Revision control
++ // 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_MAT44_H
++ #define PX_MAT44_H
++
++ #include "foundation/PxQuat.h"
++ #include "foundation/PxVec4.h"
++ #include "foundation/PxMat33.h"
++ #include "foundation/PxTransform.h"
++
++ #if !PX_DOXYGEN
++ namespace physx
++ {
++ #endif
++
++ /*!
++ \brief 4x4 matrix class
++
++ This class is layout-compatible with D3D and OpenGL matrices. More notes on layout are given in the PxMat33
++
++ \see PxMat33 PxTransform
++ */
++
++ template<class Type>
++ class PxMat44T
++ {
++ public:
++ //! Default constructor
++ PX_CUDA_CALLABLE PX_INLINE PxMat44T()
++ {
++ }
++
++ //! identity constructor
++ PX_CUDA_CALLABLE PX_INLINE PxMat44T(PxIDENTITY) :
++ column0(Type(1.0), Type(0.0), Type(0.0), Type(0.0)),
++ column1(Type(0.0), Type(1.0), Type(0.0), Type(0.0)),
++ column2(Type(0.0), Type(0.0), Type(1.0), Type(0.0)),
++ column3(Type(0.0), Type(0.0), Type(0.0), Type(1.0))
++ {
++ }
++
++ //! zero constructor
++ PX_CUDA_CALLABLE PX_INLINE PxMat44T(PxZERO) : column0(PxZero), column1(PxZero), column2(PxZero), column3(PxZero)
++ {
++ }
++
++ //! Construct from four 4-vectors
++ PX_CUDA_CALLABLE PxMat44T(const PxVec4T<Type>& col0, const PxVec4T<Type>& col1, const PxVec4T<Type>& col2, const PxVec4T<Type>& col3) :
++ column0(col0),
++ column1(col1),
++ column2(col2),
++ column3(col3)
++ {
++ }
++
++ //! constructor that generates a multiple of the identity matrix
++ explicit PX_CUDA_CALLABLE PX_INLINE PxMat44T(Type r) :
++ column0(r, Type(0.0), Type(0.0), Type(0.0)),
++ column1(Type(0.0), r, Type(0.0), Type(0.0)),
++ column2(Type(0.0), Type(0.0), r, Type(0.0)),
++ column3(Type(0.0), Type(0.0), Type(0.0), r)
++ {
++ }
++
++ //! Construct from three base vectors and a translation
++ PX_CUDA_CALLABLE PxMat44T(const PxVec3T<Type>& col0, const PxVec3T<Type>& col1, const PxVec3T<Type>& col2, const PxVec3T<Type>& col3) :
++ column0(col0, Type(0.0)),
++ column1(col1, Type(0.0)),
++ column2(col2, Type(0.0)),
++ column3(col3, Type(1.0))
++ {
++ }
++
++ //! Construct from Type[16]
++ explicit PX_CUDA_CALLABLE PX_INLINE PxMat44T(Type values[]) :
++ column0(values[0], values[1], values[2], values[3]),
++ column1(values[4], values[5], values[6], values[7]),
++ column2(values[8], values[9], values[10], values[11]),
++ column3(values[12], values[13], values[14], values[15])
++ {
++ }
++
++ //! Construct from a quaternion
++ explicit PX_CUDA_CALLABLE PX_INLINE PxMat44T(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 = PxVec4T<Type>(Type(1.0) - yy - zz, xy + zw, xz - yw, Type(0.0));
++ column1 = PxVec4T<Type>(xy - zw, Type(1.0) - xx - zz, yz + xw, Type(0.0));
++ column2 = PxVec4T<Type>(xz + yw, yz - xw, Type(1.0) - xx - yy, Type(0.0));
++ column3 = PxVec4T<Type>(Type(0.0), Type(0.0), Type(0.0), Type(1.0));
++ }
++
++ //! Construct from a diagonal vector
++ explicit PX_CUDA_CALLABLE PX_INLINE PxMat44T(const PxVec4T<Type>& diagonal) :
++ column0(diagonal.x, Type(0.0), Type(0.0), Type(0.0)),
++ column1(Type(0.0), diagonal.y, Type(0.0), Type(0.0)),
++ column2(Type(0.0), Type(0.0), diagonal.z, Type(0.0)),
++ column3(Type(0.0), Type(0.0), Type(0.0), diagonal.w)
++ {
++ }
++
++ //! Construct from Mat33 and a translation
++ PX_CUDA_CALLABLE PxMat44T(const PxMat33T<Type>& axes, const PxVec3T<Type>& position) :
