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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/DySpatial.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/DySpatial.h')
| -rw-r--r-- | PhysX_3.4/Source/LowLevelDynamics/src/DySpatial.h | 142 |
1 files changed, 142 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/LowLevelDynamics/src/DySpatial.h b/PhysX_3.4/Source/LowLevelDynamics/src/DySpatial.h new file mode 100644 index 00000000..e27406b3 --- /dev/null +++ b/PhysX_3.4/Source/LowLevelDynamics/src/DySpatial.h @@ -0,0 +1,142 @@ +// 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 |