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XCEngine/engine/third_party/physx/source/gpucommon/include/AlignedQuat.h

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// Copyright (c) 2008-2025 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 PX_ALIGNED_QUAT_H
#define PX_ALIGNED_QUAT_H
#include "vector_types.h"
#include "foundation/PxVec3.h"
#include "foundation/PxQuat.h"
#include "cutil_math.h"
#include "foundation/PxQuat.h"
#include "foundation/PxAssert.h"
#if !PX_DOXYGEN
namespace physx
{
#endif
class PxAlignedMat33;
/**
\brief This is a quaternion class. For more information on quaternion mathematics
consult a mathematics source on complex numbers.
*/
PX_ALIGN_PREFIX(16)
class PxAlignedQuat
{
public:
/**
\brief Default constructor, does not do any initialization.
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxAlignedQuat() { }
//! identity constructor
PX_CUDA_CALLABLE PX_INLINE PxAlignedQuat(PxIDENTITY r)
: q(make_float4(0.0f, 0.0f, 0.0f, 1.0f))
{
PX_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 PX_CUDA_CALLABLE PX_FORCE_INLINE PxAlignedQuat(PxReal r)
: q(make_float4(0.0f, 0.0f, 0.0f, r))
{
}
/**
\brief Constructor. Take note of the order of the elements!
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxAlignedQuat(PxReal nx, PxReal ny, PxReal nz, PxReal nw) : q(make_float4(nx, ny, nz, nw)) {}
PX_CUDA_CALLABLE PX_FORCE_INLINE PxAlignedQuat(const PxQuat& q0) : q(make_float4(q0.x, q0.y, q0.z, q0.w)) {}
/**
\brief Creates from angle-axis representation.
Axis must be normalized!
Angle is in radians!
<b>Unit:</b> Radians
*/
PX_CUDA_CALLABLE PX_INLINE PxAlignedQuat(PxReal angleRadians, const PxVec3& unitAxis)
{
PX_ASSERT(PxAbs(1.0f-unitAxis.magnitude())<1e-3f);
const PxReal a = angleRadians * 0.5f;
const PxReal s = PxSin(a);
q.w = PxCos(a);
q.x = unitAxis.x * s;
q.y = unitAxis.y * s;
q.z = unitAxis.z * s;
}
PX_CUDA_CALLABLE PX_FORCE_INLINE PxAlignedQuat(const float4 v) : q(v) {}
/**
\brief Copy ctor.
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxAlignedQuat(const PxAlignedQuat& v): q(v.q) {}
/**
\brief Creates from orientation matrix.
\param[in] m Rotation matrix to extract quaternion from.
*/
PX_CUDA_CALLABLE PX_INLINE explicit PxAlignedQuat(const PxAlignedMat33& m); /* defined in PxAlignedMat33.h */
/**
\brief returns true if all elements are finite (not NAN or INF, etc.)
*/
PX_CUDA_CALLABLE bool isFinite() const
{
return PxIsFinite(q.x)
&& PxIsFinite(q.y)
&& PxIsFinite(q.z)
&& PxIsFinite(q.w);
}
/**
\brief returns true if finite and magnitude is close to unit
*/
PX_CUDA_CALLABLE bool isUnit() const
{
const PxReal unitTolerance = 1e-4f;
return isFinite() && PxAbs(magnitude()-1)<unitTolerance;
}
/**
\brief returns true if finite and magnitude is reasonably close to unit to allow for some accumulation of error vs isValid
*/
PX_CUDA_CALLABLE bool isSane() const
{
const PxReal unitTolerance = 1e-2f;
return isFinite() && PxAbs(magnitude()-1)<unitTolerance;
}
/**
\brief returns true if the two quaternions are exactly equal
*/
PX_CUDA_CALLABLE PX_INLINE bool operator==(const PxAlignedQuat&q2) const { return q.x == q2.q.x && q.y == q2.q.y && q.z == q2.q.z && q.w == q2.q.w; }
/**
\brief This is the squared 4D vector length, should be 1 for unit quaternions.
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal magnitudeSquared() const
{
return ::dot(q,q);
}
/**
\brief returns the scalar product of this and other.
