// 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 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