++ column0(axes.column0, Type(0.0)),
++ column1(axes.column1, Type(0.0)),
++ column2(axes.column2, Type(0.0)),
++ column3(position, Type(1.0))
++ {
++ }
++
++ PX_CUDA_CALLABLE PxMat44T(const PxTransform& t)
++ {
++ *this = PxMat44T(PxMat33T<Type>(t.q), t.p);
++ }
++
++ /**
++ \brief returns true if the two matrices are exactly equal
++ */
++ PX_CUDA_CALLABLE PX_INLINE bool operator==(const PxMat44T& m) const
++ {
++ return column0 == m.column0 && column1 == m.column1 && column2 == m.column2 && column3 == m.column3;
++ }
++
++ //! Copy constructor
++ PX_CUDA_CALLABLE PX_INLINE PxMat44T(const PxMat44T& other) :
++ column0(other.column0),
++ column1(other.column1),
++ column2(other.column2),
++ column3(other.column3)
++ {
++ }
++
++ //! Assignment operator
++ PX_CUDA_CALLABLE PX_INLINE PxMat44T& operator=(const PxMat44T& other)
++ {
++ column0 = other.column0;
++ column1 = other.column1;
++ column2 = other.column2;
++ column3 = other.column3;
++ return *this;
++ }
++
++ //! Get transposed matrix
++ PX_CUDA_CALLABLE PX_INLINE const PxMat44T getTranspose() const
++ {
++ return PxMat44T(
++ PxVec4T<Type>(column0.x, column1.x, column2.x, column3.x), PxVec4T<Type>(column0.y, column1.y, column2.y, column3.y),
++ PxVec4T<Type>(column0.z, column1.z, column2.z, column3.z), PxVec4T<Type>(column0.w, column1.w, column2.w, column3.w));
++ }
++
++ //! Unary minus
++ PX_CUDA_CALLABLE PX_INLINE const PxMat44T operator-() const
++ {
++ return PxMat44T(-column0, -column1, -column2, -column3);
++ }
++
++ //! Add
++ PX_CUDA_CALLABLE PX_INLINE const PxMat44T operator+(const PxMat44T& other) const
++ {
++ return PxMat44T(column0 + other.column0, column1 + other.column1, column2 + other.column2, column3 + other.column3);
++ }
++
++ //! Subtract
++ PX_CUDA_CALLABLE PX_INLINE const PxMat44T operator-(const PxMat44T& other) const
++ {
++ return PxMat44T(column0 - other.column0, column1 - other.column1, column2 - other.column2, column3 - other.column3);
++ }
++
++ //! Scalar multiplication
++ PX_CUDA_CALLABLE PX_INLINE const PxMat44T operator*(Type scalar) const
++ {
++ return PxMat44T(column0 * scalar, column1 * scalar, column2 * scalar, column3 * scalar);
++ }
++
++ template<class Type2>
++ friend PxMat44T<Type2> operator*(Type2, const PxMat44T<Type2>&);
++
++ //! Matrix multiplication
++ PX_CUDA_CALLABLE PX_INLINE const PxMat44T operator*(const PxMat44T& other) const
++ {
++ // Rows from this <dot> columns from other
++ // column0 = transform(other.column0) etc
++ return PxMat44T(transform(other.column0), transform(other.column1), transform(other.column2), transform(other.column3));
++ }
++
++ // a <op>= b operators
++
++ //! Equals-add
++ PX_CUDA_CALLABLE PX_INLINE PxMat44T& operator+=(const PxMat44T& other)
++ {
++ column0 += other.column0;
++ column1 += other.column1;
++ column2 += other.column2;
++ column3 += other.column3;
++ return *this;
++ }
++
++ //! Equals-sub
++ PX_CUDA_CALLABLE PX_INLINE PxMat44T& operator-=(const PxMat44T& other)
++ {
++ column0 -= other.column0;
++ column1 -= other.column1;
++ column2 -= other.column2;
++ column3 -= other.column3;
++ return *this;
++ }
++
++ //! Equals scalar multiplication
++ PX_CUDA_CALLABLE PX_INLINE PxMat44T& operator*=(Type scalar)
++ {
++ column0 *= scalar;
++ column1 *= scalar;
++ column2 *= scalar;
++ column3 *= scalar;
++ return *this;
