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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 columns from other // column0 = transform(other.column0) etc return NvMat44(transform(other.column0), transform(other.column1), transform(other.column2), transform(other.column3)); } // a = 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