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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 /PxShared/src/foundation/include/PsMathUtils.h
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
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Initial commit:
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 PSFOUNDATION_PSMATHUTILS_H
+#define PSFOUNDATION_PSMATHUTILS_H
+
+#include "foundation/PxPreprocessor.h"
+#include "foundation/PxTransform.h"
+#include "foundation/PxMat33.h"
+#include "Ps.h"
+#include "PsIntrinsics.h"
+
+// General guideline is: if it's an abstract math function, it belongs here.
+// If it's a math function where the inputs have specific semantics (e.g.
+// separateSwingTwist) it doesn't.
+
+namespace physx
+{
+namespace shdfnd
+{
+/**
+\brief sign returns the sign of its argument. The sign of zero is undefined.
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 sign(const PxF32 a)
+{
+ return intrinsics::sign(a);
+}
+
+/**
+\brief sign returns the sign of its argument. The sign of zero is undefined.
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF64 sign(const PxF64 a)
+{
+ return (a >= 0.0) ? 1.0 : -1.0;
+}
+
+/**
+\brief sign returns the sign of its argument. The sign of zero is undefined.
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxI32 sign(const PxI32 a)
+{
+ return (a >= 0) ? 1 : -1;
+}
+
+/**
+\brief Returns true if the two numbers are within eps of each other.
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE bool equals(const PxF32 a, const PxF32 b, const PxF32 eps)
+{
+ return (PxAbs(a - b) < eps);
+}
+
+/**
+\brief Returns true if the two numbers are within eps of each other.
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE bool equals(const PxF64 a, const PxF64 b, const PxF64 eps)
+{
+ return (PxAbs(a - b) < eps);
+}
+
+/**
+\brief The floor function returns a floating-point value representing the largest integer that is less than or equal to
+x.
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 floor(const PxF32 a)
+{
+ return floatFloor(a);
+}
+
+/**
+\brief The floor function returns a floating-point value representing the largest integer that is less than or equal to
+x.
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF64 floor(const PxF64 a)
+{
+ return ::floor(a);
+}
+
+/**
+\brief The ceil function returns a single value representing the smallest integer that is greater than or equal to x.
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 ceil(const PxF32 a)
+{
+ return ::ceilf(a);
+}
+
+/**
+\brief The ceil function returns a double value representing the smallest integer that is greater than or equal to x.
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF64 ceil(const PxF64 a)
+{
+ return ::ceil(a);
+}
+
+/**
+\brief mod returns the floating-point remainder of x / y.
+
+If the value of y is 0.0, mod returns a quiet NaN.
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 mod(const PxF32 x, const PxF32 y)
+{
+ return PxF32(::fmodf(x, y));
+}
+
+/**
+\brief mod returns the floating-point remainder of x / y.
+
+If the value of y is 0.0, mod returns a quiet NaN.
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF64 mod(const PxF64 x, const PxF64 y)
+{
+ return ::fmod(x, y);
+}
+
+/**
+\brief Square.
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 sqr(const PxF32 a)
+{
+ return a * a;
+}
+
+/**
+\brief Square.
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF64 sqr(const PxF64 a)
+{
+ return a * a;
+}
+
+/**
+\brief Calculates x raised to the power of y.
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 pow(const PxF32 x, const PxF32 y)
+{
+ return ::powf(x, y);
+}
+
+/**
+\brief Calculates x raised to the power of y.
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF64 pow(const PxF64 x, const PxF64 y)
+{
+ return ::pow(x, y);
+}
+
+/**
+\brief Calculates e^n
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 exp(const PxF32 a)
+{
+ return ::expf(a);
+}
+/**
+
+\brief Calculates e^n
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF64 exp(const PxF64 a)
+{
+ return ::exp(a);
+}
+
+/**
+\brief Calculates 2^n
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 exp2(const PxF32 a)
+{
+ return ::expf(a * 0.693147180559945309417f);
+}
+/**
+
+\brief Calculates 2^n
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF64 exp2(const PxF64 a)
+{
+ return ::exp(a * 0.693147180559945309417);
+}
+
+/**
+\brief Calculates logarithms.
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 logE(const PxF32 a)
+{
+ return ::logf(a);
+}
+
+/**
+\brief Calculates logarithms.
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF64 logE(const PxF64 a)
+{
+ return ::log(a);
+}
+
+/**
+\brief Calculates logarithms.
