// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef PX_PHYSICS_COMMON_VECTOR #define PX_PHYSICS_COMMON_VECTOR #include "foundation/PxVec3.h" #include "CmPhysXCommon.h" #include "PsVecMath.h" #include "foundation/PxTransform.h" /*! Combination of two R3 vectors. */ namespace physx { namespace Cm { PX_ALIGN_PREFIX(16) class SpatialVector { public: //! Default constructor PX_CUDA_CALLABLE PX_FORCE_INLINE SpatialVector() {} //! Construct from two PxcVectors PX_CUDA_CALLABLE PX_FORCE_INLINE SpatialVector(const PxVec3& lin, const PxVec3& ang) : linear(lin), pad0(0.0f), angular(ang), pad1(0.0f) { } PX_CUDA_CALLABLE PX_FORCE_INLINE ~SpatialVector() {} // PT: this one is very important. Without it, the Xbox compiler generates weird "float-to-int" and "int-to-float" LHS // each time we copy a SpatialVector (see for example PIX on "solveSimpleGroupA" without this operator). PX_CUDA_CALLABLE PX_FORCE_INLINE void operator = (const SpatialVector& v) { linear = v.linear; pad0 = 0.0f; angular = v.angular; pad1 = 0.0f; } static PX_CUDA_CALLABLE PX_FORCE_INLINE SpatialVector zero() { return SpatialVector(PxVec3(0),PxVec3(0)); } PX_CUDA_CALLABLE PX_FORCE_INLINE SpatialVector operator+(const SpatialVector& v) const { return SpatialVector(linear+v.linear,angular+v.angular); } PX_CUDA_CALLABLE PX_FORCE_INLINE SpatialVector operator-(const SpatialVector& v) const { return SpatialVector(linear-v.linear,angular-v.angular); } PX_CUDA_CALLABLE PX_FORCE_INLINE SpatialVector operator-() const { return SpatialVector(-linear,-angular); } PX_CUDA_CALLABLE PX_FORCE_INLINE SpatialVector operator *(PxReal s) const { return SpatialVector(linear*s,angular*s); } PX_CUDA_CALLABLE PX_FORCE_INLINE void operator+=(const SpatialVector& v) { linear+=v.linear; angular+=v.angular; } PX_CUDA_CALLABLE PX_FORCE_INLINE void operator-=(const SpatialVector& v) { linear-=v.linear; angular-=v.angular; } PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal magnitude() const { return angular.magnitude() + linear.magnitude(); } PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal dot(const SpatialVector& v) const { return linear.dot(v.linear) + angular.dot(v.angular); } PX_CUDA_CALLABLE PX_FORCE_INLINE bool isFinite() const { return linear.isFinite() && angular.isFinite(); } PX_CUDA_CALLABLE PX_FORCE_INLINE Cm::SpatialVector scale(PxReal l, PxReal a) const { return Cm::SpatialVector(linear*l, angular*a); } PxVec3 linear; PxReal pad0; PxVec3 angular; PxReal pad1; } PX_ALIGN_SUFFIX(16); PX_ALIGN_PREFIX(16) struct SpatialVectorF { public: //! Default constructor PX_CUDA_CALLABLE PX_FORCE_INLINE SpatialVectorF() {} PX_CUDA_CALLABLE PX_FORCE_INLINE SpatialVectorF(const PxReal* v) : pad0(0.0f), pad1(0.0f) { top.x = v[0]; top.y = v[1]; top.z = v[2]; bottom.x = v[3]; bottom.y = v[4]; bottom.z = v[5]; } //! Construct from two PxcVectors PX_CUDA_CALLABLE PX_FORCE_INLINE SpatialVectorF(const PxVec3& top_, const PxVec3& bottom_) : top(top_), pad0(0.0f), bottom(bottom_), pad1(0.0f) { } PX_CUDA_CALLABLE PX_FORCE_INLINE ~SpatialVectorF() {} // PT: this one is very important. Without it, the Xbox compiler generates weird "float-to-int" and "int-to-float" LHS // each time we copy a SpatialVector (see for example PIX on "solveSimpleGroupA" without this operator). PX_CUDA_CALLABLE PX_FORCE_INLINE void operator = (const SpatialVectorF& v) { top = v.top; pad0 = 0.0f; bottom = v.bottom; pad1 = 0.0f; } static PX_CUDA_CALLABLE PX_FORCE_INLINE SpatialVectorF Zero() { return SpatialVectorF(PxVec3(0), PxVec3(0)); } PX_CUDA_CALLABLE PX_FORCE_INLINE SpatialVectorF