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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_NVQUAT_H
+#define NV_NVFOUNDATION_NVQUAT_H
+
+/** \addtogroup foundation
+@{
+*/
+
+#include "NvVec3.h"
+#if !NV_DOXYGEN
+namespace nvidia
+{
+#endif
+
+/**
+\brief This is a quaternion class. For more information on quaternion mathematics
+consult a mathematics source on complex numbers.
+
+*/
+
+class NvQuat
+{
+ public:
+ /**
+ \brief Default constructor, does not do any initialization.
+ */
+ NV_CUDA_CALLABLE NV_FORCE_INLINE NvQuat()
+ {
+ }
+
+ //! identity constructor
+ NV_CUDA_CALLABLE NV_INLINE NvQuat(NvIDENTITY r) : x(0.0f), y(0.0f), z(0.0f), w(1.0f)
+ {
+ NV_UNUSED(r);
+ }
+
+ /**
+ \brief Constructor from a scalar: sets the real part w to the scalar value, and the imaginary parts (x,y,z) to zero
+ */
+ explicit NV_CUDA_CALLABLE NV_FORCE_INLINE NvQuat(float r) : x(0.0f), y(0.0f), z(0.0f), w(r)
+ {
+ }
+
+ /**
+ \brief Constructor. Take note of the order of the elements!
+ */
+ NV_CUDA_CALLABLE NV_FORCE_INLINE NvQuat(float nx, float ny, float nz, float nw) : x(nx), y(ny), z(nz), w(nw)
+ {
+ }
+
+ /**
+ \brief Creates from angle-axis representation.
+
+ Axis must be normalized!
+
+ Angle is in radians!
+
+ <b>Unit:</b> Radians
+ */
+ NV_CUDA_CALLABLE NV_INLINE NvQuat(float angleRadians, const NvVec3& unitAxis)
+ {
+ NV_ASSERT(NvAbs(1.0f - unitAxis.magnitude()) < 1e-3f);
+ const float a = angleRadians * 0.5f;
+ const float s = NvSin(a);
+ w = NvCos(a);
+ x = unitAxis.x * s;
+ y = unitAxis.y * s;
+ z = unitAxis.z * s;
+ }
+
+ /**
+ \brief Copy ctor.
+ */
+ NV_CUDA_CALLABLE NV_FORCE_INLINE NvQuat(const NvQuat& v) : x(v.x), y(v.y), z(v.z), w(v.w)
+ {
+ }
+
+ /**
+ \brief Creates from orientation matrix.
+
+ \param[in] m Rotation matrix to extract quaternion from.
+ */
+ NV_CUDA_CALLABLE NV_INLINE explicit NvQuat(const NvMat33& m); /* defined in NvMat33.h */
+
+ /**
+ \brief returns true if all elements are finite (not NAN or INF, etc.)
+ */
+ NV_CUDA_CALLABLE bool isFinite() const
+ {
+ return NvIsFinite(x) && NvIsFinite(y) && NvIsFinite(z) && NvIsFinite(w);
+ }
+
+ /**
+ \brief returns true if finite and magnitude is close to unit
+ */
+
+ NV_CUDA_CALLABLE bool isUnit() const
+ {
+ const float unitTolerance = 1e-4f;
+ return isFinite() && NvAbs(magnitude() - 1) < unitTolerance;
+ }
+
+ /**
+ \brief returns true if finite and magnitude is reasonably close to unit to allow for some accumulation of error vs
+ isValid
+ */
+
+ NV_CUDA_CALLABLE bool isSane() const
+ {
+ const float unitTolerance = 1e-2f;
+ return isFinite() && NvAbs(magnitude() - 1) < unitTolerance;
+ }
+
+ /**
+ \brief returns true if the two quaternions are exactly equal
+ */
+ NV_CUDA_CALLABLE NV_INLINE bool operator==(const NvQuat& q) const
+ {
+ return x == q.x && y == q.y && z == q.z && w == q.w;
+ }
+
+ /**
+ \brief converts this quaternion to angle-axis representation
+ */
+
+ NV_CUDA_CALLABLE NV_INLINE void toRadiansAndUnitAxis(float& angle, NvVec3& axis) const
+ {
+ const float quatEpsilon = 1.0e-8f;
+ const float s2 = x * x + y * y + z * z;
+ if(s2 < quatEpsilon * quatEpsilon) // can't extract a sensible axis
+ {
+ angle = 0.0f;
+ axis = NvVec3(1.0f, 0.0f, 0.0f);
+ }
+ else
+ {
+ const float s = NvRecipSqrt(s2);
+ axis = NvVec3(x, y, z) * s;
+ angle = NvAbs(w) < quatEpsilon ? NvPi : NvAtan2(s2 * s, w) * 2.0f;
+ }
+ }
+
+ /**
+ \brief Gets the angle between this quat and the identity quaternion.
