feat(physics): wire physx sdk into build
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139
engine/third_party/physx/source/common/src/CmTransformUtils.h
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139
engine/third_party/physx/source/common/src/CmTransformUtils.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_TRANSFORM_UTILS_H
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#define CM_TRANSFORM_UTILS_H
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#include "foundation/PxVecMath.h"
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namespace
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{
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using namespace physx::aos;
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// V3PrepareCross would help here, but it's not on all platforms yet...
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PX_FORCE_INLINE void transformFast(const FloatVArg wa, const Vec3VArg va, const Vec3VArg pa,
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const FloatVArg wb, const Vec3VArg vb, const Vec3VArg pb,
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FloatV& wo, Vec3V& vo, Vec3V& po)
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{
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wo = FSub(FMul(wa, wb), V3Dot(va, vb));
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vo = V3ScaleAdd(va, wb, V3ScaleAdd(vb, wa, V3Cross(va, vb)));
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const Vec3V t1 = V3Scale(pb, FScaleAdd(wa, wa, FLoad(-0.5f)));
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const Vec3V t2 = V3ScaleAdd(V3Cross(va, pb), wa, t1);
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const Vec3V t3 = V3ScaleAdd(va, V3Dot(va, pb), t2);
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po = V3ScaleAdd(t3, FLoad(2.f), pa);
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}
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PX_FORCE_INLINE void transformInvFast(const FloatVArg wa, const Vec3VArg va, const Vec3VArg pa,
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const FloatVArg wb, const Vec3VArg vb, const Vec3VArg pb,
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FloatV& wo, Vec3V& vo, Vec3V& po)
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{
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wo = FScaleAdd(wa, wb, V3Dot(va, vb));
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vo = V3NegScaleSub(va, wb, V3ScaleAdd(vb, wa, V3Cross(vb, va)));
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const Vec3V pt = V3Sub(pb, pa);
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const Vec3V t1 = V3Scale(pt, FScaleAdd(wa, wa, FLoad(-0.5f)));
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const Vec3V t2 = V3ScaleAdd(V3Cross(pt, va), wa, t1);
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const Vec3V t3 = V3ScaleAdd(va, V3Dot(va, pt), t2);
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po = V3Add(t3,t3);
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}
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}
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namespace physx
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{
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namespace Cm
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{
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// PT: actor2World * shape2Actor
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PX_FORCE_INLINE void getStaticGlobalPoseAligned(const PxTransform& actor2World, const PxTransform& shape2Actor, PxTransform& outTransform)
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{
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using namespace aos;
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PX_ASSERT((size_t(&actor2World)&15) == 0);
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PX_ASSERT((size_t(&shape2Actor)&15) == 0);
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PX_ASSERT((size_t(&outTransform)&15) == 0);
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const Vec3V actor2WorldPos = V3LoadA(actor2World.p);
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const QuatV actor2WorldRot = QuatVLoadA(&actor2World.q.x);
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const Vec3V shape2ActorPos = V3LoadA(shape2Actor.p);
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const QuatV shape2ActorRot = QuatVLoadA(&shape2Actor.q.x);
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Vec3V v,p;
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FloatV w;
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transformFast(V4GetW(actor2WorldRot), Vec3V_From_Vec4V(actor2WorldRot), actor2WorldPos,
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V4GetW(shape2ActorRot), Vec3V_From_Vec4V(shape2ActorRot), shape2ActorPos,
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w, v, p);
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V3StoreA(p, outTransform.p);
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V4StoreA(V4SetW(v,w), &outTransform.q.x);
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}
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// PT: body2World * body2Actor.getInverse() * shape2Actor
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PX_FORCE_INLINE void getDynamicGlobalPoseAligned(const PxTransform& body2World, const PxTransform& shape2Actor, const PxTransform& body2Actor, PxTransform& outTransform)
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{
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PX_ASSERT((size_t(&body2World)&15) == 0);
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PX_ASSERT((size_t(&shape2Actor)&15) == 0);
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PX_ASSERT((size_t(&body2Actor)&15) == 0);
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PX_ASSERT((size_t(&outTransform)&15) == 0);
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using namespace aos;
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const Vec3V shape2ActorPos = V3LoadA(shape2Actor.p);
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const QuatV shape2ActorRot = QuatVLoadA(&shape2Actor.q.x);
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const Vec3V body2ActorPos = V3LoadA(body2Actor.p);
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const QuatV body2ActorRot = QuatVLoadA(&body2Actor.q.x);
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const Vec3V body2WorldPos = V3LoadA(body2World.p);
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const QuatV body2WorldRot = QuatVLoadA(&body2World.q.x);
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Vec3V v1, p1, v2, p2;
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FloatV w1, w2;
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transformInvFast(V4GetW(body2ActorRot), Vec3V_From_Vec4V(body2ActorRot), body2ActorPos,
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V4GetW(shape2ActorRot), Vec3V_From_Vec4V(shape2ActorRot), shape2ActorPos,
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w1, v1, p1);
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transformFast(V4GetW(body2WorldRot), Vec3V_From_Vec4V(body2WorldRot), body2WorldPos,
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w1, v1, p1,
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w2, v2, p2);
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V3StoreA(p2, outTransform.p);
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V4StoreA(V4SetW(v2, w2), &outTransform.q.x);
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}
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}
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}
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#endif
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