// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once #include JPH_NAMESPACE_BEGIN /// Helper functions to get properties of a scaling vector namespace ScaleHelpers { /// Minimum valid scale value. This is used to prevent division by zero when scaling a shape with a zero scale. static constexpr float cMinScale = 1.0e-6f; /// The tolerance used to check if components of the scale vector are the same static constexpr float cScaleToleranceSq = 1.0e-8f; /// Test if a scale is identity inline bool IsNotScaled(Vec3Arg inScale) { return inScale.IsClose(Vec3::sOne(), cScaleToleranceSq); } /// Test if a scale is uniform inline bool IsUniformScale(Vec3Arg inScale) { return inScale.Swizzle().IsClose(inScale, cScaleToleranceSq); } /// Test if a scale is uniform in XZ inline bool IsUniformScaleXZ(Vec3Arg inScale) { return inScale.Swizzle().IsClose(inScale, ScaleHelpers::cScaleToleranceSq); } /// Scale the convex radius of an object inline float ScaleConvexRadius(float inConvexRadius, Vec3Arg inScale) { return min(inConvexRadius * inScale.Abs().ReduceMin(), cDefaultConvexRadius); } /// Test if a scale flips an object inside out (which requires flipping all normals and polygon windings) inline bool IsInsideOut(Vec3Arg inScale) { return (CountBits(Vec3::sLess(inScale, Vec3::sZero()).GetTrues() & 0x7) & 1) != 0; } /// Test if any of the components of the scale have a value below cMinScale inline bool IsZeroScale(Vec3Arg inScale) { return Vec3::sLess(inScale.Abs(), Vec3::sReplicate(cMinScale)).TestAnyXYZTrue(); } /// Ensure that the scale for each component is at least cMinScale inline Vec3 MakeNonZeroScale(Vec3Arg inScale) { return inScale.GetSign() * Vec3::sMax(inScale.Abs(), Vec3::sReplicate(cMinScale)); } /// Get the average scale if inScale, used to make the scale uniform when a shape doesn't support non-uniform scale inline Vec3 MakeUniformScale(Vec3Arg inScale) { return Vec3::sReplicate((inScale.GetX() + inScale.GetY() + inScale.GetZ()) / 3.0f); } /// Average the scale in XZ, used to make the scale uniform when a shape doesn't support non-uniform scale in the XZ plane inline Vec3 MakeUniformScaleXZ(Vec3Arg inScale) { return 0.5f * (inScale + inScale.Swizzle()); } /// Checks in scale can be rotated to child shape /// @param inRotation Rotation of child shape /// @param inScale Scale in local space of parent shape /// @return True if the scale is valid (no shearing introduced) inline bool CanScaleBeRotated(QuatArg inRotation, Vec3Arg inScale) { // inScale is a scale in local space of the shape, so the transform for the shape (ignoring translation) is: T = Mat44::sScale(inScale) * mRotation. // when we pass the scale to the child it needs to be local to the child, so we want T = mRotation * Mat44::sScale(ChildScale). // Solving for ChildScale: ChildScale = mRotation^-1 * Mat44::sScale(inScale) * mRotation = mRotation^T * Mat44::sScale(inScale) * mRotation // If any of the off diagonal elements are non-zero, it means the scale / rotation is not compatible. Mat44 r = Mat44::sRotation(inRotation); Mat44 child_scale = r.Multiply3x3LeftTransposed(r.PostScaled(inScale)); // Get the columns, but zero the diagonal Vec4 zero = Vec4::sZero(); Vec4 c0 = Vec4::sSelect(child_scale.GetColumn4(0), zero, UVec4(0xffffffff, 0, 0, 0)).Abs(); Vec4 c1 = Vec4::sSelect(child_scale.GetColumn4(1), zero, UVec4(0, 0xffffffff, 0, 0)).Abs(); Vec4 c2 = Vec4::sSelect(child_scale.GetColumn4(2), zero, UVec4(0, 0, 0xffffffff, 0)).Abs(); // Check if all elements are less than epsilon Vec4 epsilon = Vec4::sReplicate(1.0e-6f); return UVec4::sAnd(UVec4::sAnd(Vec4::sLess(c0, epsilon), Vec4::sLess(c1, epsilon)), Vec4::sLess(c2, epsilon)).TestAllTrue(); } /// Adjust scale for rotated child shape /// @param inRotation Rotation of child shape /// @param inScale Scale in local space of parent shape /// @return Rotated scale inline Vec3 RotateScale(QuatArg inRotation, Vec3Arg inScale) { // Get the diagonal of mRotation^T * Mat44::sScale(inScale) * mRotation (see comment at CanScaleBeRotated) Mat44 r = Mat44::sRotation(inRotation); return r.Multiply3x3LeftTransposed(r.PostScaled(inScale)).GetDiagonal3(); } } JPH_NAMESPACE_END