+
+ <b>Unit:</b> Radians
+ */
+ NV_CUDA_CALLABLE NV_INLINE float getAngle() const
+ {
+ return NvAcos(w) * 2.0f;
+ }
+
+ /**
+ \brief Gets the angle between this quat and the argument
+
+ <b>Unit:</b> Radians
+ */
+ NV_CUDA_CALLABLE NV_INLINE float getAngle(const NvQuat& q) const
+ {
+ return NvAcos(dot(q)) * 2.0f;
+ }
+
+ /**
+ \brief This is the squared 4D vector length, should be 1 for unit quaternions.
+ */
+ NV_CUDA_CALLABLE NV_FORCE_INLINE float magnitudeSquared() const
+ {
+ return x * x + y * y + z * z + w * w;
+ }
+
+ /**
+ \brief returns the scalar product of this and other.
+ */
+ NV_CUDA_CALLABLE NV_FORCE_INLINE float dot(const NvQuat& v) const
+ {
+ return x * v.x + y * v.y + z * v.z + w * v.w;
+ }
+
+ NV_CUDA_CALLABLE NV_INLINE NvQuat getNormalized() const
+ {
+ const float s = 1.0f / magnitude();
+ return NvQuat(x * s, y * s, z * s, w * s);
+ }
+
+ NV_CUDA_CALLABLE NV_INLINE float magnitude() const
+ {
+ return NvSqrt(magnitudeSquared());
+ }
+
+ // modifiers:
+ /**
+ \brief maps to the closest unit quaternion.
+ */
+ NV_CUDA_CALLABLE NV_INLINE float normalize() // convert this NvQuat to a unit quaternion
+ {
+ const float mag = magnitude();
+ if(mag != 0.0f)
+ {
+ const float imag = 1.0f / mag;
+
+ x *= imag;
+ y *= imag;
+ z *= imag;
+ w *= imag;
+ }
+ return mag;
+ }
+
+ /*
+ \brief returns the conjugate.
+
+ \note for unit quaternions, this is the inverse.
+ */
+ NV_CUDA_CALLABLE NV_INLINE NvQuat getConjugate() const
+ {
+ return NvQuat(-x, -y, -z, w);
+ }
+
+ /*
+ \brief returns imaginary part.
+ */
+ NV_CUDA_CALLABLE NV_INLINE NvVec3 getImaginaryPart() const
+ {
+ return NvVec3(x, y, z);
+ }
+
+ /** brief computes rotation of x-axis */
+ NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 getBasisVector0() const
+ {
+ const float x2 = x * 2.0f;
+ const float w2 = w * 2.0f;
+ return NvVec3((w * w2) - 1.0f + x * x2, (z * w2) + y * x2, (-y * w2) + z * x2);
+ }
+
+ /** brief computes rotation of y-axis */
+ NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 getBasisVector1() const
+ {
+ const float y2 = y * 2.0f;
+ const float w2 = w * 2.0f;
+ return NvVec3((-z * w2) + x * y2, (w * w2) - 1.0f + y * y2, (x * w2) + z * y2);
+ }
+
+ /** brief computes rotation of z-axis */
+ NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec3 getBasisVector2() const
+ {
+ const float z2 = z * 2.0f;
+ const float w2 = w * 2.0f;
+ return NvVec3((y * w2) + x * z2, (-x * w2) + y * z2, (w * w2) - 1.0f + z * z2);
+ }
+
+ /**
+ rotates passed vec by this (assumed unitary)
+ */
+ NV_CUDA_CALLABLE NV_FORCE_INLINE const NvVec3 rotate(const NvVec3& v) const
+ {
+ const float vx = 2.0f * v.x;
+ const float vy = 2.0f * v.y;
+ const float vz = 2.0f * v.z;
