PhysX SDK 3.2 API Reference: PxMat33.h Source File

PhysX SDK 3.2 API

PxMat33.h

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00029 
00030 
00031 #ifndef PX_FOUNDATION_PX_MAT33_H
00032 #define PX_FOUNDATION_PX_MAT33_H
00033 
00037 #include "foundation/PxVec3.h"
00038 #include "foundation/PxQuat.h"
00039 
00040 #ifndef PX_DOXYGEN
00041 namespace physx
00042 {
00043 #endif
00044 
00091 class PxMat33
00092 {
00093 public:
00095     PX_CUDA_CALLABLE PX_INLINE PxMat33()
00096     {}
00097 
00099     PX_CUDA_CALLABLE PxMat33(const PxVec3& col0, const PxVec3& col1, const PxVec3& col2)
00100         : column0(col0), column1(col1), column2(col2)
00101     {}
00102 
00104     PX_CUDA_CALLABLE explicit PX_INLINE PxMat33(PxReal values[]):
00105         column0(values[0],values[1],values[2]),
00106         column1(values[3],values[4],values[5]),
00107         column2(values[6],values[7],values[8])
00108     {
00109     }
00110 
00112     PX_CUDA_CALLABLE explicit PX_FORCE_INLINE PxMat33(const PxQuat& q)
00113     {
00114         const PxReal x = q.x;
00115         const PxReal y = q.y;
00116         const PxReal z = q.z;
00117         const PxReal w = q.w;
00118 
00119         const PxReal x2 = x + x;
00120         const PxReal y2 = y + y;
00121         const PxReal z2 = z + z;
00122 
00123         const PxReal xx = x2*x;
00124         const PxReal yy = y2*y;
00125         const PxReal zz = z2*z;
00126 
00127         const PxReal xy = x2*y;
00128         const PxReal xz = x2*z;
00129         const PxReal xw = x2*w;
00130 
00131         const PxReal yz = y2*z;
00132         const PxReal yw = y2*w;
00133         const PxReal zw = z2*w;
00134 
00135         column0 = PxVec3(1.0f - yy - zz, xy + zw, xz - yw);
00136         column1 = PxVec3(xy - zw, 1.0f - xx - zz, yz + xw);
00137         column2 = PxVec3(xz + yw, yz - xw, 1.0f - xx - yy);
00138     }
00139 
00141     PX_CUDA_CALLABLE PX_INLINE PxMat33(const PxMat33& other)
00142         : column0(other.column0), column1(other.column1), column2(other.column2)
00143     {}
00144 
00146     PX_CUDA_CALLABLE PX_FORCE_INLINE PxMat33& operator=(const PxMat33& other)
00147     {
00148         column0 = other.column0;
00149         column1 = other.column1;
00150         column2 = other.column2;
00151         return *this;
00152     }
00153 
00155     PX_CUDA_CALLABLE PX_INLINE static PxMat33 createIdentity()
00156     {
00157         return PxMat33(PxVec3(1,0,0), PxVec3(0,1,0), PxVec3(0,0,1));
00158     }
00159 
00161     PX_CUDA_CALLABLE PX_INLINE static PxMat33 createZero()
00162     {
00163         return PxMat33(PxVec3(0.0f), PxVec3(0.0f), PxVec3(0.0f));
00164     }
00165 
00167     PX_CUDA_CALLABLE PX_INLINE static PxMat33 createDiagonal(const PxVec3& d)
00168     {
00169         return PxMat33(PxVec3(d.x,0.0f,0.0f), PxVec3(0.0f,d.y,0.0f), PxVec3(0.0f,0.0f,d.z));
00170     }
00171 
00172 
00174     PX_CUDA_CALLABLE PX_FORCE_INLINE PxMat33 getTranspose() const
00175     {
00176         const PxVec3 v0(column0.x, column1.x, column2.x);
00177         const PxVec3 v1(column0.y, column1.y, column2.y);
00178         const PxVec3 v2(column0.z, column1.z, column2.z);
00179 
00180         return PxMat33(v0,v1,v2);   
00181     }
00182 
00184     PX_CUDA_CALLABLE PX_INLINE PxMat33 getInverse() const
00185     {
00186         const PxReal det = getDeterminant();
00187         PxMat33 inverse;
00188 
00189         if(det != 0)
00190         {
