// 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 PSFOUNDATION_PSVECMATHAOSSCALAR_H #define PSFOUNDATION_PSVECMATHAOSSCALAR_H #if COMPILE_VECTOR_INTRINSICS #error Scalar version should not be included when using vector intrinsics. #endif struct VecI16V; struct VecU16V; struct VecI32V; struct VecU32V; struct Vec4V; typedef Vec4V QuatV; PX_ALIGN_PREFIX(16) struct FloatV { PxF32 x; PxF32 pad[3]; FloatV() { } FloatV(const PxF32 _x) : x(_x) { } } PX_ALIGN_SUFFIX(16); PX_ALIGN_PREFIX(16) struct Vec4V { PxF32 x, y, z, w; Vec4V() { } Vec4V(const PxF32 _x, const PxF32 _y, const PxF32 _z, const PxF32 _w) : x(_x), y(_y), z(_z), w(_w) { } } PX_ALIGN_SUFFIX(16); PX_ALIGN_PREFIX(16) struct Vec3V { PxF32 x, y, z; PxF32 pad; Vec3V() { } Vec3V(const PxF32 _x, const PxF32 _y, const PxF32 _z) : x(_x), y(_y), z(_z), pad(0.0f) { } } PX_ALIGN_SUFFIX(16); PX_ALIGN_PREFIX(16) struct BoolV { PxU32 ux, uy, uz, uw; BoolV() { } BoolV(const PxU32 _x, const PxU32 _y, const PxU32 _z, const PxU32 _w) : ux(_x), uy(_y), uz(_z), uw(_w) { } } PX_ALIGN_SUFFIX(16); struct Mat33V { Mat33V() { } Mat33V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2) : col0(c0), col1(c1), col2(c2) { } Vec3V col0; Vec3V col1; Vec3V col2; }; struct Mat34V { Mat34V() { } Mat34V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2, const Vec3V& c3) : col0(c0), col1(c1), col2(c2), col3(c3) { } Vec3V col0; Vec3V col1; Vec3V col2; Vec3V col3; }; struct Mat43V { Mat43V() { } Mat43V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2) : col0(c0), col1(c1), col2(c2) { } Vec4V col0; Vec4V col1; Vec4V col2; }; struct Mat44V { Mat44V() { } Mat44V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2, const Vec4V& c3) : col0(c0), col1(c1), col2(c2), col3(c3) { } Vec4V col0; Vec4V col1; Vec4V col2; Vec4V col3; }; PX_ALIGN_PREFIX(16) struct VecU32V { PxU32 u32[4]; PX_FORCE_INLINE VecU32V() { } PX_FORCE_INLINE VecU32V(PxU32 a, PxU32 b, PxU32 c, PxU32 d) { u32[0] = a; u32[1] = b; u32[2] = c; u32[3] = d; } } PX_ALIGN_SUFFIX(16); PX_ALIGN_PREFIX(16) struct VecI32V { PxI32 i32[4]; PX_FORCE_INLINE VecI32V() { } PX_FORCE_INLINE VecI32V(PxI32 a, PxI32 b, PxI32 c, PxI32 d) { i32[0] = a; i32[1] = b; i32[2] = c; i32[3] = d; } } PX_ALIGN_SUFFIX(16); PX_ALIGN_PREFIX(16) struct VecI16V { PxI16 i16[8]; PX_FORCE_INLINE VecI16V() { } PX_FORCE_INLINE VecI16V(PxI16 a, PxI16 b, PxI16 c, PxI16 d, PxI16 e, PxI16 f, PxI16 g, PxI16 h) { i16[0] = a; i16[1] = b; i16[2] = c; i16[3] = d; i16[4] = e; i16[5] = f; i16[6] = g; i16[7] = h; } } PX_ALIGN_SUFFIX(16); PX_ALIGN_PREFIX(16) struct VecU16V { union { PxU16 u16[8]; PxI16 i16[8]; }; PX_FORCE_INLINE VecU16V() { } PX_FORCE_INLINE VecU16V(PxU16 a, PxU16 b, PxU16 c, PxU16 d, PxU16 e, PxU16 f, PxU16 g, PxU16 h) { u16[0] = a; u16[1] = b; u16[2] = c; u16[3] = d; u16[4] = e; u16[5] = f; u16[6] = g; u16[7] = h; } } PX_ALIGN_SUFFIX(16); #define FloatVArg FloatV & #define Vec3VArg Vec3V & #define Vec4VArg Vec4V & #define BoolVArg BoolV & #define VecU32VArg VecU32V & #define VecI32VArg VecI32V & #define VecU16VArg VecU16V & #define VecI16VArg VecI16V & #define QuatVArg QuatV & #define VecCrossV Vec3V typedef VecI32V VecShiftV; #define VecShiftVArg VecShiftV & #endif // PX_PHYSICS_COMMON_VECMATH_INLINE_SCALAR