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++ // Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
++ // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
++ // SPDX-FileCopyrightText: Copyright (c) 2008-2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
++ // SPDX-License-Identifier: Apache-2.0
++
++ #ifndef PX_MAT33_H
++ #define PX_MAT33_H
++
++ #include "foundation/PxVec3.h"
++ #include "foundation/PxQuat.h"
++
++ #if !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)!
++ */
++
++ template<class Type>
++ class PxMat33T
++ {
++ public:
++ //! Default constructor
++ PX_CUDA_CALLABLE PX_FORCE_INLINE PxMat33T()
++ {
++ }
++
++ //! identity constructor
++ PX_CUDA_CALLABLE PX_INLINE PxMat33T(PxIDENTITY) :
++ column0(Type(1.0), Type(0.0), Type(0.0)),
++ column1(Type(0.0), Type(1.0), Type(0.0)),
++ column2(Type(0.0), Type(0.0), Type(1.0))
++ {
++ }
++
++ //! zero constructor
++ PX_CUDA_CALLABLE PX_INLINE PxMat33T(PxZERO) :
++ column0(Type(0.0)),
++ column1(Type(0.0)),
++ column2(Type(0.0))
++ {
++ }
++
++ //! Construct from three base vectors
++ PX_CUDA_CALLABLE PxMat33T(const PxVec3T<Type>& col0, const PxVec3T<Type>& col1, const PxVec3T<Type>& col2) :
++ column0(col0),
++ column1(col1),
++ column2(col2)
++ {
++ }
++
++ //! constructor from a scalar, which generates a multiple of the identity matrix
++ explicit PX_CUDA_CALLABLE PX_INLINE PxMat33T(Type r) :
++ column0(r, Type(0.0), Type(0.0)),
++ column1(Type(0.0), r, Type(0.0)),
++ column2(Type(0.0), Type(0.0), r)
++ {
++ }
++
++ //! Construct from Type[9]
++ explicit PX_CUDA_CALLABLE PX_INLINE PxMat33T(Type 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
++ explicit PX_CUDA_CALLABLE PX_FORCE_INLINE PxMat33T(const PxQuatT<Type>& q)
++ {
++ // PT: TODO: PX-566
++ const Type x = q.x;
++ const Type y = q.y;
++ const Type z = q.z;
++ const Type w = q.w;
++
++ const Type x2 = x + x;
++ const Type y2 = y + y;
++ const Type z2 = z + z;
++
++ const Type xx = x2 * x;
++ const Type yy = y2 * y;
++ const Type zz = z2 * z;
++
++ const Type xy = x2 * y;
++ const Type xz = x2 * z;
++ const Type xw = x2 * w;
++
++ const Type yz = y2 * z;
++ const Type yw = y2 * w;
++ const Type zw = z2 * w;
++
++ column0 = PxVec3T<Type>(Type(1.0) - yy - zz, xy + zw, xz - yw);
++ column1 = PxVec3T<Type>(xy - zw, Type(1.0) - xx - zz, yz + xw);
++ column2 = PxVec3T<Type>(xz + yw, yz - xw, Type(1.0) - xx - yy);
++ }
++
++ //! Copy constructor
++ PX_CUDA_CALLABLE PX_INLINE PxMat33T(const PxMat33T& other) :
++ column0(other.column0),
++ column1(other.column1),
++ column2(other.column2)
++ {
++ }
++
++ //! Assignment operator
++ PX_CUDA_CALLABLE PX_FORCE_INLINE PxMat33T& operator=(const PxMat33T& other)
++ {
++ column0 = other.column0;
++ column1 = other.column1;
++ column2 = other.column2;
++ return *this;
++ }
++
++ //! Construct from diagonal, off-diagonals are zero.
