// // 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) 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 GU_BOX_CONVERSION_H #define GU_BOX_CONVERSION_H #include "GuBox.h" #include "PsMathUtils.h" #include "CmMatrix34.h" #include "PsVecMath.h" namespace physx { // PT: builds rot from quat. WARNING: writes 4 bytes after 'dst.rot'. PX_FORCE_INLINE void buildFrom(Gu::Box& dst, const PxQuat& q) { using namespace Ps::aos; const QuatV qV = V4LoadU(&q.x); Vec3V column0, column1, column2; QuatGetMat33V(qV, column0, column1, column2); // PT: TODO: investigate if these overlapping stores are a problem V4StoreU(Vec4V_From_Vec3V(column0), &dst.rot.column0.x); V4StoreU(Vec4V_From_Vec3V(column1), &dst.rot.column1.x); V4StoreU(Vec4V_From_Vec3V(column2), &dst.rot.column2.x); } PX_FORCE_INLINE void buildFrom(Gu::Box& dst, const PxVec3& center, const PxVec3& extents, const PxQuat& q) { using namespace Ps::aos; // PT: writes 4 bytes after 'rot' but it's safe since we then write 'center' just afterwards buildFrom(dst, q); dst.center = center; dst.extents = extents; } PX_FORCE_INLINE void buildMatrixFromBox(Cm::Matrix34& mat34, const Gu::Box& box) { mat34.m = box.rot; mat34.p = box.center; } // SD: function is now the same as FastVertex2ShapeScaling::transformQueryBounds // PT: lots of LHS in that one. TODO: revisit... PX_INLINE Gu::Box transform(const Cm::Matrix34& transfo, const Gu::Box& box) { Gu::Box ret; PxMat33& obbBasis = ret.rot; obbBasis.column0 = transfo.rotate(box.rot.column0 * box.extents.x); obbBasis.column1 = transfo.rotate(box.rot.column1 * box.extents.y); obbBasis.column2 = transfo.rotate(box.rot.column2 * box.extents.z); ret.center = transfo.transform(box.center); ret.extents = Ps::optimizeBoundingBox(obbBasis); return ret; } PX_INLINE Gu::Box transformBoxOrthonormal(const Gu::Box& box, const PxTransform& t) { Gu::Box ret; PxMat33& obbBasis = ret.rot; obbBasis.column0 = t.rotate(box.rot.column0); obbBasis.column1 = t.rotate(box.rot.column1); obbBasis.column2 = t.rotate(box.rot.column2); ret.center = t.transform(box.center); ret.extents = box.extents; return ret; } /** \brief recomputes the OBB after an arbitrary transform by a 4x4 matrix. \param mtx [in] the transform matrix \param obb [out] the transformed OBB */ PX_INLINE void rotate(const Gu::Box& src, const Cm::Matrix34& mtx, Gu::Box& obb) { // The extents remain constant obb.extents = src.extents; // The center gets x-formed obb.center = mtx.transform(src.center); // Combine rotations obb.rot = mtx.m * src.rot; } // PT: TODO: move this to a better place PX_FORCE_INLINE void getInverse(PxMat33& dstRot, PxVec3& dstTrans, const PxMat33& srcRot, const PxVec3& srcTrans) { const PxMat33 invRot = srcRot.getInverse(); dstTrans = invRot.transform(-srcTrans); dstRot = invRot; } } #endif