feat(physics): wire physx sdk into build
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382
engine/third_party/physx/source/gpucommon/include/AlignedMat33.h
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382
engine/third_party/physx/source/gpucommon/include/AlignedMat33.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 PX_ALIGNED_MAT33_H
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#define PX_ALIGNED_MAT33_H
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#include "vector_types.h"
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#include "foundation/PxVec3.h"
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#include "cutil_math.h"
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#include "AlignedQuat.h"
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#include "mathsExtensions.h"
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#if !PX_DOXYGEN
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namespace physx
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{
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#endif
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/*!
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\brief 3x3 matrix class
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Some clarifications, as there have been much confusion about matrix formats etc in the past.
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Short:
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- Matrix have base vectors in columns (vectors are column matrices, 3x1 matrices).
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- Matrix is physically stored in column major format
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- Matrices are concaternated from left
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Long:
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Given three base vectors a, b and c the matrix is stored as
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|a.x b.x c.x|
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|a.y b.y c.y|
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|a.z b.z c.z|
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Vectors are treated as columns, so the vector v is
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|x|
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|y|
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|z|
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And matrices are applied _before_ the vector (pre-multiplication)
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v' = M*v
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|x'| |a.x b.x c.x| |x| |a.x*x + b.x*y + c.x*z|
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|y'| = |a.y b.y c.y| * |y| = |a.y*x + b.y*y + c.y*z|
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|z'| |a.z b.z c.z| |z| |a.z*x + b.z*y + c.z*z|
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Physical storage and indexing:
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To be compatible with popular 3d rendering APIs (read D3d and OpenGL)
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the physical indexing is
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|0 3 6|
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|1 4 7|
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|2 5 8|
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index = column*3 + row
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which in C++ translates to M[column][row]
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The mathematical indexing is M_row,column and this is what is used for _-notation
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so _12 is 1st row, second column and operator(row, column)!
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*/
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class PxAlignedMat33
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{
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public:
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//! Default constructor
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxAlignedMat33()
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{}
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//! identity constructor
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PX_CUDA_CALLABLE PX_INLINE PxAlignedMat33(PxIDENTITY r)
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: column0(make_float4(1.0f,0.0f,0.0f, 0.f)), column1(make_float4(0.0f,1.0f,0.0f, 0.f)), column2(make_float4(0.0f,0.0f,1.0f, 0.f))
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{
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PX_UNUSED(r);
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}
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//! zero constructor
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PX_CUDA_CALLABLE PX_INLINE PxAlignedMat33(PxZERO r)
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: column0(make_float4(0.0f)), column1(make_float4(0.0f)), column2(make_float4(0.0f))
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{
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PX_UNUSED(r);
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}
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//! Construct from three base vectors
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PX_CUDA_CALLABLE PxAlignedMat33(const float4& col0, const float4& col1, const float4& col2)
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: column0(col0), column1(col1), column2(col2)
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{}
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//! Construct from a quaternion
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explicit PX_CUDA_CALLABLE PX_FORCE_INLINE PxAlignedMat33(const PxAlignedQuat& q)
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{
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const PxReal x = q.q.x;
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const PxReal y = q.q.y;
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const PxReal z = q.q.z;
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const PxReal w = q.q.w;
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const PxReal x2 = x + x;
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const PxReal y2 = y + y;
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const PxReal z2 = z + z;
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const PxReal xx = x2*x;
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const PxReal yy = y2*y;
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const PxReal zz = z2*z;
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const PxReal xy = x2*y;
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const PxReal xz = x2*z;
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const PxReal xw = x2*w;
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const PxReal yz = y2*z;
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const PxReal yw = y2*w;
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const PxReal zw = z2*w;
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column0 = make_float4(1.0f - yy - zz, xy + zw, xz - yw, 0.f);
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column1 = make_float4(xy - zw, 1.0f - xx - zz, yz + xw, 0.f);
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column2 = make_float4(xz + yw, yz - xw, 1.0f - xx - yy, 0.f);
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}
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//! Copy constructor
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PX_CUDA_CALLABLE PX_INLINE PxAlignedMat33(const PxAlignedMat33& other)
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: column0(other.column0), column1(other.column1), column2(other.column2)
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{}
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//! Assignment operator
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxAlignedMat33& operator=(const PxAlignedMat33& other)
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{
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column0 = other.column0;
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column1 = other.column1;
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column2 = other.column2;
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return *this;
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}
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//! Construct from diagonal, off-diagonals are zero.
