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authorAndreaCatania <info@andreacatania.com>2017-08-01 14:30:58 +0200
committerAndreaCatania <info@andreacatania.com>2017-11-04 20:08:26 +0100
commited047261f06f814eeb88a1f6ee2dd8abd7a14034 (patch)
tree3addbdbfa8ca5068226a644a0dbbbee0ed691303 /thirdparty/bullet/src/Bullet3Common/b3Transform.h
parent3cbcf5c2ddadf1cd630137d6bd438634b8517b00 (diff)
Vendor thirdparty Bullet source for upcoming physics server backend
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+/*
+Copyright (c) 2003-2013 Gino van den Bergen / Erwin Coumans http://bulletphysics.org
+
+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 B3_TRANSFORM_H
+#define B3_TRANSFORM_H
+
+
+#include "b3Matrix3x3.h"
+
+#ifdef B3_USE_DOUBLE_PRECISION
+#define b3TransformData b3TransformDoubleData
+#else
+#define b3TransformData b3TransformFloatData
+#endif
+
+
+
+
+/**@brief The b3Transform class supports rigid transforms with only translation and rotation and no scaling/shear.
+ *It can be used in combination with b3Vector3, b3Quaternion and b3Matrix3x3 linear algebra classes. */
+B3_ATTRIBUTE_ALIGNED16(class) b3Transform {
+
+ ///Storage for the rotation
+ b3Matrix3x3 m_basis;
+ ///Storage for the translation
+ b3Vector3 m_origin;
+
+public:
+
+ /**@brief No initialization constructor */
+ b3Transform() {}
+ /**@brief Constructor from b3Quaternion (optional b3Vector3 )
+ * @param q Rotation from quaternion
+ * @param c Translation from Vector (default 0,0,0) */
+ explicit B3_FORCE_INLINE b3Transform(const b3Quaternion& q,
+ const b3Vector3& c = b3MakeVector3(b3Scalar(0), b3Scalar(0), b3Scalar(0)))
+ : m_basis(q),
+ m_origin(c)
+ {}
+
+ /**@brief Constructor from b3Matrix3x3 (optional b3Vector3)
+ * @param b Rotation from Matrix
+ * @param c Translation from Vector default (0,0,0)*/
+ explicit B3_FORCE_INLINE b3Transform(const b3Matrix3x3& b,
+ const b3Vector3& c = b3MakeVector3(b3Scalar(0), b3Scalar(0), b3Scalar(0)))
+ : m_basis(b),
+ m_origin(c)
+ {}
+ /**@brief Copy constructor */
+ B3_FORCE_INLINE b3Transform (const b3Transform& other)
+ : m_basis(other.m_basis),
+ m_origin(other.m_origin)
+ {
+ }
+ /**@brief Assignment Operator */
+ B3_FORCE_INLINE b3Transform& operator=(const b3Transform& other)
+ {
+ m_basis = other.m_basis;
+ m_origin = other.m_origin;
+ return *this;
+ }
+
+
+ /**@brief Set the current transform as the value of the product of two transforms
+ * @param t1 Transform 1
+ * @param t2 Transform 2
+ * This = Transform1 * Transform2 */
+ B3_FORCE_INLINE void mult(const b3Transform& t1, const b3Transform& t2) {
+ m_basis = t1.m_basis * t2.m_basis;
+ m_origin = t1(t2.m_origin);
+ }
+
+/* void multInverseLeft(const b3Transform& t1, const b3Transform& t2) {
+ b3Vector3 v = t2.m_origin - t1.m_origin;
+ m_basis = b3MultTransposeLeft(t1.m_basis, t2.m_basis);
+ m_origin = v * t1.m_basis;
+ }
+ */
+
+/**@brief Return the transform of the vector */
+ B3_FORCE_INLINE b3Vector3 operator()(const b3Vector3& x) const
+ {
+ return x.dot3(m_basis[0], m_basis[1], m_basis[2]) + m_origin;
+ }
+
+ /**@brief Return the transform of the vector */
+ B3_FORCE_INLINE b3Vector3 operator*(const b3Vector3& x) const
+ {
+ return (*this)(x);
+ }
+
+ /**@brief Return the transform of the b3Quaternion */
+ B3_FORCE_INLINE b3Quaternion operator*(const b3Quaternion& q) const
+ {
+ return getRotation() * q;
+ }
+
+ /**@brief Return the basis matrix for the rotation */
+ B3_FORCE_INLINE b3Matrix3x3& getBasis() { return m_basis; }
+ /**@brief Return the basis matrix for the rotation */
+ B3_FORCE_INLINE const b3Matrix3x3& getBasis() const { return m_basis; }
+
+ /**@brief Return the origin vector translation */
+ B3_FORCE_INLINE b3Vector3& getOrigin() { return m_origin; }
+ /**@brief Return the origin vector translation */
+ B3_FORCE_INLINE const b3Vector3& getOrigin() const { return m_origin; }
+
+ /**@brief Return a quaternion representing the rotation */
+ b3Quaternion getRotation() const {
+ b3Quaternion q;
+ m_basis.getRotation(q);
+ return q;
+ }
+
+
+ /**@brief Set from an array
+ * @param m A pointer to a 15 element array (12 rotation(row major padded on the right by 1), and 3 translation */
+ void setFromOpenGLMatrix(const b3Scalar *m)
+ {
+ m_basis.setFromOpenGLSubMatrix(m);
+ m_origin.setValue(m[12],m[13],m[14]);