operator+(const SpatialVectorF& v) const { return SpatialVectorF(top + v.top, bottom + v.bottom); } PX_CUDA_CALLABLE PX_FORCE_INLINE SpatialVectorF operator-(const SpatialVectorF& v) const { return SpatialVectorF(top - v.top, bottom - v.bottom); } PX_CUDA_CALLABLE PX_FORCE_INLINE SpatialVectorF operator-() const { return SpatialVectorF(-top, -bottom); } PX_CUDA_CALLABLE PX_FORCE_INLINE SpatialVectorF operator *(PxReal s) const { return SpatialVectorF(top*s, bottom*s); } PX_CUDA_CALLABLE PX_FORCE_INLINE SpatialVectorF multiply(const SpatialVectorF& v) const { return SpatialVectorF(top.multiply(v.top), bottom.multiply(v.bottom)); } PX_CUDA_CALLABLE PX_FORCE_INLINE void operator *= (const PxReal s) { top *= s; bottom *= s; } PX_CUDA_CALLABLE PX_FORCE_INLINE void operator += (const SpatialVectorF& v) { top += v.top; bottom += v.bottom; } PX_CUDA_CALLABLE PX_FORCE_INLINE void operator -= (const SpatialVectorF& v) { top -= v.top; bottom -= v.bottom; } PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal magnitude() const { return top.magnitude() + bottom.magnitude(); } PX_FORCE_INLINE PxReal magnitudeSquared() const { return top.magnitudeSquared() + bottom.magnitudeSquared(); } PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal innerProduct(const SpatialVectorF& v) const { return bottom.dot(v.top) + top.dot(v.bottom); /*PxVec3 p0 = bottom.multiply(v.top); PxVec3 p1 = top.multiply(v.bottom); PxReal result = (((p1.y + p1.z) + (p0.z + p1.x)) + (p0.x + p0.y)); return result;*/ } PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal dot(const SpatialVectorF& v) const { return top.dot(v.top) + bottom.dot(v.bottom); } PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal dot(const SpatialVector& v) const { return bottom.dot(v.angular) + top.dot(v.linear); } PX_CUDA_CALLABLE PX_FORCE_INLINE SpatialVectorF cross(const SpatialVectorF& v) const { SpatialVectorF a; a.top = top.cross(v.top); a.bottom = top.cross(v.bottom) + bottom.cross(v.top); return a; } PX_CUDA_CALLABLE PX_FORCE_INLINE SpatialVectorF abs() const { return SpatialVectorF(top.abs(), bottom.abs()); } PX_CUDA_CALLABLE PX_FORCE_INLINE SpatialVectorF rotate(const PxTransform& rot) const { return SpatialVectorF(rot.rotate(top), rot.rotate(bottom)); } PX_CUDA_CALLABLE PX_FORCE_INLINE SpatialVectorF rotateInv(const PxTransform& rot) const { return SpatialVectorF(rot.rotateInv(top), rot.rotateInv(bottom)); } PX_CUDA_CALLABLE PX_FORCE_INLINE bool isFinite() const { return top.isFinite() && bottom.isFinite(); } PX_CUDA_CALLABLE PX_FORCE_INLINE bool isValid(const PxReal maxV) const { const bool tValid = ((PxAbs(top.x) <= maxV) && (PxAbs(top.y) <= maxV) && (PxAbs(top.z) <= maxV)); const bool bValid = ((PxAbs(bottom.x) <= maxV) && (PxAbs(bottom.y) <= maxV) && (PxAbs(bottom.z) <= maxV)); return tValid && bValid; } PX_CUDA_CALLABLE PX_FORCE_INLINE Cm::SpatialVectorF scale(PxReal l, PxReal a) const { return Cm::SpatialVectorF(top*l, bottom*a); } PX_CUDA_CALLABLE PX_FORCE_INLINE void assignTo(PxReal* val) const { val[0] = top.x; val[1] = top.y; val[2] = top.z; val[3] = bottom.x; val[4] = bottom.y; val[5] = bottom.z; } PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal& operator [] (const PxU32 index) { PX_ASSERT(index < 6); if(index < 3) return top[index]; return bottom[index-3]; } PX_CUDA_CALLABLE PX_FORCE_INLINE const PxReal& operator [] (const PxU32 index) const { PX_ASSERT(index < 6); if (index < 3) return top[index]; return bottom[index-3]; } PxVec3 top; PxReal pad0; PxVec3 bottom; PxReal pad1; } PX_ALIGN_SUFFIX(16); struct UnAlignedSpatialVector { public: //! Default constructor PX_CUDA_CALLABLE PX_FORCE_INLINE UnAlignedSpatialVector() {} PX_CUDA_CALLABLE PX_FORCE_INLINE UnAlignedSpatialVector(const PxReal* v) { top.x = v[0]; top.y = v[1]; top.z = v[2]; bottom.x = v[3]; bottom.y = v[4]; bottom.z = v[5]; } //! Construct from two PxcVectors PX_CUDA_CALLABLE PX_FORCE_INLINE UnAlignedSpatialVector(const PxVec3& top_, const PxVec3& bottom_) : top(top_), bottom(bottom_) { } PX_CUDA_CALLABLE PX_FORCE_INLINE ~UnAlignedSpatialVector() {} PX_CUDA_CALLABLE PX_FORCE_INLINE void operator = (const SpatialVectorF& v) { top = v.top; bottom = v.bottom; } static PX_CUDA_CALLABLE PX_FORCE_INLINE UnAlignedSpatialVector Zero() { return UnAlignedSpatialVector(PxVec3(0), PxVec3(0)); } PX_CUDA_CALLABLE PX_FORCE_INLINE UnAlignedSpatialVector operator+(const UnAlignedSpatialVector& v) const { return UnAlignedSpatialVector(top + v.top, bottom + v.bottom); } PX_CUDA_CALLABLE PX_FORCE_INLINE UnAlignedSpatialVector operator-(const UnAlignedSpatialVector& v) const { return UnAlignedSpatialVector(top - v.top, bottom - v.bottom); } PX_CUDA_CALLABLE PX_FORCE_INLINE UnAlignedSpatialVector operator-() const { return UnAlignedSpatialVector(-top, -bottom); } PX_CUDA_CALLABLE PX_FORCE_INLINE UnAlignedSpatialVector operator *(PxReal s) const { return UnAlignedSpatialVector(top*s, bottom*s); } PX_CUDA_CALLABLE PX_FORCE_INLINE void operator *= (const PxReal s) { top *= s; bottom *= s; } PX_CUDA_CALLABLE PX_FORCE_INLINE void operator += (const UnAlignedSpatialVector& v) { top += v.top; bottom += v.bottom; } PX_CUDA_CALLABLE PX_FORCE_INLINE void operator += (const SpatialVectorF& v) { top += v.top; bottom += v.bottom; } PX_CUDA_CALLABLE PX_FORCE_INLINE void operator -= (const UnAlignedSpatialVector& v) { top -= v.top; bottom -= v.bottom; } PX_CUDA_CALLABLE PX_FORCE_INLINE void operator -= (const SpatialVectorF& v) { top -= v.top; bottom -= v.bottom; } PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal magnitude() const { return top.magnitude() + bottom.magnitude(); } PX_FORCE_INLINE PxReal magnitudeSquared() const { return top.magnitudeSquared() + bottom.magnitudeSquared(); } PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal innerProduct(const UnAlignedSpatialVector& v) const { return bottom.dot(v.top) + top.dot(v.bottom); } PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal innerProduct(const SpatialVectorF& v) const { return bottom.dot(v.top) + top.dot(v.bottom); } PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal dot(const UnAlignedSpatialVector& v) const { return top.dot(v.top) + bottom.dot(v.bottom); } PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal dot(const SpatialVectorF& v) const { return top.dot(v.top) + bottom.dot(v.bottom); } PX_CUDA_CALLABLE PX_FORCE_INLINE UnAlignedSpatialVector cross(const UnAlignedSpatialVector& v) const { UnAlignedSpatialVector a; a.top = top.cross(v.top); a.bottom = top.cross(v.bottom) + bottom.cross(v.top); return a; } PX_CUDA_CALLABLE PX_FORCE_INLINE UnAlignedSpatialVector abs() const { return UnAlignedSpatialVector(top.abs(), bottom.abs()); } PX_CUDA_CALLABLE PX_FORCE_INLINE UnAlignedSpatialVector rotate(const PxTransform& rot) const { return UnAlignedSpatialVector(rot.rotate(top), rot.rotate(bottom)); } PX_CUDA_CALLABLE PX_FORCE_INLINE UnAlignedSpatialVector rotateInv(const PxTransform& rot) const { return UnAlignedSpatialVector(rot.rotateInv(top), rot.rotateInv(bottom)); } PX_CUDA_CALLABLE PX_FORCE_INLINE bool isFinite() const { return top.isFinite() && bottom.isFinite(); } PX_CUDA_CALLABLE PX_FORCE_INLINE