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal dot(const PxAlignedQuat& v) const
{
return ::dot(q,v.q);
}
PX_CUDA_CALLABLE PX_INLINE PxAlignedQuat getNormalized() const
{
const PxReal s = 1.0f/magnitude();
return PxAlignedQuat(q.x*s, q.y*s, q.z*s, q.w*s);
}
PX_CUDA_CALLABLE PX_INLINE float magnitude() const
{
return PxSqrt(magnitudeSquared());
}
//modifiers:
/**
\brief maps to the closest unit quaternion.
*/
PX_CUDA_CALLABLE PX_INLINE PxReal normalize() // convert this PxAlignedQuat to a unit quaternion
{
const PxReal mag = magnitude();
if (mag != 0.0f)
{
const PxReal imag = 1.0f / mag;
q.x *= imag;
q.y *= imag;
q.z *= imag;
q.w *= imag;
}
return mag;
}
/*
\brief returns the conjugate.
\note for unit quaternions, this is the inverse.
*/
PX_CUDA_CALLABLE PX_INLINE PxAlignedQuat getConjugate() const
{
return PxAlignedQuat(-q.x,-q.y,-q.z,q.w);
}
/*
\brief returns imaginary part.
*/
PX_CUDA_CALLABLE PX_INLINE PxVec3 getImaginaryPart() const
{
return PxVec3(q.x,q.y,q.z);
}
/** brief computes rotation of x-axis */
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 getBasisVector0() const
{
const PxF32 x2 = q.x*2.0f;
const PxF32 w2 = q.w*2.0f;
return PxVec3( (q.w * w2) - 1.0f + q.x*x2,
(q.z * w2) + q.y*x2,
(-q.y * w2) + q.z*x2);
}
/** brief computes rotation of y-axis */
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 getBasisVector1() const
{
const PxF32 y2 = q.y*2.0f;
const PxF32 w2 = q.w*2.0f;
return PxVec3( (-q.z * w2) + q.x*y2,
(q.w * w2) - 1.0f + q.y*y2,
(q.x * w2) + q.z*y2);
}
/** brief computes rotation of z-axis */
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 getBasisVector2() const
{
const PxF32 z2 = q.z*2.0f;
const PxF32 w2 = q.w*2.0f;
return PxVec3( (q.y * w2) + q.x*z2,
(-q.x * w2) + q.y*z2,
(q.w * w2) - 1.0f + q.z*z2);
}
/**
rotates passed vec by this (assumed unitary)
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec3 rotate(const PxVec3& v) const
{
const PxF32 vx = 2.0f*v.x;
const PxF32 vy = 2.0f*v.y;
const PxF32 vz = 2.0f*v.z;
const PxF32 w2 = q.w*q.w-0.5f;
const PxF32 dot2 = (q.x*vx + q.y*vy +q.z*vz);
return PxVec3
(
(vx*w2 + (q.y * vz - q.z * vy)*q.w + q.x*dot2),
(vy*w2 + (q.z * vx - q.x * vz)*q.w + q.y*dot2),
(vz*w2 + (q.x * vy - q.y * vx)*q.w + q.z*dot2)
);
}
PX_CUDA_CALLABLE PX_FORCE_INLINE const float4 rotate(const float4& v) const
{
const PxF32 vx = 2.0f*v.x;
const PxF32 vy = 2.0f*v.y;
const PxF32 vz = 2.0f*v.z;
const PxF32 w2 = q.w*q.w-0.5f;
const PxF32 dot2 = (q.x*vx + q.y*vy +q.z*vz);
return make_float4
(
(vx*w2 + (q.y * vz - q.z * vy)*q.w + q.x*dot2),
(vy*w2 + (q.z * vx - q.x * vz)*q.w + q.y*dot2),
(vz*w2 + (q.x * vy - q.y * vx)*q.w + q.z*dot2),
0.f
);
}
/**
inverse rotates passed vec by this (assumed unitary)
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec3 rotateInv(const PxVec3& v) const
