feat(physics): wire physx sdk into build
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engine/third_party/physx/source/common/src/CmMatrix34.h
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69
engine/third_party/physx/source/common/src/CmMatrix34.h
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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) 2008-2025 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 CM_MATRIX34_H
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#define CM_MATRIX34_H
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#include "foundation/PxMat34.h"
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#include "foundation/PxVecMath.h"
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namespace physx
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{
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namespace Cm
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{
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#if !PX_CUDA_COMPILER
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// PT: similar to PxMat33Padded
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class Matrix34FromTransform : public PxMat34
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{
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public:
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//! Construct from a PxTransform
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explicit PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34FromTransform(const PxTransform& other)
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{
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using namespace aos;
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const QuatV qV = V4LoadU(&other.q.x);
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Vec3V column0V, column1V, column2V;
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QuatGetMat33V(qV, column0V, column1V, column2V);
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// From "buildFrom"
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// PT: TODO: investigate if these overlapping stores are a problem
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V4StoreU(Vec4V_From_Vec3V(column0V), &m.column0.x);
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V4StoreU(Vec4V_From_Vec3V(column1V), &m.column1.x);
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V4StoreU(Vec4V_From_Vec3V(column2V), &m.column2.x);
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p = other.p;
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}
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};
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#endif
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} // namespace Cm
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}
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#endif
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