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All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef PX_FOUNDATION_PX_MAT33_H #define PX_FOUNDATION_PX_MAT33_H /** \addtogroup foundation @{ */ #include "foundation/PxVec3.h" #include "foundation/PxQuat.h" #ifndef PX_DOXYGEN namespace physx { #endif /*! \brief 3x3 matrix class Some clarifications, as there have been much confusion about matrix formats etc in the past. Short: - Matrix have base vectors in columns (vectors are column matrices, 3x1 matrices). - Matrix is physically stored in column major format - Matrices are concaternated from left Long: Given three base vectors a, b and c the matrix is stored as |a.x b.x c.x| |a.y b.y c.y| |a.z b.z c.z| Vectors are treated as columns, so the vector v is |x| |y| |z| And matrices are applied _before_ the vector (pre-multiplication) v' = M*v |x'| |a.x b.x c.x| |x| |a.x*x + b.x*y + c.x*z| |y'| = |a.y b.y c.y| * |y| = |a.y*x + b.y*y + c.y*z| |z'| |a.z b.z c.z| |z| |a.z*x + b.z*y + c.z*z| Physical storage and indexing: To be compatible with popular 3d rendering APIs (read D3d and OpenGL) the physical indexing is |0 3 6| |1 4 7| |2 5 8| index = column*3 + row which in C++ translates to M[column][row] The mathematical indexing is M_row,column and this is what is used for _-notation so _12 is 1st row, second column and operator(row, column)! */ class PxMat33 { public: //! Default constructor PX_CUDA_CALLABLE PX_INLINE PxMat33() {} //! Construct from three base vectors PX_CUDA_CALLABLE PxMat33(const PxVec3& col0, const PxVec3& col1, const PxVec3& col2) : column0(col0), column1(col1), column2(col2) {} //! Construct from float[9] PX_CUDA_CALLABLE explicit PX_INLINE PxMat33(PxReal values[]): column0(values[0],values[1],values[2]), column1(values[3],values[4],values[5]), column2(values[6],values[7],values[8]) { } //! Construct from a quaternion PX_CUDA_CALLABLE explicit PX_FORCE_INLINE PxMat33(const PxQuat& q) { const PxReal x = q.x; const PxReal y = q.y; const PxReal z = q.z; const PxReal w = q.w; const PxReal x2 = x + x; const PxReal y2 = y + y; const PxReal z2 = z + z; const PxReal xx = x2*x; const PxReal yy = y2*y; const PxReal zz = z2*z; const PxReal xy = x2*y; const PxReal xz = x2*z; const PxReal xw = x2*w; const PxReal yz = y2*z; const PxReal yw = y2*w; const PxReal zw = z2*w; column0 = PxVec3(1.0f - yy - zz, xy + zw, xz - yw); column1 = PxVec3(xy - zw, 1.0f - xx - zz, yz + xw); column2 = PxVec3(xz + yw, yz - xw, 1.0f - xx - yy); } //! Copy constructor PX_CUDA_CALLABLE PX_INLINE PxMat33(const PxMat33& other) : column0(other.column0), column1(other.column1), column2(other.column2) {} //! Assignment operator PX_CUDA_CALLABLE PX_FORCE_INLINE PxMat33& operator=(const PxMat33& other) { column0 = other.column0; column1 = other.column1; column2 = other.column2; return *this; } //! Set to identity matrix PX_CUDA_CALLABLE PX_INLINE static PxMat33 createIdentity() { return PxMat33(PxVec3(1,0,0), PxVec3(0,1,0), PxVec3(0,0,1)); } //! Set to zero matrix PX_CUDA_CALLABLE PX_INLINE static PxMat33 createZero() { return PxMat33(PxVec3(0.0f), PxVec3(0.0f), PxVec3(0.0f)); } //! Construct from diagonal, off-diagonals are zero. PX_CUDA_CALLABLE PX_INLINE static PxMat33 createDiagonal(const PxVec3& d) { return PxMat33(PxVec3(d.x,0.0f,0.0f), PxVec3(0.0f,d.y,0.0f), PxVec3(0.0f,0.0f,d.z)); } //! Get transposed matrix PX_CUDA_CALLABLE PX_FORCE_INLINE PxMat33 getTranspose() const { const PxVec3 v0(column0.x, column1.x, column2.x); const PxVec3 v1(column0.y, column1.y, column2.y); const PxVec3 v2(column0.z, column1.z, column2.z); return PxMat33(v0,v1,v2); } //! Get the real inverse PX_CUDA_CALLABLE PX_INLINE PxMat33 getInverse() const { const PxReal det = getDeterminant(); PxMat33 inverse; if(det != 0) { const PxReal invDet = 1.0f/det; inverse.column0[0] = invDet * (column1[1]*column2[2] - column2[1]*column1[2]); inverse.column0[1] = invDet *-(column0[1]*column2[2] - column2[1]*column0[2]); inverse.column0[2] = invDet * (column0[1]*column1[2] - column0[2]*column1[1]); inverse.column1[0] = invDet *-(column1[0]*column2[2] - column1[2]*column2[0]); inverse.column1[1] = invDet * (column0[0]*column2[2] - column0[2]*column2[0]); inverse.column1[2] = invDet *-(column0[0]*column1[2] - column0[2]*column1[0]); inverse.column2[0] = invDet * (column1[0]*column2[1] - column1[1]*column2[0]); inverse.column2[1] = invDet *-(column0[0]*column2[1] - column0[1]*column2[0]); inverse.column2[2] = invDet * (column0[0]*column1[1] - column1[0]*column0[1]); return inverse; } else { return createIdentity(); } } //! Get determinant PX_CUDA_CALLABLE PX_INLINE PxReal getDeterminant() const { return column0.dot(column1.cross(column2)); } //! Unary minus PX_CUDA_CALLABLE PX_INLINE PxMat33 operator-() const { return PxMat33(-column0, -column1, -column2); } //! Add PX_CUDA_CALLABLE PX_INLINE PxMat33 operator+(const PxMat33& other) const { return PxMat33( column0+other.column0, column1+other.column1, column2+other.column2); } //! Subtract PX_CUDA_CALLABLE PX_INLINE PxMat33 operator-(const PxMat33& other) const { return PxMat33( column0-other.column0, column1-other.column1, column2-other.column2); } //! Scalar multiplication PX_CUDA_CALLABLE PX_INLINE PxMat33 operator*(PxReal scalar) const { return PxMat33(column0*scalar, column1*scalar, column2*scalar); } friend PxMat33 operator*(PxReal, const PxMat33&); //! Matrix vector multiplication (returns 'this->transform(vec)') PX_CUDA_CALLABLE PX_INLINE PxVec3 operator*(const PxVec3& vec) const { return transform(vec); } //! Matrix multiplication PX_CUDA_CALLABLE PX_FORCE_INLINE PxMat33 operator*(const PxMat33& other) const { //Rows from this columns from other //column0 = transform(other.column0) etc return PxMat33(transform(other.column0), transform(other.column1), transform(other.column2)); } // a = b operators //! Equals-add PX_CUDA_CALLABLE PX_INLINE PxMat33& operator+=(const PxMat33& other) { column0 += other.column0; column1 += other.column1; column2 += other.column2; return *this; } //! Equals-sub PX_CUDA_CALLABLE PX_INLINE PxMat33& operator-=(const PxMat33& other) { column0 -= other.column0; column1 -= other.column1; column2 -= other.column2; return *this; } //! Equals scalar multiplication PX_CUDA_CALLABLE PX_INLINE PxMat33& operator*=(PxReal scalar) { column0 *= scalar; column1 *= scalar; column2 *= scalar; return *this; } //! Element access, mathematical way! PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal operator()(unsigned int row, unsigned int col) const { return (*this)[col][row]; } //! Element access, mathematical way! PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal& operator()(unsigned int row, unsigned int col) { return (*this)[col][row]; } // Transform etc //! Transform vector by matrix, equal to v' = M*v PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 transform(const PxVec3& other) const { return column0*other.x + column1*other.y + column2*other.z; } //! Transform vector by matrix transpose, v' = M^t*v PX_CUDA_CALLABLE PX_INLINE PxVec3 transformTranspose(const PxVec3& other) const { return PxVec3( column0.dot(other), column1.dot(other), column2.dot(other)); } PX_CUDA_CALLABLE PX_FORCE_INLINE const PxReal* front() const { return &column0.x; } PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3& operator[](int num) {return (&column0)[num];} PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec3& operator[](int num) const {return (&column0)[num];} //Data, see above for format! PxVec3 column0, column1, column2; //the three base vectors }; // implementation from PxQuat.h PX_CUDA_CALLABLE PX_INLINE PxQuat::PxQuat(const PxMat33& m) { PxReal tr = m(0,0) + m(1,1) + m(2,2), h; if(tr >= 0) { h = PxSqrt(tr +1); w = PxReal(0.5) * h; h = PxReal(0.5) / h; x = (m(2,1) - m(1,2)) * h; y = (m(0,2) - m(2,0)) * h; z = (m(1,0) - m(0,1)) * h; } else { int i = 0; if (m(1,1) > m(0,0)) i = 1; if (m(2,2) > m(i,i)) i = 2; switch (i) { case 0: h = PxSqrt((m(0,0) - (m(1,1) + m(2,2))) + 1); x = PxReal(0.5) * h; h = PxReal(0.5) / h; y = (m(0,1) + m(1,0)) * h; z = (m(2,0) + m(0,2)) * h; w = (m(2,1) - m(1,2)) * h; break; case 1: h = PxSqrt((m(1,1) - (m(2,2) + m(0,0))) + 1); y = PxReal(0.5) * h; h = PxReal(0.5) / h; z = (m(1,2) + m(2,1)) * h; x = (m(0,1) + m(1,0)) * h; w = (m(0,2) - m(2,0)) * h; break; case 2: h = PxSqrt((m(2,2) - (m(0,0) + m(1,1))) + 1); z = PxReal(0.5) * h; h = PxReal(0.5) / h; x = (m(2,0) + m(0,2)) * h; y = (m(1,2) + m(2,1)) * h; w = (m(1,0) - m(0,1)) * h; break; default: // Make compiler happy x = y = z = w = 0; break; } } } #ifndef PX_DOXYGEN } // namespace physx #endif /** @} */ #endif // PX_FOUNDATION_PX_MAT33_H