| 1 | // |
| 2 | // Redistribution and use in source and binary forms, with or without |
| 3 | // modification, are permitted provided that the following conditions |
| 4 | // are met: |
| 5 | // * Redistributions of source code must retain the above copyright |
| 6 | // notice, this list of conditions and the following disclaimer. |
| 7 | // * Redistributions in binary form must reproduce the above copyright |
| 8 | // notice, this list of conditions and the following disclaimer in the |
| 9 | // documentation and/or other materials provided with the distribution. |
| 10 | // * Neither the name of NVIDIA CORPORATION nor the names of its |
| 11 | // contributors may be used to endorse or promote products derived |
| 12 | // from this software without specific prior written permission. |
| 13 | // |
| 14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY |
| 15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| 16 | // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| 17 | // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
| 18 | // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
| 19 | // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| 20 | // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
| 21 | // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
| 22 | // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 23 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 24 | // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 25 | // |
| 26 | // Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved. |
| 27 | // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. |
| 28 | // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. |
| 29 | |
| 30 | #ifndef PSFOUNDATION_PSVECQUAT_H |
| 31 | #define PSFOUNDATION_PSVECQUAT_H |
| 32 | |
| 33 | //#include "PsInlineAoS.h" |
| 34 | |
| 35 | namespace physx |
| 36 | { |
| 37 | namespace shdfnd |
| 38 | { |
| 39 | namespace aos |
| 40 | { |
| 41 | |
| 42 | #ifndef PX_PIDIV2 |
| 43 | #define PX_PIDIV2 1.570796327f |
| 44 | #endif |
| 45 | |
| 46 | ////////////////////////////////// |
| 47 | // QuatV |
| 48 | ////////////////////////////////// |
| 49 | PX_FORCE_INLINE QuatV QuatVLoadXYZW(const PxF32 x, const PxF32 y, const PxF32 z, const PxF32 w) |
| 50 | { |
| 51 | return V4LoadXYZW(x, y, z, w); |
| 52 | } |
| 53 | |
| 54 | PX_FORCE_INLINE QuatV QuatVLoadU(const PxF32* v) |
| 55 | { |
| 56 | return V4LoadU(f: v); |
| 57 | } |
| 58 | |
| 59 | PX_FORCE_INLINE QuatV QuatVLoadA(const PxF32* v) |
| 60 | { |
| 61 | return V4LoadA(f: v); |
| 62 | } |
| 63 | |
| 64 | PX_FORCE_INLINE QuatV QuatV_From_RotationAxisAngle(const Vec3V u, const FloatV a) |
| 65 | { |