++ PX_CUDA_CALLABLE PX_INLINE static const PxMat33T createDiagonal(const PxVec3T<Type>& d)
++ {
++ return PxMat33T(PxVec3T<Type>(d.x, Type(0.0), Type(0.0)),
++ PxVec3T<Type>(Type(0.0), d.y, Type(0.0)),
++ PxVec3T<Type>(Type(0.0), Type(0.0), d.z));
++ }
++
++ //! Computes the outer product of two vectors
++ PX_CUDA_CALLABLE PX_INLINE static const PxMat33T outer(const PxVec3T<Type>& a, const PxVec3T<Type>& b)
++ {
++ return PxMat33T(a * b.x, a * b.y, a * b.z);
++ }
++
++ /**
++ \brief returns true if the two matrices are exactly equal
++ */
++ PX_CUDA_CALLABLE PX_INLINE bool operator==(const PxMat33T& m) const
++ {
++ return column0 == m.column0 && column1 == m.column1 && column2 == m.column2;
++ }
++
++ //! Get transposed matrix
++ PX_CUDA_CALLABLE PX_FORCE_INLINE const PxMat33T getTranspose() const
++ {
++ const PxVec3T<Type> v0(column0.x, column1.x, column2.x);
++ const PxVec3T<Type> v1(column0.y, column1.y, column2.y);
++ const PxVec3T<Type> v2(column0.z, column1.z, column2.z);
++
++ return PxMat33T(v0, v1, v2);
++ }
++
++ //! Get the real inverse
++ PX_CUDA_CALLABLE PX_INLINE const PxMat33T getInverse() const
++ {
++ const Type det = getDeterminant();
++ PxMat33T inverse;
++
++ if(det != Type(0.0))
++ {
++ const Type invDet = Type(1.0) / det;
++
++ inverse.column0.x = invDet * (column1.y * column2.z - column2.y * column1.z);
++ inverse.column0.y = invDet * -(column0.y * column2.z - column2.y * column0.z);
++ inverse.column0.z = invDet * (column0.y * column1.z - column0.z * column1.y);
++
++ inverse.column1.x = invDet * -(column1.x * column2.z - column1.z * column2.x);
++ inverse.column1.y = invDet * (column0.x * column2.z - column0.z * column2.x);
++ inverse.column1.z = invDet * -(column0.x * column1.z - column0.z * column1.x);
++
++ inverse.column2.x = invDet * (column1.x * column2.y - column1.y * column2.x);
++ inverse.column2.y = invDet * -(column0.x * column2.y - column0.y * column2.x);
++ inverse.column2.z = invDet * (column0.x * column1.y - column1.x * column0.y);
++
++ return inverse;
++ }
++ else
++ {
++ return PxMat33T(PxIdentity);
++ }
++ }
++
++ //! Get determinant
++ PX_CUDA_CALLABLE PX_INLINE Type getDeterminant() const
++ {
++ return column0.dot(column1.cross(column2));
++ }
++
++ //! Unary minus
++ PX_CUDA_CALLABLE PX_INLINE const PxMat33T operator-() const
++ {
++ return PxMat33T(-column0, -column1, -column2);
++ }
++
++ //! Add
++ PX_CUDA_CALLABLE PX_INLINE const PxMat33T operator+(const PxMat33T& other) const
++ {
++ return PxMat33T(column0 + other.column0, column1 + other.column1, column2 + other.column2);
++ }
++
++ //! Subtract
++ PX_CUDA_CALLABLE PX_INLINE const PxMat33T operator-(const PxMat33T& other) const
++ {
++ return PxMat33T(column0 - other.column0, column1 - other.column1, column2 - other.column2);
