/* * Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, 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. */ #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