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 log2(const PxF32 a)
+{
+ return ::logf(a) / 0.693147180559945309417f;
+}
+
+/**
+\brief Calculates logarithms.
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF64 log2(const PxF64 a)
+{
+ return ::log(a) / 0.693147180559945309417;
+}
+
+/**
+\brief Calculates logarithms.
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 log10(const PxF32 a)
+{
+ return ::log10f(a);
+}
+
+/**
+\brief Calculates logarithms.
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF64 log10(const PxF64 a)
+{
+ return ::log10(a);
+}
+
+/**
+\brief Converts degrees to radians.
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 degToRad(const PxF32 a)
+{
+ return 0.01745329251994329547f * a;
+}
+
+/**
+\brief Converts degrees to radians.
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF64 degToRad(const PxF64 a)
+{
+ return 0.01745329251994329547 * a;
+}
+
+/**
+\brief Converts radians to degrees.
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 radToDeg(const PxF32 a)
+{
+ return 57.29577951308232286465f * a;
+}
+
+/**
+\brief Converts radians to degrees.
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF64 radToDeg(const PxF64 a)
+{
+ return 57.29577951308232286465 * a;
+}
+
+//! \brief compute sine and cosine at the same time. There is a 'fsincos' on PC that we probably want to use here
+PX_CUDA_CALLABLE PX_FORCE_INLINE void sincos(const PxF32 radians, PxF32& sin, PxF32& cos)
+{
+ /* something like:
+ _asm fld Local
+ _asm fsincos
+ _asm fstp LocalCos
+ _asm fstp LocalSin
+ */
+ sin = PxSin(radians);
+ cos = PxCos(radians);
+}
+
+/**
+\brief uniform random number in [a,b]
+*/
+PX_FORCE_INLINE PxI32 rand(const PxI32 a, const PxI32 b)
+{
+ return a + PxI32(::rand() % (b - a + 1));
+}
+
+/**
+\brief uniform random number in [a,b]
+*/
+PX_FORCE_INLINE PxF32 rand(const PxF32 a, const PxF32 b)
+{
+ return a + (b - a) * ::rand() / RAND_MAX;
+}
+
+//! \brief return angle between two vectors in radians
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 angle(const PxVec3& v0, const PxVec3& v1)
+{
+ const PxF32 cos = v0.dot(v1); // |v0|*|v1|*Cos(Angle)
+ const PxF32 sin = (v0.cross(v1)).magnitude(); // |v0|*|v1|*Sin(Angle)
+ return PxAtan2(sin, cos);
+}
+
+//! If possible use instead fsel on the dot product /*fsel(d.dot(p),onething,anotherthing);*/
+//! Compares orientations (more readable, user-friendly function)
+PX_CUDA_CALLABLE PX_FORCE_INLINE bool sameDirection(const PxVec3& d, const PxVec3& p)
+{
+ return d.dot(p) >= 0.0f;
+}
+
+//! Checks 2 values have different signs
+PX_CUDA_CALLABLE PX_FORCE_INLINE IntBool differentSign(PxReal f0, PxReal f1)
+{
+ union
+ {
+ PxU32 u;
+ PxReal f;
+ } u1, u2;
+ u1.f = f0;
+ u2.f = f1;
+ return IntBool((u1.u ^ u2.u) & PX_SIGN_BITMASK);
+}
+
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxMat33 star(const PxVec3& v)
+{
+ return PxMat33(PxVec3(0, v.z, -v.y), PxVec3(-v.z, 0, v.x), PxVec3(v.y, -v.x, 0));
+}
+
+PX_CUDA_CALLABLE PX_INLINE PxVec3 log(const PxQuat& q)
+{
+ const PxReal s = q.getImaginaryPart().magnitude();
+ if(s < 1e-12f)
+ return PxVec3(0.0f);
+ // force the half-angle to have magnitude <= pi/2
+ PxReal halfAngle = q.w < 0 ? PxAtan2(-s, -q.w) : PxAtan2(s, q.w);
+ PX_ASSERT(halfAngle >= -PxPi / 2 && halfAngle <= PxPi / 2);
+
+ return q.getImaginaryPart().getNormalized() * 2.f * halfAngle;
+}
+
+PX_CUDA_CALLABLE PX_INLINE PxQuat exp(const PxVec3& v)