| 66 | // q = cos(a/2) + u*sin(a/2) |
| 67 | const FloatV half = FLoad(f: 0.5f); |
| 68 | const FloatV hangle = FMul(a, b: half); |
| 69 | const FloatV piByTwo(FLoad(PX_PIDIV2)); |
| 70 | const FloatV PiByTwoMinHangle(FSub(a: piByTwo, b: hangle)); |
| 71 | const Vec4V hangle2(Vec4V_From_Vec3V(f: V3Merge(x: hangle, y: PiByTwoMinHangle, z: hangle))); |
| 72 | |
| 73 | /*const FloatV sina = FSin(hangle); |
| 74 | const FloatV cosa = FCos(hangle);*/ |
| 75 | |
| 76 | const Vec4V _sina = V4Sin(a: hangle2); |
| 77 | const FloatV sina = V4GetX(f: _sina); |
| 78 | const FloatV cosa = V4GetY(f: _sina); |
| 79 | |
| 80 | const Vec3V v = V3Scale(a: u, b: sina); |
| 81 | // return V4Sel(BTTTF(), Vec4V_From_Vec3V(v), V4Splat(cosa)); |
| 82 | return V4SetW(v: Vec4V_From_Vec3V(f: v), f: cosa); |
| 83 | } |
| 84 | |
| 85 | // Normalize |
| 86 | PX_FORCE_INLINE QuatV QuatNormalize(const QuatV q) |
| 87 | { |
| 88 | return V4Normalize(a: q); |
| 89 | } |
| 90 | |
| 91 | PX_FORCE_INLINE FloatV QuatLength(const QuatV q) |
| 92 | { |
| 93 | return V4Length(a: q); |
| 94 | } |
| 95 | |
| 96 | PX_FORCE_INLINE FloatV QuatLengthSq(const QuatV q) |
| 97 | { |
| 98 | return V4LengthSq(a: q); |
| 99 | } |
| 100 | |
| 101 | PX_FORCE_INLINE FloatV QuatDot(const QuatV a, const QuatV b) // convert this PxQuat to a unit quaternion |
| 102 | { |
| 103 | return V4Dot(a, b); |
| 104 | } |
| 105 | |
| 106 | PX_FORCE_INLINE QuatV QuatConjugate(const QuatV q) |
| 107 | { |
| 108 | return V4SetW(v: V4Neg(f: q), f: V4GetW(f: q)); |
| 109 | } |
| 110 | |
| 111 | PX_FORCE_INLINE Vec3V QuatGetImaginaryPart(const QuatV q) |
| 112 | { |
| 113 | return Vec3V_From_Vec4V(v: q); |
| 114 | } |
| 115 | |
| 116 | /** brief computes rotation of x-axis */ |
| 117 | PX_FORCE_INLINE Vec3V QuatGetBasisVector0(const QuatV q) |
| 118 | { |
| 119 | /*const PxF32 x2 = x*2.0f; |
| 120 | const PxF32 w2 = w*2.0f; |
| 121 | return PxVec3( (w * w2) - 1.0f + x*x2, |
| 122 | (z * w2) + y*x2, |
| 123 | (-y * w2) + z*x2);*/ |
| 124 | |
| 125 | const FloatV two = FLoad(f: 2.f); |
| 126 | const FloatV w = V4GetW(f: q); |
| 127 | const Vec3V u = Vec3V_From_Vec4V(v: q); |
| 128 | |
| 129 | const FloatV x2 = FMul(a: V3GetX(f: u), b: two); |
| 130 | const FloatV w2 = FMul(a: w, b: two); |
| 131 | |
| 132 | const Vec3V a = V3Scale(a: u, b: x2); |
| 133 | const Vec3V tmp = V3Merge(x: w, y: V3GetZ(f: u), z: FNeg(f: V3GetY(f: u))); |
| 134 | // const Vec3V b = V3Scale(tmp, w2); |
| 135 | // const Vec3V ab = V3Add(a, b); |
| 136 | const Vec3V ab = V3ScaleAdd(a: tmp, b: w2, c: a); |
| 137 | return V3SetX(v: ab, f: FSub(a: V3GetX(f: ab), b: FOne())); |
| 138 | } |
| 139 | |
| 140 | /** brief computes rotation of y-axis */ |
