blender/extern/bullet/LinearMath/SimdTransform.h
Erwin Coumans af9573e9ea Synchronized Bullet physics to latest version.
- Changed license from MIT to ZLib.
- Added 3D Sweep and Prune contribution
- More stable native constraint solver

Sorry for any inconvenience caused by this checkin.
All Blender buildsystems require update: added files and moved files.
2006-03-27 06:37:30 +00:00

237 lines
5.6 KiB
C++

/*
Copyright (c) 2003-2006 Gino van den Bergen / Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SimdTransform_H
#define SimdTransform_H
#include "SimdVector3.h"
#include "SimdMatrix3x3.h"
class SimdTransform {
enum {
TRANSLATION = 0x01,
ROTATION = 0x02,
RIGID = TRANSLATION | ROTATION,
SCALING = 0x04,
LINEAR = ROTATION | SCALING,
AFFINE = TRANSLATION | LINEAR
};
public:
SimdTransform() {}
// template <typename Scalar2>
// explicit Transform(const Scalar2 *m) { setValue(m); }
explicit SIMD_FORCE_INLINE SimdTransform(const SimdQuaternion& q,
const SimdVector3& c = SimdVector3(SimdScalar(0), SimdScalar(0), SimdScalar(0)))
: m_basis(q),
m_origin(c),
m_type(RIGID)
{}
explicit SIMD_FORCE_INLINE SimdTransform(const SimdMatrix3x3& b,
const SimdVector3& c = SimdVector3(SimdScalar(0), SimdScalar(0), SimdScalar(0)),
unsigned int type = AFFINE)
: m_basis(b),
m_origin(c),
m_type(type)
{}
SIMD_FORCE_INLINE void mult(const SimdTransform& t1, const SimdTransform& t2) {
m_basis = t1.m_basis * t2.m_basis;
m_origin = t1(t2.m_origin);
m_type = t1.m_type | t2.m_type;
}
void multInverseLeft(const SimdTransform& t1, const SimdTransform& t2) {
SimdVector3 v = t2.m_origin - t1.m_origin;
if (t1.m_type & SCALING) {
SimdMatrix3x3 inv = t1.m_basis.inverse();
m_basis = inv * t2.m_basis;
m_origin = inv * v;
}
else {
m_basis = SimdMultTransposeLeft(t1.m_basis, t2.m_basis);
m_origin = v * t1.m_basis;
}
m_type = t1.m_type | t2.m_type;
}
SIMD_FORCE_INLINE SimdVector3 operator()(const SimdVector3& x) const
{
return SimdVector3(m_basis[0].dot(x) + m_origin[0],
m_basis[1].dot(x) + m_origin[1],
m_basis[2].dot(x) + m_origin[2]);
}
SIMD_FORCE_INLINE SimdVector3 operator*(const SimdVector3& x) const
{
return (*this)(x);
}
SIMD_FORCE_INLINE SimdMatrix3x3& getBasis() { return m_basis; }
SIMD_FORCE_INLINE const SimdMatrix3x3& getBasis() const { return m_basis; }
SIMD_FORCE_INLINE SimdVector3& getOrigin() { return m_origin; }
SIMD_FORCE_INLINE const SimdVector3& getOrigin() const { return m_origin; }
SimdQuaternion getRotation() const {
SimdQuaternion q;
m_basis.getRotation(q);
return q;
}
template <typename Scalar2>
void setValue(const Scalar2 *m)
{
m_basis.setValue(m);
m_origin.setValue(&m[12]);
m_type = AFFINE;
}
void setFromOpenGLMatrix(const SimdScalar *m)
{
m_basis.setFromOpenGLSubMatrix(m);
m_origin[0] = m[12];
m_origin[1] = m[13];
m_origin[2] = m[14];
}
void getOpenGLMatrix(SimdScalar *m) const
{
m_basis.getOpenGLSubMatrix(m);
m[12] = m_origin[0];
m[13] = m_origin[1];
m[14] = m_origin[2];
m[15] = SimdScalar(1.0f);
}
SIMD_FORCE_INLINE void setOrigin(const SimdVector3& origin)
{
m_origin = origin;
m_type |= TRANSLATION;
}
SIMD_FORCE_INLINE SimdVector3 invXform(const SimdVector3& inVec) const;
SIMD_FORCE_INLINE void setBasis(const SimdMatrix3x3& basis)
{
m_basis = basis;
m_type |= LINEAR;
}
SIMD_FORCE_INLINE void setRotation(const SimdQuaternion& q)
{
m_basis.setRotation(q);
m_type = (m_type & ~LINEAR) | ROTATION;
}
SIMD_FORCE_INLINE void scale(const SimdVector3& scaling)
{
m_basis = m_basis.scaled(scaling);
m_type |= SCALING;
}
void setIdentity()
{
m_basis.setIdentity();
m_origin.setValue(SimdScalar(0.0), SimdScalar(0.0), SimdScalar(0.0));
m_type = 0x0;
}
SIMD_FORCE_INLINE bool isIdentity() const { return m_type == 0x0; }
SimdTransform& operator*=(const SimdTransform& t)
{
m_origin += m_basis * t.m_origin;
m_basis *= t.m_basis;
m_type |= t.m_type;
return *this;
}
SimdTransform inverse() const
{
if (m_type)
{
SimdMatrix3x3 inv = (m_type & SCALING) ?
m_basis.inverse() :
m_basis.transpose();
return SimdTransform(inv, inv * -m_origin, m_type);
}
return *this;
}
SimdTransform inverseTimes(const SimdTransform& t) const;
SimdTransform operator*(const SimdTransform& t) const;
private:
SimdMatrix3x3 m_basis;
SimdVector3 m_origin;
unsigned int m_type;
};
SIMD_FORCE_INLINE SimdVector3
SimdTransform::invXform(const SimdVector3& inVec) const
{
SimdVector3 v = inVec - m_origin;
return (m_basis.transpose() * v);
}
SIMD_FORCE_INLINE SimdTransform
SimdTransform::inverseTimes(const SimdTransform& t) const
{
SimdVector3 v = t.getOrigin() - m_origin;
if (m_type & SCALING)
{
SimdMatrix3x3 inv = m_basis.inverse();
return SimdTransform(inv * t.getBasis(), inv * v,
m_type | t.m_type);
}
else
{
return SimdTransform(m_basis.transposeTimes(t.m_basis),
v * m_basis, m_type | t.m_type);
}
}
SIMD_FORCE_INLINE SimdTransform
SimdTransform::operator*(const SimdTransform& t) const
{
return SimdTransform(m_basis * t.m_basis,
(*this)(t.m_origin),
m_type | t.m_type);
}
#endif