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PX_CUDA_CALLABLE PX_INLINE static PxAlignedMat33 createDiagonal(const PxVec3& d)
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{
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return PxAlignedMat33(make_float4(d.x,0.0f,0.0f, 0.f), make_float4(0.0f,d.y,0.0f, 0.f), make_float4(0.0f,0.0f,d.z, 0.f));
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}
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//! Get transposed matrix
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxAlignedMat33 getTranspose() const
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{
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const float4 v0(make_float4(column0.x, column1.x, column2.x, 0.f));
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const float4 v1(make_float4(column0.y, column1.y, column2.y, 0.f));
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const float4 v2(make_float4(column0.z, column1.z, column2.z, 0.f));
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return PxAlignedMat33(v0,v1,v2);
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}
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//! Get determinant
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PX_CUDA_CALLABLE PX_INLINE PxReal getDeterminant() const
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{
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return dot3(column0, cross3(column1, column2));
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}
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//! Unary minus
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PX_CUDA_CALLABLE PX_INLINE PxAlignedMat33 operator-() const
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{
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return PxAlignedMat33(-column0, -column1, -column2);
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}
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//! Add
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PX_CUDA_CALLABLE PX_INLINE PxAlignedMat33 operator+(const PxAlignedMat33& other) const
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{
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return PxAlignedMat33( column0+other.column0,
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column1+other.column1,
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column2+other.column2);
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}
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//! Subtract
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PX_CUDA_CALLABLE PX_INLINE PxAlignedMat33 operator-(const PxAlignedMat33& other) const
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{
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return PxAlignedMat33( column0-other.column0,
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column1-other.column1,
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column2-other.column2);
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}
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//! Scalar multiplication
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PX_CUDA_CALLABLE PX_INLINE PxAlignedMat33 operator*(PxReal scalar) const
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{
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return PxAlignedMat33(column0*scalar, column1*scalar, column2*scalar);
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}
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friend PxAlignedMat33 operator*(PxReal, const PxAlignedMat33&);
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//! Matrix vector multiplication (returns 'this->transform(vec)')
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PX_CUDA_CALLABLE PX_INLINE float4 operator*(const float4& vec) const
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{
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return transform(vec);
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}
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PX_CUDA_CALLABLE PX_INLINE PxVec3 operator*(const PxVec3& vec) const
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{
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return transform(vec);
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}
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// a <op>= b operators
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//! Matrix multiplication
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxAlignedMat33 operator*(const PxAlignedMat33& other) const
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{
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//Rows from this <dot> columns from other
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//column0 = transform(other.column0) etc
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return PxAlignedMat33(transform(other.column0), transform(other.column1), transform(other.column2));
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}
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//! Equals-add
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PX_CUDA_CALLABLE PX_INLINE PxAlignedMat33& operator+=(const PxAlignedMat33& other)
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{
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column0 += other.column0;
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column1 += other.column1;
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column2 += other.column2;
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return *this;
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}
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//! Equals-sub
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PX_CUDA_CALLABLE PX_INLINE PxAlignedMat33& operator-=(const PxAlignedMat33& other)
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{
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column0 -= other.column0;
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column1 -= other.column1;
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column2 -= other.column2;
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return *this;
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}
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//! Equals scalar multiplication
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PX_CUDA_CALLABLE PX_INLINE PxAlignedMat33& operator*=(PxReal scalar)
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{
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column0 *= scalar;
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column1 *= scalar;
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column2 *= scalar;
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return *this;
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}
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//! Equals matrix multiplication
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PX_CUDA_CALLABLE PX_INLINE PxAlignedMat33& operator*=(const PxAlignedMat33 &other)
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{
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*this = *this * other;
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return *this;
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}
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//! Element access, mathematical way!
