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All rights reserved. #ifndef PSFOUNDATION_PSVECTRANSFORM_H #define PSFOUNDATION_PSVECTRANSFORM_H #include "PsVecMath.h" #include "foundation/PxTransform.h" namespace physx { namespace shdfnd { namespace aos { class PsTransformV { public: QuatV q; Vec3V p; PX_FORCE_INLINE PsTransformV(const PxTransform& orientation) { // const PxQuat oq = orientation.q; // const PxF32 f[4] = {oq.x, oq.y, oq.z, oq.w}; q = QuatVLoadXYZW(orientation.q.x, orientation.q.y, orientation.q.z, orientation.q.w); // q = QuatV_From_F32Array(&oq.x); p = V3LoadU(orientation.p); } PX_FORCE_INLINE PsTransformV(const Vec3VArg p0 = V3Zero(), const QuatVArg q0 = QuatIdentity()) : q(q0), p(p0) { PX_ASSERT(isSaneQuatV(q0)); } PX_FORCE_INLINE PsTransformV operator*(const PsTransformV& x) const { PX_ASSERT(x.isSane()); return transform(x); } PX_FORCE_INLINE PsTransformV getInverse() const { PX_ASSERT(isFinite()); // return PxTransform(q.rotateInv(-p),q.getConjugate()); return PsTransformV(QuatRotateInv(q, V3Neg(p)), QuatConjugate(q)); } PX_FORCE_INLINE void normalize() { p = V3Zero(); q = QuatIdentity(); } PX_FORCE_INLINE void Invalidate() { p = V3Splat(FMax()); q = QuatIdentity(); } PX_FORCE_INLINE Vec3V transform(const Vec3VArg input) const { PX_ASSERT(isFinite()); // return q.rotate(input) + p; return QuatTransform(q, p, input); } PX_FORCE_INLINE Vec3V transformInv(const Vec3VArg input) const { PX_ASSERT(isFinite()); // return q.rotateInv(input-p); return QuatRotateInv(q, V3Sub(input, p)); } PX_FORCE_INLINE Vec3V rotate(const Vec3VArg input) const { PX_ASSERT(isFinite()); // return q.rotate(input); return QuatRotate(q, input); } PX_FORCE_INLINE Vec3V rotateInv(const Vec3VArg input) const { PX_ASSERT(isFinite()); // return q.rotateInv(input); return QuatRotateInv(q, input); } //! Transform transform to parent (returns compound transform: first src, then *this) PX_FORCE_INLINE PsTransformV transform(const PsTransformV& src) const { PX_ASSERT(src.isSane()); PX_ASSERT(isSane()); // src = [srct, srcr] -> [r*srct + t, r*srcr] // return PxTransform(q.rotate(src.p) + p, q*src.q); return PsTransformV(V3Add(QuatRotate(q, src.p), p), QuatMul(q, src.q)); } /** \brief returns true if finite and q is a unit quaternion */ PX_FORCE_INLINE bool isValid() const { // return p.isFinite() && q.isFinite() && q.isValid(); return isFiniteVec3V(p) & isFiniteQuatV(q) & isValidQuatV(q); } /** \brief returns true if finite and quat magnitude is reasonably close to unit to allow for some accumulation of error vs isValid */ PX_FORCE_INLINE bool isSane() const { // return isFinite() && q.isSane(); return isFinite() & isSaneQuatV(q); } /** \brief returns true if all elems are finite (not NAN or INF, etc.) */ PX_FORCE_INLINE bool isFinite() const { // return p.isFinite() && q.isFinite(); return isFiniteVec3V(p) & isFiniteQuatV(q); } //! Transform transform from parent (returns compound transform: first src, then this->inverse) PX_FORCE_INLINE PsTransformV transformInv(const PsTransformV& src) const { PX_ASSERT(src.isSane()); PX_ASSERT(isFinite()); // src = [srct, srcr] -> [r^-1*(srct-t), r^-1*srcr] /*PxQuat qinv = q.getConjugate(); return PxTransform(qinv.rotate(src.p - p), qinv*src.q);*/ const QuatV qinv = QuatConjugate(q); const Vec3V v = QuatRotate(qinv, V3Sub(src.p, p)); const QuatV rot = QuatMul(qinv, src.q); return PsTransformV(v, rot); } static PX_FORCE_INLINE PsTransformV createIdentity() { return PsTransformV(V3Zero()); } }; PX_FORCE_INLINE PsTransformV loadTransformA(const PxTransform& transform) { const QuatV q0 = QuatVLoadA(&transform.q.x); const Vec3V p0 = V3LoadA(&transform.p.x); return PsTransformV(p0, q0); } PX_FORCE_INLINE PsTransformV loadTransformU(const PxTransform& transform) { const QuatV q0 = QuatVLoadU(&transform.q.x); const Vec3V p0 = V3LoadU(&transform.p.x); return PsTransformV(p0, q0); } class PsMatTransformV { public: Mat33V rot; Vec3V p; PX_FORCE_INLINE PsMatTransformV() { p = V3Zero(); rot = M33Identity(); } PX_FORCE_INLINE PsMatTransformV(const Vec3VArg _p, const Mat33V& _rot) { p = _p; rot = _rot; } PX_FORCE_INLINE PsMatTransformV(const PsTransformV& other) { p = other.p; QuatGetMat33V(other.q, rot.col0, rot.col1, rot.col2); } PX_FORCE_INLINE PsMatTransformV(const Vec3VArg _p, const QuatV& quat) { p = _p; QuatGetMat33V(quat, rot.col0, rot.col1, rot.col2); } PX_FORCE_INLINE Vec3V getCol0() const { return rot.col0; } PX_FORCE_INLINE Vec3V getCol1() const { return rot.col1; } PX_FORCE_INLINE Vec3V getCol2() const { return rot.col2; } PX_FORCE_INLINE void setCol0(const Vec3VArg col0) { rot.col0 = col0; } PX_FORCE_INLINE void setCol1(const Vec3VArg col1) { rot.col1 = col1; } PX_FORCE_INLINE void setCol2(const Vec3VArg col2) { rot.col2 = col2; } PX_FORCE_INLINE Vec3V transform(const Vec3VArg input) const { return V3Add(p, M33MulV3(rot, input)); } PX_FORCE_INLINE Vec3V transformInv(const Vec3VArg input) const { return M33TrnspsMulV3(rot, V3Sub(input, p)); // QuatRotateInv(q, V3Sub(input, p)); } PX_FORCE_INLINE Vec3V rotate(const Vec3VArg input) const { return M33MulV3(rot, input); } PX_FORCE_INLINE Vec3V rotateInv(const Vec3VArg input) const { return M33TrnspsMulV3(rot, input); } PX_FORCE_INLINE PsMatTransformV transformInv(const PsMatTransformV& src) const { const Vec3V v = M33TrnspsMulV3(rot, V3Sub(src.p, p)); const Mat33V mat = M33MulM33(M33Trnsps(rot), src.rot); return PsMatTransformV(v, mat); } }; } } } #endif