genesis-3d_engine/Engine/ExtIncludes/physX3/windows/foundation/PxQuat.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

408 lines
9.9 KiB
C++

// This code contains NVIDIA Confidential Information and is disclosed to you
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//
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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_FOUNDATION_PX_QUAT_H
#define PX_FOUNDATION_PX_QUAT_H
/** \addtogroup foundation
@{
*/
#include "foundation/PxVec3.h"
#ifndef PX_DOXYGEN
namespace physx
{
#endif
/**
\brief This is a quaternion class. For more information on quaternion mathematics
consult a mathematics source on complex numbers.
*/
class PxQuat
{
public:
/**
\brief Default constructor, does not do any initialization.
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat() { }
/**
\brief Constructor. Take note of the order of the elements!
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat(PxReal nx, PxReal ny, PxReal nz, PxReal nw) : x(nx),y(ny),z(nz),w(nw) {}
/**
\brief Creates from angle-axis representation.
Axis must be normalized!
Angle is in radians!
<b>Unit:</b> Radians
*/
PX_CUDA_CALLABLE PX_INLINE PxQuat(PxReal angleRadians, const PxVec3& unitAxis)
{
PX_ASSERT(PxAbs(1.0f-unitAxis.magnitude())<1e-3f);
const PxReal a = angleRadians * 0.5f;
const PxReal s = PxSin(a);
w = PxCos(a);
x = unitAxis.x * s;
y = unitAxis.y * s;
z = unitAxis.z * s;
}
/**
\brief Copy ctor.
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat(const PxQuat& v): x(v.x), y(v.y), z(v.z), w(v.w) {}
/**
\brief Creates from orientation matrix.
\param[in] m Rotation matrix to extract quaternion from.
*/
PX_CUDA_CALLABLE PX_INLINE explicit PxQuat(const PxMat33& m); /* defined in PxMat33.h */
/**
\brief returns true if all elements are finite (not NAN or INF, etc.)
*/
PX_CUDA_CALLABLE bool isFinite() const
{
return PxIsFinite(x)
&& PxIsFinite(y)
&& PxIsFinite(z)
&& PxIsFinite(w);
}
/**
\brief returns true if finite and magnitude is close to unit
*/
PX_CUDA_CALLABLE bool isUnit() const
{
const PxReal unitTolerance = PxReal(1e-4);
return isFinite() && PxAbs(magnitude()-1)<unitTolerance;
}
/**
\brief returns true if finite and magnitude is reasonably close to unit to allow for some accumulation of error vs isValid
*/
PX_CUDA_CALLABLE bool isSane() const
{
const PxReal unitTolerance = PxReal(1e-2);
return isFinite() && PxAbs(magnitude()-1)<unitTolerance;
}
/**
\brief converts this quaternion to angle-axis representation
*/
PX_CUDA_CALLABLE PX_INLINE void toRadiansAndUnitAxis(PxReal& angle, PxVec3& axis) const
{
const PxReal quatEpsilon = (PxReal(1.0e-8f));
const PxReal s2 = x*x+y*y+z*z;
if(s2<quatEpsilon*quatEpsilon) // can't extract a sensible axis
{
angle = 0;
axis = PxVec3(1,0,0);
}
else
{
const PxReal s = PxRecipSqrt(s2);
axis = PxVec3(x,y,z) * s;
angle = PxAbs(w)<quatEpsilon ? PxPi : PxAtan2(s2*s, w) * 2;
}
}
/**
\brief Gets the angle between this quat and the identity quaternion.
<b>Unit:</b> Radians
*/
PX_CUDA_CALLABLE PX_INLINE PxReal getAngle() const
{
return PxAcos(w) * PxReal(2);
}
/**
\brief Gets the angle between this quat and the argument
<b>Unit:</b> Radians
*/
PX_CUDA_CALLABLE PX_INLINE PxReal getAngle(const PxQuat& q) const
{
return PxAcos(dot(q)) * PxReal(2);
}
/**
\brief This is the squared 4D vector length, should be 1 for unit quaternions.
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal magnitudeSquared() const
{
return x*x + y*y + z*z + w*w;
}
/**
\brief returns the scalar product of this and other.
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal dot(const PxQuat& v) const
{
return x * v.x + y * v.y + z * v.z + w * v.w;
}
PX_CUDA_CALLABLE PX_INLINE PxQuat getNormalized() const
{
const PxReal s = 1.0f/magnitude();
return PxQuat(x*s, y*s, z*s, w*s);
}
PX_CUDA_CALLABLE PX_INLINE float magnitude() const
{
return PxSqrt(magnitudeSquared());
}
//modifiers:
/**
\brief maps to the closest unit quaternion.
*/
PX_CUDA_CALLABLE PX_INLINE PxReal normalize() // convert this PxQuat to a unit quaternion
{
const PxReal mag = magnitude();
if (mag)
{
const PxReal imag = PxReal(1) / mag;
x *= imag;
y *= imag;
z *= imag;
w *= imag;
}
return mag;
}
/*
\brief returns the conjugate.
\note for unit quaternions, this is the inverse.
*/
PX_CUDA_CALLABLE PX_INLINE PxQuat getConjugate() const
{
return PxQuat(-x,-y,-z,w);
}
/*
\brief returns imaginary part.