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal operator()(unsigned int row, unsigned int col) const
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{
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return (&((*this)[col]).x)[row];
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}
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//! Element access, mathematical way!
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal& operator()(unsigned int row, unsigned int col)
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{
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return (&((*this)[col]).x)[row];
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}
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// Transform etc
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//! Transform vector by matrix, equal to v' = M*v
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PX_CUDA_CALLABLE PX_FORCE_INLINE float4 transform(const float4& other) const
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{
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return column0*other.x + column1*other.y + column2*other.z;
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}
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PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 transform(const PxVec3& other) const
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{
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return PxVec3( column0.x*other.x + column1.x*other.y + column2.x*other.z,
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column0.y*other.x + column1.y*other.y + column2.y*other.z,
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column0.z*other.x + column1.z*other.y + column2.z*other.z);
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}
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//! Transform vector by matrix transpose, v' = M^t*v
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PX_CUDA_CALLABLE PX_INLINE float4 transformTranspose(const float4& other) const
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{
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return make_float4( dot3(column0, other),
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dot3(column1, other),
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dot3(column2, other),
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0.f);
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}
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PX_CUDA_CALLABLE PX_FORCE_INLINE const PxReal* front() const
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{
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return &column0.x;
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}
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PX_CUDA_CALLABLE PX_FORCE_INLINE float4& operator[](unsigned int num) {return (&column0)[num];}
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PX_CUDA_CALLABLE PX_FORCE_INLINE const float4& operator[](unsigned int num) const {return (&column0)[num];}
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//Data, see above for format!
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float4 column0, column1, column2; //the three base vectors
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};
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// implementation from PxQuat.h
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PX_CUDA_CALLABLE PX_INLINE PxAlignedQuat::PxAlignedQuat(const PxAlignedMat33& m)
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{
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PxReal tr = m(0,0) + m(1,1) + m(2,2), h;
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if(tr >= 0)
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{
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h = PxSqrt(tr +1);
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q.w = 0.5f * h;
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h = 0.5f / h;
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q.x = (m(2,1) - m(1,2)) * h;
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q.y = (m(0,2) - m(2,0)) * h;
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q.z = (m(1,0) - m(0,1)) * h;
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}
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else
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{
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unsigned int i = 0;
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if (m(1,1) > m(0,0))
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i = 1;
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if (m(2,2) > m(i,i))
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i = 2;
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switch (i)
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{
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case 0:
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h = PxSqrt((m(0,0) - (m(1,1) + m(2,2))) + 1);
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q.x = 0.5f * h;
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h = 0.5f / h;
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q.y = (m(0,1) + m(1,0)) * h;
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q.z = (m(2,0) + m(0,2)) * h;
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q.w = (m(2,1) - m(1,2)) * h;
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break;
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case 1:
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h = PxSqrt((m(1,1) - (m(2,2) + m(0,0))) + 1);
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q.y = 0.5f * h;
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h = 0.5f / h;
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q.z = (m(1,2) + m(2,1)) * h;
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q.x = (m(0,1) + m(1,0)) * h;
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q.w = (m(0,2) - m(2,0)) * h;
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break;
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case 2:
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h = PxSqrt((m(2,2) - (m(0,0) + m(1,1))) + 1);
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q.z = 0.5f * h;
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h = 0.5f / h;
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q.x = (m(2,0) + m(0,2)) * h;
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q.y = (m(1,2) + m(2,1)) * h;
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q.w = (m(1,0) - m(0,1)) * h;
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break;
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default: // Make compiler happy
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q.x = q.y = q.z = q.w = 0;
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break;
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}
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}
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}
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#if !PX_DOXYGEN
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} // namespace physx
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#endif
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#endif // PX_FOUNDATION_PX_MAT33_H
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