352 lines
10 KiB
C
352 lines
10 KiB
C
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// This code contains NVIDIA Confidential Information and is disclosed to you
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// under a form of NVIDIA software license agreement provided separately to you.
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//
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// Notice
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// NVIDIA Corporation and its licensors retain all intellectual property and
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// proprietary rights in and to this software and related documentation and
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// any modifications thereto. Any use, reproduction, disclosure, or
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// distribution of this software and related documentation without an express
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// license agreement from NVIDIA Corporation is strictly prohibited.
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//
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// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
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// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
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// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
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//
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// Information and code furnished is believed to be accurate and reliable.
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// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
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// information or for any infringement of patents or other rights of third parties that may
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// result from its use. No license is granted by implication or otherwise under any patent
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// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
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// This code supersedes and replaces all information previously supplied.
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// NVIDIA Corporation products are not authorized for use as critical
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// components in life support devices or systems without express written approval of
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// NVIDIA Corporation.
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//
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// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_FOUNDATION_PX_MAT44_H
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#define PX_FOUNDATION_PX_MAT44_H
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/** \addtogroup foundation
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@{
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*/
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#include "foundation/PxQuat.h"
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#include "foundation/PxVec4.h"
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#include "foundation/PxMat33.h"
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#include "foundation/PxTransform.h"
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#ifndef PX_DOXYGEN
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namespace physx
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{
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#endif
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/*!
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\brief 4x4 matrix class
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This class is layout-compatible with D3D and OpenGL matrices. More notes on layout are given in the PxMat33
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@see PxMat33 PxTransform
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*/
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class PxMat44
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{
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public:
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//! Default constructor
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PX_CUDA_CALLABLE PX_INLINE PxMat44()
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{}
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//! Construct from four 4-vectors
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PX_CUDA_CALLABLE PxMat44(const PxVec4& col0, const PxVec4& col1, const PxVec4& col2, const PxVec4 &col3)
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: column0(col0), column1(col1), column2(col2), column3(col3)
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{}
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//! Construct from three base vectors and a translation
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PX_CUDA_CALLABLE PxMat44(const PxVec3& column0, const PxVec3& column1, const PxVec3& column2, const PxVec3& column3)
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: column0(column0,0), column1(column1,0), column2(column2,0), column3(column3,1)
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{}
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//! Construct from float[16]
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explicit PX_CUDA_CALLABLE PX_INLINE PxMat44(PxReal values[]):
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column0(values[0],values[1],values[2], values[3]),
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column1(values[4],values[5],values[6], values[7]),
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column2(values[8],values[9],values[10], values[11]),
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column3(values[12], values[13], values[14], values[15])
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{
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}
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//! Construct from a quaternion
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explicit PX_CUDA_CALLABLE PX_INLINE PxMat44(const PxQuat& q)
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{
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const PxReal x = q.x;
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const PxReal y = q.y;
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const PxReal z = q.z;
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const PxReal w = q.w;
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const PxReal x2 = x + x;
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const PxReal y2 = y + y;
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const PxReal z2 = z + z;
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const PxReal xx = x2*x;
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const PxReal yy = y2*y;
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const PxReal zz = z2*z;
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const PxReal xy = x2*y;
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const PxReal xz = x2*z;
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const PxReal xw = x2*w;
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const PxReal yz = y2*z;
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const PxReal yw = y2*w;
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const PxReal zw = z2*w;
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column0 = PxVec4(1.0f - yy - zz, xy + zw, xz - yw, 0.0f);
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column1 = PxVec4(xy - zw, 1.0f - xx - zz, yz + xw, 0.0f);
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column2 = PxVec4(xz + yw, yz - xw, 1.0f - xx - yy, 0.0f);
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column3 = PxVec4(0.0f, 0.0f, 0.0f, 1.0f);
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}
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//! Construct from a diagonal vector
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explicit PX_CUDA_CALLABLE PX_INLINE PxMat44(const PxVec4& diagonal):
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column0(diagonal.x,0.0f,0.0f,0.0f),
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column1(0.0f,diagonal.y,0.0f,0.0f),
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column2(0.0f,0.0f,diagonal.z,0.0f),
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column3(0.0f,0.0f,0.0f,diagonal.w)
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{
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}
