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- // 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) 2008-2026 NVIDIA Corporation. All rights reserved.
- // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+ // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+ // SPDX-FileCopyrightText: Copyright (c) 2008-2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
+ // SPDX-License-Identifier: Apache-2.0
#ifndef PX_WINDOWS_AOS_H
#define PX_WINDOWS_AOS_H
// no includes here! this file should be included from PxAOS.h only!!!
#if !COMPILE_VECTOR_INTRINSICS
#error Vector intrinsics should not be included when using scalar implementation.
#endif
#if !PX_DOXYGEN
namespace physx
{
#endif
namespace aos
{
typedef __m128 FloatV;
typedef __m128 Vec3V;
typedef __m128 Vec4V;
typedef __m128 BoolV;
typedef __m128 VecU32V;
typedef __m128 VecI32V;
typedef __m128 VecU16V;
typedef __m128 VecI16V;
typedef __m128 QuatV;
#define FloatVArg FloatV &
#define Vec3VArg Vec3V &
#define Vec4VArg Vec4V &
#define BoolVArg BoolV &
#define VecU32VArg VecU32V &
#define VecI32VArg VecI32V &
#define VecU16VArg VecU16V &
#define VecI16VArg VecI16V &
#define QuatVArg QuatV &
// Optimization for situations in which you cross product multiple vectors with the same vector.
// Avoids 2X shuffles per product
struct VecCrossV
{
Vec3V mL1;
Vec3V mR1;
};
struct VecShiftV
{
VecI32V shift;
};
#define VecShiftVArg VecShiftV &
PX_ALIGN_PREFIX(16)
struct Mat33V
{
Mat33V()
{
}
Mat33V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2) : col0(c0), col1(c1), col2(c2)
{
}
Vec3V PX_ALIGN(16, col0);
Vec3V PX_ALIGN(16, col1);
Vec3V PX_ALIGN(16, col2);
} PX_ALIGN_SUFFIX(16);
PX_ALIGN_PREFIX(16)
struct Mat34V
{
Mat34V()
{
}
Mat34V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2, const Vec3V& c3) : col0(c0), col1(c1), col2(c2), col3(c3)
{
}
Vec3V PX_ALIGN(16, col0);
Vec3V PX_ALIGN(16, col1);
Vec3V PX_ALIGN(16, col2);
Vec3V PX_ALIGN(16, col3);
} PX_ALIGN_SUFFIX(16);
PX_ALIGN_PREFIX(16)
struct Mat43V
{
Mat43V()
{
}
Mat43V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2) : col0(c0), col1(c1), col2(c2)
{
}
Vec4V PX_ALIGN(16, col0);
Vec4V PX_ALIGN(16, col1);
Vec4V PX_ALIGN(16, col2);
} PX_ALIGN_SUFFIX(16);
PX_ALIGN_PREFIX(16)
struct Mat44V
{
Mat44V()
{
}
Mat44V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2, const Vec4V& c3) : col0(c0), col1(c1), col2(c2), col3(c3)
{
}
Vec4V PX_ALIGN(16, col0);
Vec4V PX_ALIGN(16, col1);
Vec4V PX_ALIGN(16, col2);
Vec4V PX_ALIGN(16, col3);
} PX_ALIGN_SUFFIX(16);
} // namespace aos
#if !PX_DOXYGEN
} // namespace physx
#endif
#endif