284 lines
7.2 KiB
C
284 lines
7.2 KiB
C
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PSFOUNDATION_PSVECTRANSFORM_H
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#define PSFOUNDATION_PSVECTRANSFORM_H
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#include "PsVecMath.h"
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#include "foundation/PxTransform.h"
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namespace physx
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{
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namespace shdfnd
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{
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namespace aos
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{
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class PsTransformV
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{
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public:
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QuatV q;
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Vec3V p;
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PX_FORCE_INLINE PsTransformV(const PxTransform& orientation)
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{
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// const PxQuat oq = orientation.q;
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// const PxF32 f[4] = {oq.x, oq.y, oq.z, oq.w};
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q = QuatVLoadXYZW(orientation.q.x, orientation.q.y, orientation.q.z, orientation.q.w);
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// q = QuatV_From_F32Array(&oq.x);
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p = V3LoadU(orientation.p);
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}
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PX_FORCE_INLINE PsTransformV(const Vec3VArg p0 = V3Zero(), const QuatVArg q0 = QuatIdentity()) : q(q0), p(p0)
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{
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PX_ASSERT(isSaneQuatV(q0));
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}
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PX_FORCE_INLINE PsTransformV operator*(const PsTransformV& x) const
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{
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PX_ASSERT(x.isSane());
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return transform(x);
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}
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PX_FORCE_INLINE PsTransformV getInverse() const
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{
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PX_ASSERT(isFinite());
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// return PxTransform(q.rotateInv(-p),q.getConjugate());
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return PsTransformV(QuatRotateInv(q, V3Neg(p)), QuatConjugate(q));
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}
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PX_FORCE_INLINE void normalize()
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{
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p = V3Zero();
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q = QuatIdentity();
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}
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PX_FORCE_INLINE void Invalidate()
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{
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p = V3Splat(FMax());
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q = QuatIdentity();
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}
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PX_FORCE_INLINE Vec3V transform(const Vec3VArg input) const
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{
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PX_ASSERT(isFinite());
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// return q.rotate(input) + p;
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return QuatTransform(q, p, input);
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}
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PX_FORCE_INLINE Vec3V transformInv(const Vec3VArg input) const
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{
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PX_ASSERT(isFinite());
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// return q.rotateInv(input-p);
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return QuatRotateInv(q, V3Sub(input, p));
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}
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PX_FORCE_INLINE Vec3V rotate(const Vec3VArg input) const
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{
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PX_ASSERT(isFinite());
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// return q.rotate(input);
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return QuatRotate(q, input);
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}
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PX_FORCE_INLINE Vec3V rotateInv(const Vec3VArg input) const
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{
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PX_ASSERT(isFinite());
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// return q.rotateInv(input);
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return QuatRotateInv(q, input);
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}
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//! Transform transform to parent (returns compound transform: first src, then *this)
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PX_FORCE_INLINE PsTransformV transform(const PsTransformV& src) const
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{
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PX_ASSERT(src.isSane());
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PX_ASSERT(isSane());
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// src = [srct, srcr] -> [r*srct + t, r*srcr]
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// return PxTransform(q.rotate(src.p) + p, q*src.q);
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return PsTransformV(V3Add(QuatRotate(q, src.p), p), QuatMul(q, src.q));
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}
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/**
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\brief returns true if finite and q is a unit quaternion
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*/
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PX_FORCE_INLINE bool isValid() const
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{
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// return p.isFinite() && q.isFinite() && q.isValid();
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return isFiniteVec3V(p) & isFiniteQuatV(q) & isValidQuatV(q);
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}
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/**
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\brief returns true if finite and quat magnitude is reasonably close to unit to allow for some accumulation of error
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vs isValid
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*/
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PX_FORCE_INLINE bool isSane() const
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{
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// return isFinite() && q.isSane();
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return isFinite() & isSaneQuatV(q);
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}
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/**
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\brief returns true if all elems are finite (not NAN or INF, etc.)