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PX_CUDA_CALLABLE PxMat44(const PxMat33& orientation, const PxVec3& position):
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column0(orientation.column0,0.0f),
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column1(orientation.column1,0.0f),
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column2(orientation.column2,0.0f),
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column3(position,1)
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{
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}
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PX_CUDA_CALLABLE PxMat44(const PxTransform& t)
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{
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*this = PxMat44(PxMat33(t.q), t.p);
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}
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//! Copy constructor
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PX_CUDA_CALLABLE PX_INLINE PxMat44(const PxMat44& other)
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: column0(other.column0), column1(other.column1), column2(other.column2), column3(other.column3)
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{}
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//! Assignment operator
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PX_CUDA_CALLABLE PX_INLINE const PxMat44& operator=(const PxMat44& other)
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{
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column0 = other.column0;
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column1 = other.column1;
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column2 = other.column2;
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column3 = other.column3;
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return *this;
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}
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PX_CUDA_CALLABLE PX_INLINE static PxMat44 createIdentity()
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{
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return PxMat44(
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PxVec4(1.0f,0.0f,0.0f,0.0f),
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PxVec4(0.0f,1.0f,0.0f,0.0f),
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PxVec4(0.0f,0.0f,1.0f,0.0f),
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PxVec4(0.0f,0.0f,0.0f,1.0f));
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}
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PX_CUDA_CALLABLE PX_INLINE static PxMat44 createZero()
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{
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return PxMat44(PxVec4(0.0f), PxVec4(0.0f), PxVec4(0.0f), PxVec4(0.0f));
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}
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//! Get transposed matrix
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PX_CUDA_CALLABLE PX_INLINE PxMat44 getTranspose() const
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{
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return PxMat44(PxVec4(column0.x, column1.x, column2.x, column3.x),
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PxVec4(column0.y, column1.y, column2.y, column3.y),
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PxVec4(column0.z, column1.z, column2.z, column3.z),
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PxVec4(column0.w, column1.w, column2.w, column3.w));
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}
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//! Unary minus
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PX_CUDA_CALLABLE PX_INLINE PxMat44 operator-() const
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{
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return PxMat44(-column0, -column1, -column2, -column3);
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}
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//! Add
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PX_CUDA_CALLABLE PX_INLINE PxMat44 operator+(const PxMat44& other) const
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{
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return PxMat44( column0+other.column0,
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column1+other.column1,
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column2+other.column2,
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column3+other.column3);
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}
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//! Subtract
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PX_CUDA_CALLABLE PX_INLINE PxMat44 operator-(const PxMat44& other) const
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{
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return PxMat44( column0-other.column0,
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column1-other.column1,
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column2-other.column2,
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column3-other.column3);
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}
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//! Scalar multiplication
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PX_CUDA_CALLABLE PX_INLINE PxMat44 operator*(PxReal scalar) const
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{
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return PxMat44(column0*scalar, column1*scalar, column2*scalar, column3*scalar);
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}
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friend PxMat44 operator*(PxReal, const PxMat44&);
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//! Matrix multiplication
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PX_CUDA_CALLABLE PX_INLINE PxMat44 operator*(const PxMat44& other) const
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{
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//Rows from this <dot> columns from other
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//column0 = transform(other.column0) etc
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return PxMat44(transform(other.column0), transform(other.column1), transform(other.column2), transform(other.column3));
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}
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// a <op>= b operators
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//! Equals-add
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PX_CUDA_CALLABLE PX_INLINE PxMat44& operator+=(const PxMat44& other)
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{
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column0 += other.column0;
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column1 += other.column1;
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column2 += other.column2;
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column3 += other.column3;
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return *this;
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}
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//! Equals-sub
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PX_CUDA_CALLABLE PX_INLINE PxMat44& operator-=(const PxMat44& other)
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{
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column0 -= other.column0;
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column1 -= other.column1;
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column2 -= other.column2;
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column3 -= other.column3;
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return *this;
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}
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//! Equals scalar multiplication
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PX_CUDA_CALLABLE PX_INLINE PxMat44& operator*=(PxReal scalar)
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{
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column0 *= scalar;
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column1 *= scalar;
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column2 *= scalar;
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column3 *= scalar;
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return *this;
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}
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//! Element access, mathematical way!
