godot-module-template/engine/thirdparty/jolt_physics/Jolt/Math/DMat44.h

159 lines
6.7 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2022 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Math/MathTypes.h>
JPH_NAMESPACE_BEGIN
/// Holds a 4x4 matrix of floats with the last column consisting of doubles
class [[nodiscard]] alignas(JPH_DVECTOR_ALIGNMENT) DMat44
{
public:
JPH_OVERRIDE_NEW_DELETE
// Underlying column type
using Type = Vec4::Type;
using DType = DVec3::Type;
using DTypeArg = DVec3::TypeArg;
// Argument type
using ArgType = DMat44Arg;
/// Constructor
DMat44() = default; ///< Intentionally not initialized for performance reasons
JPH_INLINE DMat44(Vec4Arg inC1, Vec4Arg inC2, Vec4Arg inC3, DVec3Arg inC4);
DMat44(const DMat44 &inM2) = default;
DMat44 & operator = (const DMat44 &inM2) = default;
JPH_INLINE explicit DMat44(Mat44Arg inM);
JPH_INLINE DMat44(Mat44Arg inRot, DVec3Arg inT);
JPH_INLINE DMat44(Type inC1, Type inC2, Type inC3, DTypeArg inC4);
/// Zero matrix
static JPH_INLINE DMat44 sZero();
/// Identity matrix
static JPH_INLINE DMat44 sIdentity();
/// Rotate from quaternion
static JPH_INLINE DMat44 sRotation(QuatArg inQuat) { return DMat44(Mat44::sRotation(inQuat), DVec3::sZero()); }
/// Get matrix that translates
static JPH_INLINE DMat44 sTranslation(DVec3Arg inV) { return DMat44(Vec4(1, 0, 0, 0), Vec4(0, 1, 0, 0), Vec4(0, 0, 1, 0), inV); }
/// Get matrix that rotates and translates
static JPH_INLINE DMat44 sRotationTranslation(QuatArg inR, DVec3Arg inT) { return DMat44(Mat44::sRotation(inR), inT); }
/// Get inverse matrix of sRotationTranslation
static JPH_INLINE DMat44 sInverseRotationTranslation(QuatArg inR, DVec3Arg inT);
/// Get matrix that scales (produces a matrix with (inV, 1) on its diagonal)
static JPH_INLINE DMat44 sScale(Vec3Arg inV) { return DMat44(Mat44::sScale(inV), DVec3::sZero()); }
/// Convert to Mat44 rounding to nearest
JPH_INLINE Mat44 ToMat44() const { return Mat44(mCol[0], mCol[1], mCol[2], Vec3(mCol3)); }
/// Comparison
JPH_INLINE bool operator == (DMat44Arg inM2) const;
JPH_INLINE bool operator != (DMat44Arg inM2) const { return !(*this == inM2); }
/// Test if two matrices are close
JPH_INLINE bool IsClose(DMat44Arg inM2, float inMaxDistSq = 1.0e-12f) const;
/// Multiply matrix by matrix
JPH_INLINE DMat44 operator * (Mat44Arg inM) const;
/// Multiply matrix by matrix
JPH_INLINE DMat44 operator * (DMat44Arg inM) const;
/// Multiply vector by matrix
JPH_INLINE DVec3 operator * (Vec3Arg inV) const;
/// Multiply vector by matrix
JPH_INLINE DVec3 operator * (DVec3Arg inV) const;
/// Multiply vector by only 3x3 part of the matrix
JPH_INLINE Vec3 Multiply3x3(Vec3Arg inV) const { return GetRotation().Multiply3x3(inV); }
/// Multiply vector by only 3x3 part of the matrix
JPH_INLINE DVec3 Multiply3x3(DVec3Arg inV) const;
/// Multiply vector by only 3x3 part of the transpose of the matrix (\f$result = this^T \: inV\f$)
JPH_INLINE Vec3 Multiply3x3Transposed(Vec3Arg inV) const { return GetRotation().Multiply3x3Transposed(inV); }
/// Scale a matrix: result = this * Mat44::sScale(inScale)
JPH_INLINE DMat44 PreScaled(Vec3Arg inScale) const;
/// Scale a matrix: result = Mat44::sScale(inScale) * this
