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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_MATRIX3x3_H
- #define B3_MATRIX3x3_H
- #include "b3Vector3.h"
- #include "b3Quaternion.h"
- #include <stdio.h>
- #ifdef B3_USE_SSE
- //const __m128 B3_ATTRIBUTE_ALIGNED16(b3v2220) = {2.0f, 2.0f, 2.0f, 0.0f};
- const __m128 B3_ATTRIBUTE_ALIGNED16(b3vMPPP) = {-0.0f, +0.0f, +0.0f, +0.0f};
- #endif
- #if defined(B3_USE_SSE) || defined(B3_USE_NEON)
- const b3SimdFloat4 B3_ATTRIBUTE_ALIGNED16(b3v1000) = {1.0f, 0.0f, 0.0f, 0.0f};
- const b3SimdFloat4 B3_ATTRIBUTE_ALIGNED16(b3v0100) = {0.0f, 1.0f, 0.0f, 0.0f};
- const b3SimdFloat4 B3_ATTRIBUTE_ALIGNED16(b3v0010) = {0.0f, 0.0f, 1.0f, 0.0f};
- #endif
- #ifdef B3_USE_DOUBLE_PRECISION
- #define b3Matrix3x3Data b3Matrix3x3DoubleData
- #else
- #define b3Matrix3x3Data b3Matrix3x3FloatData
- #endif //B3_USE_DOUBLE_PRECISION
- /**@brief The b3Matrix3x3 class implements a 3x3 rotation matrix, to perform linear algebra in combination with b3Quaternion, b3Transform and b3Vector3.
- * Make sure to only include a pure orthogonal matrix without scaling. */
- B3_ATTRIBUTE_ALIGNED16(class) b3Matrix3x3 {
- ///Data storage for the matrix, each vector is a row of the matrix
- b3Vector3 m_el[3];
- public:
- /** @brief No initializaion constructor */
- b3Matrix3x3 () {}
- // explicit b3Matrix3x3(const b3Scalar *m) { setFromOpenGLSubMatrix(m); }
- /**@brief Constructor from Quaternion */
- explicit b3Matrix3x3(const b3Quaternion& q) { setRotation(q); }
- /*
- template <typename b3Scalar>
- Matrix3x3(const b3Scalar& yaw, const b3Scalar& pitch, const b3Scalar& roll)
- {
- setEulerYPR(yaw, pitch, roll);
- }
- */
- /** @brief Constructor with row major formatting */
- b3Matrix3x3(const b3Scalar& xx, const b3Scalar& xy, const b3Scalar& xz,
- const b3Scalar& yx, const b3Scalar& yy, const b3Scalar& yz,
- const b3Scalar& zx, const b3Scalar& zy, const b3Scalar& zz)
- {
- setValue(xx, xy, xz,
- yx, yy, yz,
- zx, zy, zz);
- }
- #if (defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE))|| defined (B3_USE_NEON)
- B3_FORCE_INLINE b3Matrix3x3 (const b3SimdFloat4 v0, const b3SimdFloat4 v1, const b3SimdFloat4 v2 )
- {
- m_el[0].mVec128 = v0;
- m_el[1].mVec128 = v1;
- m_el[2].mVec128 = v2;
- }
- B3_FORCE_INLINE b3Matrix3x3 (const b3Vector3& v0, const b3Vector3& v1, const b3Vector3& v2 )
- {
- m_el[0] = v0;
- m_el[1] = v1;
- m_el[2] = v2;
- }
- // Copy constructor
- B3_FORCE_INLINE b3Matrix3x3(const b3Matrix3x3& rhs)
- {
- m_el[0].mVec128 = rhs.m_el[0].mVec128;
- m_el[1].mVec128 = rhs.m_el[1].mVec128;
- m_el[2].mVec128 = rhs.m_el[2].mVec128;
- }
- // Assignment Operator
- B3_FORCE_INLINE b3Matrix3x3& operator=(const b3Matrix3x3& m)
- {
- m_el[0].mVec128 = m.m_el[0].mVec128;
- m_el[1].mVec128 = m.m_el[1].mVec128;
- m_el[2].mVec128 = m.m_el[2].mVec128;
-
- return *this;
- }
- #else
- /** @brief Copy constructor */
- B3_FORCE_INLINE b3Matrix3x3 (const b3Matrix3x3& other)
- {
- m_el[0] = other.m_el[0];
- m_el[1] = other.m_el[1];
- m_el[2] = other.m_el[2];
- }
-
- /** @brief Assignment Operator */
- B3_FORCE_INLINE b3Matrix3x3& operator=(const b3Matrix3x3& other)
- {
- m_el[0] = other.m_el[0];
- m_el[1] = other.m_el[1];
- m_el[2] = other.m_el[2];
- return *this;
- }
- #endif
- /** @brief Get a column of the matrix as a vector
- * @param i Column number 0 indexed */
- B3_FORCE_INLINE b3Vector3 getColumn(int i) const
- {
- return b3MakeVector3(m_el[0][i],m_el[1][i],m_el[2][i]);
- }
- /** @brief Get a row of the matrix as a vector
- * @param i Row number 0 indexed */
- B3_FORCE_INLINE const b3Vector3& getRow(int i) const
- {
- b3FullAssert(0 <= i && i < 3);
- return m_el[i];
- }
- /** @brief Get a mutable reference to a row of the matrix as a vector
- * @param i Row number 0 indexed */
- B3_FORCE_INLINE b3Vector3& operator[](int i)
- {
- b3FullAssert(0 <= i && i < 3);
- return m_el[i];
- }
- /** @brief Get a const reference to a row of the matrix as a vector
- * @param i Row number 0 indexed */
- B3_FORCE_INLINE const b3Vector3& operator[](int i) const
- {
- b3FullAssert(0 <= i && i < 3);
- return m_el[i];
- }
- /** @brief Multiply by the target matrix on the right
- * @param m Rotation matrix to be applied
- * Equivilant to this = this * m */
- b3Matrix3x3& operator*=(const b3Matrix3x3& m);
- /** @brief Adds by the target matrix on the right
- * @param m matrix to be applied
- * Equivilant to this = this + m */
- b3Matrix3x3& operator+=(const b3Matrix3x3& m);
- /** @brief Substractss by the target matrix on the right
- * @param m matrix to be applied
- * Equivilant to this = this - m */
- b3Matrix3x3& operator-=(const b3Matrix3x3& m);
- /** @brief Set from the rotational part of a 4x4 OpenGL matrix
- * @param m A pointer to the beginning of the array of scalars*/
- void setFromOpenGLSubMatrix(const b3Scalar *m)
- {
- m_el[0].setValue(m[0],m[4],m[8]);
- m_el[1].setValue(m[1],m[5],m[9]);
- m_el[2].setValue(m[2],m[6],m[10]);
- }
- /** @brief Set the values of the matrix explicitly (row major)
- * @param xx Top left
- * @param xy Top Middle
- * @param xz Top Right
- * @param yx Middle Left
- * @param yy Middle Middle
- * @param yz Middle Right
- * @param zx Bottom Left
- * @param zy Bottom Middle
- * @param zz Bottom Right*/
- void setValue(const b3Scalar& xx, const b3Scalar& xy, const b3Scalar& xz,
- const b3Scalar& yx, const b3Scalar& yy, const b3Scalar& yz,
- const b3Scalar& zx, const b3Scalar& zy, const b3Scalar& zz)
- {
- m_el[0].setValue(xx,xy,xz);
