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All rights reserved. #ifndef PX_ALIGNED_MAT33_H #define PX_ALIGNED_MAT33_H #include "vector_types.h" #include "foundation/PxVec3.h" #include "cutil_math.h" #include "AlignedQuat.h" #include "mathsExtensions.h" #if !PX_DOXYGEN namespace physx { #endif /*! \brief 3x3 matrix class Some clarifications, as there have been much confusion about matrix formats etc in the past. Short: - Matrix have base vectors in columns (vectors are column matrices, 3x1 matrices). - Matrix is physically stored in column major format - Matrices are concaternated from left Long: Given three base vectors a, b and c the matrix is stored as |a.x b.x c.x| |a.y b.y c.y| |a.z b.z c.z| Vectors are treated as columns, so the vector v is |x| |y| |z| And matrices are applied _before_ the vector (pre-multiplication) v' = M*v |x'| |a.x b.x c.x| |x| |a.x*x + b.x*y + c.x*z| |y'| = |a.y b.y c.y| * |y| = |a.y*x + b.y*y + c.y*z| |z'| |a.z b.z c.z| |z| |a.z*x + b.z*y + c.z*z| Physical storage and indexing: To be compatible with popular 3d rendering APIs (read D3d and OpenGL) the physical indexing is |0 3 6| |1 4 7| |2 5 8| index = column*3 + row which in C++ translates to M[column][row] The mathematical indexing is M_row,column and this is what is used for _-notation so _12 is 1st row, second column and operator(row, column)! */ class PxAlignedMat33 { public: //! Default constructor PX_CUDA_CALLABLE PX_FORCE_INLINE PxAlignedMat33() {} //! identity constructor PX_CUDA_CALLABLE PX_INLINE PxAlignedMat33(PxIDENTITY r) : column0(make_float4(1.0f,0.0f,0.0f, 0.f)), column1(make_float4(0.0f,1.0f,0.0f, 0.f)), column2(make_float4(0.0f,0.0f,1.0f, 0.f)) { PX_UNUSED(r); } //! zero constructor PX_CUDA_CALLABLE PX_INLINE PxAlignedMat33(PxZERO r) : column0(make_float4(0.0f)), column1(make_float4(0.0f)), column2(make_float4(0.0f)) { PX_UNUSED(r); } //! Construct from three base vectors PX_CUDA_CALLABLE PxAlignedMat33(const float4& col0, const float4& col1, const float4& col2) : column0(col0), column1(col1), column2(col2) {} //! Construct from a quaternion explicit PX_CUDA_CALLABLE PX_FORCE_INLINE PxAlignedMat33(const PxAlignedQuat& q) { const PxReal x = q.q.x; const PxReal y = q.q.y; const PxReal z = q.q.z; const PxReal w = q.q.w; const PxReal x2 = x + x; const PxReal y2 = y + y; const PxReal z2 = z + z; const PxReal xx = x2*x; const PxReal yy = y2*y; const PxReal zz = z2*z; const PxReal xy = x2*y; const PxReal xz = x2*z; const PxReal xw = x2*w; const PxReal yz = y2*z; const PxReal yw = y2*w; const PxReal zw = z2*w; column0 = make_float4(1.0f - yy - zz, xy + zw, xz - yw, 0.f); column1 = make_float4(xy - zw, 1.0f - xx - zz, yz + xw, 0.f); column2 = make_float4(xz + yw, yz - xw, 1.0f - xx - yy, 0.f); } //! Copy constructor PX_CUDA_CALLABLE PX_INLINE PxAlignedMat33(const PxAlignedMat33& other) : column0(other.column0), column1(other.column1), column2(other.column2) {} //! Assignment operator PX_CUDA_CALLABLE PX_FORCE_INLINE PxAlignedMat33& operator=(const PxAlignedMat33& other) { column0 = other.column0; column1 = other.column1; column2 = other.column2; return *this; } //! Construct from diagonal, off-diagonals are zero. PX_CUDA_CALLABLE PX_INLINE static PxAlignedMat33 createDiagonal(const PxVec3& d) { return PxAlignedMat33(make_float4(d.x,0.0f,0.0f, 0.f), make_float4(0.0f,d.y,0.0f, 0.f), make_float4(0.0f,0.0f,d.z, 0.f)); } //! Get transposed matrix PX_CUDA_CALLABLE PX_FORCE_INLINE PxAlignedMat33 getTranspose() const { const float4 v0(make_float4(column0.x, column1.x, column2.x, 0.f)); const float4 v1(make_float4(column0.y, column1.y, column2.y, 0.f)); const float4 v2(make_float4(column0.z, column1.z, column2.z, 0.f)); return PxAlignedMat33(v0,v1,v2); } //! Get determinant PX_CUDA_CALLABLE PX_INLINE PxReal getDeterminant() const { return dot3(column0, cross3(column1, column2)); } //! Unary minus PX_CUDA_CALLABLE PX_INLINE PxAlignedMat33 operator-() const { return PxAlignedMat33(-column0, -column1, -column2); } //! Add PX_CUDA_CALLABLE PX_INLINE PxAlignedMat33 operator+(const PxAlignedMat33& other) const { return PxAlignedMat33( column0+other.column0, column1+other.column1, column2+other.column2); } //! Subtract PX_CUDA_CALLABLE PX_INLINE PxAlignedMat33 operator-(const