// // 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) 2008-2019 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