*/
PX_CUDA_CALLABLE PX_INLINE PxVec3 getImaginaryPart() const
{
return PxVec3(x,y,z);
}
/** brief computes rotation of x-axis */
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 getBasisVector0() const
{
// return rotate(PxVec3(1,0,0));
const PxF32 x2 = x*2.0f;
const PxF32 w2 = w*2.0f;
return PxVec3( (w * w2) - 1.0f + x*x2,
(z * w2) + y*x2,
(-y * w2) + z*x2);
}
/** brief computes rotation of y-axis */
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 getBasisVector1() const
{
// return rotate(PxVec3(0,1,0));
const PxF32 y2 = y*2.0f;
const PxF32 w2 = w*2.0f;
return PxVec3( (-z * w2) + x*y2,
(w * w2) - 1.0f + y*y2,
(x * w2) + z*y2);
}
/** brief computes rotation of z-axis */
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 getBasisVector2() const
{
// return rotate(PxVec3(0,0,1));
const PxF32 z2 = z*2.0f;
const PxF32 w2 = w*2.0f;
return PxVec3( (y * w2) + x*z2,
(-x * w2) + y*z2,
(w * w2) - 1.0f + z*z2);
}
/**
rotates passed vec by this (assumed unitary)
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec3 rotate(const PxVec3& v) const
// PX_CUDA_CALLABLE PX_INLINE const PxVec3 rotate(const PxVec3& v) const
{
const PxF32 vx = 2.0f*v.x;
const PxF32 vy = 2.0f*v.y;
const PxF32 vz = 2.0f*v.z;
const PxF32 w2 = w*w-0.5f;
const PxF32 dot2 = (x*vx + y*vy +z*vz);
return PxVec3
(
(vx*w2 + (y * vz - z * vy)*w + x*dot2),
(vy*w2 + (z * vx - x * vz)*w + y*dot2),
(vz*w2 + (x * vy - y * vx)*w + z*dot2)
);
/*
const PxVec3 qv(x,y,z);
return (v*(w*w-0.5f) + (qv.cross(v))*w + qv*(qv.dot(v)))*2;
*/
}
/**
inverse rotates passed vec by this (assumed unitary)
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec3 rotateInv(const PxVec3& v) const
// PX_CUDA_CALLABLE PX_INLINE const PxVec3 rotateInv(const PxVec3& v) const
{
const PxF32 vx = 2.0f*v.x;
const PxF32 vy = 2.0f*v.y;
const PxF32 vz = 2.0f*v.z;
const PxF32 w2 = w*w-0.5f;
const PxF32 dot2 = (x*vx + y*vy +z*vz);
return PxVec3
(
(vx*w2 - (y * vz - z * vy)*w + x*dot2),
(vy*w2 - (z * vx - x * vz)*w + y*dot2),
(vz*w2 - (x * vy - y * vx)*w + z*dot2)
);
// const PxVec3 qv(x,y,z);
// return (v*(w*w-0.5f) - (qv.cross(v))*w + qv*(qv.dot(v)))*2;
}
/**
\brief Assignment operator
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat& operator=(const PxQuat& p) { x = p.x; y = p.y; z = p.z; w = p.w; return *this; }
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat& operator*= (const PxQuat& q)
{
const PxReal tx = w*q.x + q.w*x + y*q.z - q.y*z;
const PxReal ty = w*q.y + q.w*y + z*q.x - q.z*x;
const PxReal tz = w*q.z + q.w*z + x*q.y - q.x*y;
w = w*q.w - q.x*x - y*q.y - q.z*z;
x = tx;
y = ty;
z = tz;
return *this;
}
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat& operator+= (const PxQuat& q)
{
x+=q.x;
y+=q.y;
z+=q.z;
w+=q.w;
return *this;
}
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat& operator-= (const PxQuat& q)
{
x-=q.x;
y-=q.y;
z-=q.z;
w-=q.w;
return *this;
}
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat& operator*= (const PxReal s)
{
x*=s;
y*=s;
z*=s;
w*=s;
return *this;
}
/** quaternion multiplication */
PX_CUDA_CALLABLE PX_INLINE PxQuat operator*(const PxQuat& q) const
{
return PxQuat(w*q.x + q.w*x + y*q.z - q.y*z,
w*q.y + q.w*y + z*q.x - q.z*x,
w*q.z + q.w*z + x*q.y - q.x*y,
w*q.w - x*q.x - y*q.y - z*q.z);
}
/** quaternion addition */
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat operator+(const PxQuat& q) const
{
return PxQuat(x+q.x,y+q.y,z+q.z,w+q.w);
}
/** quaternion subtraction */
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat operator-() const
{
return PxQuat(-x,-y,-z,-w);
}
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat operator-(const PxQuat& q) const
{
return PxQuat(x-q.x,y-q.y,z-q.z,w-q.w);
}
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat operator*(PxReal r) const
{
return PxQuat(x*r,y*r,z*r,w*r);
}
static PX_CUDA_CALLABLE PX_INLINE PxQuat createIdentity() { return PxQuat(0,0,0,1); }
/** the quaternion elements */
PxReal x,y,z,w;
};
#ifndef PX_DOXYGEN
} // namespace physx
#endif
/** @} */
#endif // PX_FOUNDATION_PX_QUAT_H