29#ifndef CM_TRANSFORM_UTILS_H
30#define CM_TRANSFORM_UTILS_H
32#include "foundation/PxVecMath.h"
37using namespace physx::aos;
41PX_FORCE_INLINE void transformFast(
const FloatVArg wa,
const Vec3VArg va,
const Vec3VArg pa,
42 const FloatVArg wb,
const Vec3VArg vb,
const Vec3VArg pb,
45 wo = FSub(FMul(wa, wb), V3Dot(va, vb));
46 vo = V3ScaleAdd(va, wb, V3ScaleAdd(vb, wa, V3Cross(va, vb)));
48 const Vec3V t1 = V3Scale(pb, FScaleAdd(wa, wa, FLoad(-0.5f)));
49 const Vec3V t2 = V3ScaleAdd(V3Cross(va, pb), wa, t1);
50 const Vec3V t3 = V3ScaleAdd(va, V3Dot(va, pb), t2);
52 po = V3ScaleAdd(t3, FLoad(2.f), pa);
55PX_FORCE_INLINE void transformInvFast(
const FloatVArg wa,
const Vec3VArg va,
const Vec3VArg pa,
56 const FloatVArg wb,
const Vec3VArg vb,
const Vec3VArg pb,
59 wo = FScaleAdd(wa, wb, V3Dot(va, vb));
60 vo = V3NegScaleSub(va, wb, V3ScaleAdd(vb, wa, V3Cross(vb, va)));
62 const Vec3V pt = V3Sub(pb, pa);
63 const Vec3V t1 = V3Scale(pt, FScaleAdd(wa, wa, FLoad(-0.5f)));
64 const Vec3V t2 = V3ScaleAdd(V3Cross(pt, va), wa, t1);
65 const Vec3V t3 = V3ScaleAdd(va, V3Dot(va, pt), t2);
80 PX_ASSERT((
size_t(&actor2World)&15) == 0);
81 PX_ASSERT((
size_t(&shape2Actor)&15) == 0);
82 PX_ASSERT((
size_t(&outTransform)&15) == 0);
84 const Vec3V actor2WorldPos = V3LoadA(actor2World.p);
85 const QuatV actor2WorldRot = QuatVLoadA(&actor2World.q.
x);
87 const Vec3V shape2ActorPos = V3LoadA(shape2Actor.p);
88 const QuatV shape2ActorRot = QuatVLoadA(&shape2Actor.q.
x);
93 transformFast(V4GetW(actor2WorldRot), Vec3V_From_Vec4V(actor2WorldRot), actor2WorldPos,
94 V4GetW(shape2ActorRot), Vec3V_From_Vec4V(shape2ActorRot), shape2ActorPos,
97 V3StoreA(p, outTransform.p);
98 V4StoreA(V4SetW(v,w), &outTransform.q.
x);
103 PX_ASSERT((
size_t(&body2World)&15) == 0);
104 PX_ASSERT((
size_t(&shape2Actor)&15) == 0);
105 PX_ASSERT((
size_t(&body2Actor)&15) == 0);
106 PX_ASSERT((
size_t(&outTransform)&15) == 0);
110 const Vec3V shape2ActorPos = V3LoadA(shape2Actor.p);
111 const QuatV shape2ActorRot = QuatVLoadA(&shape2Actor.q.
x);
113 const Vec3V body2ActorPos = V3LoadA(body2Actor.p);
114 const QuatV body2ActorRot = QuatVLoadA(&body2Actor.q.
x);
116 const Vec3V body2WorldPos = V3LoadA(body2World.p);
117 const QuatV body2WorldRot = QuatVLoadA(&body2World.q.
x);
119 Vec3V v1, p1, v2, p2;
122 transformInvFast(V4GetW(body2ActorRot), Vec3V_From_Vec4V(body2ActorRot), body2ActorPos,
123 V4GetW(shape2ActorRot), Vec3V_From_Vec4V(shape2ActorRot), shape2ActorPos,
126 transformFast(V4GetW(body2WorldRot), Vec3V_From_Vec4V(body2WorldRot), body2WorldPos,
130 V3StoreA(p2, outTransform.p);
131 V4StoreA(V4SetW(v2, w2), &outTransform.q.
x);
float x
Definition PxQuat.h:395
#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:52
Definition PxVecMathAoSScalar.h:77
Definition PxVecMathAoSScalar.h:65