++ }
++
++ //! Equals matrix multiplication
++ PX_CUDA_CALLABLE PX_INLINE PxMat44T& operator*=(const PxMat44T& 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 vector by matrix, equal to v' = M*v
++ PX_CUDA_CALLABLE PX_INLINE const PxVec4T<Type> transform(const PxVec4T<Type>& other) const
++ {
++ return column0 * other.x + column1 * other.y + column2 * other.z + column3 * other.w;
++ }
++
++ //! Transform vector by matrix, equal to v' = M*v
++ PX_CUDA_CALLABLE PX_INLINE const PxVec3T<Type> transform(const PxVec3T<Type>& other) const
++ {
++ return transform(PxVec4T<Type>(other, Type(1.0))).getXYZ();
++ }
++
++ //! Rotate vector by matrix, equal to v' = M*v
++ PX_CUDA_CALLABLE PX_INLINE const PxVec4T<Type> rotate(const PxVec4T<Type>& other) const
++ {
++ return column0 * other.x + column1 * other.y + column2 * other.z; // + column3*0;
++ }
++
++ //! Rotate vector by matrix, equal to v' = M*v
++ PX_CUDA_CALLABLE PX_INLINE const PxVec3T<Type> rotate(const PxVec3T<Type>& other) const
++ {
++ return rotate(PxVec4T<Type>(other, Type(1.0))).getXYZ();
++ }
++
++ PX_CUDA_CALLABLE PX_INLINE const PxVec3T<Type> getBasis(PxU32 num) const
++ {
++ PX_ASSERT(num < 3);
++ return (&column0)[num].getXYZ();
++ }
++
++ PX_CUDA_CALLABLE PX_INLINE const PxVec3T<Type> getPosition() const
++ {
++ return column3.getXYZ();
++ }
++
++ PX_CUDA_CALLABLE PX_INLINE void setPosition(const PxVec3T<Type>& position)
++ {
++ column3.x = position.x;
++ column3.y = position.y;
++ column3.z = position.z;
++ }
++
++ PX_CUDA_CALLABLE PX_FORCE_INLINE const Type* front() const
++ {
++ return &column0.x;
++ }
++
++ PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec4T<Type>& operator[](PxU32 num)
++ {
++ return (&column0)[num];
++ }
++ PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec4T<Type>& operator[](PxU32 num) const
++ {
++ return (&column0)[num];
++ }
++
++ PX_CUDA_CALLABLE PX_INLINE void scale(const PxVec4T<Type>& p)
++ {
++ column0 *= p.x;
++ column1 *= p.y;
++ column2 *= p.z;
++ column3 *= p.w;
++ }
++
++ PX_CUDA_CALLABLE PX_INLINE const PxMat44T inverseRT() const
++ {
++ const PxVec3T<Type> r0(column0.x, column1.x, column2.x);
++ const PxVec3T<Type> r1(column0.y, column1.y, column2.y);
++ const PxVec3T<Type> r2(column0.z, column1.z, column2.z);
++
++ return PxMat44T(r0, r1, r2, -(r0 * column3.x + r1 * column3.y + r2 * column3.z));
++ }
++
++ PX_CUDA_CALLABLE PX_INLINE bool isFinite() const
++ {
++ return column0.isFinite() && column1.isFinite() && column2.isFinite() && column3.isFinite();
++ }
++
++ // Data, see above for format!
++
++ PxVec4T<Type> column0, column1, column2, column3; // the four base vectors
++ };
++
++ // implementation from PxTransform.h
++ template<class Type>
++ PX_CUDA_CALLABLE PX_FORCE_INLINE PxTransformT<Type>::PxTransformT(const PxMat44T<Type>& m)
++ {
++ const PxVec3T<Type> column0(m.column0.x, m.column0.y, m.column0.z);
++ const PxVec3T<Type> column1(m.column1.x, m.column1.y, m.column1.z);
++ const PxVec3T<Type> column2(m.column2.x, m.column2.y, m.column2.z);
++
++ q = PxQuatT<Type>(PxMat33T<Type>(column0, column1, column2));
++ p = PxVec3T<Type>(m.column3.x, m.column3.y, m.column3.z);
++ }
++
++ typedef PxMat44T<float> PxMat44;
++ typedef PxMat44T<double> PxMat44d;
++
++ #if !PX_DOXYGEN
++ } // namespace physx
++ #endif
++
++ #endif
++