// 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) 2008-2018 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 PX_PHYSICS_COMMON_VECTOR #define PX_PHYSICS_COMMON_VECTOR #include "foundation/PxVec3.h" #include "CmPhysXCommon.h" #include "PsVecMath.h" /*! Combination of two R3 vectors. */ namespace physx { namespace Cm { PX_ALIGN_PREFIX(16) class SpatialVector { public: //! Default constructor PX_FORCE_INLINE SpatialVector() {} //! Construct from two PxcVectors PX_FORCE_INLINE SpatialVector(const PxVec3& lin, const PxVec3& ang) : linear(lin), pad0(0.0f), angular(ang), pad1(0.0f) { } PX_FORCE_INLINE ~SpatialVector() {} // PT: this one is very important. Without it, the Xbox compiler generates weird "float-to-int" and "int-to-float" LHS // each time we copy a SpatialVector (see for example PIX on "solveSimpleGroupA" without this operator). PX_FORCE_INLINE void operator = (const SpatialVector& v) { linear = v.linear; pad0 = 0.0f; angular = v.angular; pad1 = 0.0f; } static PX_FORCE_INLINE SpatialVector zero() { return SpatialVector(PxVec3(0),PxVec3(0)); } PX_FORCE_INLINE SpatialVector operator+(const SpatialVector& v) const { return SpatialVector(linear+v.linear,angular+v.angular); } PX_FORCE_INLINE SpatialVector operator-(const SpatialVector& v) const { return SpatialVector(linear-v.linear,angular-v.angular); } PX_FORCE_INLINE SpatialVector operator-() const { return SpatialVector(-linear,-angular); } PX_FORCE_INLINE SpatialVector operator *(PxReal s) const { return SpatialVector(linear*s,angular*s); } PX_FORCE_INLINE void operator+=(const SpatialVector& v) { linear+=v.linear; angular+=v.angular; } PX_FORCE_INLINE void operator-=(const SpatialVector& v) { linear-=v.linear; angular-=v.angular; } PX_FORCE_INLINE PxReal magnitude() const { return angular.magnitude() + linear.magnitude(); } PX_FORCE_INLINE PxReal dot(const SpatialVector& v) const { return linear.dot(v.linear) + angular.dot(v.angular); } PX_FORCE_INLINE bool isFinite() const { return linear.isFinite() && angular.isFinite(); } PX_FORCE_INLINE Cm::SpatialVector scale(PxReal l, PxReal a) const { return Cm::SpatialVector(linear*l, angular*a); } PxVec3 linear; PxReal pad0; PxVec3 angular; PxReal pad1; } PX_ALIGN_SUFFIX(16); PX_ALIGN_PREFIX(16) struct SpatialVectorV { Ps::aos::Vec3V linear; Ps::aos::Vec3V angular; PX_FORCE_INLINE SpatialVectorV() {} PX_FORCE_INLINE SpatialVectorV(PxZERO): linear(Ps::aos::V3Zero()), angular(Ps::aos::V3Zero()) {} PX_FORCE_INLINE SpatialVectorV(const Cm::SpatialVector& v): linear(Ps::aos::V3LoadU(v.linear)), angular(Ps::aos::V3LoadU(v.angular)) {} PX_FORCE_INLINE SpatialVectorV(const Ps::aos::Vec3VArg l, const Ps::aos::Vec3VArg a): linear(l), angular(a) {} PX_FORCE_INLINE SpatialVectorV(const SpatialVectorV& other): linear(other.linear), angular(other.angular) {} PX_FORCE_INLINE SpatialVectorV& operator=(const SpatialVectorV& other) { linear = other.linear; angular = other.angular; return *this; } PX_FORCE_INLINE SpatialVectorV operator+(const SpatialVectorV& other) const { return SpatialVectorV(Ps::aos::V3Add(linear,other.linear), Ps::aos::V3Add(angular, other.angular)); } PX_FORCE_INLINE SpatialVectorV& operator+=(const SpatialVectorV& other) { linear = Ps::aos::V3Add(linear,other.linear); angular = Ps::aos::V3Add(angular, other.angular); return *this; } PX_FORCE_INLINE SpatialVectorV operator-(const SpatialVectorV& other) const { return SpatialVectorV(Ps::aos::V3Sub(linear,other.linear), Ps::aos::V3Sub(angular, other.angular)); } PX_FORCE_INLINE SpatialVectorV operator-() const { return SpatialVectorV(Ps::aos::V3Neg(linear), Ps::aos::V3Neg(angular)); } PX_FORCE_INLINE SpatialVectorV operator*(Ps::aos::FloatVArg r) const { return SpatialVectorV(Ps::aos::V3Scale(linear,r), Ps::aos::V3Scale(angular,r)); } PX_FORCE_INLINE SpatialVectorV& operator-=(const SpatialVectorV& other) { linear = Ps::aos::V3Sub(linear,other.linear); angular = Ps::aos::V3Sub(angular, other.angular); return *this; } PX_FORCE_INLINE Ps::aos::FloatV dot(const SpatialVectorV& other) const { return Ps::aos::FAdd(Ps::aos::V3Dot(linear, other.linear), Ps::aos::V3Dot(angular, other.angular)); } }PX_ALIGN_SUFFIX(16); } // namespace Cm PX_COMPILE_TIME_ASSERT(sizeof(Cm::SpatialVector) == 32); PX_COMPILE_TIME_ASSERT(sizeof(Cm::SpatialVectorV) == 32); } #endif