++ }
++
++ //! Scalar multiplication
++ PX_CUDA_CALLABLE PX_INLINE const PxMat33T operator*(Type scalar) const
++ {
++ return PxMat33T(column0 * scalar, column1 * scalar, column2 * scalar);
++ }
++
++ template<class Type2>
++ PX_CUDA_CALLABLE PX_INLINE friend PxMat33T<Type2> operator*(Type2, const PxMat33T<Type2>&);
++
++ //! Matrix vector multiplication (returns 'this->transform(vec)')
++ PX_CUDA_CALLABLE PX_INLINE const PxVec3T<Type> operator*(const PxVec3T<Type>& vec) const
++ {
++ return transform(vec);
++ }
++
++ // a <op>= b operators
++
++ //! Matrix multiplication
++ PX_CUDA_CALLABLE PX_FORCE_INLINE const PxMat33T operator*(const PxMat33T& other) const
++ {
++ // Rows from this <dot> columns from other
++ // column0 = transform(other.column0) etc
++ return PxMat33T(transform(other.column0),
++ transform(other.column1),
++ transform(other.column2));
++ }
++
++ //! Equals-add
++ PX_CUDA_CALLABLE PX_INLINE PxMat33T& operator+=(const PxMat33T& other)
++ {
++ column0 += other.column0;
++ column1 += other.column1;
++ column2 += other.column2;
++ return *this;
++ }
++
++ //! Equals-sub
++ PX_CUDA_CALLABLE PX_INLINE PxMat33T& operator-=(const PxMat33T& other)
++ {
++ column0 -= other.column0;
++ column1 -= other.column1;
++ column2 -= other.column2;
++ return *this;
++ }
++
++ //! Equals scalar multiplication
++ PX_CUDA_CALLABLE PX_INLINE PxMat33T& operator*=(Type scalar)
++ {
++ column0 *= scalar;
++ column1 *= scalar;
++ column2 *= scalar;
++ return *this;
++ }
++
++ //! Equals matrix multiplication
++ PX_CUDA_CALLABLE PX_INLINE PxMat33T& operator*=(const PxMat33T& other)
++ {
++ *this = *this * other;
++ return *this;
++ }
++
++ //! Element access, mathematical way!
++ PX_CUDA_CALLABLE PX_FORCE_INLINE Type operator()(PxU32 row, PxU32 col) const
++ {
++ return (*this)[col][row];
++ }
++
++ //! Element access, mathematical way!
++ PX_CUDA_CALLABLE PX_FORCE_INLINE Type& operator()(PxU32 row, PxU32 col)
++ {
++ return (*this)[col][row];
++ }
++
++ // Transform etc
++
++ //! Transform vector by matrix, equal to v' = M*v
++ PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec3T<Type> transform(const PxVec3T<Type>& 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 const PxVec3T<Type> transformTranspose(const PxVec3T<Type>& other) const
++ {
++ return PxVec3T<Type>(column0.dot(other), column1.dot(other), column2.dot(other));
++ }
++
++ PX_CUDA_CALLABLE PX_FORCE_INLINE const Type* front() const
++ {
++ return &column0.x;
++ }
++
++ PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3T<Type>& operator[](PxU32 num)
++ {
++ return (&column0)[num];
++ }
++
++ PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec3T<Type>& operator[](PxU32 num) const
++ {
++ return (&column0)[num];
++ }
++
++ // Data, see above for format!