{
const PxF32 vx = 2.0f*v.x;
const PxF32 vy = 2.0f*v.y;
const PxF32 vz = 2.0f*v.z;
const PxF32 w2 = q.w*q.w-0.5f;
const PxF32 dot2 = (q.x*vx + q.y*vy +q.z*vz);
return PxVec3
(
(vx*w2 - (q.y * vz - q.z * vy)*q.w + q.x*dot2),
(vy*w2 - (q.z * vx - q.x * vz)*q.w + q.y*dot2),
(vz*w2 - (q.x * vy - q.y * vx)*q.w + q.z*dot2)
);
}
PX_CUDA_CALLABLE PX_FORCE_INLINE const float4 rotateInv(const float4& v) const
{
const PxF32 vx = 2.0f*v.x;
const PxF32 vy = 2.0f*v.y;
const PxF32 vz = 2.0f*v.z;
const PxF32 w2 = q.w*q.w-0.5f;
const PxF32 dot2 = (q.x*vx + q.y*vy +q.z*vz);
return make_float4
(
(vx*w2 - (q.y * vz - q.z * vy)*q.w + q.x*dot2),
(vy*w2 - (q.z * vx - q.x * vz)*q.w + q.y*dot2),
(vz*w2 - (q.x * vy - q.y * vx)*q.w + q.z*dot2),
0.f
);
}
/**
\brief Assignment operator
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxAlignedQuat& operator=(const PxAlignedQuat& p) { q = p.q; return *this; }
PX_CUDA_CALLABLE PX_FORCE_INLINE PxAlignedQuat& operator*= (const PxAlignedQuat& q2)
{
const PxReal tx = q.w*q2.q.x + q2.q.w*q.x + q.y*q2.q.z - q2.q.y*q.z;
const PxReal ty = q.w*q2.q.y + q2.q.w*q.y + q.z*q2.q.x - q2.q.z*q.x;
const PxReal tz = q.w*q2.q.z + q2.q.w*q.z + q.x*q2.q.y - q2.q.x*q.y;
q.w = q.w*q2.q.w - q2.q.x*q.x - q.y*q2.q.y - q2.q.z*q.z;
q.x = tx;
q.y = ty;
q.z = tz;
return *this;
}
PX_CUDA_CALLABLE PX_FORCE_INLINE PxAlignedQuat& operator+= (const PxAlignedQuat& q2)
{
q += q2.q;
return *this;
}
PX_CUDA_CALLABLE PX_FORCE_INLINE PxAlignedQuat& operator-= (const PxAlignedQuat& q2)
{
q -= q2.q;
return *this;
}
PX_CUDA_CALLABLE PX_FORCE_INLINE PxAlignedQuat& operator*= (const PxReal s)
{
q *= s;
return *this;
}
/** quaternion multiplication */
PX_CUDA_CALLABLE PX_INLINE PxAlignedQuat operator*(const PxAlignedQuat& q2) const
{
return PxAlignedQuat(q.w*q2.q.x + q2.q.w*q.x + q.y*q2.q.z - q2.q.y*q.z,
q.w*q2.q.y + q2.q.w*q.y + q.z*q2.q.x - q2.q.z*q.x,
q.w*q2.q.z + q2.q.w*q.z + q.x*q2.q.y - q2.q.x*q.y,
q.w*q2.q.w - q.x*q2.q.x - q.y*q2.q.y - q.z*q2.q.z);
}
/** quaternion addition */
PX_CUDA_CALLABLE PX_FORCE_INLINE PxAlignedQuat operator+(const PxAlignedQuat& q2) const
{
return PxAlignedQuat(q + q2.q);
}
/** quaternion subtraction */
PX_CUDA_CALLABLE PX_FORCE_INLINE PxAlignedQuat operator-() const
{
return PxAlignedQuat(-q.x,-q.y,-q.z,-q.w);
}
PX_CUDA_CALLABLE PX_FORCE_INLINE PxAlignedQuat operator-(const PxAlignedQuat& q2) const
{
return PxAlignedQuat(q - q2.q);
}
PX_CUDA_CALLABLE PX_FORCE_INLINE PxAlignedQuat operator*(PxReal r) const
{
return PxAlignedQuat(q*r);
}
// TODO avoroshilov: check if it's OK
PX_CUDA_CALLABLE PX_FORCE_INLINE operator PxQuat() const
{
return PxQuat(q.x, q.y, q.z, q.w);
}
/** the quaternion elements */
float4 q;
}
PX_ALIGN_SUFFIX(16);
#if !PX_DOXYGEN
} // namespace physx
#endif
#endif // PX_FOUNDATION_PX_QUAT_H