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| 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/CmSpatialVector.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/CmSpatialVector.h')
| -rw-r--r-- | PhysX_3.4/Source/Common/src/CmSpatialVector.h | 184 |
1 files changed, 184 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/Common/src/CmSpatialVector.h b/PhysX_3.4/Source/Common/src/CmSpatialVector.h new file mode 100644 index 00000000..4f140d4e --- /dev/null +++ b/PhysX_3.4/Source/Common/src/CmSpatialVector.h @@ -0,0 +1,184 @@ +// 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_VECTOR +#define PX_PHYSICS_COMMON_VECTOR + +#include "foundation/PxVec3.h" +#include "CmPhysXCommon.h" +#include "PsVecMath.h" + +/*! +Combination of two R3 vectors. +*/ + +namespace physx +{ +namespace Cm +{ +PX_ALIGN_PREFIX(16) +class SpatialVector +{ +public: + //! Default constructor + PX_FORCE_INLINE SpatialVector() + {} + + //! Construct from two PxcVectors + PX_FORCE_INLINE SpatialVector(const PxVec3& lin, const PxVec3& ang) + : linear(lin), pad0(0.0f), angular(ang), pad1(0.0f) + { + } + + PX_FORCE_INLINE ~SpatialVector() + {} + + + + // PT: this one is very important. Without it, the Xbox compiler generates weird "float-to-int" and "int-to-float" LHS + // each time we copy a SpatialVector (see for example PIX on "solveSimpleGroupA" without this operator). + PX_FORCE_INLINE void operator = (const SpatialVector& v) + { + linear = v.linear; + pad0 = 0.0f; + angular = v.angular; + pad1 = 0.0f; + } + + + static PX_FORCE_INLINE SpatialVector zero() { return SpatialVector(PxVec3(0),PxVec3(0)); } + + PX_FORCE_INLINE SpatialVector operator+(const SpatialVector& v) const + { + return SpatialVector(linear+v.linear,angular+v.angular); + } + + PX_FORCE_INLINE SpatialVector operator-(const SpatialVector& v) const + { + return SpatialVector(linear-v.linear,angular-v.angular); + } + + PX_FORCE_INLINE SpatialVector operator-() const + { + return SpatialVector(-linear,-angular); + } + + + PX_FORCE_INLINE SpatialVector operator *(PxReal s) const + { + return SpatialVector(linear*s,angular*s); + } + + PX_FORCE_INLINE void operator+=(const SpatialVector& v) + { + linear+=v.linear; + angular+=v.angular; + } + + PX_FORCE_INLINE void operator-=(const SpatialVector& v) + { + linear-=v.linear; + angular-=v.angular; + } + + PX_FORCE_INLINE PxReal magnitude() const + { + return angular.magnitude() + linear.magnitude(); + } + + PX_FORCE_INLINE PxReal dot(const SpatialVector& v) const + { + return linear.dot(v.linear) + angular.dot(v.angular); + } + + PX_FORCE_INLINE bool isFinite() const + { + return linear.isFinite() && angular.isFinite(); + } + + PX_FORCE_INLINE Cm::SpatialVector scale(PxReal l, PxReal a) const + { + return Cm::SpatialVector(linear*l, angular*a); + } + + PxVec3 linear; + PxReal pad0; + PxVec3 angular; + PxReal pad1; +} +PX_ALIGN_SUFFIX(16); + + +PX_ALIGN_PREFIX(16) +struct SpatialVectorV +{ + Ps::aos::Vec3V linear; + Ps::aos::Vec3V angular; + + PX_FORCE_INLINE SpatialVectorV() {} + PX_FORCE_INLINE SpatialVectorV(PxZERO): linear(Ps::aos::V3Zero()), angular(Ps::aos::V3Zero()) {} + PX_FORCE_INLINE SpatialVectorV(const Cm::SpatialVector& v): linear(Ps::aos::V3LoadU(v.linear)), angular(Ps::aos::V3LoadU(v.angular)) {} + PX_FORCE_INLINE SpatialVectorV(const Ps::aos::Vec3VArg l, const Ps::aos::Vec3VArg a): linear(l), angular(a) {} + PX_FORCE_INLINE SpatialVectorV(const SpatialVectorV& other): linear(other.linear), angular(other.angular) {} + PX_FORCE_INLINE SpatialVectorV& operator=(const SpatialVectorV& other) { linear = other.linear; angular = other.angular; return *this; } + + PX_FORCE_INLINE SpatialVectorV operator+(const SpatialVectorV& other) const { return SpatialVectorV(Ps::aos::V3Add(linear,other.linear), + Ps::aos::V3Add(angular, other.angular)); } + + PX_FORCE_INLINE SpatialVectorV& operator+=(const SpatialVectorV& other) { linear = Ps::aos::V3Add(linear,other.linear); + angular = Ps::aos::V3Add(angular, other.angular); + return *this; + } + + PX_FORCE_INLINE SpatialVectorV operator-(const SpatialVectorV& other) const { return SpatialVectorV(Ps::aos::V3Sub(linear,other.linear), + Ps::aos::V3Sub(angular, other.angular)); } + + PX_FORCE_INLINE SpatialVectorV operator-() const { return SpatialVectorV(Ps::aos::V3Neg(linear), Ps::aos::V3Neg(angular)); } + + PX_FORCE_INLINE SpatialVectorV operator*(Ps::aos::FloatVArg r) const { return SpatialVectorV(Ps::aos::V3Scale(linear,r), Ps::aos::V3Scale(angular,r)); } + + PX_FORCE_INLINE SpatialVectorV& operator-=(const SpatialVectorV& other) { linear = Ps::aos::V3Sub(linear,other.linear); + angular = Ps::aos::V3Sub(angular, other.angular); + return *this; + } + + PX_FORCE_INLINE Ps::aos::FloatV dot(const SpatialVectorV& other) const { return Ps::aos::FAdd(Ps::aos::V3Dot(linear, other.linear), Ps::aos::V3Dot(angular, other.angular)); } + + +}PX_ALIGN_SUFFIX(16); + +} // namespace Cm + +PX_COMPILE_TIME_ASSERT(sizeof(Cm::SpatialVector) == 32); +PX_COMPILE_TIME_ASSERT(sizeof(Cm::SpatialVectorV) == 32); + +} + +#endif |