00191             const PxReal invDet = 1.0f/det;
00192 
00193             inverse.column0[0] = invDet * (column1[1]*column2[2] - column2[1]*column1[2]);                          
00194             inverse.column0[1] = invDet *-(column0[1]*column2[2] - column2[1]*column0[2]);
00195             inverse.column0[2] = invDet * (column0[1]*column1[2] - column0[2]*column1[1]);
00196 
00197             inverse.column1[0] = invDet *-(column1[0]*column2[2] - column1[2]*column2[0]);
00198             inverse.column1[1] = invDet * (column0[0]*column2[2] - column0[2]*column2[0]);
00199             inverse.column1[2] = invDet *-(column0[0]*column1[2] - column0[2]*column1[0]);
00200 
00201             inverse.column2[0] = invDet * (column1[0]*column2[1] - column1[1]*column2[0]);
00202             inverse.column2[1] = invDet *-(column0[0]*column2[1] - column0[1]*column2[0]);
00203             inverse.column2[2] = invDet * (column0[0]*column1[1] - column1[0]*column0[1]);
00204 
00205             return inverse;
00206         }
00207         else
00208         {
00209             return createIdentity();
00210         }
00211     }
00212 
00214     PX_CUDA_CALLABLE PX_INLINE PxReal getDeterminant() const
00215     {
00216         return column0.dot(column1.cross(column2));
00217     }
00218 
00220     PX_CUDA_CALLABLE PX_INLINE PxMat33 operator-() const
00221     {
00222         return PxMat33(-column0, -column1, -column2);
00223     }
00224 
00226     PX_CUDA_CALLABLE PX_INLINE PxMat33 operator+(const PxMat33& other) const
00227     {
00228         return PxMat33( column0+other.column0,
00229                       column1+other.column1,
00230                       column2+other.column2);
00231     }
00232 
00234     PX_CUDA_CALLABLE PX_INLINE PxMat33 operator-(const PxMat33& other) const
00235     {
00236         return PxMat33( column0-other.column0,
00237                       column1-other.column1,
00238                       column2-other.column2);
00239     }
00240 
00242     PX_CUDA_CALLABLE PX_INLINE PxMat33 operator*(PxReal scalar) const
00243     {
00244         return PxMat33(column0*scalar, column1*scalar, column2*scalar);
00245     }
00246 
00247     friend PxMat33 operator*(PxReal, const PxMat33&);
00248 
00250     PX_CUDA_CALLABLE PX_INLINE PxVec3 operator*(const PxVec3& vec) const
00251     {
00252         return transform(vec);
00253     }
00254 
00256     PX_CUDA_CALLABLE PX_FORCE_INLINE PxMat33 operator*(const PxMat33& other) const
00257     {
00258         //Rows from this <dot> columns from other
00259         //column0 = transform(other.column0) etc
00260         return PxMat33(transform(other.column0), transform(other.column1), transform(other.column2));
00261     }
00262 
00263     // a <op>= b operators
00264 
00266     PX_CUDA_CALLABLE PX_INLINE PxMat33& operator+=(const PxMat33& other)
00267     {
00268         column0 += other.column0;
00269         column1 += other.column1;
00270         column2 += other.column2;
00271         return *this;
00272     }
00273 
00275     PX_CUDA_CALLABLE PX_INLINE PxMat33& operator-=(const PxMat33& other)
00276     {
00277         column0 -= other.column0;
00278         column1 -= other.column1;
00279         column2 -= other.column2;
00280         return *this;
00281     }
00282 
00284     PX_CUDA_CALLABLE PX_INLINE PxMat33& operator*=(PxReal scalar)
00285     {
00286         column0 *= scalar;
00287         column1 *= scalar;