| 141 | PX_FORCE_INLINE Vec3V QuatGetBasisVector1(const QuatV q) |
| 142 | { |
| 143 | /*const PxF32 y2 = y*2.0f; |
| 144 | const PxF32 w2 = w*2.0f; |
| 145 | return PxVec3( (-z * w2) + x*y2, |
| 146 | (w * w2) - 1.0f + y*y2, |
| 147 | (x * w2) + z*y2);*/ |
| 148 | |
| 149 | const FloatV two = FLoad(f: 2.f); |
| 150 | const FloatV w = V4GetW(f: q); |
| 151 | const Vec3V u = Vec3V_From_Vec4V(v: q); |
| 152 | |
| 153 | const FloatV y2 = FMul(a: V3GetY(f: u), b: two); |
| 154 | const FloatV w2 = FMul(a: w, b: two); |
| 155 | |
| 156 | const Vec3V a = V3Scale(a: u, b: y2); |
| 157 | const Vec3V tmp = V3Merge(x: FNeg(f: V3GetZ(f: u)), y: w, z: V3GetX(f: u)); |
| 158 | // const Vec3V b = V3Scale(tmp, w2); |
| 159 | // const Vec3V ab = V3Add(a, b); |
| 160 | const Vec3V ab = V3ScaleAdd(a: tmp, b: w2, c: a); |
| 161 | return V3SetY(v: ab, f: FSub(a: V3GetY(f: ab), b: FOne())); |
| 162 | } |
| 163 | |
| 164 | /** brief computes rotation of z-axis */ |
| 165 | PX_FORCE_INLINE Vec3V QuatGetBasisVector2(const QuatV q) |
| 166 | { |
| 167 | /*const PxF32 z2 = z*2.0f; |
| 168 | const PxF32 w2 = w*2.0f; |
| 169 | return PxVec3( (y * w2) + x*z2, |
| 170 | (-x * w2) + y*z2, |
| 171 | (w * w2) - 1.0f + z*z2);*/ |
| 172 | |
| 173 | const FloatV two = FLoad(f: 2.f); |
| 174 | const FloatV w = V4GetW(f: q); |
| 175 | const Vec3V u = Vec3V_From_Vec4V(v: q); |
| 176 | |
| 177 | const FloatV z2 = FMul(a: V3GetZ(f: u), b: two); |
| 178 | const FloatV w2 = FMul(a: w, b: two); |
| 179 | |
| 180 | const Vec3V a = V3Scale(a: u, b: z2); |
| 181 | const Vec3V tmp = V3Merge(x: V3GetY(f: u), y: FNeg(f: V3GetX(f: u)), z: w); |
| 182 | /*const Vec3V b = V3Scale(tmp, w2); |
| 183 | const Vec3V ab = V3Add(a, b);*/ |
| 184 | const Vec3V ab = V3ScaleAdd(a: tmp, b: w2, c: a); |
| 185 | return V3SetZ(v: ab, f: FSub(a: V3GetZ(f: ab), b: FOne())); |
| 186 | } |
| 187 | |
| 188 | PX_FORCE_INLINE Vec3V QuatRotate(const QuatV q, const Vec3V v) |
| 189 | { |
| 190 | /* |
| 191 | const PxVec3 qv(x,y,z); |
| 192 | return (v*(w*w-0.5f) + (qv.cross(v))*w + qv*(qv.dot(v)))*2; |
| 193 | */ |
| 194 | |
| 195 | const FloatV two = FLoad(f: 2.f); |
| 196 | // const FloatV half = FloatV_From_F32(0.5f); |
| 197 | const FloatV nhalf = FLoad(f: -0.5f); |
| 198 | const Vec3V u = Vec3V_From_Vec4V(v: q); |
| 199 | const FloatV w = V4GetW(f: q); |
| 200 | // const FloatV w2 = FSub(FMul(w, w), half); |
| 201 | const FloatV w2 = FScaleAdd(a: w, b: w, c: nhalf); |
| 202 | const Vec3V a = V3Scale(a: v, b: w2); |
| 203 | // const Vec3V b = V3Scale(V3Cross(u, v), w); |
| 204 | // const Vec3V c = V3Scale(u, V3Dot(u, v)); |
| 205 | // return V3Scale(V3Add(V3Add(a, b), c), two); |
| 206 | const Vec3V temp = V3ScaleAdd(a: V3Cross(a: u, b: v), b: w, c: a); |