- m_el[1].setValue(yx,yy,yz);
- m_el[2].setValue(zx,zy,zz);
- }
- /** @brief Set the matrix from a quaternion
- * @param q The Quaternion to match */
- void setRotation(const b3Quaternion& q)
- {
- b3Scalar d = q.length2();
- b3FullAssert(d != b3Scalar(0.0));
- b3Scalar s = b3Scalar(2.0) / d;
-
- #if defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE)
- __m128 vs, Q = q.get128();
- __m128i Qi = b3CastfTo128i(Q);
- __m128 Y, Z;
- __m128 V1, V2, V3;
- __m128 V11, V21, V31;
- __m128 NQ = _mm_xor_ps(Q, b3vMzeroMask);
- __m128i NQi = b3CastfTo128i(NQ);
-
- V1 = b3CastiTo128f(_mm_shuffle_epi32 (Qi, B3_SHUFFLE(1,0,2,3))); // Y X Z W
- V2 = _mm_shuffle_ps(NQ, Q, B3_SHUFFLE(0,0,1,3)); // -X -X Y W
- V3 = b3CastiTo128f(_mm_shuffle_epi32 (Qi, B3_SHUFFLE(2,1,0,3))); // Z Y X W
- V1 = _mm_xor_ps(V1, b3vMPPP); // change the sign of the first element
-
- V11 = b3CastiTo128f(_mm_shuffle_epi32 (Qi, B3_SHUFFLE(1,1,0,3))); // Y Y X W
- V21 = _mm_unpackhi_ps(Q, Q); // Z Z W W
- V31 = _mm_shuffle_ps(Q, NQ, B3_SHUFFLE(0,2,0,3)); // X Z -X -W
- V2 = V2 * V1; //
- V1 = V1 * V11; //
- V3 = V3 * V31; //
- V11 = _mm_shuffle_ps(NQ, Q, B3_SHUFFLE(2,3,1,3)); // -Z -W Y W
- V11 = V11 * V21; //
- V21 = _mm_xor_ps(V21, b3vMPPP); // change the sign of the first element
- V31 = _mm_shuffle_ps(Q, NQ, B3_SHUFFLE(3,3,1,3)); // W W -Y -W
- V31 = _mm_xor_ps(V31, b3vMPPP); // change the sign of the first element
- Y = b3CastiTo128f(_mm_shuffle_epi32 (NQi, B3_SHUFFLE(3,2,0,3))); // -W -Z -X -W
- Z = b3CastiTo128f(_mm_shuffle_epi32 (Qi, B3_SHUFFLE(1,0,1,3))); // Y X Y W
- vs = _mm_load_ss(&s);
- V21 = V21 * Y;
- V31 = V31 * Z;
- V1 = V1 + V11;
- V2 = V2 + V21;
- V3 = V3 + V31;
- vs = b3_splat3_ps(vs, 0);
- // s ready
- V1 = V1 * vs;
- V2 = V2 * vs;
- V3 = V3 * vs;
-
- V1 = V1 + b3v1000;
- V2 = V2 + b3v0100;
- V3 = V3 + b3v0010;
-
- m_el[0] = b3MakeVector3(V1);
- m_el[1] = b3MakeVector3(V2);
- m_el[2] = b3MakeVector3(V3);
- #else
- b3Scalar xs = q.getX() * s, ys = q.getY() * s, zs = q.getZ() * s;
- b3Scalar wx = q.getW() * xs, wy = q.getW() * ys, wz = q.getW() * zs;
- b3Scalar xx = q.getX() * xs, xy = q.getX() * ys, xz = q.getX() * zs;
- b3Scalar yy = q.getY() * ys, yz = q.getY() * zs, zz = q.getZ() * zs;
- setValue(
- b3Scalar(1.0) - (yy + zz), xy - wz, xz + wy,
- xy + wz, b3Scalar(1.0) - (xx + zz), yz - wx,
- xz - wy, yz + wx, b3Scalar(1.0) - (xx + yy));
- #endif
- }
- /** @brief Set the matrix from euler angles using YPR around YXZ respectively
- * @param yaw Yaw about Y axis
- * @param pitch Pitch about X axis
- * @param roll Roll about Z axis
- */
- void setEulerYPR(const b3Scalar& yaw, const b3Scalar& pitch, const b3Scalar& roll)
- {
- setEulerZYX(roll, pitch, yaw);
- }
- /** @brief Set the matrix from euler angles YPR around ZYX axes
- * @param eulerX Roll about X axis
- * @param eulerY Pitch around Y axis
- * @param eulerZ Yaw aboud Z axis
- *
- * These angles are used to produce a rotation matrix. The euler
- * angles are applied in ZYX order. I.e a vector is first rotated
- * about X then Y and then Z
- **/
- void setEulerZYX(b3Scalar eulerX,b3Scalar eulerY,b3Scalar eulerZ) {
- ///@todo proposed to reverse this since it's labeled zyx but takes arguments xyz and it will match all other parts of the code
- b3Scalar ci ( b3Cos(eulerX));
- b3Scalar cj ( b3Cos(eulerY));
- b3Scalar ch ( b3Cos(eulerZ));
- b3Scalar si ( b3Sin(eulerX));
- b3Scalar sj ( b3Sin(eulerY));
- b3Scalar sh ( b3Sin(eulerZ));
- b3Scalar cc = ci * ch;
- b3Scalar cs = ci * sh;
- b3Scalar sc = si * ch;
- b3Scalar ss = si * sh;
- setValue(cj * ch, sj * sc - cs, sj * cc + ss,
- cj * sh, sj * ss + cc, sj * cs - sc,
- -sj, cj * si, cj * ci);
- }
- /**@brief Set the matrix to the identity */
- void setIdentity()
- {
- #if (defined(B3_USE_SSE_IN_API)&& defined (B3_USE_SSE)) || defined(B3_USE_NEON)
- m_el[0] = b3MakeVector3(b3v1000);
- m_el[1] = b3MakeVector3(b3v0100);
- m_el[2] = b3MakeVector3(b3v0010);
- #else
- setValue(b3Scalar(1.0), b3Scalar(0.0), b3Scalar(0.0),
- b3Scalar(0.0), b3Scalar(1.0), b3Scalar(0.0),
- b3Scalar(0.0), b3Scalar(0.0), b3Scalar(1.0));
- #endif
- }
- static const b3Matrix3x3& getIdentity()
- {
- #if (defined(B3_USE_SSE_IN_API)&& defined (B3_USE_SSE)) || defined(B3_USE_NEON)
- static const b3Matrix3x3
- identityMatrix(b3v1000, b3v0100, b3v0010);
- #else
- static const b3Matrix3x3
- identityMatrix(
- b3Scalar(1.0), b3Scalar(0.0), b3Scalar(0.0),
- b3Scalar(0.0), b3Scalar(1.0), b3Scalar(0.0),
- b3Scalar(0.0), b3Scalar(0.0), b3Scalar(1.0));
- #endif
- return identityMatrix;
- }
- /**@brief Fill the rotational part of an OpenGL matrix and clear the shear/perspective
- * @param m The array to be filled */
- void getOpenGLSubMatrix(b3Scalar *m) const
- {
- #if defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE)
- __m128 v0 = m_el[0].mVec128;
- __m128 v1 = m_el[1].mVec128;
- __m128 v2 = m_el[2].mVec128; // x2 y2 z2 w2
- __m128 *vm = (__m128 *)m;
- __m128 vT;
-
- v2 = _mm_and_ps(v2, b3vFFF0fMask); // x2 y2 z2 0
-
- vT = _mm_unpackhi_ps(v0, v1); // z0 z1 * *
- v0 = _mm_unpacklo_ps(v0, v1); // x0 x1 y0 y1
- v1 = _mm_shuffle_ps(v0, v2, B3_SHUFFLE(2, 3, 1, 3) ); // y0 y1 y2 0
- v0 = _mm_shuffle_ps(v0, v2, B3_SHUFFLE(0, 1, 0, 3) ); // x0 x1 x2 0
- v2 = b3CastdTo128f(_mm_move_sd(b3CastfTo128d(v2), b3CastfTo128d(vT))); // z0 z1 z2 0
- vm[0] = v0;
- vm[1] = v1;
- vm[2] = v2;
- #elif defined(B3_USE_NEON)
- // note: zeros the w channel. We can preserve it at the cost of two more vtrn instructions.