+{
+ const PxReal m = v.magnitudeSquared();
+ return m < 1e-24f ? PxQuat(PxIdentity) : PxQuat(PxSqrt(m), v * PxRecipSqrt(m));
+}
+
+// quat to rotate v0 t0 v1
+PX_CUDA_CALLABLE PX_INLINE PxQuat rotationArc(const PxVec3& v0, const PxVec3& v1)
+{
+ const PxVec3 cross = v0.cross(v1);
+ const PxReal d = v0.dot(v1);
+ if(d <= -0.99999f)
+ return (PxAbs(v0.x) < 0.1f ? PxQuat(0.0f, v0.z, -v0.y, 0.0f) : PxQuat(v0.y, -v0.x, 0.0, 0.0)).getNormalized();
+
+ const PxReal s = PxSqrt((1 + d) * 2), r = 1 / s;
+
+ return PxQuat(cross.x * r, cross.y * r, cross.z * r, s * 0.5f).getNormalized();
+}
+
+/**
+\brief returns largest axis
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 largestAxis(const PxVec3& v)
+{
+ PxU32 m = PxU32(v.y > v.x ? 1 : 0);
+ return v.z > v[m] ? 2 : m;
+}
+
+/**
+\brief returns indices for the largest axis and 2 other axii
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 largestAxis(const PxVec3& v, PxU32& other1, PxU32& other2)
+{
+ if(v.x >= PxMax(v.y, v.z))
+ {
+ other1 = 1;
+ other2 = 2;
+ return 0;
+ }
+ else if(v.y >= v.z)
+ {
+ other1 = 0;
+ other2 = 2;
+ return 1;
+ }
+ else
+ {
+ other1 = 0;
+ other2 = 1;
+ return 2;
+ }
+}
+
+/**
+\brief returns axis with smallest absolute value
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 closestAxis(const PxVec3& v)
+{
+ PxU32 m = PxU32(PxAbs(v.y) > PxAbs(v.x) ? 1 : 0);
+ return PxAbs(v.z) > PxAbs(v[m]) ? 2 : m;
+}
+
+PX_CUDA_CALLABLE PX_INLINE PxU32 closestAxis(const PxVec3& v, PxU32& j, PxU32& k)
+{
+ // find largest 2D plane projection
+ const PxF32 absPx = PxAbs(v.x);
+ const PxF32 absNy = PxAbs(v.y);
+ const PxF32 absNz = PxAbs(v.z);
+
+ PxU32 m = 0; // x biggest axis
+ j = 1;
+ k = 2;
+ if(absNy > absPx && absNy > absNz)
+ {
+ // y biggest
+ j = 2;
+ k = 0;
+ m = 1;
+ }
+ else if(absNz > absPx)
+ {
+ // z biggest
+ j = 0;
+ k = 1;
+ m = 2;
+ }
+ return m;
+}
+
+/*!
+Extend an edge along its length by a factor
+*/
+PX_CUDA_CALLABLE PX_FORCE_INLINE void makeFatEdge(PxVec3& p0, PxVec3& p1, PxReal fatCoeff)
+{
+ PxVec3 delta = p1 - p0;
+
+ const PxReal m = delta.magnitude();
+ if(m > 0.0f)
+ {
+ delta *= fatCoeff / m;
+ p0 -= delta;
+ p1 += delta;
+ }
+}
+
+//! Compute point as combination of barycentric coordinates
+PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3
+computeBarycentricPoint(const PxVec3& p0, const PxVec3& p1, const PxVec3& p2, PxReal u, PxReal v)
+{
+ // This seems to confuse the compiler...
+ // return (1.0f - u - v)*p0 + u*p1 + v*p2;
+ const PxF32 w = 1.0f - u - v;
+ return PxVec3(w * p0.x + u * p1.x + v * p2.x, w * p0.y + u * p1.y + v * p2.y, w * p0.z + u * p1.z + v * p2.z);
+}
+
+// generates a pair of quaternions (swing, twist) such that in = swing * twist, with
+// swing.x = 0
+// twist.y = twist.z = 0, and twist is a unit quat
+PX_FORCE_INLINE void separateSwingTwist(const PxQuat& q, PxQuat& swing, PxQuat& twist)
+{
+ twist = q.x != 0.0f ? PxQuat(q.x, 0, 0, q.w).getNormalized() : PxQuat(PxIdentity);
+ swing = q * twist.getConjugate();
+}
+
+// generate two tangent vectors to a given normal
+PX_FORCE_INLINE void normalToTangents(const PxVec3& normal, PxVec3& tangent0, PxVec3& tangent1)
+{
+ tangent0 = PxAbs(normal.x) < 0.70710678f ? PxVec3(0, -normal.z, normal.y) : PxVec3(-normal.y, normal.x, 0);
+ tangent0.normalize();
+ tangent1 = normal.cross(tangent0);
+}
+
+// todo: what is this function doing?