| 207 | return V3Scale(a: V3ScaleAdd(a: u, b: V3Dot(a: u, b: v), c: temp), b: two); |
| 208 | } |
| 209 | |
| 210 | PX_FORCE_INLINE Vec3V QuatTransform(const QuatV q, const Vec3V p, const Vec3V v) |
| 211 | { |
| 212 | // p + q.rotate(v) |
| 213 | const FloatV two = FLoad(f: 2.f); |
| 214 | // const FloatV half = FloatV_From_F32(0.5f); |
| 215 | const FloatV nhalf = FLoad(f: -0.5f); |
| 216 | const Vec3V u = Vec3V_From_Vec4V(v: q); |
| 217 | const FloatV w = V4GetW(f: q); |
| 218 | // const FloatV w2 = FSub(FMul(w, w), half); |
| 219 | const FloatV w2 = FScaleAdd(a: w, b: w, c: nhalf); |
| 220 | const Vec3V a = V3Scale(a: v, b: w2); |
| 221 | /*const Vec3V b = V3Scale(V3Cross(u, v), w); |
| 222 | const Vec3V c = V3Scale(u, V3Dot(u, v)); |
| 223 | return V3ScaleAdd(V3Add(V3Add(a, b), c), two, p);*/ |
| 224 | const Vec3V temp = V3ScaleAdd(a: V3Cross(a: u, b: v), b: w, c: a); |
| 225 | const Vec3V z = V3ScaleAdd(a: u, b: V3Dot(a: u, b: v), c: temp); |
| 226 | return V3ScaleAdd(a: z, b: two, c: p); |
| 227 | } |
| 228 | |
| 229 | PX_FORCE_INLINE Vec3V QuatRotateInv(const QuatV q, const Vec3V v) |
| 230 | { |
| 231 | |
| 232 | // const PxVec3 qv(x,y,z); |
| 233 | // return (v*(w*w-0.5f) - (qv.cross(v))*w + qv*(qv.dot(v)))*2; |
| 234 | |
| 235 | const FloatV two = FLoad(f: 2.f); |
| 236 | const FloatV nhalf = FLoad(f: -0.5f); |
| 237 | const Vec3V u = Vec3V_From_Vec4V(v: q); |
| 238 | const FloatV w = V4GetW(f: q); |
| 239 | const FloatV w2 = FScaleAdd(a: w, b: w, c: nhalf); |
| 240 | const Vec3V a = V3Scale(a: v, b: w2); |
| 241 | /*const Vec3V b = V3Scale(V3Cross(u, v), w); |
| 242 | const Vec3V c = V3Scale(u, V3Dot(u, v)); |
| 243 | return V3Scale(V3Add(V3Sub(a, b), c), two);*/ |
| 244 | const Vec3V temp = V3NegScaleSub(a: V3Cross(a: u, b: v), b: w, c: a); |
| 245 | return V3Scale(a: V3ScaleAdd(a: u, b: V3Dot(a: u, b: v), c: temp), b: two); |
| 246 | } |
| 247 | |
| 248 | PX_FORCE_INLINE QuatV QuatMul(const QuatV a, const QuatV b) |
| 249 | { |
| 250 | const Vec3V imagA = Vec3V_From_Vec4V(v: a); |
| 251 | const Vec3V imagB = Vec3V_From_Vec4V(v: b); |
| 252 | const FloatV rA = V4GetW(f: a); |
| 253 | const FloatV rB = V4GetW(f: b); |
| 254 | |
| 255 | const FloatV real = FSub(a: FMul(a: rA, b: rB), b: V3Dot(a: imagA, b: imagB)); |
| 256 | const Vec3V v0 = V3Scale(a: imagA, b: rB); |
| 257 | const Vec3V v1 = V3Scale(a: imagB, b: rA); |
| 258 | const Vec3V v2 = V3Cross(a: imagA, b: imagB); |
| 259 | const Vec3V imag = V3Add(a: V3Add(a: v0, b: v1), b: v2); |
| 260 | |
| 261 | return V4SetW(v: Vec4V_From_Vec3V(f: imag), f: real); |
| 262 | } |
| 263 | |
| 264 | PX_FORCE_INLINE QuatV QuatAdd(const QuatV a, const QuatV b) |
| 265 | { |