+ }
+
+ /**@brief Fill an array representation
+ * @param m A pointer to a 15 element array (12 rotation(row major padded on the right by 1), and 3 translation */
+ void getOpenGLMatrix(b3Scalar *m) const
+ {
+ m_basis.getOpenGLSubMatrix(m);
+ m[12] = m_origin.getX();
+ m[13] = m_origin.getY();
+ m[14] = m_origin.getZ();
+ m[15] = b3Scalar(1.0);
+ }
+
+ /**@brief Set the translational element
+ * @param origin The vector to set the translation to */
+ B3_FORCE_INLINE void setOrigin(const b3Vector3& origin)
+ {
+ m_origin = origin;
+ }
+
+ B3_FORCE_INLINE b3Vector3 invXform(const b3Vector3& inVec) const;
+
+
+ /**@brief Set the rotational element by b3Matrix3x3 */
+ B3_FORCE_INLINE void setBasis(const b3Matrix3x3& basis)
+ {
+ m_basis = basis;
+ }
+
+ /**@brief Set the rotational element by b3Quaternion */
+ B3_FORCE_INLINE void setRotation(const b3Quaternion& q)
+ {
+ m_basis.setRotation(q);
+ }
+
+
+ /**@brief Set this transformation to the identity */
+ void setIdentity()
+ {
+ m_basis.setIdentity();
+ m_origin.setValue(b3Scalar(0.0), b3Scalar(0.0), b3Scalar(0.0));
+ }
+
+ /**@brief Multiply this Transform by another(this = this * another)
+ * @param t The other transform */
+ b3Transform& operator*=(const b3Transform& t)
+ {
+ m_origin += m_basis * t.m_origin;
+ m_basis *= t.m_basis;
+ return *this;
+ }
+
+ /**@brief Return the inverse of this transform */
+ b3Transform inverse() const
+ {
+ b3Matrix3x3 inv = m_basis.transpose();
+ return b3Transform(inv, inv * -m_origin);
+ }
+
+ /**@brief Return the inverse of this transform times the other transform
+ * @param t The other transform
+ * return this.inverse() * the other */
+ b3Transform inverseTimes(const b3Transform& t) const;
+
+ /**@brief Return the product of this transform and the other */
+ b3Transform operator*(const b3Transform& t) const;
+
+ /**@brief Return an identity transform */
+ static const b3Transform& getIdentity()
+ {
+ static const b3Transform identityTransform(b3Matrix3x3::getIdentity());
+ return identityTransform;
+ }
+
+ void serialize(struct b3TransformData& dataOut) const;
+
+ void serializeFloat(struct b3TransformFloatData& dataOut) const;
+
+ void deSerialize(const struct b3TransformData& dataIn);
+
+ void deSerializeDouble(const struct b3TransformDoubleData& dataIn);
+
+ void deSerializeFloat(const struct b3TransformFloatData& dataIn);
+
+};
+
+
+B3_FORCE_INLINE b3Vector3
+b3Transform::invXform(const b3Vector3& inVec) const
+{
+ b3Vector3 v = inVec - m_origin;
+ return (m_basis.transpose() * v);
+}
+
+B3_FORCE_INLINE b3Transform
+b3Transform::inverseTimes(const b3Transform& t) const
+{
+ b3Vector3 v = t.getOrigin() - m_origin;
+ return b3Transform(m_basis.transposeTimes(t.m_basis),
+ v * m_basis);
+}
+
+B3_FORCE_INLINE b3Transform
+b3Transform::operator*(const b3Transform& t) const
+{
+ return b3Transform(m_basis * t.m_basis,
+ (*this)(t.m_origin));
+}
+
+/**@brief Test if two transforms have all elements equal */
+B3_FORCE_INLINE bool operator==(const b3Transform& t1, const b3Transform& t2)
+{
+ return ( t1.getBasis() == t2.getBasis() &&
+ t1.getOrigin() == t2.getOrigin() );
+}
+
+
+///for serialization
+struct b3TransformFloatData
+{
+ b3Matrix3x3FloatData m_basis;
+ b3Vector3FloatData m_origin;
+};
+
+struct b3TransformDoubleData
+{
+ b3Matrix3x3DoubleData m_basis;
+ b3Vector3DoubleData m_origin;
+};
+
+
+
+B3_FORCE_INLINE void b3Transform::serialize(b3TransformData& dataOut) const
+{
+ m_basis.serialize(dataOut.m_basis);
+ m_origin.serialize(dataOut.m_origin);
+}
+
+B3_FORCE_INLINE void b3Transform::serializeFloat(b3TransformFloatData& dataOut) const
+{
+ m_basis.serializeFloat(dataOut.m_basis);
+ m_origin.serializeFloat(dataOut.m_origin);
+}
+
+
+B3_FORCE_INLINE void b3Transform::deSerialize(const b3TransformData& dataIn)
+{
+ m_basis.deSerialize(dataIn.m_basis);
+ m_origin.deSerialize(dataIn.m_origin);
+}
+
+B3_FORCE_INLINE void b3Transform::deSerializeFloat(const b3TransformFloatData& dataIn)
+{
+ m_basis.deSerializeFloat(dataIn.m_basis);
+ m_origin.deSerializeFloat(dataIn.m_origin);
+}
+
+B3_FORCE_INLINE void b3Transform::deSerializeDouble(const b3TransformDoubleData& dataIn)
+{
+ m_basis.deSerializeDouble(dataIn.m_basis);
+ m_origin.deSerializeDouble(dataIn.m_origin);
+}
+
+
+#endif //B3_TRANSFORM_H
+
+
+
+
+
+