// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef APEX_MATH_H #define APEX_MATH_H #include "PxMat44.h" #include "PsMathUtils.h" #include "PsVecMath.h" namespace nvidia { #define APEX_ALIGN_UP(offset, alignment) (((offset) + (alignment)-1) & ~((alignment)-1)) /** * computes weight * _origin + (1.0f - weight) * _target */ PX_INLINE PxMat44 interpolateMatrix(float weight, const PxMat44& _origin, const PxMat44& _target) { // target: normalize, save scale, transform to quat PxMat33 target(_target.column0.getXYZ(), _target.column1.getXYZ(), _target.column2.getXYZ()); PxVec3 axis0 = target.column0; PxVec3 axis1 = target.column1; PxVec3 axis2 = target.column2; const PxVec4 targetScale(axis0.normalize(), axis1.normalize(), axis2.normalize(), 1.0f); target.column0 = axis0; target.column1 = axis1; target.column2 = axis2; const PxQuat targetQ = PxQuat(target); // origin: normalize, save scale, transform to quat PxMat33 origin(_origin.column0.getXYZ(), _origin.column1.getXYZ(), _origin.column2.getXYZ()); const PxVec4 originScale(axis0.normalize(), axis1.normalize(), axis2.normalize(), 1.0f); origin.column0 = axis0; origin.column1 = axis1; origin.column2 = axis2; const PxQuat originQ = PxQuat(origin); // interpolate PxQuat relativeQ = physx::shdfnd::slerp(1.0f - weight, originQ, targetQ); PxMat44 relative(relativeQ); relative.setPosition(weight * _origin.getPosition() + (1.0f - weight) * _target.getPosition()); PxMat44 _relative = relative; const PxVec4 scale = weight * originScale + (1.0f - weight) * targetScale; _relative.scale(scale); return _relative; } bool operator != (const PxMat44& a, const PxMat44& b); } #endif // APEX_MATH_H