// 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) 2008-2017 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_TRANSFORMUTILS #define PX_PHYSICS_COMMON_TRANSFORMUTILS #include "PsVecMath.h" namespace { using namespace physx::shdfnd::aos; // V3PrepareCross would help here, but it's not on all platforms yet... PX_FORCE_INLINE void transformFast(const FloatVArg wa, const Vec3VArg va, const Vec3VArg pa, const FloatVArg wb, const Vec3VArg vb, const Vec3VArg pb, FloatV& wo, Vec3V& vo, Vec3V& po) { wo = FSub(FMul(wa, wb), V3Dot(va, vb)); vo = V3ScaleAdd(va, wb, V3ScaleAdd(vb, wa, V3Cross(va, vb))); const Vec3V t1 = V3Scale(pb, FScaleAdd(wa, wa, FLoad(-0.5f))); const Vec3V t2 = V3ScaleAdd(V3Cross(va, pb), wa, t1); const Vec3V t3 = V3ScaleAdd(va, V3Dot(va, pb), t2); po = V3ScaleAdd(t3, FLoad(2.f), pa); } PX_FORCE_INLINE void transformInvFast(const FloatVArg wa, const Vec3VArg va, const Vec3VArg pa, const FloatVArg wb, const Vec3VArg vb, const Vec3VArg pb, FloatV& wo, Vec3V& vo, Vec3V& po) { wo = FScaleAdd(wa, wb, V3Dot(va, vb)); vo = V3NegScaleSub(va, wb, V3ScaleAdd(vb, wa, V3Cross(vb, va))); const Vec3V pt = V3Sub(pb, pa); const Vec3V t1 = V3Scale(pt, FScaleAdd(wa, wa, FLoad(-0.5f))); const Vec3V t2 = V3ScaleAdd(V3Cross(pt, va), wa, t1); const Vec3V t3 = V3ScaleAdd(va, V3Dot(va, pt), t2); po = V3Add(t3,t3); } } namespace physx { namespace Cm { PX_FORCE_INLINE void getStaticGlobalPoseAligned(const PxTransform& actor2World, const PxTransform& shape2Actor, PxTransform& outTransform) { using namespace shdfnd::aos; PX_ASSERT((size_t(&actor2World)&15) == 0); PX_ASSERT((size_t(&shape2Actor)&15) == 0); PX_ASSERT((size_t(&outTransform)&15) == 0); const Vec3V actor2WorldPos = V3LoadA(actor2World.p); const QuatV actor2WorldRot = QuatVLoadA(&actor2World.q.x); const Vec3V shape2ActorPos = V3LoadA(shape2Actor.p); const QuatV shape2ActorRot = QuatVLoadA(&shape2Actor.q.x); Vec3V v,p; FloatV w; transformFast(V4GetW(actor2WorldRot), Vec3V_From_Vec4V(actor2WorldRot), actor2WorldPos, V4GetW(shape2ActorRot), Vec3V_From_Vec4V(shape2ActorRot), shape2ActorPos, w, v, p); V3StoreA(p, outTransform.p); V4StoreA(V4SetW(v,w), &outTransform.q.x); } PX_FORCE_INLINE void getDynamicGlobalPoseAligned(const PxTransform& body2World, const PxTransform& shape2Actor, const PxTransform& body2Actor, PxTransform& outTransform) { PX_ASSERT((size_t(&body2World)&15) == 0); PX_ASSERT((size_t(&shape2Actor)&15) == 0); PX_ASSERT((size_t(&body2Actor)&15) == 0); PX_ASSERT((size_t(&outTransform)&15) == 0); using namespace shdfnd::aos; const Vec3V shape2ActorPos = V3LoadA(shape2Actor.p); const QuatV shape2ActorRot = QuatVLoadA(&shape2Actor.q.x); const Vec3V body2ActorPos = V3LoadA(body2Actor.p); const QuatV body2ActorRot = QuatVLoadA(&body2Actor.q.x); const Vec3V body2WorldPos = V3LoadA(body2World.p); const QuatV body2WorldRot = QuatVLoadA(&body2World.q.x); Vec3V v1, p1, v2, p2; FloatV w1, w2; transformInvFast(V4GetW(body2ActorRot), Vec3V_From_Vec4V(body2ActorRot), body2ActorPos, V4GetW(shape2ActorRot), Vec3V_From_Vec4V(shape2ActorRot), shape2ActorPos, w1, v1, p1); transformFast(V4GetW(body2WorldRot), Vec3V_From_Vec4V(body2WorldRot), body2WorldPos, w1, v1, p1, w2, v2, p2); V3StoreA(p2, outTransform.p); V4StoreA(V4SetW(v2, w2), &outTransform.q.x); } } } #endif