bool isValid(const PxReal maxV) const { const bool tValid = ((top.x <= maxV) && (top.y <= maxV) && (top.z <= maxV)); const bool bValid = ((bottom.x <= maxV) && (bottom.y <= maxV) && (bottom.z <= maxV)); return tValid && bValid; } PX_CUDA_CALLABLE PX_FORCE_INLINE Cm::UnAlignedSpatialVector scale(PxReal l, PxReal a) const { return Cm::UnAlignedSpatialVector(top*l, bottom*a); } PX_CUDA_CALLABLE PX_FORCE_INLINE void assignTo(PxReal* val) const { val[0] = top.x; val[1] = top.y; val[2] = top.z; val[3] = bottom.x; val[4] = bottom.y; val[5] = bottom.z; } PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal& operator [] (const PxU32 index) { PX_ASSERT(index < 6); return (&top.x)[index]; } PX_CUDA_CALLABLE PX_FORCE_INLINE const PxReal& operator [] (const PxU32 index) const { PX_ASSERT(index < 6); return (&top.x)[index]; } PxVec3 top; //12 12 PxVec3 bottom; //12 24 }; PX_ALIGN_PREFIX(16) struct SpatialVectorV { Ps::aos::Vec3V linear; Ps::aos::Vec3V angular; PX_FORCE_INLINE SpatialVectorV() {} PX_FORCE_INLINE SpatialVectorV(PxZERO): linear(Ps::aos::V3Zero()), angular(Ps::aos::V3Zero()) {} PX_FORCE_INLINE SpatialVectorV(const Cm::SpatialVector& v): linear(Ps::aos::V3LoadA(&v.linear.x)), angular(Ps::aos::V3LoadA(&v.angular.x)) {} PX_FORCE_INLINE SpatialVectorV(const Ps::aos::Vec3VArg l, const Ps::aos::Vec3VArg a): linear(l), angular(a) {} PX_FORCE_INLINE SpatialVectorV(const SpatialVectorV& other): linear(other.linear), angular(other.angular) {} PX_FORCE_INLINE SpatialVectorV& operator=(const SpatialVectorV& other) { linear = other.linear; angular = other.angular; return *this; } PX_FORCE_INLINE SpatialVectorV operator+(const SpatialVectorV& other) const { return SpatialVectorV(Ps::aos::V3Add(linear,other.linear), Ps::aos::V3Add(angular, other.angular)); } PX_FORCE_INLINE SpatialVectorV& operator+=(const SpatialVectorV& other) { linear = Ps::aos::V3Add(linear,other.linear); angular = Ps::aos::V3Add(angular, other.angular); return *this; } PX_FORCE_INLINE SpatialVectorV operator-(const SpatialVectorV& other) const { return SpatialVectorV(Ps::aos::V3Sub(linear,other.linear), Ps::aos::V3Sub(angular, other.angular)); } PX_FORCE_INLINE SpatialVectorV operator-() const { return SpatialVectorV(Ps::aos::V3Neg(linear), Ps::aos::V3Neg(angular)); } PX_FORCE_INLINE SpatialVectorV operator*(const Ps::aos::FloatVArg r) const { return SpatialVectorV(Ps::aos::V3Scale(linear,r), Ps::aos::V3Scale(angular,r)); } PX_FORCE_INLINE SpatialVectorV& operator-=(const SpatialVectorV& other) { linear = Ps::aos::V3Sub(linear,other.linear); angular = Ps::aos::V3Sub(angular, other.angular); return *this; } PX_FORCE_INLINE Ps::aos::FloatV dot(const SpatialVectorV& other) const { return Ps::aos::V3SumElems(Ps::aos::V3Add(Ps::aos::V3Mul(linear, other.linear), Ps::aos::V3Mul(angular, other.angular))); } PX_FORCE_INLINE SpatialVectorV multiply(const SpatialVectorV& other) const { return SpatialVectorV(Ps::aos::V3Mul(linear, other.linear), Ps::aos::V3Mul(angular, other.angular)); } PX_FORCE_INLINE SpatialVectorV multiplyAdd(const SpatialVectorV& m, const SpatialVectorV& a) const { return SpatialVectorV(Ps::aos::V3MulAdd(linear, m.linear, a.linear), Ps::aos::V3MulAdd(angular, m.angular, a.angular)); } PX_FORCE_INLINE SpatialVectorV scale(const Ps::aos::FloatV& a, const Ps::aos::FloatV& b) const { return SpatialVectorV(Ps::aos::V3Scale(linear, a), Ps::aos::V3Scale(angular, b)); } }PX_ALIGN_SUFFIX(16); } // namespace Cm PX_COMPILE_TIME_ASSERT(sizeof(Cm::SpatialVector) == 32); PX_COMPILE_TIME_ASSERT(sizeof(Cm::SpatialVectorV) == 32); } #endif