- static const uint32x2_t zMask = (const uint32x2_t) {-1, 0 };
- float32x4_t *vm = (float32x4_t *)m;
- float32x4x2_t top = vtrnq_f32( m_el[0].mVec128, m_el[1].mVec128 ); // {x0 x1 z0 z1}, {y0 y1 w0 w1}
- float32x2x2_t bl = vtrn_f32( vget_low_f32(m_el[2].mVec128), vdup_n_f32(0.0f) ); // {x2 0 }, {y2 0}
- float32x4_t v0 = vcombine_f32( vget_low_f32(top.val[0]), bl.val[0] );
- float32x4_t v1 = vcombine_f32( vget_low_f32(top.val[1]), bl.val[1] );
- float32x2_t q = (float32x2_t) vand_u32( (uint32x2_t) vget_high_f32( m_el[2].mVec128), zMask );
- float32x4_t v2 = vcombine_f32( vget_high_f32(top.val[0]), q ); // z0 z1 z2 0
- vm[0] = v0;
- vm[1] = v1;
- vm[2] = v2;
- #else
- m[0] = b3Scalar(m_el[0].getX());
- m[1] = b3Scalar(m_el[1].getX());
- m[2] = b3Scalar(m_el[2].getX());
- m[3] = b3Scalar(0.0);
- m[4] = b3Scalar(m_el[0].getY());
- m[5] = b3Scalar(m_el[1].getY());
- m[6] = b3Scalar(m_el[2].getY());
- m[7] = b3Scalar(0.0);
- m[8] = b3Scalar(m_el[0].getZ());
- m[9] = b3Scalar(m_el[1].getZ());
- m[10] = b3Scalar(m_el[2].getZ());
- m[11] = b3Scalar(0.0);
- #endif
- }
- /**@brief Get the matrix represented as a quaternion
- * @param q The quaternion which will be set */
- void getRotation(b3Quaternion& q) const
- {
- #if (defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE))|| defined (B3_USE_NEON)
- b3Scalar trace = m_el[0].getX() + m_el[1].getY() + m_el[2].getZ();
- b3Scalar s, x;
-
- union {
- b3SimdFloat4 vec;
- b3Scalar f[4];
- } temp;
-
- if (trace > b3Scalar(0.0))
- {
- x = trace + b3Scalar(1.0);
- temp.f[0]=m_el[2].getY() - m_el[1].getZ();
- temp.f[1]=m_el[0].getZ() - m_el[2].getX();
- temp.f[2]=m_el[1].getX() - m_el[0].getY();
- temp.f[3]=x;
- //temp.f[3]= s * b3Scalar(0.5);
- }
- else
- {
- int i, j, k;
- if(m_el[0].getX() < m_el[1].getY())
- {
- if( m_el[1].getY() < m_el[2].getZ() )
- { i = 2; j = 0; k = 1; }
- else
- { i = 1; j = 2; k = 0; }
- }
- else
- {
- if( m_el[0].getX() < m_el[2].getZ())
- { i = 2; j = 0; k = 1; }
- else
- { i = 0; j = 1; k = 2; }
- }
- x = m_el[i][i] - m_el[j][j] - m_el[k][k] + b3Scalar(1.0);
- temp.f[3] = (m_el[k][j] - m_el[j][k]);
- temp.f[j] = (m_el[j][i] + m_el[i][j]);
- temp.f[k] = (m_el[k][i] + m_el[i][k]);
- temp.f[i] = x;
- //temp.f[i] = s * b3Scalar(0.5);
- }
- s = b3Sqrt(x);
- q.set128(temp.vec);
- s = b3Scalar(0.5) / s;
- q *= s;
- #else
- b3Scalar trace = m_el[0].getX() + m_el[1].getY() + m_el[2].getZ();
- b3Scalar temp[4];
- if (trace > b3Scalar(0.0))
- {
- b3Scalar s = b3Sqrt(trace + b3Scalar(1.0));
- temp[3]=(s * b3Scalar(0.5));
- s = b3Scalar(0.5) / s;
- temp[0]=((m_el[2].getY() - m_el[1].getZ()) * s);
- temp[1]=((m_el[0].getZ() - m_el[2].getX()) * s);
- temp[2]=((m_el[1].getX() - m_el[0].getY()) * s);
- }
- else
- {
- int i = m_el[0].getX() < m_el[1].getY() ?
- (m_el[1].getY() < m_el[2].getZ() ? 2 : 1) :
- (m_el[0].getX() < m_el[2].getZ() ? 2 : 0);
- int j = (i + 1) % 3;
- int k = (i + 2) % 3;
- b3Scalar s = b3Sqrt(m_el[i][i] - m_el[j][j] - m_el[k][k] + b3Scalar(1.0));
- temp[i] = s * b3Scalar(0.5);
- s = b3Scalar(0.5) / s;
- temp[3] = (m_el[k][j] - m_el[j][k]) * s;
- temp[j] = (m_el[j][i] + m_el[i][j]) * s;
- temp[k] = (m_el[k][i] + m_el[i][k]) * s;
- }
- q.setValue(temp[0],temp[1],temp[2],temp[3]);
- #endif
- }
- /**@brief Get the matrix represented as euler angles around YXZ, roundtrip with setEulerYPR
- * @param yaw Yaw around Y axis
- * @param pitch Pitch around X axis
- * @param roll around Z axis */
- void getEulerYPR(b3Scalar& yaw, b3Scalar& pitch, b3Scalar& roll) const
- {
- // first use the normal calculus
- yaw = b3Scalar(b3Atan2(m_el[1].getX(), m_el[0].getX()));
- pitch = b3Scalar(b3Asin(-m_el[2].getX()));
- roll = b3Scalar(b3Atan2(m_el[2].getY(), m_el[2].getZ()));
- // on pitch = +/-HalfPI
- if (b3Fabs(pitch)==B3_HALF_PI)
- {
- if (yaw>0)
- yaw-=B3_PI;
- else
- yaw+=B3_PI;
- if (roll>0)
- roll-=B3_PI;
- else
- roll+=B3_PI;
- }
- };
- /**@brief Get the matrix represented as euler angles around ZYX
- * @param yaw Yaw around X axis
- * @param pitch Pitch around Y axis
- * @param roll around X axis
- * @param solution_number Which solution of two possible solutions ( 1 or 2) are possible values*/
- void getEulerZYX(b3Scalar& yaw, b3Scalar& pitch, b3Scalar& roll, unsigned int solution_number = 1) const
- {
- struct Euler
- {
- b3Scalar yaw;
- b3Scalar pitch;
- b3Scalar roll;
- };
- Euler euler_out;
- Euler euler_out2; //second solution
- //get the pointer to the raw data
- // Check that pitch is not at a singularity
- if (b3Fabs(m_el[2].getX()) >= 1)
- {
- euler_out.yaw = 0;
- euler_out2.yaw = 0;
- // From difference of angles formula
- b3Scalar delta = b3Atan2(m_el[0].getX(),m_el[0].getZ());
- if (m_el[2].getX() > 0) //gimbal locked up
- {
- euler_out.pitch = B3_PI / b3Scalar(2.0);
- euler_out2.pitch = B3_PI / b3Scalar(2.0);
- euler_out.roll = euler_out.pitch + delta;
- euler_out2.roll = euler_out.pitch + delta;
- }
- else // gimbal locked down
- {
- euler_out.pitch = -B3_PI / b3Scalar(2.0);
- euler_out2.pitch = -B3_PI / b3Scalar(2.0);
- euler_out.roll = -euler_out.pitch + delta;
- euler_out2.roll = -euler_out.pitch + delta;
- }
- }
- else
- {
- euler_out.pitch = - b3Asin(m_el[2].getX());
- euler_out2.pitch = B3_PI - euler_out.pitch;
