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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/LowLevelDynamics/src/DyArticulationFnsSimd.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/LowLevelDynamics/src/DyArticulationFnsSimd.h')
| -rw-r--r-- | PhysX_3.4/Source/LowLevelDynamics/src/DyArticulationFnsSimd.h | 438 |
1 files changed, 438 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/LowLevelDynamics/src/DyArticulationFnsSimd.h b/PhysX_3.4/Source/LowLevelDynamics/src/DyArticulationFnsSimd.h new file mode 100644 index 00000000..182abc66 --- /dev/null +++ b/PhysX_3.4/Source/LowLevelDynamics/src/DyArticulationFnsSimd.h @@ -0,0 +1,438 @@ +// 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 DY_ARTICULATION_SIMD_FNS_H +#define DY_ARTICULATION_SIMD_FNS_H + +#include "DyArticulationUtils.h" + +namespace physx +{ +namespace Dy +{ + +template <typename T, PxU32 count> +class PodULike +{ + PxU8 space[sizeof(T)*count]; +public: + PX_FORCE_INLINE operator T*() { return reinterpret_cast<T*>(space); } +}; + +#define POD_U_LIKE(_T, _count, _alignment) PX_ALIGN_PREFIX(_alignment) PodULike<_T, _count> PX_ALIGN_SUFFIX(_alignment) + +class ArticulationFnsSimdBase +{ +public: + + static PX_FORCE_INLINE FsInertia addInertia(const FsInertia& in1, const FsInertia& in2) + { + return FsInertia(M33Add(in1.ll, in2.ll), + M33Add(in1.la, in2.la), + M33Add(in1.aa, in2.aa)); + } + + static PX_FORCE_INLINE FsInertia subtractInertia(const FsInertia& in1, const FsInertia& in2) + { + return FsInertia(M33Sub(in1.ll, in2.ll), + M33Sub(in1.la, in2.la), + M33Sub(in1.aa, in2.aa)); + } + + static PX_FORCE_INLINE Vec3V axisDot(const Cm::SpatialVectorV S[3], const Cm::SpatialVectorV &v) + { + return V3Merge(FAdd(V3Dot(S[0].linear,v.linear), V3Dot(S[0].angular,v.angular)), + FAdd(V3Dot(S[1].linear,v.linear), V3Dot(S[1].angular,v.angular)), + FAdd(V3Dot(S[2].linear,v.linear), V3Dot(S[2].angular,v.angular))); + } + + static PX_FORCE_INLINE Cm::SpatialVectorV axisMultiply(const Cm::SpatialVectorV S[3], Vec3V v) + { + return Cm::SpatialVectorV(V3ScaleAdd(S[0].linear, V3GetX(v), V3ScaleAdd(S[1].linear, V3GetY(v), V3Scale(S[2].linear, V3GetZ(v)))), + V3ScaleAdd(S[0].angular, V3GetX(v), V3ScaleAdd(S[1].angular, V3GetY(v), V3Scale(S[2].angular, V3GetZ(v))))); + } + + + static PX_FORCE_INLINE Cm::SpatialVectorV subtract(const Cm::SpatialVectorV &a, const Cm::SpatialVectorV &b) + { + return Cm::SpatialVectorV(V3Sub(a.linear, b.linear), V3Sub(a.angular, b.angular)); + } + + static