PxAlignedMat33& other) const { return PxAlignedMat33( column0-other.column0, column1-other.column1, column2-other.column2); } //! Scalar multiplication PX_CUDA_CALLABLE PX_INLINE PxAlignedMat33 operator*(PxReal scalar) const { return PxAlignedMat33(column0*scalar, column1*scalar, column2*scalar); } friend PxAlignedMat33 operator*(PxReal, const PxAlignedMat33&); //! Matrix vector multiplication (returns 'this->transform(vec)') PX_CUDA_CALLABLE PX_INLINE float4 operator*(const float4& vec) const { return transform(vec); } PX_CUDA_CALLABLE PX_INLINE PxVec3 operator*(const PxVec3& vec) const { return transform(vec); } // a = b operators //! Matrix multiplication PX_CUDA_CALLABLE PX_FORCE_INLINE PxAlignedMat33 operator*(const PxAlignedMat33& other) const { //Rows from this columns from other //column0 = transform(other.column0) etc return PxAlignedMat33(transform(other.column0), transform(other.column1), transform(other.column2)); } //! Equals-add PX_CUDA_CALLABLE PX_INLINE PxAlignedMat33& operator+=(const PxAlignedMat33& other) { column0 += other.column0; column1 += other.column1; column2 += other.column2; return *this; } //! Equals-sub PX_CUDA_CALLABLE PX_INLINE PxAlignedMat33& operator-=(const PxAlignedMat33& other) { column0 -= other.column0; column1 -= other.column1; column2 -= other.column2; return *this; } //! Equals scalar multiplication PX_CUDA_CALLABLE PX_INLINE PxAlignedMat33& operator*=(PxReal scalar) { column0 *= scalar; column1 *= scalar; column2 *= scalar; return *this; } //! Equals matrix multiplication PX_CUDA_CALLABLE PX_INLINE PxAlignedMat33& operator*=(const PxAlignedMat33 &other) { *this = *this * other; return *this; } //! Element access, mathematical way! PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal operator()(unsigned int row, unsigned int col) const { return (&((*this)[col]).x)[row]; } //! Element access, mathematical way! PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal& operator()(unsigned int row, unsigned int col) { return (&((*this)[col]).x)[row]; } // Transform etc //! Transform vector by matrix, equal to v' = M*v PX_CUDA_CALLABLE PX_FORCE_INLINE float4 transform(const float4& other) const { return column0*other.x + column1*other.y + column2*other.z; } PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 transform(const PxVec3& other) const { return PxVec3( column0.x*other.x + column1.x*other.y + column2.x*other.z, column0.y*other.x + column1.y*other.y + column2.y*other.z, column0.z*other.x + column1.z*other.y + column2.z*other.z); } //! Transform vector by matrix transpose, v' = M^t*v PX_CUDA_CALLABLE PX_INLINE float4 transformTranspose(const float4& other) const { return make_float4( dot3(column0, other), dot3(column1, other), dot3(column2, other), 0.f); } PX_CUDA_CALLABLE PX_FORCE_INLINE const PxReal* front() const { return &column0.x; } PX_CUDA_CALLABLE PX_FORCE_INLINE float4& operator[](unsigned int num) {return (&column0)[num];} PX_CUDA_CALLABLE PX_FORCE_INLINE const float4& operator[](unsigned int num) const {return (&column0)[num];} //Data, see above for format! float4 column0, column1, column2; //the three base vectors }; // implementation from PxQuat.h PX_CUDA_CALLABLE PX_INLINE PxAlignedQuat::PxAlignedQuat(const PxAlignedMat33& m) { PxReal tr = m(0,0) + m(1,1) + m(2,2), h; if(tr >= 0) { h = PxSqrt(tr +1); q.w = 0.5f * h; h = 0.5f / h; q.x = (m(2,1) - m(1,2)) * h; q.y = (m(0,2) - m(2,0)) * h; q.z = (m(1,0) - m(0,1)) * h; } else { unsigned int i = 0; if (m(1,1) > m(0,0)) i = 1; if (m(2,2) > m(i,i)) i = 2; switch (i) { case 0: h = PxSqrt((m(0,0) - (m(1,1) + m(2,2))) + 1); q.x = 0.5f * h; h = 0.5f / h; q.y = (m(0,1) + m(1,0)) * h; q.z = (m(2,0) + m(0,2)) * h; q.w = (m(2,1) - m(1,2)) * h; break; case 1: h = PxSqrt((m(1,1) - (m(2,2) + m(0,0))) + 1); q.y = 0.5f * h; h = 0.5f / h; q.z = (m(1,2) + m(2,1)) * h; q.x = (m(0,1) + m(1,0)) * h; q.w = (m(0,2) - m(2,0)) * h; break; case 2: h = PxSqrt((m(2,2) - (m(0,0) + m(1,1))) + 1); q.z = 0.5f * h; h = 0.5f / h; q.x = (m(2,0) + m(0,2)) * h; q.y = (m(1,2) + m(2,1)) * h; q.w = (m(1,0) - m(0,1)) * h; break; default: // Make compiler happy q.x = q.y = q.z = q.w = 0; break; } } } #if !PX_DOXYGEN } // namespace physx #endif #endif // PX_FOUNDATION_PX_MAT33_H