- euler_out.roll = b3Atan2(m_el[2].getY()/b3Cos(euler_out.pitch),
- m_el[2].getZ()/b3Cos(euler_out.pitch));
- euler_out2.roll = b3Atan2(m_el[2].getY()/b3Cos(euler_out2.pitch),
- m_el[2].getZ()/b3Cos(euler_out2.pitch));
- euler_out.yaw = b3Atan2(m_el[1].getX()/b3Cos(euler_out.pitch),
- m_el[0].getX()/b3Cos(euler_out.pitch));
- euler_out2.yaw = b3Atan2(m_el[1].getX()/b3Cos(euler_out2.pitch),
- m_el[0].getX()/b3Cos(euler_out2.pitch));
- }
- if (solution_number == 1)
- {
- yaw = euler_out.yaw;
- pitch = euler_out.pitch;
- roll = euler_out.roll;
- }
- else
- {
- yaw = euler_out2.yaw;
- pitch = euler_out2.pitch;
- roll = euler_out2.roll;
- }
- }
- /**@brief Create a scaled copy of the matrix
- * @param s Scaling vector The elements of the vector will scale each column */
- b3Matrix3x3 scaled(const b3Vector3& s) const
- {
- #if (defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE))|| defined (B3_USE_NEON)
- return b3Matrix3x3(m_el[0] * s, m_el[1] * s, m_el[2] * s);
- #else
- return b3Matrix3x3(
- m_el[0].getX() * s.getX(), m_el[0].getY() * s.getY(), m_el[0].getZ() * s.getZ(),
- m_el[1].getX() * s.getX(), m_el[1].getY() * s.getY(), m_el[1].getZ() * s.getZ(),
- m_el[2].getX() * s.getX(), m_el[2].getY() * s.getY(), m_el[2].getZ() * s.getZ());
- #endif
- }
- /**@brief Return the determinant of the matrix */
- b3Scalar determinant() const;
- /**@brief Return the adjoint of the matrix */
- b3Matrix3x3 adjoint() const;
- /**@brief Return the matrix with all values non negative */
- b3Matrix3x3 absolute() const;
- /**@brief Return the transpose of the matrix */
- b3Matrix3x3 transpose() const;
- /**@brief Return the inverse of the matrix */
- b3Matrix3x3 inverse() const;
- b3Matrix3x3 transposeTimes(const b3Matrix3x3& m) const;
- b3Matrix3x3 timesTranspose(const b3Matrix3x3& m) const;
- B3_FORCE_INLINE b3Scalar tdotx(const b3Vector3& v) const
- {
- return m_el[0].getX() * v.getX() + m_el[1].getX() * v.getY() + m_el[2].getX() * v.getZ();
- }
- B3_FORCE_INLINE b3Scalar tdoty(const b3Vector3& v) const
- {
- return m_el[0].getY() * v.getX() + m_el[1].getY() * v.getY() + m_el[2].getY() * v.getZ();
- }
- B3_FORCE_INLINE b3Scalar tdotz(const b3Vector3& v) const
- {
- return m_el[0].getZ() * v.getX() + m_el[1].getZ() * v.getY() + m_el[2].getZ() * v.getZ();
- }
- /**@brief diagonalizes this matrix by the Jacobi method.
- * @param rot stores the rotation from the coordinate system in which the matrix is diagonal to the original
- * coordinate system, i.e., old_this = rot * new_this * rot^T.
- * @param threshold See iteration
- * @param iteration The iteration stops when all off-diagonal elements are less than the threshold multiplied
- * by the sum of the absolute values of the diagonal, or when maxSteps have been executed.
- *
- * Note that this matrix is assumed to be symmetric.
- */
- void diagonalize(b3Matrix3x3& rot, b3Scalar threshold, int maxSteps)
- {
- rot.setIdentity();
- for (int step = maxSteps; step > 0; step--)
- {
- // find off-diagonal element [p][q] with largest magnitude
- int p = 0;
- int q = 1;
- int r = 2;
- b3Scalar max = b3Fabs(m_el[0][1]);
- b3Scalar v = b3Fabs(m_el[0][2]);
- if (v > max)
- {
- q = 2;
- r = 1;
- max = v;
- }
- v = b3Fabs(m_el[1][2]);
- if (v > max)
- {
- p = 1;
- q = 2;
- r = 0;
- max = v;
- }
- b3Scalar t = threshold * (b3Fabs(m_el[0][0]) + b3Fabs(m_el[1][1]) + b3Fabs(m_el[2][2]));
- if (max <= t)
- {
- if (max <= B3_EPSILON * t)
- {
- return;
- }
- step = 1;
- }
- // compute Jacobi rotation J which leads to a zero for element [p][q]
- b3Scalar mpq = m_el[p][q];
- b3Scalar theta = (m_el[q][q] - m_el[p][p]) / (2 * mpq);
- b3Scalar theta2 = theta * theta;
- b3Scalar cos;
- b3Scalar sin;
- if (theta2 * theta2 < b3Scalar(10 / B3_EPSILON))
- {
- t = (theta >= 0) ? 1 / (theta + b3Sqrt(1 + theta2))
- : 1 / (theta - b3Sqrt(1 + theta2));
- cos = 1 / b3Sqrt(1 + t * t);
- sin = cos * t;
- }
- else
- {
- // approximation for large theta-value, i.e., a nearly diagonal matrix
- t = 1 / (theta * (2 + b3Scalar(0.5) / theta2));
- cos = 1 - b3Scalar(0.5) * t * t;
- sin = cos * t;
- }
- // apply rotation to matrix (this = J^T * this * J)
- m_el[p][q] = m_el[q][p] = 0;
- m_el[p][p] -= t * mpq;
- m_el[q][q] += t * mpq;
- b3Scalar mrp = m_el[r][p];
- b3Scalar mrq = m_el[r][q];
- m_el[r][p] = m_el[p][r] = cos * mrp - sin * mrq;
- m_el[r][q] = m_el[q][r] = cos * mrq + sin * mrp;
- // apply rotation to rot (rot = rot * J)
- for (int i = 0; i < 3; i++)
- {
- b3Vector3& row = rot[i];
- mrp = row[p];
- mrq = row[q];
- row[p] = cos * mrp - sin * mrq;
- row[q] = cos * mrq + sin * mrp;
- }
- }
- }
- /**@brief Calculate the matrix cofactor
- * @param r1 The first row to use for calculating the cofactor
- * @param c1 The first column to use for calculating the cofactor
- * @param r1 The second row to use for calculating the cofactor
- * @param c1 The second column to use for calculating the cofactor
- * See http://en.wikipedia.org/wiki/Cofactor_(linear_algebra) for more details
- */
- b3Scalar cofac(int r1, int c1, int r2, int c2) const
- {
- return m_el[r1][c1] * m_el[r2][c2] - m_el[r1][c2] * m_el[r2][c1];
- }
- void serialize(struct b3Matrix3x3Data& dataOut) const;
- void serializeFloat(struct b3Matrix3x3FloatData& dataOut) const;