| 266 | return V4Add(a, b); |
| 267 | } |
| 268 | |
| 269 | PX_FORCE_INLINE QuatV QuatNeg(const QuatV q) |
| 270 | { |
| 271 | return V4Neg(f: q); |
| 272 | } |
| 273 | |
| 274 | PX_FORCE_INLINE QuatV QuatSub(const QuatV a, const QuatV b) |
| 275 | { |
| 276 | return V4Sub(a, b); |
| 277 | } |
| 278 | |
| 279 | PX_FORCE_INLINE QuatV QuatScale(const QuatV a, const FloatV b) |
| 280 | { |
| 281 | return V4Scale(a, b); |
| 282 | } |
| 283 | |
| 284 | PX_FORCE_INLINE QuatV QuatMerge(const FloatV* const floatVArray) |
| 285 | { |
| 286 | return V4Merge(floatVArray); |
| 287 | } |
| 288 | |
| 289 | PX_FORCE_INLINE QuatV QuatMerge(const FloatVArg x, const FloatVArg y, const FloatVArg z, const FloatVArg w) |
| 290 | { |
| 291 | return V4Merge(x, y, z, w); |
| 292 | } |
| 293 | |
| 294 | PX_FORCE_INLINE QuatV QuatIdentity() |
| 295 | { |
| 296 | return V4SetW(v: V4Zero(), f: FOne()); |
| 297 | } |
| 298 | |
| 299 | PX_FORCE_INLINE bool isFiniteQuatV(const QuatV q) |
| 300 | { |
| 301 | return isFiniteVec4V(a: q); |
| 302 | } |
| 303 | |
| 304 | PX_FORCE_INLINE bool isValidQuatV(const QuatV q) |
| 305 | { |
| 306 | const FloatV unitTolerance = FLoad(f: 1e-4f); |
| 307 | const FloatV tmp = FAbs(a: FSub(a: QuatLength(q), b: FOne())); |
| 308 | const BoolV con = FIsGrtr(a: unitTolerance, b: tmp); |
| 309 | return isFiniteVec4V(a: q) & (BAllEqTTTT(a: con) == 1); |
| 310 | } |
| 311 | |
| 312 | PX_FORCE_INLINE bool isSaneQuatV(const QuatV q) |
| 313 | { |
| 314 | const FloatV unitTolerance = FLoad(f: 1e-2f); |
| 315 | const FloatV tmp = FAbs(a: FSub(a: QuatLength(q), b: FOne())); |
| 316 | const BoolV con = FIsGrtr(a: unitTolerance, b: tmp); |
| 317 | return isFiniteVec4V(a: q) & (BAllEqTTTT(a: con) == 1); |
| 318 | } |
| 319 | |
| 320 | PX_FORCE_INLINE Mat33V QuatGetMat33V(const QuatVArg q) |
| 321 | { |
| 322 | // const FloatV two = FloatV_From_F32(2.f); |
| 323 | // const FloatV one = FOne(); |
| 324 | |
| 325 | // const FloatV x = V4GetX(q); |
| 326 | // const FloatV y = V4GetY(q); |
| 327 | // const FloatV z = V4GetZ(q); |
| 328 | // const Vec4V _q = V4Mul(q, two); |
| 329 | // |
| 330 | ////const FloatV w = V4GetW(q); |
| 331 | |
| 332 | // const Vec4V t0 = V4Mul(_q, x); // 2xx, 2xy, 2xz, 2xw |
| 333 | // const Vec4V t1 = V4Mul(_q, y); // 2xy, 2yy, 2yz, 2yw |
| 334 | // const Vec4V t2 = V4Mul(_q, z); // 2xz, 2yz, 2zz, 2zw |
| 335 | ////const Vec4V t3 = V4Mul(_q, w); // 2xw, 2yw, 2zw, 2ww |
| 336 | |
| 337 | // const FloatV xx2 = V4GetX(t0); |
| 338 | // const FloatV xy2 = V4GetY(t0); |
| 339 | // const FloatV xz2 = V4GetZ(t0); |
| 340 | // const FloatV xw2 = V4GetW(t0); |
| 341 | |
| 342 | // const FloatV yy2 = V4GetY(t1); |
| 343 | // const FloatV yz2 = V4GetZ(t1); |