PX_FORCE_INLINE Cm::SpatialVectorV add(const Cm::SpatialVectorV &a, const Cm::SpatialVectorV &b) + { + return Cm::SpatialVectorV(V3Add(a.linear, b.linear), V3Add(a.angular, b.angular)); + } + + + static PX_FORCE_INLINE Cm::SpatialVectorV multiply(const FsInertia &I, const Cm::SpatialVectorV &S) + { + return Cm::SpatialVectorV(V3Add(M33MulV3(I.ll,S.linear), M33MulV3(I.la,S.angular)), + V3Add(M33TrnspsMulV3(I.la,S.linear), M33MulV3(I.aa,S.angular))); + } + + + static PX_FORCE_INLINE Cm::SpatialVectorV translateMotion(const Vec3V& p, const Cm::SpatialVectorV& v) + { + return Cm::SpatialVectorV(V3Add(v.linear, V3Cross(p, v.angular)), v.angular); + } + + // translate a force resolved at position p to the origin + + static PX_FORCE_INLINE Cm::SpatialVectorV translateForce(const Vec3V& p, const Cm::SpatialVectorV& v) + { + return Cm::SpatialVectorV(v.linear, V3Add(v.angular, V3Cross(p, v.linear))); + } + + static PX_FORCE_INLINE Mat33V invertSym33(const Mat33V &m) + { + Vec3V a0 = V3Cross(m.col1, m.col2); + Vec3V a1 = V3Cross(m.col2, m.col0); + Vec3V a2 = V3Cross(m.col0, m.col1); + FloatV det = V3Dot(a0, m.col0); + FloatV recipDet = FRecip(det); + + a1 = V3SetX(a1, V3GetY(a0)); + a2 = V3Merge(V3GetZ(a0), V3GetZ(a1), V3GetZ(a2)); // make sure it's symmetric + + return Mat33V(V3Scale(a0, recipDet), + V3Scale(a1, recipDet), + V3Scale(a2, recipDet)); + } + + + static PX_FORCE_INLINE FloatV safeInvSqrt(FloatV v) + { + return FSqrt(FMax(FZero(), FRecip(v))); + } + static PX_FORCE_INLINE Mat33V invSqrt(const Mat33V& m) + { + // cholesky factor to + // (a 0 0) + // (b c 0) + // (d e f) + // except that a,c,f are the reciprocal sqrts rather than sqrts + + // PxVec3 v0 = m.column0, v1 = m.column1, v2 = m.column2; + Vec3V v0 = m.col0, v1 = m.col1, v2 = m.col2; + + const FloatV x0 = V3GetX(v0), y1 = V3GetY(v1), z2 = V3GetZ(v2); + + FloatV a = safeInvSqrt(x0); // PxReal a = PxRecipSqrt(v0.x); + + Vec3V abd = V3Scale(v0, a); // PxReal b = v0.y*a; + FloatV b = V3GetY(abd); + + FloatV c2 = FNegScaleSub(b, b, y1); // PxReal c = PxRecipSqrt(v1.y - b*b); + FloatV c = safeInvSqrt(c2); + + FloatV d = V3GetZ(abd); // PxReal d = v0.z*a; + + FloatV e = FMul(FNegScaleSub(b, d, V3GetZ(v1)), c); // PxReal e = (v1.z-d*b) * c; + + FloatV f2 = FNegScaleSub(d, d, FNegScaleSub(e, e, z2)); // PxReal f = PxRecipSqrt(v2.z - d*d - e*e); + FloatV f = safeInvSqrt(f2); + + // invert + FloatV x = FMul(FMul(b,a),c), // x = -b*a*c + y = FMul((FNegScaleSub(d,a, FMul(e,x))), f), // y = (-e*x-d*a)*f + z = FMul(e, FMul(c,f)); // z = -e*c*f + + return Mat33V(V3Merge(a, FZero(), FZero()), + V3Merge(FNeg(x), c, FZero()), + V3Merge(y, FNeg(z), f)); + } + + + static PX_FORCE_INLINE FsInertia invertInertia(const FsInertia &I) + { + Mat33V aa = M33Scale(M33Add(I.aa, M33Trnsps(I.aa)), FHalf()); + Mat33V ll = M33Scale(M33Add(I.ll, M33Trnsps(I.ll)), FHalf()); + + Mat33V AAInv = invertSym33(aa); + Mat33V z = M33MulM33(M33Neg(I.la), AAInv); + Mat33V S = M33Add(ll, M33MulM33(z, M33Trnsps(I.la))); + + Mat33V LL = invertSym33(S); + Mat33V LA = M33MulM33(LL, z); + Mat33V AA = M33Add(AAInv, M33MulM33(M33Trnsps(z), LA)); + + return FsInertia(LL, LA, AA); + } + + static PX_NOINLINE Mat33V computeSIS(const FsInertia &I, const Cm::SpatialVectorV S[3], Cm::SpatialVectorV IS[3]) + { + Vec3V S0l = S[0].linear, S0a = S[0].angular; + Vec3V S1l = S[1].linear, S1a = S[1].angular; + Vec3V S2l = S[2].linear, S2a = S[2].angular; + + Vec3V IS0l = V3Add(M33MulV3(I.ll,S0l), M33MulV3(I.la,S0a)); + Vec3V IS0a = V3Add(M33TrnspsMulV3(I.la,S0l), M33MulV3(I.aa,S0a)); + Vec3V IS1l = V3Add(M33MulV3(I.ll,S1l), M33MulV3(I.la,S1a)); + Vec3V IS1a = V3Add(M33TrnspsMulV3(I.la,S1l), M33MulV3(I.aa,S1a)); + Vec3V IS2l = V3Add(M33MulV3(I.ll,S2l), M33MulV3(I.la,S2a)); + Vec3V IS2a = V3Add(M33TrnspsMulV3(I.la,S2l), M33MulV3(I.aa,S2a)); + + // compute SIS + FloatV a00 = FAdd(V3Dot(S0l, IS0l), V3Dot(S0a, IS0a)); + FloatV a01 = FAdd(V3Dot(S0l, IS1l), V3Dot(S0a, IS1a)); + FloatV a02 = FAdd(V3Dot(S0l, IS2l), V3Dot(S0a, IS2a)); + FloatV a11 = FAdd(V3Dot(S1l, IS1l), V3Dot(S1a, IS1a)); + FloatV a12 = FAdd(V3Dot(S1l, IS2l), V3Dot(S1a, IS2a)); + FloatV a22 = FAdd(V3Dot(S2l, IS2l), V3Dot(S2a, IS2a)); + + // write IS, a useful side-effect + IS[0].linear = IS0l; IS[0].angular = IS0a; + IS[1].linear = IS1l; IS[1].angular = IS1a; + IS[2].linear = IS2l; IS[2].angular = IS2a; + + return Mat33V(V3Merge(a00, a01, a02), + V3Merge(a01, a11, a12), + V3Merge(a02, a12, a22)); + } + + + static PX_FORCE_INLINE FsInertia multiplySubtract(const FsInertia &I, const Mat33V &D, const Cm::SpatialVectorV IS[3], Cm::SpatialVectorV DSI[3]) + { + // cut'n'paste, how I love ya, how I love ya + + Vec3V IS0l = IS[0].linear, IS0a = IS[0].angular; + Vec3V IS1l = IS[1].linear, IS1a = IS[1].angular; + Vec3V IS2l = IS[2].linear, IS2a = IS[2].angular; + + Vec3V D0 = D.col0, D1 = D.col1, D2 = D.col2; + + // compute IDS + Vec3V DSI0l = V3ScaleAdd(IS0l, V3GetX(D0), V3ScaleAdd(IS1l, V3GetY(D0), V3Scale(IS2l, V3GetZ(D0)))); + Vec3V DSI1l = V3ScaleAdd(IS0l, V3GetX(D1), V3ScaleAdd(IS1l, V3GetY(D1), V3Scale(IS2l, V3GetZ(D1)))); + Vec3V DSI2l = V3ScaleAdd(IS0l, V3GetX(D2), V3ScaleAdd(IS1l, V3GetY(D2), V3Scale(IS2l, V3GetZ(D2)))); + + Vec3V DSI0a = V3ScaleAdd(IS0a, V3GetX(D0), V3ScaleAdd(IS1a, V3GetY(D0), V3Scale(IS2a, V3GetZ(D0)))); + Vec3V DSI1a = V3ScaleAdd(IS0a, V3GetX(D1), V3ScaleAdd(IS1a, V3GetY(D1), V3Scale(IS2a, V3GetZ(D1)))); + Vec3V DSI2a = V3ScaleAdd(IS0a, V3GetX(D2), V3ScaleAdd(IS1a, V3GetY(D2), V3Scale(IS2a, V3GetZ(D2)))); + + // compute J = I - DSI' IS. Each row of DSI' IS generates an inertia dyad + + Vec3V ll0 = I.ll.col0, ll1 = I.ll.col1, ll2 = I.ll.col2; + Vec3V la0 = I.la.col0, la1 = I.la.col1, la2 = I.la.col2; + Vec3V aa0 = I.aa.col0, aa1 = I.aa.col1, aa2 = I.aa.col2; + +#define SUBTRACT_DYAD(_a, _b) \ + ll0 = V3NegScaleSub(_b##l, V3GetX(_a##l), ll0); la0 = V3NegScaleSub(_b##l, V3GetX(_a##a), la0); aa0 = V3NegScaleSub(_b##a, V3GetX(_a##a), aa0); \ + ll1 = V3NegScaleSub(_b##l, V3GetY(_a##l), ll1); la1 = V3NegScaleSub(_b##l, V3GetY(_a##a), la1); aa1 = V3NegScaleSub(_b##a, V3GetY(_a##a), aa1); \ + ll2 = V3NegScaleSub(_b##l, V3GetZ(_a##l), ll2); la2 = V3NegScaleSub(_b##l, V3GetZ(_a##a), la2); aa2 = V3NegScaleSub(_b##a, V3GetZ(_a##a), aa2); + + SUBTRACT_DYAD(IS0, DSI0); + SUBTRACT_DYAD(IS1, DSI1); + SUBTRACT_DYAD(IS2, DSI2); +#undef SUBTRACT_DYAD + + DSI[0].linear = DSI0l; DSI[0].angular = DSI0a; + DSI[1].linear = DSI1l; DSI[1].angular = DSI1a; + DSI[2].linear = DSI2l; DSI[2].angular = DSI2a; + + return FsInertia(Mat33V(ll0, ll1, ll2), + Mat33V(la0, la1, la2), + Mat33V(aa0, aa1, aa2)); + } + + + static PX_FORCE_INLINE FsInertia multiplySubtract(const FsInertia &I, const Cm::SpatialVectorV S[3]) + { + // cut'n'paste, how I love ya, how I love ya + + const Vec3V S0l = S[0].linear, S0a = S[0].angular; + const Vec3V S1l = S[1].linear, S1a = S[1].angular; + const Vec3V S2l = S[2].linear, S2a = S[2].angular; + + // compute J = I - DSI' IS. Each row of DSI' IS generates an inertia dyad + + Vec3V ll0 = I.ll.col0, ll1 = I.ll.col1, ll2 = I.ll.col2; + Vec3V la0 = I.la.col0, la1 = I.la.col1, la2 = I.la.col2; + Vec3V aa0 = I.aa.col0, aa1 = I.aa.col1, aa2 = I.aa.col2; + +#define SUBTRACT_DYAD(_a, _b) \ + ll0 = V3NegScaleSub(_b##l, V3GetX(_a##l), ll0); la0 = V3NegScaleSub(_b##l, V3GetX(_a##a), la0); aa0 = V3NegScaleSub(_b##a, V3GetX(_a##a), aa0); \ + ll1 = V3NegScaleSub(_b##l, V3GetY(_a##l), ll1); la1 = V3NegScaleSub(_b##l, V3GetY(_a##a), la1); aa1 = V3NegScaleSub(_b##a, V3GetY(_a##a), aa1); \ + ll2 = V3NegScaleSub(_b##l, V3GetZ(_a##l), ll2); la2 = V3NegScaleSub(_b##l, V3GetZ(_a##a), la2); aa2 = V3NegScaleSub(_b##a, V3GetZ(_a##a), aa2); + + SUBTRACT_DYAD(S0, S0); + SUBTRACT_DYAD(S1, S1); + SUBTRACT_DYAD(S2, S2); +#undef SUBTRACT_DYAD + + return FsInertia(Mat33V(ll0, ll1, ll2), + Mat33V(la0, la1, la2), + Mat33V(aa0, aa1, aa2)); + } + + + static PX_FORCE_INLINE FsInertia translateInertia(Vec3V a, const FsInertia &input) + { + Vec3V b = V3Neg(a); + + Vec3V la0 = input.la.col0, la1 = input.la.col1, la2 = input.la.col2; + Vec3V ll0 = input.ll.col0, ll1 = input.ll.col1, ll2 = input.ll.col2; + Vec3V aa0 = input.aa.col0, aa1 = input.aa.col1, aa2 = input.aa.col2; + + FloatV aX = V3GetX(a), aY = V3GetY(a), aZ = V3GetZ(a); + FloatV bX = V3GetX(b), bY = V3GetY(b), bZ = V3GetZ(b); + FloatV Z = FZero(); + + // s - star matrix of a + Vec3V s0 = V3Merge(Z, aZ, bY), + s1 = V3Merge(bZ, Z, aX), + s2 = V3Merge(aY, bX, Z); + + // s * la + Vec3V sla0 = V3ScaleAdd(s0, V3GetX(la0), V3ScaleAdd(s1, V3GetY(la0), V3Scale(s2, V3GetZ(la0)))); + Vec3V sla1 = V3ScaleAdd(s0, V3GetX(la1), V3ScaleAdd(s1, V3GetY(la1), V3Scale(s2, V3GetZ(la1)))); + Vec3V sla2 = V3ScaleAdd(s0, V3GetX(la2), V3ScaleAdd(s1, V3GetY(la2), V3Scale(s2, V3GetZ(la2)))); + + // ll * s.transpose() (ll is symmetric) + Vec3V llst0 = V3ScaleAdd(ll2, aY, V3Scale(ll1, bZ)), + llst1 = V3ScaleAdd(ll0, aZ, V3Scale(ll2, bX)), + llst2 = V3ScaleAdd(ll1, aX, V3Scale(ll0, bY)); + + // t = sla+S*llst*0.5f; + + Vec3V sllst0 = V3ScaleAdd(s2, V3GetZ(llst0), V3ScaleAdd(s1, V3GetY(llst0), V3Scale(s0, V3GetX(llst0)))); + Vec3V sllst1 = V3ScaleAdd(s2, V3GetZ(llst1), V3ScaleAdd(s1, V3GetY(llst1), V3Scale(s0, V3GetX(llst1)))); + Vec3V sllst2 = V3ScaleAdd(s2, V3GetZ(llst2), V3ScaleAdd(s1, V3GetY(llst2), V3Scale(s0, V3GetX(llst2)))); + + Vec3V t0 = V3ScaleAdd(sllst0, FHalf(), sla0); + Vec3V t1 = V3ScaleAdd(sllst1, FHalf(), sla1); + Vec3V t2 = V3ScaleAdd(sllst2, FHalf(), sla2); + + // t+t.transpose() + Vec3V r0 = V3Add(t0, V3Merge(V3GetX(t0), V3GetX(t1), V3GetX(t2))), + r1 = V3Add(t1, V3Merge(V3GetY(t0), V3GetY(t1), V3GetY(t2))), + r2 = V3Add(t2, V3Merge(V3GetZ(t0), V3GetZ(t1), V3GetZ(t2))); + + return FsInertia(Mat33V(ll0, ll1, ll2), + + Mat33V(V3Add(la0, llst0), + V3Add(la1, llst1), + V3Add(la2, llst2)), + + Mat33V(V3Add(aa0, r0), + V3Add(aa1, r1), + V3Add(aa2, r2))); + } + +}; + +template<class Base> +class ArticulationFnsSimd : public Base +{ + static PX_FORCE_INLINE void axisMultiplyLowerTriangular(Cm::SpatialVectorV