+PX_FOUNDATION_API PxQuat computeQuatFromNormal(const PxVec3& n);
+
+/**
+\brief computes a oriented bounding box around the scaled basis.
+\param basis Input = skewed basis, Output = (normalized) orthogonal basis.
+\return Bounding box extent.
+*/
+PX_FOUNDATION_API PxVec3 optimizeBoundingBox(PxMat33& basis);
+
+PX_FOUNDATION_API PxQuat slerp(const PxReal t, const PxQuat& left, const PxQuat& right);
+
+PX_CUDA_CALLABLE PX_INLINE PxVec3 ellipseClamp(const PxVec3& point, const PxVec3& radii)
+{
+ // This function need to be implemented in the header file because
+ // it is included in a spu shader program.
+
+ // finds the closest point on the ellipse to a given point
+
+ // (p.y, p.z) is the input point
+ // (e.y, e.z) are the radii of the ellipse
+
+ // lagrange multiplier method with Newton/Halley hybrid root-finder.
+ // see http://www.geometrictools.com/Documentation/DistancePointToEllipse2.pdf
+ // for proof of Newton step robustness and initial estimate.
+ // Halley converges much faster but sometimes overshoots - when that happens we take
+ // a newton step instead
+
+ // converges in 1-2 iterations where D&C works well, and it's good with 4 iterations
+ // with any ellipse that isn't completely crazy
+
+ const PxU32 MAX_ITERATIONS = 20;
+ const PxReal convergenceThreshold = 1e-4f;
+
+ // iteration requires first quadrant but we recover generality later
+
+ PxVec3 q(0, PxAbs(point.y), PxAbs(point.z));
+ const PxReal tinyEps = 1e-6f; // very close to minor axis is numerically problematic but trivial
+ if(radii.y >= radii.z)
+ {
+ if(q.z < tinyEps)
+ return PxVec3(0, point.y > 0 ? radii.y : -radii.y, 0);
+ }
+ else
+ {
+ if(q.y < tinyEps)
+ return PxVec3(0, 0, point.z > 0 ? radii.z : -radii.z);
+ }
+
+ PxVec3 denom, e2 = radii.multiply(radii), eq = radii.multiply(q);
+
+ // we can use any initial guess which is > maximum(-e.y^2,-e.z^2) and for which f(t) is > 0.
+ // this guess works well near the axes, but is weak along the diagonals.
+
+ PxReal t = PxMax(eq.y - e2.y, eq.z - e2.z);
+
+ for(PxU32 i = 0; i < MAX_ITERATIONS; i++)
+ {
+ denom = PxVec3(0, 1 / (t + e2.y), 1 / (t + e2.z));
+ PxVec3 denom2 = eq.multiply(denom);
+
+ PxVec3 fv = denom2.multiply(denom2);
+ PxReal f = fv.y + fv.z - 1;
+
+ // although in exact arithmetic we are guaranteed f>0, we can get here
+ // on the first iteration via catastrophic cancellation if the point is
+ // very close to the origin. In that case we just behave as if f=0
+
+ if(f < convergenceThreshold)
+ return e2.multiply(point).multiply(denom);
+
+ PxReal df = fv.dot(denom) * -2.0f;
+ t = t - f / df;
+ }
+
+ // we didn't converge, so clamp what we have
+ PxVec3 r = e2.multiply(point).multiply(denom);
+ return r * PxRecipSqrt(sqr(r.y / radii.y) + sqr(r.z / radii.z));
+}
+
+PX_CUDA_CALLABLE PX_INLINE PxReal tanHalf(PxReal sin, PxReal cos)
+{
+ return sin / (1 + cos);
+}
+
+PX_INLINE PxQuat quatFromTanQVector(const PxVec3& v)
+{
+ PxReal v2 = v.dot(v);
+ if(v2 < 1e-12f)