| 344 | // const FloatV yw2 = V4GetW(t1); |
| 345 | |
| 346 | // const FloatV zz2 = V4GetZ(t2); |
| 347 | // const FloatV zw2 = V4GetW(t2); |
| 348 | |
| 349 | ////const FloatV ww2 = V4GetW(t3); |
| 350 | |
| 351 | // const FloatV c00 = FSub(one, FAdd(yy2, zz2)); |
| 352 | // const FloatV c01 = FSub(xy2, zw2); |
| 353 | // const FloatV c02 = FAdd(xz2, yw2); |
| 354 | |
| 355 | // const FloatV c10 = FAdd(xy2, zw2); |
| 356 | // const FloatV c11 = FSub(one, FAdd(xx2, zz2)); |
| 357 | // const FloatV c12 = FSub(yz2, xw2); |
| 358 | |
| 359 | // const FloatV c20 = FSub(xz2, yw2); |
| 360 | // const FloatV c21 = FAdd(yz2, xw2); |
| 361 | // const FloatV c22 = FSub(one, FAdd(xx2, yy2)); |
| 362 | |
| 363 | // const Vec3V c0 = V3Merge(c00, c10, c20); |
| 364 | // const Vec3V c1 = V3Merge(c01, c11, c21); |
| 365 | // const Vec3V c2 = V3Merge(c02, c12, c22); |
| 366 | |
| 367 | // return Mat33V(c0, c1, c2); |
| 368 | |
| 369 | const FloatV one = FOne(); |
| 370 | const FloatV x = V4GetX(f: q); |
| 371 | const FloatV y = V4GetY(f: q); |
| 372 | const FloatV z = V4GetZ(f: q); |
| 373 | const FloatV w = V4GetW(f: q); |
| 374 | |
| 375 | const FloatV x2 = FAdd(a: x, b: x); |
| 376 | const FloatV y2 = FAdd(a: y, b: y); |
| 377 | const FloatV z2 = FAdd(a: z, b: z); |
| 378 | |
| 379 | const FloatV xx = FMul(a: x2, b: x); |
| 380 | const FloatV yy = FMul(a: y2, b: y); |
| 381 | const FloatV zz = FMul(a: z2, b: z); |
| 382 | |
| 383 | const FloatV xy = FMul(a: x2, b: y); |
| 384 | const FloatV xz = FMul(a: x2, b: z); |
| 385 | const FloatV xw = FMul(a: x2, b: w); |
| 386 | |
| 387 | const FloatV yz = FMul(a: y2, b: z); |
| 388 | const FloatV yw = FMul(a: y2, b: w); |
| 389 | const FloatV zw = FMul(a: z2, b: w); |
| 390 | |
| 391 | const FloatV v = FSub(a: one, b: xx); |
| 392 | |
| 393 | const Vec3V column0 = V3Merge(x: FSub(a: FSub(a: one, b: yy), b: zz), y: FAdd(a: xy, b: zw), z: FSub(a: xz, b: yw)); |
| 394 | const Vec3V column1 = V3Merge(x: FSub(a: xy, b: zw), y: FSub(a: v, b: zz), z: FAdd(a: yz, b: xw)); |
| 395 | const Vec3V column2 = V3Merge(x: FAdd(a: xz, b: yw), y: FSub(a: yz, b: xw), z: FSub(a: v, b: yy)); |
| 396 | return Mat33V(column0, column1, column2); |
| 397 | } |
| 398 | |
| 399 | PX_FORCE_INLINE QuatV Mat33GetQuatV(const Mat33V& a) |
| 400 | { |
| 401 | const FloatV one = FOne(); |
| 402 | const FloatV zero = FZero(); |
| 403 | const FloatV half = FLoad(f: 0.5f); |
| 404 | const FloatV two = FLoad(f: 2.f); |
| 405 | const FloatV scale = FLoad(f: 0.25f); |
| 406 | const FloatV a00 = V3GetX(f: a.col0); |
| 407 | const FloatV a11 = V3GetY(f: a.col1); |
| 408 | const FloatV a22 = V3GetZ(f: a.col2); |
| 409 | |
