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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/LowLevelDynamics/src/DySpatial.h
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PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// 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_SPATIAL_H
+#define DY_SPATIAL_H
+
+#include "foundation/PxVec3.h"
+#include "foundation/PxTransform.h"
+#include "PsMathUtils.h"
+#include "CmSpatialVector.h"
+
+namespace physx
+{
+namespace Dy
+{
+// translate a motion resolved at position p to the origin
+
+
+// should have a 'from' frame and a 'to' frame
+class SpInertia
+{
+public:
+ SpInertia() {}
+
+ SpInertia(const PxMat33& ll, const PxMat33& la, const PxMat33& aa): mLL(ll), mLA(la), mAA(aa)
+ {
+ }
+
+ static SpInertia getZero()
+ {
+ return SpInertia(PxMat33(PxZero), PxMat33(PxZero),
+ PxMat33(PxZero));
+ }
+
+ static SpInertia dyad(const Cm::SpatialVector& column, const Cm::SpatialVector& row)
+ {
+ return SpInertia(dyad(column.linear, row.linear),
+ dyad(column.linear, row.angular),
+ dyad(column.angular, row.angular));
+ }
+
+
+ static SpInertia inertia(PxReal mass, const PxVec3& inertia)
+ {
+ return SpInertia(PxMat33::createDiagonal(PxVec3(mass,mass,mass)), PxMat33(PxZero),
+ PxMat33::createDiagonal(inertia));
+ }
+
+
+ SpInertia operator+(const SpInertia& m) const
+ {
+ return SpInertia(mLL+m.mLL, mLA+m.mLA, mAA+m.mAA);
+ }
+
+ SpInertia operator-(const SpInertia& m) const
+ {
+ return SpInertia(mLL-m.mLL, mLA-m.mLA, mAA-m.mAA);
+ }
+
+ SpInertia operator*(PxReal r) const
+ {
+ return SpInertia(mLL*r, mLA*r, mAA*r);
+ }
+
+ void operator+=(const SpInertia& m)
+ {
+ mLL+=m.mLL;
+ mLA+=m.mLA;
+ mAA+=m.mAA;
+ }
+
+ void operator-=(const SpInertia& m)
+ {
+ mLL-=m.mLL;
+ mLA-=m.mLA;
+ mAA-=m.mAA;
+ }
+
+
+ PX_FORCE_INLINE Cm::SpatialVector operator *(const Cm::SpatialVector& v) const
+ {
+ return Cm::SpatialVector(mLL*v.linear +mLA*v.angular,
+ mLA.transformTranspose(v.linear)+mAA*v.angular);
+ }
+
+ SpInertia operator *(const SpInertia& v) const
+ {
+ return SpInertia(mLL*v.mLL + mLA * v.mLA.getTranspose(),
+ mLL*v.mLA + mLA * v.mAA,
+ mLA.getTranspose()*v.mLA + mAA * v.mAA);
+ }
+
+
+ bool isFinite() const
+ {
+ return true;
+// return mLL.isFinite() && mLA.isFinite() && mAA.isFinite();
+ }
+
+ PxMat33 mLL, mLA; // linear force from angular motion, linear force from linear motion
+ PxMat33 mAA; // angular force from angular motion, mAL = mLA.transpose()
+
+private:
+ static PxMat33 dyad(PxVec3 col, PxVec3 row)
+ {
+ return PxMat33(col*row.x, col*row.y, col*row.z);
+ }
+
+
+};
+
+}
+}
+
+#endif //DY_SPATIAL_H