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CmMatrix34.h
1// Redistribution and use in source and binary forms, with or without
2// modification, are permitted provided that the following conditions
3// are met:
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5// notice, this list of conditions and the following disclaimer.
6// * Redistributions in binary form must reproduce the above copyright
7// notice, this list of conditions and the following disclaimer in the
8// documentation and/or other materials provided with the distribution.
9// * Neither the name of NVIDIA CORPORATION nor the names of its
10// contributors may be used to endorse or promote products derived
11// from this software without specific prior written permission.
12//
13// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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23// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24//
25// Copyright (c) 2008-2022 NVIDIA Corporation. All rights reserved.
26// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
27// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
28
29#ifndef CM_MATRIX34_H
30#define CM_MATRIX34_H
31
32#include "foundation/PxMat34.h"
33#include "foundation/PxVecMath.h"
34
35namespace physx
36{
37namespace Cm
38{
39
40#ifndef __CUDACC__
41// PT: similar to PxMat33Padded
43{
44public:
46 explicit PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34FromTransform(const PxTransform& other)
47 {
48 using namespace aos;
49
50 const QuatV qV = V4LoadU(&other.q.x);
51 Vec3V column0V, column1V, column2V;
52 QuatGetMat33V(qV, column0V, column1V, column2V);
53
54 // From "buildFrom"
55 // PT: TODO: investigate if these overlapping stores are a problem
56 V4StoreU(Vec4V_From_Vec3V(column0V), &m.column0.x);
57 V4StoreU(Vec4V_From_Vec3V(column1V), &m.column1.x);
58 V4StoreU(Vec4V_From_Vec3V(column2V), &m.column2.x);
59
60 p = other.p;
61 }
62};
63#endif
64
65} // namespace Cm
66
67}
68
69#endif
Definition CmMatrix34.h:43
PX_CUDA_CALLABLE PX_FORCE_INLINE Matrix34FromTransform(const PxTransform &other)
Construct from a PxTransform.
Definition CmMatrix34.h:46
Definition PxMat34.h:50
float x
Definition PxQuat.h:395
class representing a rigid euclidean transform as a quaternion and a vector
Definition PxTransform.h:49
#define PX_FORCE_INLINE
Definition PxPreprocessor.h:335
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39
Definition PxVecMathAoSScalar.h:77
Definition PxVecMathAoSScalar.h:65