| 410 | const FloatV a21 = V3GetZ(f: a.col1); // row=2, col=1; |
| 411 | const FloatV a12 = V3GetY(f: a.col2); // row=1, col=2; |
| 412 | const FloatV a02 = V3GetX(f: a.col2); // row=0, col=2; |
| 413 | const FloatV a20 = V3GetZ(f: a.col0); // row=2, col=0; |
| 414 | const FloatV a10 = V3GetY(f: a.col0); // row=1, col=0; |
| 415 | const FloatV a01 = V3GetX(f: a.col1); // row=0, col=1; |
| 416 | |
| 417 | const Vec3V vec0 = V3Merge(x: a21, y: a02, z: a10); |
| 418 | const Vec3V vec1 = V3Merge(x: a12, y: a20, z: a01); |
| 419 | const Vec3V v = V3Sub(a: vec0, b: vec1); |
| 420 | const Vec3V g = V3Add(a: vec0, b: vec1); |
| 421 | |
| 422 | const FloatV trace = FAdd(a: a00, b: FAdd(a: a11, b: a22)); |
| 423 | |
| 424 | if(FAllGrtrOrEq(a: trace, b: zero)) |
| 425 | { |
| 426 | const FloatV h = FSqrt(a: FAdd(a: trace, b: one)); |
| 427 | const FloatV w = FMul(a: half, b: h); |
| 428 | const FloatV s = FMul(a: half, b: FRecip(a: h)); |
| 429 | const Vec3V u = V3Scale(a: v, b: s); |
| 430 | return V4SetW(v: Vec4V_From_Vec3V(f: u), f: w); |
| 431 | } |
| 432 | else |
| 433 | { |
| 434 | const FloatV ntrace = FNeg(f: trace); |
| 435 | const Vec3V d = V3Merge(x: a00, y: a11, z: a22); |
| 436 | const BoolV con0 = BAllTrue3(a: V3IsGrtrOrEq(a: V3Splat(f: a00), b: d)); |
| 437 | const BoolV con1 = BAllTrue3(a: V3IsGrtrOrEq(a: V3Splat(f: a11), b: d)); |
| 438 | |
| 439 | const FloatV t0 = FAdd(a: one, b: FScaleAdd(a: a00, b: two, c: ntrace)); |
| 440 | const FloatV t1 = FAdd(a: one, b: FScaleAdd(a: a11, b: two, c: ntrace)); |
| 441 | const FloatV t2 = FAdd(a: one, b: FScaleAdd(a: a22, b: two, c: ntrace)); |
| 442 | |
| 443 | const FloatV t = FSel(c: con0, a: t0, b: FSel(c: con1, a: t1, b: t2)); |
| 444 | |
| 445 | const FloatV h = FMul(a: two, b: FSqrt(a: t)); |
| 446 | const FloatV s = FRecip(a: h); |
| 447 | const FloatV g0 = FMul(a: scale, b: h); |
| 448 | const Vec3V vs = V3Scale(a: v, b: s); |
| 449 | const Vec3V gs = V3Scale(a: g, b: s); |
| 450 | const FloatV gsx = V3GetX(f: gs); |
| 451 | const FloatV gsy = V3GetY(f: gs); |
| 452 | const FloatV gsz = V3GetZ(f: gs); |
| 453 | // vs.x= (a21 - a12)*s; vs.y=(a02 - a20)*s; vs.z=(a10 - a01)*s; |
| 454 | // gs.x= (a21 + a12)*s; gs.y=(a02 + a20)*s; gs.z=(a10 + a01)*s; |
| 455 | const Vec4V v0 = V4Merge(x: g0, y: gsz, z: gsy, w: V3GetX(f: vs)); |
| 456 | const Vec4V v1 = V4Merge(x: gsz, y: g0, z: gsx, w: V3GetY(f: vs)); |
| 457 | const Vec4V v2 = V4Merge(x: gsy, y: gsx, z: g0, w: V3GetZ(f: vs)); |
| 458 | return V4Sel(c: con0, a: v0, b: V4Sel(c: con1, a: v1, b: v2)); |
| 459 | } |
| 460 | } |
| 461 | |
| 462 | } // namespace aos |
| 463 | } // namespace shdfnd |
| 464 | } // namespace physx |
| 465 | |
| 466 | #endif |
| 467 | |