- void deSerialize(const struct b3Matrix3x3Data& dataIn);
- void deSerializeFloat(const struct b3Matrix3x3FloatData& dataIn);
- void deSerializeDouble(const struct b3Matrix3x3DoubleData& dataIn);
- };
- B3_FORCE_INLINE b3Matrix3x3&
- b3Matrix3x3::operator*=(const b3Matrix3x3& m)
- {
- #if defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE)
- __m128 rv00, rv01, rv02;
- __m128 rv10, rv11, rv12;
- __m128 rv20, rv21, rv22;
- __m128 mv0, mv1, mv2;
- rv02 = m_el[0].mVec128;
- rv12 = m_el[1].mVec128;
- rv22 = m_el[2].mVec128;
- mv0 = _mm_and_ps(m[0].mVec128, b3vFFF0fMask);
- mv1 = _mm_and_ps(m[1].mVec128, b3vFFF0fMask);
- mv2 = _mm_and_ps(m[2].mVec128, b3vFFF0fMask);
-
- // rv0
- rv00 = b3_splat_ps(rv02, 0);
- rv01 = b3_splat_ps(rv02, 1);
- rv02 = b3_splat_ps(rv02, 2);
-
- rv00 = _mm_mul_ps(rv00, mv0);
- rv01 = _mm_mul_ps(rv01, mv1);
- rv02 = _mm_mul_ps(rv02, mv2);
-
- // rv1
- rv10 = b3_splat_ps(rv12, 0);
- rv11 = b3_splat_ps(rv12, 1);
- rv12 = b3_splat_ps(rv12, 2);
-
- rv10 = _mm_mul_ps(rv10, mv0);
- rv11 = _mm_mul_ps(rv11, mv1);
- rv12 = _mm_mul_ps(rv12, mv2);
-
- // rv2
- rv20 = b3_splat_ps(rv22, 0);
- rv21 = b3_splat_ps(rv22, 1);
- rv22 = b3_splat_ps(rv22, 2);
-
- rv20 = _mm_mul_ps(rv20, mv0);
- rv21 = _mm_mul_ps(rv21, mv1);
- rv22 = _mm_mul_ps(rv22, mv2);
- rv00 = _mm_add_ps(rv00, rv01);
- rv10 = _mm_add_ps(rv10, rv11);
- rv20 = _mm_add_ps(rv20, rv21);
- m_el[0].mVec128 = _mm_add_ps(rv00, rv02);
- m_el[1].mVec128 = _mm_add_ps(rv10, rv12);
- m_el[2].mVec128 = _mm_add_ps(rv20, rv22);
- #elif defined(B3_USE_NEON)
- float32x4_t rv0, rv1, rv2;
- float32x4_t v0, v1, v2;
- float32x4_t mv0, mv1, mv2;
- v0 = m_el[0].mVec128;
- v1 = m_el[1].mVec128;
- v2 = m_el[2].mVec128;
- mv0 = (float32x4_t) vandq_s32((int32x4_t)m[0].mVec128, b3vFFF0Mask);
- mv1 = (float32x4_t) vandq_s32((int32x4_t)m[1].mVec128, b3vFFF0Mask);
- mv2 = (float32x4_t) vandq_s32((int32x4_t)m[2].mVec128, b3vFFF0Mask);
-
- rv0 = vmulq_lane_f32(mv0, vget_low_f32(v0), 0);
- rv1 = vmulq_lane_f32(mv0, vget_low_f32(v1), 0);
- rv2 = vmulq_lane_f32(mv0, vget_low_f32(v2), 0);
-
- rv0 = vmlaq_lane_f32(rv0, mv1, vget_low_f32(v0), 1);
- rv1 = vmlaq_lane_f32(rv1, mv1, vget_low_f32(v1), 1);
- rv2 = vmlaq_lane_f32(rv2, mv1, vget_low_f32(v2), 1);
-
- rv0 = vmlaq_lane_f32(rv0, mv2, vget_high_f32(v0), 0);
- rv1 = vmlaq_lane_f32(rv1, mv2, vget_high_f32(v1), 0);
- rv2 = vmlaq_lane_f32(rv2, mv2, vget_high_f32(v2), 0);
- m_el[0].mVec128 = rv0;
- m_el[1].mVec128 = rv1;
- m_el[2].mVec128 = rv2;
- #else
- setValue(
- m.tdotx(m_el[0]), m.tdoty(m_el[0]), m.tdotz(m_el[0]),
- m.tdotx(m_el[1]), m.tdoty(m_el[1]), m.tdotz(m_el[1]),
- m.tdotx(m_el[2]), m.tdoty(m_el[2]), m.tdotz(m_el[2]));
- #endif
- return *this;
- }
- B3_FORCE_INLINE b3Matrix3x3&
- b3Matrix3x3::operator+=(const b3Matrix3x3& m)
- {
- #if (defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE))|| defined (B3_USE_NEON)
- m_el[0].mVec128 = m_el[0].mVec128 + m.m_el[0].mVec128;
- m_el[1].mVec128 = m_el[1].mVec128 + m.m_el[1].mVec128;
- m_el[2].mVec128 = m_el[2].mVec128 + m.m_el[2].mVec128;
- #else
- setValue(
- m_el[0][0]+m.m_el[0][0],
- m_el[0][1]+m.m_el[0][1],
- m_el[0][2]+m.m_el[0][2],
- m_el[1][0]+m.m_el[1][0],
- m_el[1][1]+m.m_el[1][1],
- m_el[1][2]+m.m_el[1][2],
- m_el[2][0]+m.m_el[2][0],
- m_el[2][1]+m.m_el[2][1],
- m_el[2][2]+m.m_el[2][2]);
- #endif
- return *this;
- }
- B3_FORCE_INLINE b3Matrix3x3
- operator*(const b3Matrix3x3& m, const b3Scalar & k)
- {
- #if (defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE))
- __m128 vk = b3_splat_ps(_mm_load_ss((float *)&k), 0x80);
- return b3Matrix3x3(
- _mm_mul_ps(m[0].mVec128, vk),
- _mm_mul_ps(m[1].mVec128, vk),
- _mm_mul_ps(m[2].mVec128, vk));
- #elif defined(B3_USE_NEON)
- return b3Matrix3x3(
- vmulq_n_f32(m[0].mVec128, k),
- vmulq_n_f32(m[1].mVec128, k),
- vmulq_n_f32(m[2].mVec128, k));
- #else
- return b3Matrix3x3(
- m[0].getX()*k,m[0].getY()*k,m[0].getZ()*k,
- m[1].getX()*k,m[1].getY()*k,m[1].getZ()*k,
- m[2].getX()*k,m[2].getY()*k,m[2].getZ()*k);
- #endif
- }
- B3_FORCE_INLINE b3Matrix3x3
- operator+(const b3Matrix3x3& m1, const b3Matrix3x3& m2)
- {
- #if (defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE))|| defined (B3_USE_NEON)
- return b3Matrix3x3(
- m1[0].mVec128 + m2[0].mVec128,
- m1[1].mVec128 + m2[1].mVec128,
- m1[2].mVec128 + m2[2].mVec128);
- #else
- return b3Matrix3x3(
- m1[0][0]+m2[0][0],
- m1[0][1]+m2[0][1],
- m1[0][2]+m2[0][2],
-
- m1[1][0]+m2[1][0],
- m1[1][1]+m2[1][1],
- m1[1][2]+m2[1][2],
-
- m1[2][0]+m2[2][0],
- m1[2][1]+m2[2][1],
- m1[2][2]+m2[2][2]);
- #endif
- }
- B3_FORCE_INLINE b3Matrix3x3
- operator-(const b3Matrix3x3& m1, const b3Matrix3x3& m2)
- {
- #if (defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE))|| defined (B3_USE_NEON)
- return b3Matrix3x3(
- m1[0].mVec128 - m2[0].mVec128,
- m1[1].mVec128 - m2[1].mVec128,
- m1[2].mVec128 - m2[2].mVec128);
- #else
- return b3Matrix3x3(
- m1[0][0]-m2[0][0],
- m1[0][1]-m2[0][1],
- m1[0][2]-m2[0][2],
-
- m1[1][0]-m2[1][0],
- m1[1][1]-m2[1][1],
- m1[1][2]-m2[1][2],
-
- m1[2][0]-m2[2][0],
- m1[2][1]-m2[2][1],
- m1[2][2]-m2[2][2]);
- #endif
- }
- B3_FORCE_INLINE b3Matrix3x3&
- b3Matrix3x3::operator-=(const b3Matrix3x3& m)
- {
