// 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 DY_SPATIAL_H #define DY_SPATIAL_H #include "foundation/PxVec3.h" #include "foundation/PxTransform.h" #include "PsMathUtils.h" #include "CmSpatialVector.h" namespace physx { namespace Dy { // translate a motion resolved at position p to the origin // should have a 'from' frame and a 'to' frame class SpInertia { public: SpInertia() {} SpInertia(const PxMat33& ll, const PxMat33& la, const PxMat33& aa): mLL(ll), mLA(la), mAA(aa) { } static SpInertia getZero() { return SpInertia(PxMat33(PxZero), PxMat33(PxZero), PxMat33(PxZero)); } static SpInertia dyad(const Cm::SpatialVector& column, const Cm::SpatialVector& row) { return SpInertia(dyad(column.linear, row.linear), dyad(column.linear, row.angular), dyad(column.angular, row.angular)); } static SpInertia inertia(PxReal mass, const PxVec3& inertia) { return SpInertia(PxMat33::createDiagonal(PxVec3(mass,mass,mass)), PxMat33(PxZero), PxMat33::createDiagonal(inertia)); } SpInertia operator+(const SpInertia& m) const { return SpInertia(mLL+m.mLL, mLA+m.mLA, mAA+m.mAA); } SpInertia operator-(const SpInertia& m) const { return SpInertia(mLL-m.mLL, mLA-m.mLA, mAA-m.mAA); } SpInertia operator*(PxReal r) const { return SpInertia(mLL*r, mLA*r, mAA*r); } void operator+=(const SpInertia& m) { mLL+=m.mLL; mLA+=m.mLA; mAA+=m.mAA; } void operator-=(const SpInertia& m) { mLL-=m.mLL; mLA-=m.mLA; mAA-=m.mAA; } PX_FORCE_INLINE Cm::SpatialVector operator *(const Cm::SpatialVector& v) const { return Cm::SpatialVector(mLL*v.linear +mLA*v.angular, mLA.transformTranspose(v.linear)+mAA*v.angular); } SpInertia operator *(const SpInertia& v) const { return SpInertia(mLL*v.mLL + mLA * v.mLA.getTranspose(), mLL*v.mLA + mLA * v.mAA, mLA.getTranspose()*v.mLA + mAA * v.mAA); } bool isFinite() const { return true; // return mLL.isFinite() && mLA.isFinite() && mAA.isFinite(); } PxMat33 mLL, mLA; // linear force from angular motion, linear force from linear motion PxMat33 mAA; // angular force from angular motion, mAL = mLA.transpose() private: static PxMat33 dyad(PxVec3 col, PxVec3 row) { return PxMat33(col*row.x, col*row.y, col*row.z); } }; } } #endif //DY_SPATIAL_H