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All rights reserved. #ifndef PX_PHYSICS_COMMON_SCALING #define PX_PHYSICS_COMMON_SCALING #include "foundation/PxBounds3.h" #include "foundation/PxMat33.h" #include "geometry/PxMeshScale.h" #include "CmMatrix34.h" #include "CmUtils.h" #include "PsMathUtils.h" namespace physx { namespace Cm { // class that can perform scaling fast. Relatively large size, generated from PxMeshScale on demand. // CS: I've removed most usages of this class, because most of the time only one-way transform is needed. // If you only need a temporary FastVertex2ShapeScaling, setup your transform as PxMat34Legacy and use // normal matrix multiplication or a transform() overload to convert points and bounds between spaces. class FastVertex2ShapeScaling { public: PX_INLINE FastVertex2ShapeScaling() { //no scaling by default: vertex2ShapeSkew = PxMat33(PxIdentity); shape2VertexSkew = PxMat33(PxIdentity); mFlipNormal = false; } PX_INLINE explicit FastVertex2ShapeScaling(const PxMeshScale& scale) { init(scale); } PX_INLINE FastVertex2ShapeScaling(const PxVec3& scale, const PxQuat& rotation) { init(scale, rotation); } PX_INLINE void init(const PxMeshScale& scale) { init(scale.scale, scale.rotation); } PX_INLINE void setIdentity() { vertex2ShapeSkew = PxMat33(PxIdentity); shape2VertexSkew = PxMat33(PxIdentity); mFlipNormal = false; } PX_INLINE void init(const PxVec3& scale, const PxQuat& rotation) { // TODO: may want to optimize this for cases where we have uniform or axis aligned scaling! // That would introduce branches and it's unclear to me whether that's faster than just doing the math. // Lazy computation would be another option, at the cost of introducing even more branches. const PxMat33 R(rotation); vertex2ShapeSkew = R.getTranspose(); const PxMat33 diagonal = PxMat33::createDiagonal(scale); vertex2ShapeSkew = vertex2ShapeSkew * diagonal; vertex2ShapeSkew = vertex2ShapeSkew * R; /* The inverse, is, explicitly: shape2VertexSkew.setTransposed(R); shape2VertexSkew.multiplyDiagonal(PxVec3(1.0f/scale.x, 1.0f/scale.y, 1.0f/scale.z)); shape2VertexSkew *= R; It may be competitive to compute the inverse -- though this has a branch in it: */ shape2VertexSkew = vertex2ShapeSkew.getInverse(); mFlipNormal = ((scale.x * scale.y * scale.z) < 0.0f); } PX_FORCE_INLINE void flipNormal(PxVec3& v1, PxVec3& v2) const { if (mFlipNormal) { PxVec3 tmp = v1; v1 = v2; v2 = tmp; } } PX_FORCE_INLINE PxVec3 operator* (const PxVec3& src) const { return vertex2ShapeSkew * src; } PX_FORCE_INLINE PxVec3 operator% (const PxVec3& src) const { return shape2VertexSkew * src; } PX_FORCE_INLINE const PxMat33& getVertex2ShapeSkew() const { return vertex2ShapeSkew; } PX_FORCE_INLINE const PxMat33& getShape2VertexSkew() const { return shape2VertexSkew; } PX_INLINE Cm::Matrix34 getVertex2WorldSkew(const Cm::Matrix34& shape2world) const { const Cm::Matrix34 vertex2worldSkew = shape2world * getVertex2ShapeSkew(); //vertex2worldSkew = shape2world * [vertex2shapeSkew, 0] //[aR at] * [bR bt] = [aR * bR aR * bt + at] NOTE: order of operations important so it works when this ?= left ?= right. return vertex2worldSkew; } PX_INLINE Cm::Matrix34 getWorld2VertexSkew(const Cm::Matrix34& shape2world) const { //world2vertexSkew = shape2vertex * invPQ(shape2world) //[aR 0] * [bR' -bR'*bt] = [aR * bR' -aR * bR' * bt + 0] const PxMat33 rotate( shape2world[0], shape2world[1], shape2world[2] ); const PxMat33 M = getShape2VertexSkew() * rotate.getTranspose(); return Cm::Matrix34(M[0], M[1], M[2], -M * shape2world[3]); } //! Transforms a shape space OBB to a vertex space OBB. All 3 params are in and out. void transformQueryBounds(PxVec3& center, PxVec3& extents, PxMat33& basis) const { basis.column0 = shape2VertexSkew * (basis.column0 * extents.x); basis.column1 = shape2VertexSkew * (basis.column1 * extents.y); basis.column2 = shape2VertexSkew * (basis.column2 * extents.z); center = shape2VertexSkew * center; extents = Ps::optimizeBoundingBox(basis); } void transformPlaneToShapeSpace(const PxVec3& nIn, const PxReal dIn, PxVec3& nOut, PxReal& dOut) const { const PxVec3 tmp = shape2VertexSkew.transformTranspose(nIn); const PxReal denom = 1.0f / tmp.magnitude(); nOut = tmp * denom; dOut = dIn * denom; } PX_FORCE_INLINE bool flipsNormal() const { return mFlipNormal; } private: PxMat33 vertex2ShapeSkew; PxMat33 shape2VertexSkew; bool mFlipNormal; }; PX_FORCE_INLINE void getScaledVertices(PxVec3* v, const PxVec3& v0, const PxVec3& v1, const PxVec3& v2, bool idtMeshScale, const Cm::FastVertex2ShapeScaling& scaling) { if(idtMeshScale) { v[0] = v0; v[1] = v1; v[2] = v2; } else { const PxI32 winding = scaling.flipsNormal() ? 1 : 0; v[0] = scaling * v0; v[1+winding] = scaling * v1; v[2-winding] = scaling * v2; } } } // namespace Cm PX_INLINE Cm::Matrix34 operator*(const PxTransform& transform, const PxMeshScale& scale) { return Cm::Matrix34(PxMat33(transform.q) * scale.toMat33(), transform.p); } PX_INLINE Cm::Matrix34 operator*(const PxMeshScale& scale, const PxTransform& transform) { const PxMat33 scaleMat = scale.toMat33(); const PxMat33 t = PxMat33(transform.q); const PxMat33 r = scaleMat * t; const PxVec3 p = scaleMat * transform.p; return Cm::Matrix34(r, p); } PX_INLINE Cm::Matrix34 operator*(const Cm::Matrix34& transform, const PxMeshScale& scale) { return Cm::Matrix34(transform.m * scale.toMat33(), transform.p); } PX_INLINE Cm::Matrix34 operator*(const PxMeshScale& scale, const Cm::Matrix34& transform) { const PxMat33 scaleMat = scale.toMat33(); return Cm::Matrix34(scaleMat * transform.m, scaleMat * transform.p); } } #endif