ES[3], const Mat33V&E, const Cm::SpatialVectorV S[3]) + { + const Vec3V l0 = S[0].linear, l1 = S[1].linear, l2 = S[2].linear; + const Vec3V a0 = S[0].angular, a1 = S[1].angular, a2 = S[2].angular; + ES[0] = Cm::SpatialVectorV(V3Scale(l0, V3GetX(E.col0)), + V3Scale(a0, V3GetX(E.col0))); + ES[1] = Cm::SpatialVectorV(V3ScaleAdd(l0, V3GetX(E.col1), V3Scale(l1, V3GetY(E.col1))), + V3ScaleAdd(a0, V3GetX(E.col1), V3Scale(a1, V3GetY(E.col1)))); + ES[2] = Cm::SpatialVectorV(V3ScaleAdd(l0, V3GetX(E.col2), V3ScaleAdd(l1, V3GetY(E.col2), V3Scale(l2, V3GetZ(E.col2)))), + V3ScaleAdd(a0, V3GetX(E.col2), V3ScaleAdd(a1, V3GetY(E.col2), V3Scale(a2, V3GetZ(E.col2))))); + } + +public: + static PX_FORCE_INLINE FsInertia propagate(const FsInertia &I, + const Cm::SpatialVectorV S[3], + const Mat33V &load, + const FloatV isf) + { + Cm::SpatialVectorV IS[3], ISE[3]; + Mat33V D = Base::computeSIS(I, S, IS); + + D.col0 = V3ScaleAdd(load.col0, isf, D.col0); + D.col1 = V3ScaleAdd(load.col1, isf, D.col1); + D.col2 = V3ScaleAdd(load.col2, isf, D.col2); + + axisMultiplyLowerTriangular(ISE, Base::invSqrt(D), IS); + return Base::multiplySubtract(I, ISE); + } + + + + static PX_INLINE Cm::SpatialVectorV propagateImpulse(const FsRow& row, + const FsJointVectors& jv, + Vec3V& SZ, + const Cm::SpatialVectorV& Z, + const FsRowAux& aux) + { + PX_UNUSED(aux); + + SZ = V3Add(Z.angular, V3Cross(Z.linear, jv.jointOffset)); + return Base::translateForce(jv.parentOffset, Z - Base::axisMultiply(row.DSI, SZ)); + } + + static PX_INLINE Cm::SpatialVectorV propagateVelocity(const FsRow& row, + const FsJointVectors& jv, + const Vec3V& SZ, + const Cm::SpatialVectorV& v, + const FsRowAux& aux) + { + PX_UNUSED(aux); + + Cm::SpatialVectorV w = Base::translateMotion(V3Neg(jv.parentOffset), v); + Vec3V DSZ = M33MulV3(row.D, SZ); + + Vec3V n = V3Add(Base::axisDot(row.DSI, w), DSZ); + return w - Cm::SpatialVectorV(V3Cross(jv.jointOffset, n), n); + } + + + + + + static PX_FORCE_INLINE Mat33V computeDriveInertia(const FsInertia &I0, + const FsInertia &I1, + const Cm::SpatialVectorV S[3]) + { + POD_U_LIKE(Cm::SpatialVectorV, 3, 16) IS, ISD, dummy; + Mat33V D = Base::computeSIS(I0, S, IS); + Mat33V DInv = Base::invertSym33(D); + + FsInertia tmp = Base::addInertia(I0, I1); + tmp = Base::multiplySubtract(tmp, DInv, IS, ISD); + FsInertia J = Base::invertInertia(tmp); + + Mat33V E = Base::computeSIS(J, ISD, dummy); + return Base::invertSym33(M33Add(DInv,E)); + + } +}; + +} +} + +#endif //DY_ARTICULATION_SIMD_FNS_H |