++
++ PxVec3T<Type> column0, column1, column2; // the three base vectors
++ };
++
++ template<class Type>
++ PX_CUDA_CALLABLE PX_INLINE PxMat33T<Type> operator*(Type scalar, const PxMat33T<Type>& m)
++ {
++ return PxMat33T<Type>(scalar * m.column0, scalar * m.column1, scalar * m.column2);
++ }
++
++ // implementation from PxQuat.h
++ template<class Type>
++ PX_CUDA_CALLABLE PX_INLINE PxQuatT<Type>::PxQuatT(const PxMat33T<Type>& m)
++ {
++ if(m.column2.z < Type(0))
++ {
++ if(m.column0.x > m.column1.y)
++ {
++ const Type t = Type(1.0) + m.column0.x - m.column1.y - m.column2.z;
++ *this = PxQuatT<Type>(t, m.column0.y + m.column1.x, m.column2.x + m.column0.z, m.column1.z - m.column2.y) * (Type(0.5) / PxSqrt(t));
++ }
++ else
++ {
++ const Type t = Type(1.0) - m.column0.x + m.column1.y - m.column2.z;
++ *this = PxQuatT<Type>(m.column0.y + m.column1.x, t, m.column1.z + m.column2.y, m.column2.x - m.column0.z) * (Type(0.5) / PxSqrt(t));
++ }
++ }
++ else
++ {
++ if(m.column0.x < -m.column1.y)
++ {
++ const Type t = Type(1.0) - m.column0.x - m.column1.y + m.column2.z;
++ *this = PxQuatT<Type>(m.column2.x + m.column0.z, m.column1.z + m.column2.y, t, m.column0.y - m.column1.x) * (Type(0.5) / PxSqrt(t));
++ }
++ else
++ {
++ const Type t = Type(1.0) + m.column0.x + m.column1.y + m.column2.z;
++ *this = PxQuatT<Type>(m.column1.z - m.column2.y, m.column2.x - m.column0.z, m.column0.y - m.column1.x, t) * (Type(0.5) / PxSqrt(t));
++ }
++ }
++ }
++
++ typedef PxMat33T<float> PxMat33;
++ typedef PxMat33T<double> PxMat33d;
++
++ /**
++ \brief Sets a rotation matrix around the X axis.
++ \param m [out] output rotation matrix
++ \param angle [in] desired angle
++ */
++ PX_INLINE void PxSetRotX(PxMat33& m, PxReal angle)
++ {
++ m = PxMat33(PxIdentity);
++
++ PxReal sin, cos;
++ PxSinCos(angle, sin, cos);
++
++ m[1][1] = m[2][2] = cos;
++ m[1][2] = sin;
++ m[2][1] = -sin;
++ }
++
++ /**
++ \brief Sets a rotation matrix around the Y axis.
++ \param m [out] output rotation matrix
++ \param angle [in] desired angle
++ */
++ PX_INLINE void PxSetRotY(PxMat33& m, PxReal angle)
++ {
++ m = PxMat33(PxIdentity);
++
++ PxReal sin, cos;
++ PxSinCos(angle, sin, cos);
++
++ m[0][0] = m[2][2] = cos;
++ m[0][2] = -sin;
++ m[2][0] = sin;
++ }
++
++ /**
++ \brief Sets a rotation matrix around the Z axis.
++ \param m [out] output rotation matrix
++ \param angle [in] desired angle
++ */
++ PX_INLINE void PxSetRotZ(PxMat33& m, PxReal angle)
++ {
++ m = PxMat33(PxIdentity);
++
++ PxReal sin, cos;
++ PxSinCos(angle, sin, cos);
++
++ m[0][0] = m[1][1] = cos;
++ m[0][1] = sin;
++ m[1][0] = -sin;
++ }
++
++ /**
++ \brief Returns a rotation quaternion around the X axis.
++ \param angle [in] desired angle
++ \return Quaternion that rotates around the desired axis
++ */
++ PX_INLINE PxQuat PxGetRotXQuat(float angle)
++ {
++ PxMat33 m;
++ PxSetRotX(m, angle);
++ return PxQuat(m);
++ }
++
++ /**
++ \brief Returns a rotation quaternion around the Y axis.
++ \param angle [in] desired angle
++ \return Quaternion that rotates around the desired axis
++ */
++ PX_INLINE PxQuat PxGetRotYQuat(float angle)
++ {
++ PxMat33 m;
++ PxSetRotY(m, angle);
++ return PxQuat(m);
++ }
++
++ /**
++ \brief Returns a rotation quaternion around the Z axis.
++ \param angle [in] desired angle
++ \return Quaternion that rotates around the desired axis
++ */
++ PX_INLINE PxQuat PxGetRotZQuat(float angle)
++ {
++ PxMat33 m;
++ PxSetRotZ(m, angle);
++ return PxQuat(m);
++ }
++
++ #if !PX_DOXYGEN
++ } // namespace physx
++ #endif
++
++ #endif
++