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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/CmTransformUtils.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/CmTransformUtils.h')
| -rw-r--r-- | PhysX_3.4/Source/Common/src/CmTransformUtils.h | 145 |
1 files changed, 145 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/Common/src/CmTransformUtils.h b/PhysX_3.4/Source/Common/src/CmTransformUtils.h new file mode 100644 index 00000000..ddb84b1a --- /dev/null +++ b/PhysX_3.4/Source/Common/src/CmTransformUtils.h @@ -0,0 +1,145 @@ +// 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_TRANSFORMUTILS +#define PX_PHYSICS_COMMON_TRANSFORMUTILS + +#include "PsVecMath.h" + +namespace +{ + +using namespace physx::shdfnd::aos; + +// V3PrepareCross would help here, but it's not on all platforms yet... + +PX_FORCE_INLINE void transformFast(const FloatVArg wa, const Vec3VArg va, const Vec3VArg pa, + const FloatVArg wb, const Vec3VArg vb, const Vec3VArg pb, + FloatV& wo, Vec3V& vo, Vec3V& po) +{ + wo = FSub(FMul(wa, wb), V3Dot(va, vb)); + vo = V3ScaleAdd(va, wb, V3ScaleAdd(vb, wa, V3Cross(va, vb))); + + const Vec3V t1 = V3Scale(pb, FScaleAdd(wa, wa, FLoad(-0.5f))); + const Vec3V t2 = V3ScaleAdd(V3Cross(va, pb), wa, t1); + const Vec3V t3 = V3ScaleAdd(va, V3Dot(va, pb), t2); + + po = V3ScaleAdd(t3, FLoad(2.f), pa); +} + +PX_FORCE_INLINE void transformInvFast(const FloatVArg wa, const Vec3VArg va, const Vec3VArg pa, + const FloatVArg wb, const Vec3VArg vb, const Vec3VArg pb, + FloatV& wo, Vec3V& vo, Vec3V& po) +{ + wo = FScaleAdd(wa, wb, V3Dot(va, vb)); + vo = V3NegScaleSub(va, wb, V3ScaleAdd(vb, wa, V3Cross(vb, va))); + + const Vec3V pt = V3Sub(pb, pa); + const Vec3V t1 = V3Scale(pt, FScaleAdd(wa, wa, FLoad(-0.5f))); + const Vec3V t2 = V3ScaleAdd(V3Cross(pt, va), wa, t1); + const Vec3V t3 = V3ScaleAdd(va, V3Dot(va, pt), t2); + po = V3Add(t3,t3); +} + +} + + + + + +namespace physx +{ +namespace Cm +{ + +PX_FORCE_INLINE void getStaticGlobalPoseAligned(const PxTransform& actor2World, const PxTransform& shape2Actor, PxTransform& outTransform) +{ + using namespace shdfnd::aos; + + PX_ASSERT((size_t(&actor2World)&15) == 0); + PX_ASSERT((size_t(&shape2Actor)&15) == 0); + PX_ASSERT((size_t(&outTransform)&15) == 0); + + const Vec3V actor2WorldPos = V3LoadA(actor2World.p); + const QuatV actor2WorldRot = QuatVLoadA(&actor2World.q.x); + + const Vec3V shape2ActorPos = V3LoadA(shape2Actor.p); + const QuatV shape2ActorRot = QuatVLoadA(&shape2Actor.q.x); + + Vec3V v,p; + FloatV w; + + transformFast(V4GetW(actor2WorldRot), Vec3V_From_Vec4V(actor2WorldRot), actor2WorldPos, + V4GetW(shape2ActorRot), Vec3V_From_Vec4V(shape2ActorRot), shape2ActorPos, + w, v, p); + + V3StoreA(p, outTransform.p); + V4StoreA(V4SetW(v,w), &outTransform.q.x); +} + + +PX_FORCE_INLINE void getDynamicGlobalPoseAligned(const PxTransform& body2World, const PxTransform& shape2Actor, const PxTransform& body2Actor, PxTransform& outTransform) +{ + PX_ASSERT((size_t(&body2World)&15) == 0); + PX_ASSERT((size_t(&shape2Actor)&15) == 0); + PX_ASSERT((size_t(&body2Actor)&15) == 0); + PX_ASSERT((size_t(&outTransform)&15) == 0); + + using namespace shdfnd::aos; + + const Vec3V shape2ActorPos = V3LoadA(shape2Actor.p); + const QuatV shape2ActorRot = QuatVLoadA(&shape2Actor.q.x); + + const Vec3V body2ActorPos = V3LoadA(body2Actor.p); + const QuatV body2ActorRot = QuatVLoadA(&body2Actor.q.x); + + const Vec3V body2WorldPos = V3LoadA(body2World.p); + const QuatV body2WorldRot = QuatVLoadA(&body2World.q.x); + + Vec3V v1, p1, v2, p2; + FloatV w1, w2; + + transformInvFast(V4GetW(body2ActorRot), Vec3V_From_Vec4V(body2ActorRot), body2ActorPos, + V4GetW(shape2ActorRot), Vec3V_From_Vec4V(shape2ActorRot), shape2ActorPos, + w1, v1, p1); + + transformFast(V4GetW(body2WorldRot), Vec3V_From_Vec4V(body2WorldRot), body2WorldPos, + w1, v1, p1, + w2, v2, p2); + + V3StoreA(p2, outTransform.p); + V4StoreA(V4SetW(v2, w2), &outTransform.q.x); +} + + +} +} + +#endif |