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All rights reserved. #ifndef PX_MAT44_H #define PX_MAT44_H /** \addtogroup foundation @{ */ #include "foundation/PxQuat.h" #include "foundation/PxVec4.h" #include "foundation/PxMat33.h" #include "foundation/PxTransform.h" #if !PX_DOXYGEN namespace physx { #endif /*! \brief 4x4 matrix class This class is layout-compatible with D3D and OpenGL matrices. More notes on layout are given in the PxMat33 @see PxMat33 PxTransform */ template class PxMat44T { public: //! Default constructor PX_CUDA_CALLABLE PX_INLINE PxMat44T() { } //! identity constructor PX_CUDA_CALLABLE PX_INLINE PxMat44T(PxIDENTITY) : column0(Type(1.0), Type(0.0), Type(0.0), Type(0.0)), column1(Type(0.0), Type(1.0), Type(0.0), Type(0.0)), column2(Type(0.0), Type(0.0), Type(1.0), Type(0.0)), column3(Type(0.0), Type(0.0), Type(0.0), Type(1.0)) { } //! zero constructor PX_CUDA_CALLABLE PX_INLINE PxMat44T(PxZERO) : column0(PxZero), column1(PxZero), column2(PxZero), column3(PxZero) { } //! Construct from four 4-vectors PX_CUDA_CALLABLE PxMat44T(const PxVec4T& col0, const PxVec4T& col1, const PxVec4T& col2, const PxVec4T& col3) : column0(col0), column1(col1), column2(col2), column3(col3) { } //! constructor that generates a multiple of the identity matrix explicit PX_CUDA_CALLABLE PX_INLINE PxMat44T(Type r) : column0(r, Type(0.0), Type(0.0), Type(0.0)), column1(Type(0.0), r, Type(0.0), Type(0.0)), column2(Type(0.0), Type(0.0), r, Type(0.0)), column3(Type(0.0), Type(0.0), Type(0.0), r) { } //! Construct from three base vectors and a translation PX_CUDA_CALLABLE PxMat44T(const PxVec3T& col0, const PxVec3T& col1, const PxVec3T& col2, const PxVec3T& col3) : column0(col0, Type(0.0)), column1(col1, Type(0.0)), column2(col2, Type(0.0)), column3(col3, Type(1.0)) { } //! Construct from Type[16] explicit PX_CUDA_CALLABLE PX_INLINE PxMat44T(Type 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 PX_CUDA_CALLABLE PX_INLINE PxMat44T(const PxQuatT& q) { // PT: TODO: PX-566 const Type x = q.x; const Type y = q.y; const Type z = q.z; const Type w = q.w; const Type x2 = x + x; const Type y2 = y + y; const Type z2 = z + z; const Type xx = x2 * x; const Type yy = y2 * y; const Type zz = z2 * z; const Type xy = x2 * y; const Type xz = x2 * z; const Type xw = x2 * w; const Type yz = y2 * z; const Type yw = y2 * w; const Type zw = z2 * w; column0 = PxVec4T(Type(1.0) - yy - zz, xy + zw, xz - yw, Type(0.0)); column1 = PxVec4T(xy - zw, Type(1.0) - xx - zz, yz + xw, Type(0.0)); column2 = PxVec4T(xz + yw, yz - xw, Type(1.0) - xx - yy, Type(0.0)); column3 = PxVec4T(Type(0.0), Type(0.0), Type(0.0), Type(1.0)); } //! Construct from a diagonal vector explicit PX_CUDA_CALLABLE PX_INLINE PxMat44T(const PxVec4T& diagonal) : column0(diagonal.x, Type(0.0), Type(0.0), Type(0.0)), column1(Type(0.0), diagonal.y, Type(0.0), Type(0.0)), column2(Type(0.0), Type(0.0), diagonal.z, Type(0.0)), column3(Type(0.0), Type(0.0), Type(0.0), diagonal.w) { } //! Construct from Mat33 and a translation PX_CUDA_CALLABLE PxMat44T(const PxMat33T& axes, const PxVec3T& position) : column0(axes.column0, Type(0.0)), column1(axes.column1, Type(0.0)), column2(axes.column2, Type(0.0)), column3(position, Type(1.0)) { } PX_CUDA_CALLABLE PxMat44T(const PxTransform& t) { *this = PxMat44T(PxMat33T(t.q), t.p); } /** \brief returns true if the two matrices are exactly equal */ PX_CUDA_CALLABLE PX_INLINE bool operator==(const PxMat44T& m) const { return column0 == m.column0 && column1 == m.column1 && column2 == m.column2 && column3 == m.column3; } //! Copy constructor PX_CUDA_CALLABLE PX_INLINE PxMat44T(const PxMat44T& other) : column0(other.column0), column1(other.column1), column2(other.column2), column3(other.column3) { } //! Assignment operator PX_CUDA_CALLABLE PX_INLINE PxMat44T& operator=(const PxMat44T& other) { column0 = other.column0; column1 = other.column1; column2 = other.column2; column3 = other.column3; return *this; } //! Get transposed matrix PX_CUDA_CALLABLE PX_INLINE const PxMat44T getTranspose() const { return PxMat44T( PxVec4T(column0.x, column1.x, column2.x, column3.x), PxVec4T(column0.y, column1.y, column2.y, column3.y), PxVec4T(column0.z, column1.z, column2.z, column3.z), PxVec4T(column0.w, column1.w, column2.w, column3.w)); } //! Unary minus PX_CUDA_CALLABLE PX_INLINE const PxMat44T operator-() const { return PxMat44T(-column0, -column1, -column2, -column3); } //! Add PX_CUDA_CALLABLE PX_INLINE const PxMat44T operator+(const PxMat44T& other) const { return PxMat44T(column0 + other.column0, column1 + other.column1, column2 + other.column2, column3 + other.column3); } //! Subtract PX_CUDA_CALLABLE PX_INLINE const PxMat44T operator-(const PxMat44T& other) const { return PxMat44T(column0 - other.column0, column1 - other.column1, column2 - other.column2, column3 - other.column3); } //! Scalar multiplication PX_CUDA_CALLABLE PX_INLINE const PxMat44T operator*(Type scalar) const { return PxMat44T(column0 * scalar, column1 * scalar, column2 * scalar, column3 * scalar); } template friend PxMat44T operator*(Type2, const PxMat44T&); //! Matrix multiplication PX_CUDA_CALLABLE PX_INLINE const PxMat44T operator*(const PxMat44T& other) const { // Rows from this columns from other // column0 = transform(other.column0) etc return PxMat44T(transform(other.column0), transform(other.column1), transform(other.column2), transform(other.column3)); } // a = b operators //! Equals-add PX_CUDA_CALLABLE PX_INLINE PxMat44T& operator+=(const PxMat44T& other) { column0 += other.column0; column1 += other.column1; column2 += other.column2; column3 += other.column3; return *this; } //! Equals-sub PX_CUDA_CALLABLE PX_INLINE PxMat44T& operator-=(const PxMat44T& other) { column0 -= other.column0; column1 -= other.column1; column2 -= other.column2; column3 -= other.column3; return *this; } //! Equals scalar multiplication PX_CUDA_CALLABLE PX_INLINE PxMat44T& operator*=(Type scalar) { column0 *= scalar; column1 *= scalar; column2 *= scalar; column3 *= scalar; return *this; } //! Equals matrix multiplication PX_CUDA_CALLABLE PX_INLINE PxMat44T& operator*=(const PxMat44T& other) { *this = *this * other; return *this; } //! Element access, mathematical way! PX_CUDA_CALLABLE PX_FORCE_INLINE Type operator()(PxU32 row, PxU32 col) const { return (*this)[col][row]; } //! Element access, mathematical way! PX_CUDA_CALLABLE PX_FORCE_INLINE Type& operator()(PxU32 row, PxU32 col) { return (*this)[col][row]; } //! Transform vector by matrix, equal to v' = M*v PX_CUDA_CALLABLE PX_INLINE const PxVec4T transform(const PxVec4T& other) const { return column0 * other.x + column1 * other.y + column2 * other.z + column3 * other.w; } //! Transform vector by matrix, equal to v' = M*v PX_CUDA_CALLABLE PX_INLINE const PxVec3T transform(const PxVec3T& other) const { return transform(PxVec4T(other, Type(1.0))).getXYZ(); } //! Rotate vector by matrix, equal to v' = M*v PX_CUDA_CALLABLE PX_INLINE const PxVec4T rotate(const PxVec4T& other) const { return column0 * other.x + column1 * other.y + column2 * other.z; // + column3*0; } //! Rotate vector by matrix, equal to v' = M*v PX_CUDA_CALLABLE PX_INLINE const PxVec3T rotate(const PxVec3T& other) const { return rotate(PxVec4T(other, Type(1.0))).getXYZ(); } PX_CUDA_CALLABLE PX_INLINE const PxVec3T getBasis(PxU32 num) const { PX_ASSERT(num < 3); return (&column0)[num].getXYZ(); } PX_CUDA_CALLABLE PX_INLINE const PxVec3T getPosition() const { return column3.getXYZ(); } PX_CUDA_CALLABLE PX_INLINE void setPosition(const PxVec3T& position) { column3.x = position.x; column3.y = position.y; column3.z = position.z; } PX_CUDA_CALLABLE PX_FORCE_INLINE const Type* front() const { return &column0.x; } PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec4T& operator[](PxU32 num) { return (&column0)[num]; } PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec4T& operator[](PxU32 num) const { return (&column0)[num]; } PX_CUDA_CALLABLE PX_INLINE void scale(const PxVec4T& p) { column0 *= p.x; column1 *= p.y; column2 *= p.z; column3 *= p.w; } PX_CUDA_CALLABLE PX_INLINE const PxMat44T inverseRT(void) const { const PxVec3T r0(column0.x, column1.x, column2.x); const PxVec3T r1(column0.y, column1.y, column2.y); const PxVec3T r2(column0.z, column1.z, column2.z); return PxMat44T(r0, r1, r2, -(r0 * column3.x + r1 * column3.y + r2 * column3.z)); } PX_CUDA_CALLABLE PX_INLINE bool isFinite() const { return column0.isFinite() && column1.isFinite() && column2.isFinite() && column3.isFinite(); } // Data, see above for format! PxVec4T column0, column1, column2, column3; // the four base vectors }; // implementation from PxTransform.h template PX_CUDA_CALLABLE PX_FORCE_INLINE PxTransformT::PxTransformT(const PxMat44T& m) { const PxVec3T column0(m.column0.x, m.column0.y, m.column0.z); const PxVec3T column1(m.column1.x, m.column1.y, m.column1.z); const PxVec3T column2(m.column2.x, m.column2.y, m.column2.z); q = PxQuatT(PxMat33T(column0, column1, column2)); p = PxVec3T(m.column3.x, m.column3.y, m.column3.z); } typedef PxMat44T PxMat44; typedef PxMat44T PxMat44d; #if !PX_DOXYGEN } // namespace physx #endif /** @} */ #endif