- #if (defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE))|| defined (B3_USE_NEON)
- m_el[0].mVec128 = m_el[0].mVec128 - m.m_el[0].mVec128;
- m_el[1].mVec128 = m_el[1].mVec128 - m.m_el[1].mVec128;
- m_el[2].mVec128 = m_el[2].mVec128 - m.m_el[2].mVec128;
- #else
- setValue(
- m_el[0][0]-m.m_el[0][0],
- m_el[0][1]-m.m_el[0][1],
- m_el[0][2]-m.m_el[0][2],
- m_el[1][0]-m.m_el[1][0],
- m_el[1][1]-m.m_el[1][1],
- m_el[1][2]-m.m_el[1][2],
- m_el[2][0]-m.m_el[2][0],
- m_el[2][1]-m.m_el[2][1],
- m_el[2][2]-m.m_el[2][2]);
- #endif
- return *this;
- }
- B3_FORCE_INLINE b3Scalar
- b3Matrix3x3::determinant() const
- {
- return b3Triple((*this)[0], (*this)[1], (*this)[2]);
- }
- B3_FORCE_INLINE b3Matrix3x3
- b3Matrix3x3::absolute() const
- {
- #if (defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE))
- return b3Matrix3x3(
- _mm_and_ps(m_el[0].mVec128, b3vAbsfMask),
- _mm_and_ps(m_el[1].mVec128, b3vAbsfMask),
- _mm_and_ps(m_el[2].mVec128, b3vAbsfMask));
- #elif defined(B3_USE_NEON)
- return b3Matrix3x3(
- (float32x4_t)vandq_s32((int32x4_t)m_el[0].mVec128, b3v3AbsMask),
- (float32x4_t)vandq_s32((int32x4_t)m_el[1].mVec128, b3v3AbsMask),
- (float32x4_t)vandq_s32((int32x4_t)m_el[2].mVec128, b3v3AbsMask));
- #else
- return b3Matrix3x3(
- b3Fabs(m_el[0].getX()), b3Fabs(m_el[0].getY()), b3Fabs(m_el[0].getZ()),
- b3Fabs(m_el[1].getX()), b3Fabs(m_el[1].getY()), b3Fabs(m_el[1].getZ()),
- b3Fabs(m_el[2].getX()), b3Fabs(m_el[2].getY()), b3Fabs(m_el[2].getZ()));
- #endif
- }
- B3_FORCE_INLINE b3Matrix3x3
- b3Matrix3x3::transpose() const
- {
- #if (defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE))
- __m128 v0 = m_el[0].mVec128;
- __m128 v1 = m_el[1].mVec128;
- __m128 v2 = m_el[2].mVec128; // x2 y2 z2 w2
- __m128 vT;
-
- v2 = _mm_and_ps(v2, b3vFFF0fMask); // x2 y2 z2 0
-
- vT = _mm_unpackhi_ps(v0, v1); // z0 z1 * *
- v0 = _mm_unpacklo_ps(v0, v1); // x0 x1 y0 y1
- v1 = _mm_shuffle_ps(v0, v2, B3_SHUFFLE(2, 3, 1, 3) ); // y0 y1 y2 0
- v0 = _mm_shuffle_ps(v0, v2, B3_SHUFFLE(0, 1, 0, 3) ); // x0 x1 x2 0
- v2 = b3CastdTo128f(_mm_move_sd(b3CastfTo128d(v2), b3CastfTo128d(vT))); // z0 z1 z2 0
- return b3Matrix3x3( v0, v1, v2 );
- #elif defined(B3_USE_NEON)
- // note: zeros the w channel. We can preserve it at the cost of two more vtrn instructions.
- static const uint32x2_t zMask = (const uint32x2_t) {-1, 0 };
- float32x4x2_t top = vtrnq_f32( m_el[0].mVec128, m_el[1].mVec128 ); // {x0 x1 z0 z1}, {y0 y1 w0 w1}
- float32x2x2_t bl = vtrn_f32( vget_low_f32(m_el[2].mVec128), vdup_n_f32(0.0f) ); // {x2 0 }, {y2 0}
- float32x4_t v0 = vcombine_f32( vget_low_f32(top.val[0]), bl.val[0] );
- float32x4_t v1 = vcombine_f32( vget_low_f32(top.val[1]), bl.val[1] );
- float32x2_t q = (float32x2_t) vand_u32( (uint32x2_t) vget_high_f32( m_el[2].mVec128), zMask );
- float32x4_t v2 = vcombine_f32( vget_high_f32(top.val[0]), q ); // z0 z1 z2 0
- return b3Matrix3x3( v0, v1, v2 );
- #else
- return b3Matrix3x3( m_el[0].getX(), m_el[1].getX(), m_el[2].getX(),
- m_el[0].getY(), m_el[1].getY(), m_el[2].getY(),
- m_el[0].getZ(), m_el[1].getZ(), m_el[2].getZ());
- #endif
- }
- B3_FORCE_INLINE b3Matrix3x3
- b3Matrix3x3::adjoint() const
- {
- return b3Matrix3x3(cofac(1, 1, 2, 2), cofac(0, 2, 2, 1), cofac(0, 1, 1, 2),
- cofac(1, 2, 2, 0), cofac(0, 0, 2, 2), cofac(0, 2, 1, 0),
- cofac(1, 0, 2, 1), cofac(0, 1, 2, 0), cofac(0, 0, 1, 1));
- }
- B3_FORCE_INLINE b3Matrix3x3
- b3Matrix3x3::inverse() const
- {
- b3Vector3 co = b3MakeVector3(cofac(1, 1, 2, 2), cofac(1, 2, 2, 0), cofac(1, 0, 2, 1));
- b3Scalar det = (*this)[0].dot(co);
- b3FullAssert(det != b3Scalar(0.0));
- b3Scalar s = b3Scalar(1.0) / det;
- return b3Matrix3x3(co.getX() * s, cofac(0, 2, 2, 1) * s, cofac(0, 1, 1, 2) * s,
- co.getY() * s, cofac(0, 0, 2, 2) * s, cofac(0, 2, 1, 0) * s,
- co.getZ() * s, cofac(0, 1, 2, 0) * s, cofac(0, 0, 1, 1) * s);
- }
- B3_FORCE_INLINE b3Matrix3x3
- b3Matrix3x3::transposeTimes(const b3Matrix3x3& m) const
- {
- #if (defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE))
- // zeros w
- // static const __m128i xyzMask = (const __m128i){ -1ULL, 0xffffffffULL };
- __m128 row = m_el[0].mVec128;
- __m128 m0 = _mm_and_ps( m.getRow(0).mVec128, b3vFFF0fMask );
- __m128 m1 = _mm_and_ps( m.getRow(1).mVec128, b3vFFF0fMask);
- __m128 m2 = _mm_and_ps( m.getRow(2).mVec128, b3vFFF0fMask );
- __m128 r0 = _mm_mul_ps(m0, _mm_shuffle_ps(row, row, 0));
- __m128 r1 = _mm_mul_ps(m0, _mm_shuffle_ps(row, row, 0x55));
- __m128 r2 = _mm_mul_ps(m0, _mm_shuffle_ps(row, row, 0xaa));
- row = m_el[1].mVec128;
- r0 = _mm_add_ps( r0, _mm_mul_ps(m1, _mm_shuffle_ps(row, row, 0)));
- r1 = _mm_add_ps( r1, _mm_mul_ps(m1, _mm_shuffle_ps(row, row, 0x55)));
- r2 = _mm_add_ps( r2, _mm_mul_ps(m1, _mm_shuffle_ps(row, row, 0xaa)));
- row = m_el[2].mVec128;
- r0 = _mm_add_ps( r0, _mm_mul_ps(m2, _mm_shuffle_ps(row, row, 0)));
- r1 = _mm_add_ps( r1, _mm_mul_ps(m2, _mm_shuffle_ps(row, row, 0x55)));
- r2 = _mm_add_ps( r2, _mm_mul_ps(m2, _mm_shuffle_ps(row, row, 0xaa)));
- return b3Matrix3x3( r0, r1, r2 );
- #elif defined B3_USE_NEON
- // zeros w
- static const uint32x4_t xyzMask = (const uint32x4_t){ -1, -1, -1, 0 };
- float32x4_t m0 = (float32x4_t) vandq_u32( (uint32x4_t) m.getRow(0).mVec128, xyzMask );