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*/
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PX_FORCE_INLINE bool isFinite() const
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{
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// return p.isFinite() && q.isFinite();
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return isFiniteVec3V(p) & isFiniteQuatV(q);
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}
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//! Transform transform from parent (returns compound transform: first src, then this->inverse)
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PX_FORCE_INLINE PsTransformV transformInv(const PsTransformV& src) const
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{
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PX_ASSERT(src.isSane());
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PX_ASSERT(isFinite());
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// src = [srct, srcr] -> [r^-1*(srct-t), r^-1*srcr]
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/*PxQuat qinv = q.getConjugate();
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return PxTransform(qinv.rotate(src.p - p), qinv*src.q);*/
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const QuatV qinv = QuatConjugate(q);
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const Vec3V v = QuatRotate(qinv, V3Sub(src.p, p));
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const QuatV rot = QuatMul(qinv, src.q);
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return PsTransformV(v, rot);
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}
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static PX_FORCE_INLINE PsTransformV createIdentity()
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{
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return PsTransformV(V3Zero());
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}
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};
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PX_FORCE_INLINE PsTransformV loadTransformA(const PxTransform& transform)
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{
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const QuatV q0 = QuatVLoadA(&transform.q.x);
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const Vec3V p0 = V3LoadA(&transform.p.x);
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return PsTransformV(p0, q0);
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}
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PX_FORCE_INLINE PsTransformV loadTransformU(const PxTransform& transform)
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{
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const QuatV q0 = QuatVLoadU(&transform.q.x);
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const Vec3V p0 = V3LoadU(&transform.p.x);
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return PsTransformV(p0, q0);
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}
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class PsMatTransformV
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{
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public:
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Mat33V rot;
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Vec3V p;
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PX_FORCE_INLINE PsMatTransformV()
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{
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p = V3Zero();
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rot = M33Identity();
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}
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PX_FORCE_INLINE PsMatTransformV(const Vec3VArg _p, const Mat33V& _rot)
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{
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p = _p;
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rot = _rot;
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}
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PX_FORCE_INLINE PsMatTransformV(const PsTransformV& other)
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{
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p = other.p;
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QuatGetMat33V(other.q, rot.col0, rot.col1, rot.col2);
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}
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PX_FORCE_INLINE PsMatTransformV(const Vec3VArg _p, const QuatV& quat)
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{
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p = _p;
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QuatGetMat33V(quat, rot.col0, rot.col1, rot.col2);
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}
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PX_FORCE_INLINE Vec3V getCol0() const
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{
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return rot.col0;
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}
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PX_FORCE_INLINE Vec3V getCol1() const
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{
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return rot.col1;
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}
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PX_FORCE_INLINE Vec3V getCol2() const
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{
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return rot.col2;
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}
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PX_FORCE_INLINE void setCol0(const Vec3VArg col0)
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{
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rot.col0 = col0;
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}
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PX_FORCE_INLINE void setCol1(const Vec3VArg col1)
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{
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rot.col1 = col1;
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}
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PX_FORCE_INLINE void setCol2(const Vec3VArg col2)
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{
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rot.col2 = col2;
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}
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PX_FORCE_INLINE Vec3V transform(const Vec3VArg input) const
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{
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return V3Add(p, M33MulV3(rot, input));
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}
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PX_FORCE_INLINE Vec3V transformInv(const Vec3VArg input) const
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{
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return M33TrnspsMulV3(rot, V3Sub(input, p)); // QuatRotateInv(q, V3Sub(input, p));
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}
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PX_FORCE_INLINE Vec3V rotate(const Vec3VArg input) const
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{
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return M33MulV3(rot, input);
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}
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PX_FORCE_INLINE Vec3V rotateInv(const Vec3VArg input) const
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{
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return M33TrnspsMulV3(rot, input);
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}
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PX_FORCE_INLINE PsMatTransformV transformInv(const PsMatTransformV& src) const
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{
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const Vec3V v = M33TrnspsMulV3(rot, V3Sub(src.p, p));
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const Mat33V mat = M33MulM33(M33Trnsps(rot), src.rot);
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return PsMatTransformV(v, mat);
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}
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};
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}
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}
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}
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#endif
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