PxQuat Class Reference
[Foundation]

This is a quaternion class. For more information on quaternion mathematics consult a mathematics source on complex numbers. More...

#include <PxQuat.h>

List of all members.

Public Member Functions

PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat ()
 Default constructor, does not do any initialization.
PX_CUDA_CALLABLE PX_INLINE PxQuat (PxIDENTITY r)
 identity constructor
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat (float r)
 Constructor from a scalar: sets the real part w to the scalar value, and the imaginary parts (x,y,z) to zero.
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat (float nx, float ny, float nz, float nw)
 Constructor. Take note of the order of the elements!
PX_CUDA_CALLABLE PX_INLINE PxQuat (float angleRadians, const PxVec3 &unitAxis)
 Creates from angle-axis representation.
PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat (const PxQuat &v)
 Copy ctor.
PX_CUDA_CALLABLE PX_INLINE PxQuat (const PxMat33 &m)
 Creates from orientation matrix.
PX_CUDA_CALLABLE
PX_FORCE_INLINE bool 
isIdentity () const
 returns true if quat is identity
PX_CUDA_CALLABLE bool isFinite () const
 returns true if all elements are finite (not NAN or INF, etc.)
PX_CUDA_CALLABLE bool isUnit () const
 returns true if finite and magnitude is close to unit
PX_CUDA_CALLABLE bool isSane () const
 returns true if finite and magnitude is reasonably close to unit to allow for some accumulation of error vs isValid
PX_CUDA_CALLABLE PX_INLINE bool operator== (const PxQuat &q) const
 returns true if the two quaternions are exactly equal
PX_CUDA_CALLABLE PX_INLINE void toRadiansAndUnitAxis (float &angle, PxVec3 &axis) const
 converts this quaternion to angle-axis representation
PX_CUDA_CALLABLE PX_INLINE float getAngle () const
 Gets the angle between this quat and the identity quaternion.
PX_CUDA_CALLABLE PX_INLINE float getAngle (const PxQuat &q) const
 Gets the angle between this quat and the argument.
PX_CUDA_CALLABLE
PX_FORCE_INLINE float 
magnitudeSquared () const
 This is the squared 4D vector length, should be 1 for unit quaternions.
PX_CUDA_CALLABLE
PX_FORCE_INLINE float 
dot (const PxQuat &v) const
 returns the scalar product of this and other.
PX_CUDA_CALLABLE PX_INLINE PxQuat getNormalized () const
PX_CUDA_CALLABLE PX_INLINE float magnitude () const
PX_CUDA_CALLABLE PX_INLINE float normalize ()
 maps to the closest unit quaternion.
PX_CUDA_CALLABLE PX_INLINE PxQuat getConjugate () const
PX_CUDA_CALLABLE PX_INLINE PxVec3 getImaginaryPart () const
PX_CUDA_CALLABLE
PX_FORCE_INLINE PxVec3 
getBasisVector0 () const
PX_CUDA_CALLABLE
PX_FORCE_INLINE PxVec3 
getBasisVector1 () const
PX_CUDA_CALLABLE
PX_FORCE_INLINE PxVec3 
getBasisVector2 () const
PX_CUDA_CALLABLE
PX_FORCE_INLINE const PxVec3 
rotate (const PxVec3 &v) const
PX_CUDA_CALLABLE
PX_FORCE_INLINE const PxVec3 
rotateInv (const PxVec3 &v) const
PX_CUDA_CALLABLE
PX_FORCE_INLINE PxQuat
operator= (const PxQuat &p)
 Assignment operator.
PX_CUDA_CALLABLE
PX_FORCE_INLINE PxQuat
operator*= (const PxQuat &q)
PX_CUDA_CALLABLE
PX_FORCE_INLINE PxQuat
operator+= (const PxQuat &q)
PX_CUDA_CALLABLE
PX_FORCE_INLINE PxQuat
operator-= (const PxQuat &q)
PX_CUDA_CALLABLE
PX_FORCE_INLINE PxQuat
operator*= (const float s)
PX_CUDA_CALLABLE PX_INLINE PxQuat operator* (const PxQuat &q) const
PX_CUDA_CALLABLE
PX_FORCE_INLINE PxQuat 
operator+ (const PxQuat &q) const
PX_CUDA_CALLABLE
PX_FORCE_INLINE PxQuat 
operator- () const
PX_CUDA_CALLABLE
PX_FORCE_INLINE PxQuat 
operator- (const PxQuat &q) const
PX_CUDA_CALLABLE
PX_FORCE_INLINE PxQuat 
operator* (float r) const

Public Attributes

float x
float y
float z
float w


Detailed Description

This is a quaternion class. For more information on quaternion mathematics consult a mathematics source on complex numbers.

Constructor & Destructor Documentation

PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat::PxQuat (  )  [inline]

Default constructor, does not do any initialization.

Referenced by PxQuat().

PX_CUDA_CALLABLE PX_INLINE PxQuat::PxQuat ( PxIDENTITY  r  )  [inline]

identity constructor

References PX_UNUSED().

PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat::PxQuat ( float  r  )  [inline, explicit]

Constructor from a scalar: sets the real part w to the scalar value, and the imaginary parts (x,y,z) to zero.

PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat::PxQuat ( float  nx,
float  ny,
float  nz,
float  nw 
) [inline]

Constructor. Take note of the order of the elements!

