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+/****************************************************************************
+**
+** Copyright (C) 2008-2012 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) any later version
+** approved by the KDE Free Qt Foundation. The licenses are as published by
+** the Free Software Foundation and appearing in the file LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QT3DS_FOUNDATION_QT3DS_MAT33_H
+#define QT3DS_FOUNDATION_QT3DS_MAT33_H
+/** \addtogroup foundation
+@{
+*/
+
+#include "foundation/Qt3DSVec3.h"
+#include "foundation/Qt3DSQuat.h"
+
+#ifndef QT3DS_DOXYGEN
+namespace qt3ds {
+#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)!
+
+@see QT3DSMat44
+
+*/
+class QT3DSMat33
+{
+public:
+ //! Default constructor
+ QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSMat33() {}
+
+ //! Construct from three base vectors
+ QT3DS_CUDA_CALLABLE QT3DSMat33(const QT3DSVec3 &col0, const QT3DSVec3 &col1, const QT3DSVec3 &col2)
+ : column0(col0)
+ , column1(col1)
+ , column2(col2)
+ {
+ }
+
+ //! Construct from float[9]
+ QT3DS_CUDA_CALLABLE explicit QT3DS_INLINE QT3DSMat33(NVReal 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
+ QT3DS_CUDA_CALLABLE explicit QT3DS_FORCE_INLINE QT3DSMat33(const QT3DSQuat &q)
+ {
+ const NVReal x = q.x;
+ const NVReal y = q.y;
+ const NVReal z = q.z;
+ const NVReal w = q.w;
+
+ const NVReal x2 = x + x;
+ const NVReal y2 = y + y;
+ const NVReal z2 = z + z;
+
+ const NVReal xx = x2 * x;
+ const NVReal yy = y2 * y;
+ const NVReal zz = z2 * z;
+
+ const NVReal xy = x2 * y;
+ const NVReal xz = x2 * z;
+ const NVReal xw = x2 * w;
+
+ const NVReal yz = y2 * z;
+ const NVReal yw = y2 * w;
+ const NVReal zw = z2 * w;
+
+ column0 = QT3DSVec3(1.0f - yy - zz, xy + zw, xz - yw);
+ column1 = QT3DSVec3(xy - zw, 1.0f - xx - zz, yz + xw);
+ column2 = QT3DSVec3(xz + yw, yz - xw, 1.0f - xx - yy);
+ }
+
+ //! Copy constructor
+ QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSMat33(const QT3DSMat33 &other)
+ : column0(other.column0)
+ , column1(other.column1)
+ , column2(other.column2)
+ {
+ }
+
+ //! Assignment operator
+ QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSMat33 &operator=(const QT3DSMat33 &other)
+ {
+ column0 = other.column0;
+ column1 = other.column1;
+ column2 = other.column2;
+ return *this;
+ }
+
+ //! Set to identity matrix
+ QT3DS_CUDA_CALLABLE QT3DS_INLINE static QT3DSMat33 createIdentity()
+ {
+ return QT3DSMat33(QT3DSVec3(1, 0, 0), QT3DSVec3(0, 1, 0), QT3DSVec3(0, 0, 1));
+ }
+
+ //! Set to zero matrix
+ QT3DS_CUDA_CALLABLE QT3DS_INLINE static QT3DSMat33 createZero()
+ {
+ return QT3DSMat33(QT3DSVec3(0.0f), QT3DSVec3(0.0f), QT3DSVec3(0.0f));
+ }
+
+ //! Construct from diagonal, off-diagonals are zero.