+ return PxQuat(PxIdentity);
+ PxReal d = 1 / (1 + v2);
+ return PxQuat(v.x * 2, v.y * 2, v.z * 2, 1 - v2) * d;
+}
+
+PX_FORCE_INLINE PxVec3 cross100(const PxVec3& b)
+{
+ return PxVec3(0.0f, -b.z, b.y);
+}
+PX_FORCE_INLINE PxVec3 cross010(const PxVec3& b)
+{
+ return PxVec3(b.z, 0.0f, -b.x);
+}
+PX_FORCE_INLINE PxVec3 cross001(const PxVec3& b)
+{
+ return PxVec3(-b.y, b.x, 0.0f);
+}
+
+PX_INLINE void decomposeVector(PxVec3& normalCompo, PxVec3& tangentCompo, const PxVec3& outwardDir,
+ const PxVec3& outwardNormal)
+{
+ normalCompo = outwardNormal * (outwardDir.dot(outwardNormal));
+ tangentCompo = outwardDir - normalCompo;
+}
+
+//! \brief Return (i+1)%3
+// Avoid variable shift for XBox:
+// PX_INLINE PxU32 Ps::getNextIndex3(PxU32 i) { return (1<<i) & 3; }
+PX_INLINE PxU32 getNextIndex3(PxU32 i)
+{
+ return (i + 1 + (i >> 1)) & 3;
+}
+
+PX_INLINE PxMat33 rotFrom2Vectors(const PxVec3& from, const PxVec3& to)
+{
+ // See bottom of http://www.euclideanspace.com/maths/algebra/matrix/orthogonal/rotation/index.htm
+
+ // Early exit if to = from
+ if((from - to).magnitudeSquared() < 1e-4f)
+ return PxMat33(PxIdentity);
+
+ // Early exit if to = -from
+ if((from + to).magnitudeSquared() < 1e-4f)
+ return PxMat33::createDiagonal(PxVec3(1.0f, -1.0f, -1.0f));
+
+ PxVec3 n = from.cross(to);
+
+ PxReal C = from.dot(to), S = PxSqrt(1 - C * C), CC = 1 - C;
+
+ PxReal xx = n.x * n.x, yy = n.y * n.y, zz = n.z * n.z, xy = n.x * n.y, yz = n.y * n.z, xz = n.x * n.z;
+
+ PxMat33 R;
+
+ R(0, 0) = 1 + CC * (xx - 1);
+ R(0, 1) = -n.z * S + CC * xy;
+ R(0, 2) = n.y * S + CC * xz;
+
+ R(1, 0) = n.z * S + CC * xy;
+ R(1, 1) = 1 + CC * (yy - 1);
+ R(1, 2) = -n.x * S + CC * yz;
+
+ R(2, 0) = -n.y * S + CC * xz;
+ R(2, 1) = n.x * S + CC * yz;
+ R(2, 2) = 1 + CC * (zz - 1);
+
+ return R;
+}
+
+PX_FOUNDATION_API void integrateTransform(const PxTransform& curTrans, const PxVec3& linvel, const PxVec3& angvel,
+ PxReal timeStep, PxTransform& result);
+
+PX_INLINE void computeBasis(const PxVec3& dir, PxVec3& right, PxVec3& up)
+{
+ // Derive two remaining vectors
+ if(PxAbs(dir.y) <= 0.9999f)
+ {
+ right = PxVec3(dir.z, 0.0f, -dir.x);
+ right.normalize();
+
+ // PT: normalize not needed for 'up' because dir & right are unit vectors,
+ // and by construction the angle between them is 90 degrees (i.e. sin(angle)=1)
+ up = PxVec3(dir.y * right.z, dir.z * right.x - dir.x * right.z, -dir.y * right.x);
+ }
+ else
+ {
+ right = PxVec3(1.0f, 0.0f, 0.0f);
+
+ up = PxVec3(0.0f, dir.z, -dir.y);
+ up.normalize();
+ }
+}
+
+PX_INLINE void computeBasis(const PxVec3& p0, const PxVec3& p1, PxVec3& dir, PxVec3& right, PxVec3& up)
+{
+ // Compute the new direction vector
+ dir = p1 - p0;
+ dir.normalize();
+
+ // Derive two remaining vectors
+ computeBasis(dir, right, up);
+}
+
+PX_FORCE_INLINE bool isAlmostZero(const PxVec3& v)
+{
+ if(PxAbs(v.x) > 1e-6f || PxAbs(v.y) > 1e-6f || PxAbs(v.z) > 1e-6f)
+ return false;
+ return true;
+}
+
+} // namespace shdfnd
+} // namespace physx
+
+#endif