- float32x4_t m1 = (float32x4_t) vandq_u32( (uint32x4_t) m.getRow(1).mVec128, xyzMask );
- float32x4_t m2 = (float32x4_t) vandq_u32( (uint32x4_t) m.getRow(2).mVec128, xyzMask );
- float32x4_t row = m_el[0].mVec128;
- float32x4_t r0 = vmulq_lane_f32( m0, vget_low_f32(row), 0);
- float32x4_t r1 = vmulq_lane_f32( m0, vget_low_f32(row), 1);
- float32x4_t r2 = vmulq_lane_f32( m0, vget_high_f32(row), 0);
- row = m_el[1].mVec128;
- r0 = vmlaq_lane_f32( r0, m1, vget_low_f32(row), 0);
- r1 = vmlaq_lane_f32( r1, m1, vget_low_f32(row), 1);
- r2 = vmlaq_lane_f32( r2, m1, vget_high_f32(row), 0);
- row = m_el[2].mVec128;
- r0 = vmlaq_lane_f32( r0, m2, vget_low_f32(row), 0);
- r1 = vmlaq_lane_f32( r1, m2, vget_low_f32(row), 1);
- r2 = vmlaq_lane_f32( r2, m2, vget_high_f32(row), 0);
- return b3Matrix3x3( r0, r1, r2 );
- #else
- return b3Matrix3x3(
- m_el[0].getX() * m[0].getX() + m_el[1].getX() * m[1].getX() + m_el[2].getX() * m[2].getX(),
- m_el[0].getX() * m[0].getY() + m_el[1].getX() * m[1].getY() + m_el[2].getX() * m[2].getY(),
- m_el[0].getX() * m[0].getZ() + m_el[1].getX() * m[1].getZ() + m_el[2].getX() * m[2].getZ(),
- m_el[0].getY() * m[0].getX() + m_el[1].getY() * m[1].getX() + m_el[2].getY() * m[2].getX(),
- m_el[0].getY() * m[0].getY() + m_el[1].getY() * m[1].getY() + m_el[2].getY() * m[2].getY(),
- m_el[0].getY() * m[0].getZ() + m_el[1].getY() * m[1].getZ() + m_el[2].getY() * m[2].getZ(),
- m_el[0].getZ() * m[0].getX() + m_el[1].getZ() * m[1].getX() + m_el[2].getZ() * m[2].getX(),
- m_el[0].getZ() * m[0].getY() + m_el[1].getZ() * m[1].getY() + m_el[2].getZ() * m[2].getY(),
- m_el[0].getZ() * m[0].getZ() + m_el[1].getZ() * m[1].getZ() + m_el[2].getZ() * m[2].getZ());
- #endif
- }
- B3_FORCE_INLINE b3Matrix3x3
- b3Matrix3x3::timesTranspose(const b3Matrix3x3& m) const
- {
- #if (defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE))
- __m128 a0 = m_el[0].mVec128;
- __m128 a1 = m_el[1].mVec128;
- __m128 a2 = m_el[2].mVec128;
-
- b3Matrix3x3 mT = m.transpose(); // we rely on transpose() zeroing w channel so that we don't have to do it here
- __m128 mx = mT[0].mVec128;
- __m128 my = mT[1].mVec128;
- __m128 mz = mT[2].mVec128;
-
- __m128 r0 = _mm_mul_ps(mx, _mm_shuffle_ps(a0, a0, 0x00));
- __m128 r1 = _mm_mul_ps(mx, _mm_shuffle_ps(a1, a1, 0x00));
- __m128 r2 = _mm_mul_ps(mx, _mm_shuffle_ps(a2, a2, 0x00));
- r0 = _mm_add_ps(r0, _mm_mul_ps(my, _mm_shuffle_ps(a0, a0, 0x55)));
- r1 = _mm_add_ps(r1, _mm_mul_ps(my, _mm_shuffle_ps(a1, a1, 0x55)));
- r2 = _mm_add_ps(r2, _mm_mul_ps(my, _mm_shuffle_ps(a2, a2, 0x55)));
- r0 = _mm_add_ps(r0, _mm_mul_ps(mz, _mm_shuffle_ps(a0, a0, 0xaa)));
- r1 = _mm_add_ps(r1, _mm_mul_ps(mz, _mm_shuffle_ps(a1, a1, 0xaa)));
- r2 = _mm_add_ps(r2, _mm_mul_ps(mz, _mm_shuffle_ps(a2, a2, 0xaa)));
- return b3Matrix3x3( r0, r1, r2);
-
- #elif defined B3_USE_NEON
- float32x4_t a0 = m_el[0].mVec128;
- float32x4_t a1 = m_el[1].mVec128;
- float32x4_t a2 = m_el[2].mVec128;
-
- b3Matrix3x3 mT = m.transpose(); // we rely on transpose() zeroing w channel so that we don't have to do it here
- float32x4_t mx = mT[0].mVec128;
- float32x4_t my = mT[1].mVec128;
- float32x4_t mz = mT[2].mVec128;
-
- float32x4_t r0 = vmulq_lane_f32( mx, vget_low_f32(a0), 0);
- float32x4_t r1 = vmulq_lane_f32( mx, vget_low_f32(a1), 0);
- float32x4_t r2 = vmulq_lane_f32( mx, vget_low_f32(a2), 0);
- r0 = vmlaq_lane_f32( r0, my, vget_low_f32(a0), 1);
- r1 = vmlaq_lane_f32( r1, my, vget_low_f32(a1), 1);
- r2 = vmlaq_lane_f32( r2, my, vget_low_f32(a2), 1);
- r0 = vmlaq_lane_f32( r0, mz, vget_high_f32(a0), 0);
- r1 = vmlaq_lane_f32( r1, mz, vget_high_f32(a1), 0);
- r2 = vmlaq_lane_f32( r2, mz, vget_high_f32(a2), 0);
- return b3Matrix3x3( r0, r1, r2 );
-
- #else
- return b3Matrix3x3(
- m_el[0].dot(m[0]), m_el[0].dot(m[1]), m_el[0].dot(m[2]),
- m_el[1].dot(m[0]), m_el[1].dot(m[1]), m_el[1].dot(m[2]),
- m_el[2].dot(m[0]), m_el[2].dot(m[1]), m_el[2].dot(m[2]));
- #endif
- }
- B3_FORCE_INLINE b3Vector3
- operator*(const b3Matrix3x3& m, const b3Vector3& v)
- {
- #if (defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE))|| defined (B3_USE_NEON)
- return v.dot3(m[0], m[1], m[2]);
- #else
- return b3MakeVector3(m[0].dot(v), m[1].dot(v), m[2].dot(v));
- #endif
- }
- B3_FORCE_INLINE b3Vector3
- operator*(const b3Vector3& v, const b3Matrix3x3& m)
- {
- #if (defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE))
- const __m128 vv = v.mVec128;
- __m128 c0 = b3_splat_ps( vv, 0);
- __m128 c1 = b3_splat_ps( vv, 1);
- __m128 c2 = b3_splat_ps( vv, 2);
- c0 = _mm_mul_ps(c0, _mm_and_ps(m[0].mVec128, b3vFFF0fMask) );
- c1 = _mm_mul_ps(c1, _mm_and_ps(m[1].mVec128, b3vFFF0fMask) );
- c0 = _mm_add_ps(c0, c1);
- c2 = _mm_mul_ps(c2, _mm_and_ps(m[2].mVec128, b3vFFF0fMask) );
-
- return b3MakeVector3(_mm_add_ps(c0, c2));
- #elif defined(B3_USE_NEON)
- const float32x4_t vv = v.mVec128;
- const float32x2_t vlo = vget_low_f32(vv);
- const float32x2_t vhi = vget_high_f32(vv);
- float32x4_t c0, c1, c2;
- c0 = (float32x4_t) vandq_s32((int32x4_t)m[0].mVec128, b3vFFF0Mask);
- c1 = (float32x4_t) vandq_s32((int32x4_t)m[1].mVec128, b3vFFF0Mask);
- c2 = (float32x4_t) vandq_s32((int32x4_t)m[2].mVec128, b3vFFF0Mask);
- c0 = vmulq_lane_f32(c0, vlo, 0);