00288         column2 *= scalar;
00289         return *this;
00290     }
00291 
00293     PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal operator()(unsigned int row, unsigned int col) const
00294     {
00295         return (*this)[col][row];
00296     }
00297 
00299     PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal& operator()(unsigned int row, unsigned int col)
00300     {
00301         return (*this)[col][row];
00302     }
00303 
00304     // Transform etc
00305     
00307     PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 transform(const PxVec3& other) const
00308     {
00309         return column0*other.x + column1*other.y + column2*other.z;
00310     }
00311 
00313     PX_CUDA_CALLABLE PX_INLINE PxVec3 transformTranspose(const PxVec3& other) const
00314     {
00315         return PxVec3(  column0.dot(other),
00316                         column1.dot(other),
00317                         column2.dot(other));
00318     }
00319 
00320     PX_CUDA_CALLABLE PX_FORCE_INLINE const PxReal* front() const
00321     {
00322         return &column0.x;
00323     }
00324 
00325     PX_CUDA_CALLABLE PX_FORCE_INLINE            PxVec3& operator[](int num)         {return (&column0)[num];}
00326     PX_CUDA_CALLABLE PX_FORCE_INLINE const  PxVec3& operator[](int num) const   {return (&column0)[num];}
00327 
00328     //Data, see above for format!
00329 
00330     PxVec3 column0, column1, column2; //the three base vectors
00331 };
00332 
00333 // implementation from PxQuat.h
00334 PX_CUDA_CALLABLE PX_INLINE PxQuat::PxQuat(const PxMat33& m)
00335 {
00336     PxReal tr = m(0,0) + m(1,1) + m(2,2), h;
00337     if(tr >= 0)
00338     {
00339         h = PxSqrt(tr +1);
00340         w = PxReal(0.5) * h;
00341         h = PxReal(0.5) / h;
00342 
00343         x = (m(2,1) - m(1,2)) * h;
00344         y = (m(0,2) - m(2,0)) * h;
00345         z = (m(1,0) - m(0,1)) * h;
00346     }
00347     else
00348     {
00349         int i = 0; 
00350         if (m(1,1) > m(0,0))
00351             i = 1; 
00352         if (m(2,2) > m(i,i))
00353             i = 2; 
00354         switch (i)
00355         {
00356         case 0:
00357             h = PxSqrt((m(0,0) - (m(1,1) + m(2,2))) + 1);
00358             x = PxReal(0.5) * h;
00359             h = PxReal(0.5) / h;
00360 
00361             y = (m(0,1) + m(1,0)) * h; 
00362             z = (m(2,0) + m(0,2)) * h;
00363             w = (m(2,1) - m(1,2)) * h;
00364             break;
00365         case 1:
00366             h = PxSqrt((m(1,1) - (m(2,2) + m(0,0))) + 1);
00367             y = PxReal(0.5) * h;
00368             h = PxReal(0.5) / h;
00369 
00370             z = (m(1,2) + m(2,1)) * h;
00371             x = (m(0,1) + m(1,0)) * h;
00372             w = (m(0,2) - m(2,0)) * h;
00373             break;
00374         case 2:
00375             h = PxSqrt((m(2,2) - (m(0,0) + m(1,1))) + 1);
00376             z = PxReal(0.5) * h;
00377             h = PxReal(0.5) / h;
00378 
00379             x = (m(2,0) + m(0,2)) * h;
00380             y = (m(1,2) + m(2,1)) * h;
00381             w = (m(1,0) - m(0,1)) * h;
00382             break;
00383         default: // Make compiler happy
00384             x = y = z = w = 0;
00385             break;
00386         }
00387     }
00388 }
00389 
00390 #ifndef PX_DOXYGEN
00391 } // namespace physx
00392 #endif
00393 
00395 #endif // PX_FOUNDATION_PX_MAT33_H


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