+ const float w2 = w * w - 0.5f;
+ const float dot2 = (x * vx + y * vy + z * vz);
+ return NvVec3((vx * w2 + (y * vz - z * vy) * w + x * dot2), (vy * w2 + (z * vx - x * vz) * w + y * dot2),
+ (vz * w2 + (x * vy - y * vx) * w + z * dot2));
+ }
+
+ /**
+ inverse rotates passed vec by this (assumed unitary)
+ */
+ NV_CUDA_CALLABLE NV_FORCE_INLINE const NvVec3 rotateInv(const NvVec3& v) const
+ {
+ const float vx = 2.0f * v.x;
+ const float vy = 2.0f * v.y;
+ const float vz = 2.0f * v.z;
+ const float w2 = w * w - 0.5f;
+ const float dot2 = (x * vx + y * vy + z * vz);
+ return NvVec3((vx * w2 - (y * vz - z * vy) * w + x * dot2), (vy * w2 - (z * vx - x * vz) * w + y * dot2),
+ (vz * w2 - (x * vy - y * vx) * w + z * dot2));
+ }
+
+ /**
+ \brief Assignment operator
+ */
+ NV_CUDA_CALLABLE NV_FORCE_INLINE NvQuat& operator=(const NvQuat& p)
+ {
+ x = p.x;
+ y = p.y;
+ z = p.z;
+ w = p.w;
+ return *this;
+ }
+
+ NV_CUDA_CALLABLE NV_FORCE_INLINE NvQuat& operator*=(const NvQuat& q)
+ {
+ const float tx = w * q.x + q.w * x + y * q.z - q.y * z;
+ const float ty = w * q.y + q.w * y + z * q.x - q.z * x;
+ const float tz = w * q.z + q.w * z + x * q.y - q.x * y;
+
+ w = w * q.w - q.x * x - y * q.y - q.z * z;
+ x = tx;
+ y = ty;
+ z = tz;
+
+ return *this;
+ }
+
+ NV_CUDA_CALLABLE NV_FORCE_INLINE NvQuat& operator+=(const NvQuat& q)
+ {
+ x += q.x;
+ y += q.y;
+ z += q.z;
+ w += q.w;
+ return *this;
+ }
+
+ NV_CUDA_CALLABLE NV_FORCE_INLINE NvQuat& operator-=(const NvQuat& q)
+ {
+ x -= q.x;
+ y -= q.y;
+ z -= q.z;
+ w -= q.w;
+ return *this;
+ }
+
+ NV_CUDA_CALLABLE NV_FORCE_INLINE NvQuat& operator*=(const float s)
+ {
+ x *= s;
+ y *= s;
+ z *= s;
+ w *= s;
+ return *this;
+ }
+
+ /** quaternion multiplication */
+ NV_CUDA_CALLABLE NV_INLINE NvQuat operator*(const NvQuat& q) const
+ {
+ return NvQuat(w * q.x + q.w * x + y * q.z - q.y * z, w * q.y + q.w * y + z * q.x - q.z * x,
+ w * q.z + q.w * z + x * q.y - q.x * y, w * q.w - x * q.x - y * q.y - z * q.z);
+ }
+
+ /** quaternion addition */
+ NV_CUDA_CALLABLE NV_FORCE_INLINE NvQuat operator+(const NvQuat& q) const
+ {
+ return NvQuat(x + q.x, y + q.y, z + q.z, w + q.w);
+ }
+
+ /** quaternion subtraction */
+ NV_CUDA_CALLABLE NV_FORCE_INLINE NvQuat operator-() const
+ {
+ return NvQuat(-x, -y, -z, -w);
+ }
+
+ NV_CUDA_CALLABLE NV_FORCE_INLINE NvQuat operator-(const NvQuat& q) const
+ {
+ return NvQuat(x - q.x, y - q.y, z - q.z, w - q.w);
+ }
+
+ NV_CUDA_CALLABLE NV_FORCE_INLINE NvQuat operator*(float r) const
+ {
+ return NvQuat(x * r, y * r, z * r, w * r);
+ }
+
+ /** the quaternion elements */
+ float x, y, z, w;
+};
+
+#if !NV_DOXYGEN
+} // namespace nvidia
+#endif
+
+/** @} */
+#endif // #ifndef NV_NVFOUNDATION_NVQUAT_H