+ QT3DS_CUDA_CALLABLE QT3DS_INLINE static QT3DSMat33 createDiagonal(const QT3DSVec3 &d)
+ {
+ return QT3DSMat33(QT3DSVec3(d.x, 0.0f, 0.0f), QT3DSVec3(0.0f, d.y, 0.0f), QT3DSVec3(0.0f, 0.0f, d.z));
+ }
+
+ //! Get transposed matrix
+ QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSMat33 getTranspose() const
+ {
+ const QT3DSVec3 v0(column0.x, column1.x, column2.x);
+ const QT3DSVec3 v1(column0.y, column1.y, column2.y);
+ const QT3DSVec3 v2(column0.z, column1.z, column2.z);
+
+ return QT3DSMat33(v0, v1, v2);
+ }
+
+ //! Get the real inverse
+ QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSMat33 getInverse() const
+ {
+ const NVReal det = getDeterminant();
+ QT3DSMat33 inverse;
+
+ if (det != 0) {
+ const NVReal 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
+ QT3DS_CUDA_CALLABLE QT3DS_INLINE NVReal getDeterminant() const
+ {
+ return column0.dot(column1.cross(column2));
+ }
+
+ //! Unary minus
+ QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSMat33 operator-() const
+ {
+ return QT3DSMat33(-column0, -column1, -column2);
+ }
+
+ //! Add
+ QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSMat33 operator+(const QT3DSMat33 &other) const
+ {
+ return QT3DSMat33(column0 + other.column0, column1 + other.column1, column2 + other.column2);
+ }
+
+ //! Subtract
+ QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSMat33 operator-(const QT3DSMat33 &other) const
+ {
+ return QT3DSMat33(column0 - other.column0, column1 - other.column1, column2 - other.column2);
+ }
+
+ //! Scalar multiplication
+ QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSMat33 operator*(NVReal scalar) const
+ {
+ return QT3DSMat33(column0 * scalar, column1 * scalar, column2 * scalar);
+ }
+
+ friend QT3DSMat33 operator*(NVReal, const QT3DSMat33 &);
+
+ //! Matrix vector multiplication (returns 'this->transform(vec)')
+ QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSVec3 operator*(const QT3DSVec3 &vec) const { return transform(vec); }
+
+ //! Matrix multiplication
+ QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSMat33 operator*(const QT3DSMat33 &other) const
+ {
+ // Rows from this <dot> columns from other
+ // column0 = transform(other.column0) etc
+ return QT3DSMat33(transform(other.column0), transform(other.column1),
+ transform(other.column2));
+ }
+
+ // a <op>= b operators
+
+ //! Equals-add
+ QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSMat33 &operator+=(const QT3DSMat33 &other)
+ {
+ column0 += other.column0;
+ column1 += other.column1;
+ column2 += other.column2;
+ return *this;
+ }
+
+ //! Equals-sub
+ QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSMat33 &operator-=(const QT3DSMat33 &other)
+ {
+ column0 -= other.column0;
+ column1 -= other.column1;
+ column2 -= other.column2;
+ return *this;
+ }
+
+ //! Equals scalar multiplication
+ QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSMat33 &operator*=(NVReal scalar)
+ {
+ column0 *= scalar;
+ column1 *= scalar;
+ column2 *= scalar;
+ return *this;
+ }
+
+ //! Element access, mathematical way!
+ QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE NVReal operator()(unsigned int row, unsigned int col) const
+ {
+ return (*this)[col][row];
+ }
+
+ //! Element access, mathematical way!
+ QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE NVReal &operator()(unsigned int row, unsigned int col)
+ {
+ return (*this)[col][row];
+ }
+
+ // Transform etc
+
+ //! Transform vector by matrix, equal to v' = M*v
+ QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSVec3 transform(const QT3DSVec3 &other) const
+ {
+ return column0 * other.x + column1 * other.y + column2 * other.z;
+ }
+
+ //! Transform vector by matrix transpose, v' = M^t*v
+ QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSVec3 transformTranspose(const QT3DSVec3 &other) const
+ {
+ return QT3DSVec3(column0.dot(other), column1.dot(other), column2.dot(other));
+ }
+
+ QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE const NVReal *front() const { return &column0.x; }
+
+ QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSVec3 &operator[](int num) { return (&column0)[num]; }
+ QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE const QT3DSVec3 &operator[](int num) const
+ {
+ return (&column0)[num];
+ }
+
+ // Data, see above for format!
+
+ QT3DSVec3 column0, column1, column2; // the three base vectors
+};
+
+// implementation from Qt3DSQuat.h
+QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSQuat::QT3DSQuat(const QT3DSMat33 &m)
+{
+ NVReal tr = m(0, 0) + m(1, 1) + m(2, 2), h;
+ if (tr >= 0) {
+ h = NVSqrt(tr + 1);
+ w = NVReal(0.5) * h;
+ h = NVReal(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 = NVSqrt((m(0, 0) - (m(1, 1) + m(2, 2))) + 1);
+ x = NVReal(0.5) * h;
+ h = NVReal(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 = NVSqrt((m(1, 1) - (m(2, 2) + m(0, 0))) + 1);
+ y = NVReal(0.5) * h;
+ h = NVReal(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 = NVSqrt((m(2, 2) - (m(0, 0) + m(1, 1))) + 1);
+ z = NVReal(0.5) * h;
+ h = NVReal(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 QT3DS_DOXYGEN
+} // namespace qt3ds
+#endif
+
+/** @} */
+#endif // QT3DS_FOUNDATION_QT3DS_MAT33_H