physxCAPI/physxCDLL/include/foundation/PxMat44.h
2023-08-11 10:55:58 +08:00

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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. 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 Type>
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<Type>& col0, const PxVec4T<Type>& col1, const PxVec4T<Type>& col2, const PxVec4T<Type>& 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<Type>& col0, const PxVec3T<Type>& col1, const PxVec3T<Type>& col2, const PxVec3T<Type>& 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<Type>& 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>(Type(1.0) - yy - zz, xy + zw, xz - yw, Type(0.0));
column1 = PxVec4T<Type>(xy - zw, Type(1.0) - xx - zz, yz + xw, Type(0.0));
column2 = PxVec4T<Type>(xz + yw, yz - xw, Type(1.0) - xx - yy, Type(0.0));
column3 = PxVec4T<Type>(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<Type>& 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<Type>& axes, const PxVec3T<Type>& 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<Type>(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<Type>(column0.x, column1.x, column2.x, column3.x), PxVec4T<Type>(column0.y, column1.y, column2.y, column3.y),
PxVec4T<Type>(column0.z, column1.z, column2.z, column3.z), PxVec4T<Type>(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<class Type2>
friend PxMat44T<Type2> operator*(Type2, const PxMat44T<Type2>&);
//! Matrix multiplication
PX_CUDA_CALLABLE PX_INLINE const PxMat44T operator*(const PxMat44T& other) const
{
// Rows from this <dot> columns from other
// column0 = transform(other.column0) etc
return PxMat44T(transform(other.column0), transform(other.column1), transform(other.column2), transform(other.column3));
}
// a <op>= 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<Type> transform(const PxVec4T<Type>& 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<Type> transform(const PxVec3T<Type>& other) const
{
return transform(PxVec4T<Type>(other, Type(1.0))).getXYZ();
}
//! Rotate vector by matrix, equal to v' = M*v
PX_CUDA_CALLABLE PX_INLINE const PxVec4T<Type> rotate(const PxVec4T<Type>& 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<Type> rotate(const PxVec3T<Type>& other) const
{
return rotate(PxVec4T<Type>(other, Type(1.0))).getXYZ();
}
PX_CUDA_CALLABLE PX_INLINE const PxVec3T<Type> getBasis(PxU32 num) const
{
PX_ASSERT(num < 3);
return (&column0)[num].getXYZ();
}
PX_CUDA_CALLABLE PX_INLINE const PxVec3T<Type> getPosition() const
{
return column3.getXYZ();
}
PX_CUDA_CALLABLE PX_INLINE void setPosition(const PxVec3T<Type>& 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<Type>& operator[](PxU32 num)
{
return (&column0)[num];
}
PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec4T<Type>& operator[](PxU32 num) const
{
return (&column0)[num];
}
PX_CUDA_CALLABLE PX_INLINE void scale(const PxVec4T<Type>& 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<Type> r0(column0.x, column1.x, column2.x);
const PxVec3T<Type> r1(column0.y, column1.y, column2.y);
const PxVec3T<Type> 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<Type> column0, column1, column2, column3; // the four base vectors
};
// implementation from PxTransform.h
template<class Type>
PX_CUDA_CALLABLE PX_FORCE_INLINE PxTransformT<Type>::PxTransformT(const PxMat44T<Type>& m)
{
const PxVec3T<Type> column0(m.column0.x, m.column0.y, m.column0.z);
const PxVec3T<Type> column1(m.column1.x, m.column1.y, m.column1.z);
const PxVec3T<Type> column2(m.column2.x, m.column2.y, m.column2.z);
q = PxQuatT<Type>(PxMat33T<Type>(column0, column1, column2));
p = PxVec3T<Type>(m.column3.x, m.column3.y, m.column3.z);
}
typedef PxMat44T<float> PxMat44;
typedef PxMat44T<double> PxMat44d;
#if !PX_DOXYGEN
} // namespace physx
#endif
/** @} */
#endif