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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
|