PX_CUDA_CALLABLE PX_INLINE PxQuat::PxQuat ( float  angleRadians,
const PxVec3 unitAxis 
) [inline]

Creates from angle-axis representation.

Axis must be normalized!

Angle is in radians!

Unit: Radians

References PxVec3::magnitude(), PX_ASSERT, PxAbs(), PxCos(), PxSin(), PxVec3::x, PxVec3::y, and PxVec3::z.

PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat::PxQuat ( const PxQuat v  )  [inline]

Copy ctor.


Member Function Documentation

PX_CUDA_CALLABLE PX_FORCE_INLINE float PxQuat::dot ( const PxQuat v  )  const [inline]

returns the scalar product of this and other.

References w, x, y, and z.

PX_CUDA_CALLABLE PX_INLINE float PxQuat::getAngle ( const PxQuat q  )  const [inline]

Gets the angle between this quat and the argument.

Unit: Radians

References PxAcos().

PX_CUDA_CALLABLE PX_INLINE float PxQuat::getAngle (  )  const [inline]

Gets the angle between this quat and the identity quaternion.

Unit: Radians

References PxAcos().

PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 PxQuat::getBasisVector0 (  )  const [inline]

brief computes rotation of x-axis

PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 PxQuat::getBasisVector1 (  )  const [inline]

brief computes rotation of y-axis

PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 PxQuat::getBasisVector2 (  )  const [inline]

brief computes rotation of z-axis

PX_CUDA_CALLABLE PX_INLINE PxQuat PxQuat::getConjugate (  )  const [inline]

PX_CUDA_CALLABLE PX_INLINE PxVec3 PxQuat::getImaginaryPart (  )  const [inline]

PX_CUDA_CALLABLE PX_INLINE PxQuat PxQuat::getNormalized (  )  const [inline]

PX_CUDA_CALLABLE bool PxQuat::isFinite (  )  const [inline]

returns true if all elements are finite (not NAN or INF, etc.)

References PxIsFinite().

Referenced by PxMassProperties::getMassSpaceInertia().

PX_CUDA_CALLABLE PX_FORCE_INLINE bool PxQuat::isIdentity (  )  const [inline]

returns true if quat is identity

PX_CUDA_CALLABLE bool PxQuat::isSane (  )  const [inline]

returns true if finite and magnitude is reasonably close to unit to allow for some accumulation of error vs isValid

References PxAbs().

Referenced by PxTransform::PxTransform().

PX_CUDA_CALLABLE bool PxQuat::isUnit (  )  const [inline]

PX_CUDA_CALLABLE PX_INLINE float PxQuat::magnitude (  )  const [inline]

References PxSqrt().

PX_CUDA_CALLABLE PX_FORCE_INLINE float PxQuat::magnitudeSquared (  )  const [inline]

This is the squared 4D vector length, should be 1 for unit quaternions.

PX_CUDA_CALLABLE PX_INLINE float PxQuat::normalize (  )  [inline]

maps to the closest unit quaternion.

PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat PxQuat::operator* ( float  r  )  const [inline]

PX_CUDA_CALLABLE PX_INLINE PxQuat PxQuat::operator* ( const PxQuat q  )  const [inline]

quaternion multiplication

References w, x, y, and z.

PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat& PxQuat::operator*= ( const float  s  )  [inline]

PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat& PxQuat::operator*= ( const PxQuat q  )  [inline]

References w, x, y, and z.

PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat PxQuat::operator+ ( const PxQuat q  )  const [inline]

quaternion addition

References w, x, y, and z.

PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat& PxQuat::operator+= ( const PxQuat q  )  [inline]

References w, x, y, and z.

PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat PxQuat::operator- ( const PxQuat q  )  const [inline]

References w, x, y, and z.

PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat PxQuat::operator- (  )  const [inline]

quaternion subtraction

PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat& PxQuat::operator-= ( const PxQuat q  )  [inline]

References w, x, y, and z.

PX_CUDA_CALLABLE PX_FORCE_INLINE PxQuat& PxQuat::operator= ( const PxQuat p  )  [inline]

Assignment operator.

References w, x, y, and z.

PX_CUDA_CALLABLE PX_INLINE bool PxQuat::operator== ( const PxQuat q  )  const [inline]

returns true if the two quaternions are exactly equal

References w, x, y, and z.

PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec3 PxQuat::rotate ( const PxVec3 v  )  const [inline]

rotates passed vec by this (assumed unitary)

References PxVec3::x, PxVec3::y, and PxVec3::z.

Referenced by PxMassProperties::PxMassProperties(), and PxTransform::transformInv().

PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec3 PxQuat::rotateInv ( const PxVec3 v  )  const [inline]

inverse rotates passed vec by this (assumed unitary)

References PxVec3::x, PxVec3::y, and PxVec3::z.

Referenced by PxMassProperties::PxMassProperties().

PX_CUDA_CALLABLE PX_INLINE void PxQuat::toRadiansAndUnitAxis ( float &  angle,
PxVec3 axis 
) const [inline]

converts this quaternion to angle-axis representation

References PxAbs(), PxAtan2(), PxPi, and PxRecipSqrt().


Member Data Documentation

float PxQuat::w

float PxQuat::x

float PxQuat::y

float PxQuat::z


The documentation for this class was generated from the following files:


Copyright © 2008-2017 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. www.nvidia.com