diff options
| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/Common/src/CmScaling.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Source/Common/src/CmScaling.h')
| -rw-r--r-- | PhysX_3.4/Source/Common/src/CmScaling.h | 227 |
1 files changed, 227 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/Common/src/CmScaling.h b/PhysX_3.4/Source/Common/src/CmScaling.h new file mode 100644 index 00000000..3753b678 --- /dev/null +++ b/PhysX_3.4/Source/Common/src/CmScaling.h @@ -0,0 +1,227 @@ +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and related documentation and +// any modifications thereto. Any use, reproduction, disclosure, or +// distribution of this software and related documentation without an express +// license agreement from NVIDIA Corporation is strictly prohibited. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved. +// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. +// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. + + +#ifndef PX_PHYSICS_COMMON_SCALING +#define PX_PHYSICS_COMMON_SCALING + +#include "foundation/PxBounds3.h" +#include "foundation/PxMat33.h" +#include "geometry/PxMeshScale.h" +#include "CmMatrix34.h" +#include "CmUtils.h" +#include "PsMathUtils.h" + +namespace physx +{ +namespace Cm +{ + // class that can perform scaling fast. Relatively large size, generated from PxMeshScale on demand. + // CS: I've removed most usages of this class, because most of the time only one-way transform is needed. + // If you only need a temporary FastVertex2ShapeScaling, setup your transform as PxMat34Legacy and use + // normal matrix multiplication or a transform() overload to convert points and bounds between spaces. + class FastVertex2ShapeScaling + { + public: + PX_INLINE FastVertex2ShapeScaling() + { + //no scaling by default: + vertex2ShapeSkew = PxMat33(PxIdentity); + shape2VertexSkew = PxMat33(PxIdentity); + mFlipNormal = false; + } + + PX_INLINE explicit FastVertex2ShapeScaling(const PxMeshScale& scale) + { + init(scale); + } + + PX_INLINE FastVertex2ShapeScaling(const PxVec3& scale, const PxQuat& rotation) + { + init(scale, rotation); + } + + PX_INLINE void init(const PxMeshScale& scale) + { + init(scale.scale, scale.rotation); + } + + PX_INLINE void setIdentity() + { + vertex2ShapeSkew = PxMat33(PxIdentity); + shape2VertexSkew = PxMat33(PxIdentity); + mFlipNormal = false; + } + + PX_INLINE void init(const PxVec3& scale, const PxQuat& rotation) + { + // TODO: may want to optimize this for cases where we have uniform or axis aligned scaling! + // That would introduce branches and it's unclear to me whether that's faster than just doing the math. + // Lazy computation would be another option, at the cost of introducing even more branches. + + const PxMat33 R(rotation); + vertex2ShapeSkew = R.getTranspose(); + const PxMat33 diagonal = PxMat33::createDiagonal(scale); + vertex2ShapeSkew = vertex2ShapeSkew * diagonal; + vertex2ShapeSkew = vertex2ShapeSkew * R; + + /* + The inverse, is, explicitly: + shape2VertexSkew.setTransposed(R); + shape2VertexSkew.multiplyDiagonal(PxVec3(1.0f/scale.x, 1.0f/scale.y, 1.0f/scale.z)); + shape2VertexSkew *= R; + + It may be competitive to compute the inverse -- though this has a branch in it: + */ + + shape2VertexSkew = vertex2ShapeSkew.getInverse(); + + mFlipNormal = ((scale.x * scale.y * scale.z) < 0.0f); + } + + PX_FORCE_INLINE void flipNormal(PxVec3& v1, PxVec3& v2) const + { + if (mFlipNormal) + { + PxVec3 tmp = v1; v1 = v2; v2 = tmp; + } + } + + PX_FORCE_INLINE PxVec3 operator* (const PxVec3& src) const + { + return vertex2ShapeSkew * src; + } + PX_FORCE_INLINE PxVec3 operator% (const PxVec3& src) const + { + return shape2VertexSkew * src; + } + + PX_FORCE_INLINE const PxMat33& getVertex2ShapeSkew() const + { + return vertex2ShapeSkew; + } + + PX_FORCE_INLINE const PxMat33& getShape2VertexSkew() const + { + return shape2VertexSkew; + } + + PX_INLINE Cm::Matrix34 getVertex2WorldSkew(const Cm::Matrix34& shape2world) const + { + const Cm::Matrix34 vertex2worldSkew = shape2world * getVertex2ShapeSkew(); + //vertex2worldSkew = shape2world * [vertex2shapeSkew, 0] + //[aR at] * [bR bt] = [aR * bR aR * bt + at] NOTE: order of operations important so it works when this ?= left ?= right. + return vertex2worldSkew; + } + + PX_INLINE Cm::Matrix34 getWorld2VertexSkew(const Cm::Matrix34& shape2world) const + { + //world2vertexSkew = shape2vertex * invPQ(shape2world) + //[aR 0] * [bR' -bR'*bt] = [aR * bR' -aR * bR' * bt + 0] + + const PxMat33 rotate( shape2world[0], shape2world[1], shape2world[2] ); + const PxMat33 M = getShape2VertexSkew() * rotate.getTranspose(); + return Cm::Matrix34(M[0], M[1], M[2], -M * shape2world[3]); + } + + //! Transforms a shape space OBB to a vertex space OBB. All 3 params are in and out. + void transformQueryBounds(PxVec3& center, PxVec3& extents, PxMat33& basis) const + { + basis.column0 = shape2VertexSkew * (basis.column0 * extents.x); + basis.column1 = shape2VertexSkew * (basis.column1 * extents.y); + basis.column2 = shape2VertexSkew * (basis.column2 * extents.z); + + center = shape2VertexSkew * center; + extents = Ps::optimizeBoundingBox(basis); + } + + void transformPlaneToShapeSpace(const PxVec3& nIn, const PxReal dIn, PxVec3& nOut, PxReal& dOut) const + { + const PxVec3 tmp = shape2VertexSkew.transformTranspose(nIn); + const PxReal denom = 1.0f / tmp.magnitude(); + nOut = tmp * denom; + dOut = dIn * denom; + } + + PX_FORCE_INLINE bool flipsNormal() const { return mFlipNormal; } + + private: + PxMat33 vertex2ShapeSkew; + PxMat33 shape2VertexSkew; + bool mFlipNormal; + }; + + PX_FORCE_INLINE void getScaledVertices(PxVec3* v, const PxVec3& v0, const PxVec3& v1, const PxVec3& v2, bool idtMeshScale, const Cm::FastVertex2ShapeScaling& scaling) + { + if(idtMeshScale) + { + v[0] = v0; + v[1] = v1; + v[2] = v2; + } + else + { + const PxI32 winding = scaling.flipsNormal() ? 1 : 0; + v[0] = scaling * v0; + v[1+winding] = scaling * v1; + v[2-winding] = scaling * v2; + } + } + +} // namespace Cm + + +PX_INLINE Cm::Matrix34 operator*(const PxTransform& transform, const PxMeshScale& scale) +{ + return Cm::Matrix34(PxMat33(transform.q) * scale.toMat33(), transform.p); +} + +PX_INLINE Cm::Matrix34 operator*(const PxMeshScale& scale, const PxTransform& transform) +{ + const PxMat33 scaleMat = scale.toMat33(); + const PxMat33 t = PxMat33(transform.q); + const PxMat33 r = scaleMat * t; + const PxVec3 p = scaleMat * transform.p; + return Cm::Matrix34(r, p); +} + +PX_INLINE Cm::Matrix34 operator*(const Cm::Matrix34& transform, const PxMeshScale& scale) +{ + return Cm::Matrix34(transform.m * scale.toMat33(), transform.p); +} + +PX_INLINE Cm::Matrix34 operator*(const PxMeshScale& scale, const Cm::Matrix34& transform) +{ + const PxMat33 scaleMat = scale.toMat33(); + return Cm::Matrix34(scaleMat * transform.m, scaleMat * transform.p); +} + +} + +#endif |