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal operator()(unsigned int row, unsigned int col) const
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{
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return (*this)[col][row];
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}
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//! Element access, mathematical way!
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal& operator()(unsigned int row, unsigned int col)
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{
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return (*this)[col][row];
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}
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//! Transform vector by matrix, equal to v' = M*v
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PX_CUDA_CALLABLE PX_INLINE PxVec4 transform(const PxVec4& other) const
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{
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return column0*other.x + column1*other.y + column2*other.z + column3*other.w;
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}
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//! Transform vector by matrix, equal to v' = M*v
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PX_CUDA_CALLABLE PX_INLINE PxVec3 transform(const PxVec3& other) const
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{
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return transform(PxVec4(other,1)).getXYZ();
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}
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//! Rotate vector by matrix, equal to v' = M*v
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PX_CUDA_CALLABLE PX_INLINE PxVec4 rotate(const PxVec4& other) const
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{
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return column0*other.x + column1*other.y + column2*other.z;// + column3*0;
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}
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//! Rotate vector by matrix, equal to v' = M*v
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PX_CUDA_CALLABLE PX_INLINE PxVec3 rotate(const PxVec3& other) const
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{
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return rotate(PxVec4(other,1)).getXYZ();
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}
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PX_CUDA_CALLABLE PX_INLINE PxVec3 getBasis(int num) const
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{
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PX_ASSERT(num>=0 && num<3);
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return (&column0)[num].getXYZ();
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}
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PX_CUDA_CALLABLE PX_INLINE PxVec3 getPosition() const
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{
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return column3.getXYZ();
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}
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PX_CUDA_CALLABLE PX_INLINE void setPosition(const PxVec3& position)
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{
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column3.x = position.x;
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column3.y = position.y;
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column3.z = position.z;
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}
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PX_CUDA_CALLABLE PX_FORCE_INLINE const PxReal* front() const
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{
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return &column0.x;
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}
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec4& operator[](int num) {return (&column0)[num];}
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PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec4& operator[](int num) const {return (&column0)[num];}
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PX_CUDA_CALLABLE PX_INLINE void scale(const PxVec4& p)
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{
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column0 *= p.x;
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column1 *= p.y;
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column2 *= p.z;
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column3 *= p.w;
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}
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PX_CUDA_CALLABLE PX_INLINE PxMat44 inverseRT(void) const
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{
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PxVec3 r0(column0.x, column1.x, column2.x),
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r1(column0.y, column1.y, column2.y),
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r2(column0.z, column1.z, column2.z);
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return PxMat44(r0, r1, r2, -(r0 * column3.x + r1 * column3.y + r2 * column3.z));
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}
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PX_CUDA_CALLABLE PX_INLINE bool isFinite() const
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{
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return column0.isFinite() && column1.isFinite() && column2.isFinite() && column3.isFinite();
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}
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//Data, see above for format!
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PxVec4 column0, column1, column2, column3; //the four base vectors
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};
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// implementation from PxTransform.h
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxTransform::PxTransform(const PxMat44& m)
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{
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PxVec3 column0 = PxVec3(m.column0.x, m.column0.y, m.column0.z);
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PxVec3 column1 = PxVec3(m.column1.x, m.column1.y, m.column1.z);
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PxVec3 column2 = PxVec3(m.column2.x, m.column2.y, m.column2.z);
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q = PxQuat(PxMat33(column0, column1, column2));
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p = PxVec3(m.column3.x, m.column3.y, m.column3.z);
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}
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#ifndef PX_DOXYGEN
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} // namespace physx
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#endif
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/** @} */
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#endif // PX_FOUNDATION_PX_MAT44_H
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