JPH_INLINE DMat44 PostScaled(Vec3Arg inScale) const;
/// Pre multiply by translation matrix: result = this * Mat44::sTranslation(inTranslation)
JPH_INLINE DMat44 PreTranslated(Vec3Arg inTranslation) const;
/// Pre multiply by translation matrix: result = this * Mat44::sTranslation(inTranslation)
JPH_INLINE DMat44 PreTranslated(DVec3Arg inTranslation) const;
/// Post multiply by translation matrix: result = Mat44::sTranslation(inTranslation) * this (i.e. add inTranslation to the 4-th column)
JPH_INLINE DMat44 PostTranslated(Vec3Arg inTranslation) const;
/// Post multiply by translation matrix: result = Mat44::sTranslation(inTranslation) * this (i.e. add inTranslation to the 4-th column)
JPH_INLINE DMat44 PostTranslated(DVec3Arg inTranslation) const;
/// Access to the columns
JPH_INLINE Vec3 GetAxisX() const { return Vec3(mCol[0]); }
JPH_INLINE void SetAxisX(Vec3Arg inV) { mCol[0] = Vec4(inV, 0.0f); }
JPH_INLINE Vec3 GetAxisY() const { return Vec3(mCol[1]); }
JPH_INLINE void SetAxisY(Vec3Arg inV) { mCol[1] = Vec4(inV, 0.0f); }
JPH_INLINE Vec3 GetAxisZ() const { return Vec3(mCol[2]); }
JPH_INLINE void SetAxisZ(Vec3Arg inV) { mCol[2] = Vec4(inV, 0.0f); }
JPH_INLINE DVec3 GetTranslation() const { return mCol3; }
JPH_INLINE void SetTranslation(DVec3Arg inV) { mCol3 = inV; }
JPH_INLINE Vec3 GetColumn3(uint inCol) const { JPH_ASSERT(inCol < 3); return Vec3(mCol[inCol]); }
JPH_INLINE void SetColumn3(uint inCol, Vec3Arg inV) { JPH_ASSERT(inCol < 3); mCol[inCol] = Vec4(inV, 0.0f); }
JPH_INLINE Vec4 GetColumn4(uint inCol) const { JPH_ASSERT(inCol < 3); return mCol[inCol]; }
JPH_INLINE void SetColumn4(uint inCol, Vec4Arg inV) { JPH_ASSERT(inCol < 3); mCol[inCol] = inV; }
/// Transpose 3x3 subpart of matrix
JPH_INLINE Mat44 Transposed3x3() const { return GetRotation().Transposed3x3(); }
/// Inverse 4x4 matrix
JPH_INLINE DMat44 Inversed() const;
/// Inverse 4x4 matrix when it only contains rotation and translation
JPH_INLINE DMat44 InversedRotationTranslation() const;
/// Get rotation part only (note: retains the first 3 values from the bottom row)
JPH_INLINE Mat44 GetRotation() const { return Mat44(mCol[0], mCol[1], mCol[2], Vec4(0, 0, 0, 1)); }
/// Updates the rotation part of this matrix (the first 3 columns)
JPH_INLINE void SetRotation(Mat44Arg inRotation);
/// Convert to quaternion
JPH_INLINE Quat GetQuaternion() const { return GetRotation().GetQuaternion(); }
/// Get matrix that transforms a direction with the same transform as this matrix (length is not preserved)
JPH_INLINE Mat44 GetDirectionPreservingMatrix() const { return GetRotation().Inversed3x3().Transposed3x3(); }
/// Works identical to Mat44::Decompose
JPH_INLINE DMat44 Decompose(Vec3 &outScale) const { return DMat44(GetRotation().Decompose(outScale), mCol3); }
/// To String
friend ostream & operator << (ostream &inStream, DMat44Arg inM)
{
inStream << inM.mCol[0] << ", " << inM.mCol[1] << ", " << inM.mCol[2] << ", " << inM.mCol3;
return inStream;
}
private:
Vec4 mCol[3]; ///< Rotation columns
DVec3 mCol3; ///< Translation column, 4th element is assumed to be 1
};
static_assert(std::is_trivial<DMat44>(), "Is supposed to be a trivial type!");
JPH_NAMESPACE_END
#include "DMat44.inl"