } + + NV_CUDA_CALLABLE NV_FORCE_INLINE NvTransform(float x, float y, float z, NvQuat aQ = NvQuat(NvIdentity)) + : q(aQ), p(x, y, z) + { + } + + NV_CUDA_CALLABLE NV_FORCE_INLINE NvTransform(const NvVec3& p0, const NvQuat& q0) : q(q0), p(p0) + { + NV_ASSERT(q0.isSane()); + } + + NV_CUDA_CALLABLE NV_FORCE_INLINE explicit NvTransform(const NvMat44& m); // defined in NvMat44.h + + /** + \brief returns true if the two transforms are exactly equal + */ + NV_CUDA_CALLABLE NV_INLINE bool operator==(const NvTransform& t) const + { + return p == t.p && q == t.q; + } + + NV_CUDA_CALLABLE NV_FORCE_INLINE NvTransform operator*(const NvTransform& x) const + { + NV_ASSERT(x.isSane()); + return transform(x); + } + + //! Equals matrix multiplication + NV_CUDA_CALLABLE NV_INLINE NvTransform& operator*=(NvTransform& other) + { + *this = *this * other; + return *this; + } + + NV_CUDA_CALLABLE NV_FORCE_INLINE NvTransform getInverse() const + { + NV_ASSERT(isFinite()); + return NvTransform(q.rotateInv(-p), q.getConjugate()); + } + + NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 transform(const NvVec3& input) const + { + NV_ASSERT(isFinite()); + return q.rotate(input) + p; + } + + NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 transformInv(const NvVec3& input) const + { + NV_ASSERT(isFinite()); + return q.rotateInv(input - p); + } + + NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 rotate(const NvVec3& input) const + { + NV_ASSERT(isFinite()); + return q.rotate(input); + } + + NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 rotateInv(const NvVec3& input) const + { + NV_ASSERT(isFinite()); + return q.rotateInv(input); + } + + //! Transform transform to parent (returns compound transform: first src, then *this) + NV_CUDA_CALLABLE NV_FORCE_INLINE NvTransform transform(const NvTransform& src) const + { + NV_ASSERT(src.isSane()); + NV_ASSERT(isSane()); + // src = [srct, srcr] -> [r*srct + t, r*srcr] + return NvTransform(q.rotate(src.p) + p, q * src.q); + } + + /** + \brief returns true if finite and q is a unit quaternion + */ + + NV_CUDA_CALLABLE bool isValid() const + { + return p.isFinite() && q.isFinite() && q.isUnit(); + } + + /** + \brief returns true if finite and quat magnitude is reasonably close to unit to allow for some accumulation of error + vs isValid + */ + + NV_CUDA_CALLABLE bool isSane() const + { + return isFinite() && q.isSane(); + } + + /** + \brief returns true if all elems are finite (not NAN or INF, etc.) + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE bool isFinite() const + { + return p.isFinite() && q.isFinite(); + } + + //! Transform transform from parent (returns compound transform: first src, then this->inverse) + NV_CUDA_CALLABLE NV_FORCE_INLINE NvTransform transformInv(const NvTransform& src) const + { + NV_ASSERT(src.isSane()); + NV_ASSERT(isFinite()); + // src = [srct, srcr] -> [r^-1*(srct-t), r^-1*srcr] + NvQuat qinv = q.getConjugate(); + return NvTransform(qinv.rotate(src.p - p), qinv * src.q); + } + + /** + \brief transform plane + */ + + NV_CUDA_CALLABLE NV_FORCE_INLINE NvPlane transform(const NvPlane& plane) const + { + NvVec3 transformedNormal = rotate(plane.n); + return NvPlane(transformedNormal, plane.d - p.dot(transformedNormal)); + } + + /** + \brief inverse-transform plane + */ + + NV_CUDA_CALLABLE NV_FORCE_INLINE NvPlane inverseTransform(const NvPlane& plane) const + { + NvVec3 transformedNormal = rotateInv(plane.n); + return NvPlane(transformedNormal, plane.d + p.dot(plane.n)); + } + + /** + \brief return a normalized transform (i.e. one in which the quaternion has unit magnitude) + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE NvTransform getNormalized() const + { + return NvTransform(p, q.getNormalized()); + } +}; + +#if !NV_DOXYGEN +} // namespace nvidia +#endif + +/** @} */ +#endif // #ifndef NV_NVFOUNDATION_NVTRANSFORM_H |