- c1 = vmulq_lane_f32(c1, vlo, 1);
- c2 = vmulq_lane_f32(c2, vhi, 0);
- c0 = vaddq_f32(c0, c1);
- c0 = vaddq_f32(c0, c2);
-
- return b3MakeVector3(c0);
- #else
- return b3MakeVector3(m.tdotx(v), m.tdoty(v), m.tdotz(v));
- #endif
- }
- B3_FORCE_INLINE b3Matrix3x3
- operator*(const b3Matrix3x3& m1, const b3Matrix3x3& m2)
- {
- #if (defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE))
- __m128 m10 = m1[0].mVec128;
- __m128 m11 = m1[1].mVec128;
- __m128 m12 = m1[2].mVec128;
-
- __m128 m2v = _mm_and_ps(m2[0].mVec128, b3vFFF0fMask);
-
- __m128 c0 = b3_splat_ps( m10, 0);
- __m128 c1 = b3_splat_ps( m11, 0);
- __m128 c2 = b3_splat_ps( m12, 0);
-
- c0 = _mm_mul_ps(c0, m2v);
- c1 = _mm_mul_ps(c1, m2v);
- c2 = _mm_mul_ps(c2, m2v);
-
- m2v = _mm_and_ps(m2[1].mVec128, b3vFFF0fMask);
-
- __m128 c0_1 = b3_splat_ps( m10, 1);
- __m128 c1_1 = b3_splat_ps( m11, 1);
- __m128 c2_1 = b3_splat_ps( m12, 1);
-
- c0_1 = _mm_mul_ps(c0_1, m2v);
- c1_1 = _mm_mul_ps(c1_1, m2v);
- c2_1 = _mm_mul_ps(c2_1, m2v);
-
- m2v = _mm_and_ps(m2[2].mVec128, b3vFFF0fMask);
-
- c0 = _mm_add_ps(c0, c0_1);
- c1 = _mm_add_ps(c1, c1_1);
- c2 = _mm_add_ps(c2, c2_1);
-
- m10 = b3_splat_ps( m10, 2);
- m11 = b3_splat_ps( m11, 2);
- m12 = b3_splat_ps( m12, 2);
-
- m10 = _mm_mul_ps(m10, m2v);
- m11 = _mm_mul_ps(m11, m2v);
- m12 = _mm_mul_ps(m12, m2v);
-
- c0 = _mm_add_ps(c0, m10);
- c1 = _mm_add_ps(c1, m11);
- c2 = _mm_add_ps(c2, m12);
-
- return b3Matrix3x3(c0, c1, c2);
- #elif defined(B3_USE_NEON)
- float32x4_t rv0, rv1, rv2;
- float32x4_t v0, v1, v2;
- float32x4_t mv0, mv1, mv2;
- v0 = m1[0].mVec128;
- v1 = m1[1].mVec128;
- v2 = m1[2].mVec128;
- mv0 = (float32x4_t) vandq_s32((int32x4_t)m2[0].mVec128, b3vFFF0Mask);
- mv1 = (float32x4_t) vandq_s32((int32x4_t)m2[1].mVec128, b3vFFF0Mask);
- mv2 = (float32x4_t) vandq_s32((int32x4_t)m2[2].mVec128, b3vFFF0Mask);
-
- rv0 = vmulq_lane_f32(mv0, vget_low_f32(v0), 0);
- rv1 = vmulq_lane_f32(mv0, vget_low_f32(v1), 0);
- rv2 = vmulq_lane_f32(mv0, vget_low_f32(v2), 0);
-
- rv0 = vmlaq_lane_f32(rv0, mv1, vget_low_f32(v0), 1);
- rv1 = vmlaq_lane_f32(rv1, mv1, vget_low_f32(v1), 1);
- rv2 = vmlaq_lane_f32(rv2, mv1, vget_low_f32(v2), 1);
-
- rv0 = vmlaq_lane_f32(rv0, mv2, vget_high_f32(v0), 0);
- rv1 = vmlaq_lane_f32(rv1, mv2, vget_high_f32(v1), 0);
- rv2 = vmlaq_lane_f32(rv2, mv2, vget_high_f32(v2), 0);
- return b3Matrix3x3(rv0, rv1, rv2);
-
- #else
- return b3Matrix3x3(
- m2.tdotx( m1[0]), m2.tdoty( m1[0]), m2.tdotz( m1[0]),
- m2.tdotx( m1[1]), m2.tdoty( m1[1]), m2.tdotz( m1[1]),
- m2.tdotx( m1[2]), m2.tdoty( m1[2]), m2.tdotz( m1[2]));
- #endif
- }
- /*
- B3_FORCE_INLINE b3Matrix3x3 b3MultTransposeLeft(const b3Matrix3x3& m1, const b3Matrix3x3& m2) {
- return b3Matrix3x3(
- m1[0][0] * m2[0][0] + m1[1][0] * m2[1][0] + m1[2][0] * m2[2][0],
- m1[0][0] * m2[0][1] + m1[1][0] * m2[1][1] + m1[2][0] * m2[2][1],
- m1[0][0] * m2[0][2] + m1[1][0] * m2[1][2] + m1[2][0] * m2[2][2],
- m1[0][1] * m2[0][0] + m1[1][1] * m2[1][0] + m1[2][1] * m2[2][0],
- m1[0][1] * m2[0][1] + m1[1][1] * m2[1][1] + m1[2][1] * m2[2][1],
- m1[0][1] * m2[0][2] + m1[1][1] * m2[1][2] + m1[2][1] * m2[2][2],
- m1[0][2] * m2[0][0] + m1[1][2] * m2[1][0] + m1[2][2] * m2[2][0],
- m1[0][2] * m2[0][1] + m1[1][2] * m2[1][1] + m1[2][2] * m2[2][1],
- m1[0][2] * m2[0][2] + m1[1][2] * m2[1][2] + m1[2][2] * m2[2][2]);
- }
- */
- /**@brief Equality operator between two matrices
- * It will test all elements are equal. */
- B3_FORCE_INLINE bool operator==(const b3Matrix3x3& m1, const b3Matrix3x3& m2)
- {
- #if (defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE))
- __m128 c0, c1, c2;
- c0 = _mm_cmpeq_ps(m1[0].mVec128, m2[0].mVec128);
- c1 = _mm_cmpeq_ps(m1[1].mVec128, m2[1].mVec128);
- c2 = _mm_cmpeq_ps(m1[2].mVec128, m2[2].mVec128);
-
- c0 = _mm_and_ps(c0, c1);
- c0 = _mm_and_ps(c0, c2);
- return (0x7 == _mm_movemask_ps((__m128)c0));
- #else
- return
- ( m1[0][0] == m2[0][0] && m1[1][0] == m2[1][0] && m1[2][0] == m2[2][0] &&
- m1[0][1] == m2[0][1] && m1[1][1] == m2[1][1] && m1[2][1] == m2[2][1] &&
- m1[0][2] == m2[0][2] && m1[1][2] == m2[1][2] && m1[2][2] == m2[2][2] );
- #endif
- }
- ///for serialization
- struct b3Matrix3x3FloatData
- {
- b3Vector3FloatData m_el[3];
- };
- ///for serialization
- struct b3Matrix3x3DoubleData
- {
- b3Vector3DoubleData m_el[3];
- };
-
- B3_FORCE_INLINE void b3Matrix3x3::serialize(struct b3Matrix3x3Data& dataOut) const
- {
- for (int i=0;i<3;i++)
- m_el[i].serialize(dataOut.m_el[i]);
- }
- B3_FORCE_INLINE void b3Matrix3x3::serializeFloat(struct b3Matrix3x3FloatData& dataOut) const
- {
- for (int i=0;i<3;i++)
- m_el[i].serializeFloat(dataOut.m_el[i]);
- }
- B3_FORCE_INLINE void b3Matrix3x3::deSerialize(const struct b3Matrix3x3Data& dataIn)
- {
- for (int i=0;i<3;i++)
- m_el[i].deSerialize(dataIn.m_el[i]);
- }
- B3_FORCE_INLINE void b3Matrix3x3::deSerializeFloat(const struct b3Matrix3x3FloatData& dataIn)
- {
- for (int i=0;i<3;i++)
- m_el[i].deSerializeFloat(dataIn.m_el[i]);
- }
- B3_FORCE_INLINE void b3Matrix3x3::deSerializeDouble(const struct b3Matrix3x3DoubleData& dataIn)
- {
- for (int i=0;i<3;i++)
- m_el[i].deSerializeDouble(dataIn.m_el[i]);
- }
- #endif //B3_MATRIX3x3_H
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