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authormtamis <[email protected]>2017-02-15 16:06:25 +0100
committermtamis <[email protected]>2017-02-15 16:06:25 +0100
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tree45f1bb20a45a300d1fef107e436cac95602a0e57 /PxShared/include/foundation/PxVec2.h
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NvCloth library v1.0.0
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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2017 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 PXFOUNDATION_PXVEC2_H
+#define PXFOUNDATION_PXVEC2_H
+
+/** \addtogroup foundation
+@{
+*/
+
+#include "foundation/PxMath.h"
+
+#if !PX_DOXYGEN
+namespace physx
+{
+#endif
+
+/**
+\brief 2 Element vector class.
+
+This is a 2-dimensional vector class with public data members.
+*/
+class PxVec2
+{
+ public:
+ /**
+ \brief default constructor leaves data uninitialized.
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2()
+ {
+ }
+
+ /**
+ \brief zero constructor.
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2(PxZERO r) : x(0.0f), y(0.0f)
+ {
+ PX_UNUSED(r);
+ }
+
+ /**
+ \brief Assigns scalar parameter to all elements.
+
+ Useful to initialize to zero or one.
+
+ \param[in] a Value to assign to elements.
+ */
+ explicit PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2(float a) : x(a), y(a)
+ {
+ }
+
+ /**
+ \brief Initializes from 2 scalar parameters.
+
+ \param[in] nx Value to initialize X component.
+ \param[in] ny Value to initialize Y component.
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2(float nx, float ny) : x(nx), y(ny)
+ {
+ }
+
+ /**
+ \brief Copy ctor.
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2(const PxVec2& v) : x(v.x), y(v.y)
+ {
+ }
+
+ // Operators
+
+ /**
+ \brief Assignment operator
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2& operator=(const PxVec2& p)
+ {
+ x = p.x;
+ y = p.y;
+ return *this;
+ }
+
+ /**
+ \brief element access
+ */
+ PX_DEPRECATED PX_CUDA_CALLABLE PX_FORCE_INLINE float& operator[](int index)
+ {
+ PX_ASSERT(index >= 0 && index <= 1);
+
+ return reinterpret_cast<float*>(this)[index];
+ }
+
+ /**
+ \brief element access
+ */
+ PX_DEPRECATED PX_CUDA_CALLABLE PX_FORCE_INLINE const float& operator[](int index) const
+ {
+ PX_ASSERT(index >= 0 && index <= 1);
+
+ return reinterpret_cast<const float*>(this)[index];
+ }
+
+ /**
+ \brief returns true if the two vectors are exactly equal.
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE bool operator==(const PxVec2& v) const
+ {
+ return x == v.x && y == v.y;
+ }
+
+ /**
+ \brief returns true if the two vectors are not exactly equal.
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE bool operator!=(const PxVec2& v) const
+ {
+ return x != v.x || y != v.y;
+ }
+
+ /**
+ \brief tests for exact zero vector
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE bool isZero() const
+ {
+ return x == 0.0f && y == 0.0f;
+ }
+
+ /**
+ \brief returns true if all 2 elems of the vector are finite (not NAN or INF, etc.)
+ */
+ PX_CUDA_CALLABLE PX_INLINE bool isFinite() const
+ {
+ return PxIsFinite(x) && PxIsFinite(y);
+ }
+
+ /**
+ \brief is normalized - used by API parameter validation
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE bool isNormalized() const
+ {
+ const float unitTolerance = 1e-4f;
+ return isFinite() && PxAbs(magnitude() - 1) < unitTolerance;
+ }
+
+ /**
+ \brief returns the squared magnitude
+
+ Avoids calling PxSqrt()!
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE float magnitudeSquared() const
+ {
+ return x * x + y * y;
+ }
+
+ /**
+ \brief returns the magnitude
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE float magnitude() const
+ {
+ return PxSqrt(magnitudeSquared());
+ }
+
+ /**
+ \brief negation
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 operator-() const
+ {
+ return PxVec2(-x, -y);
+ }
+
+ /**
+ \brief vector addition
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 operator+(const PxVec2& v) const
+ {
+ return PxVec2(x + v.x, y + v.y);
+ }
+
+ /**
+ \brief vector difference
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 operator-(const PxVec2& v) const
+ {
+ return PxVec2(x - v.x, y - v.y);
+ }
+
+ /**
+ \brief scalar post-multiplication
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 operator*(float f) const
+ {
+ return PxVec2(x * f, y * f);
+ }
+
+ /**
+ \brief scalar division
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 operator/(float f) const
+ {
+ f = 1.0f / f; // PT: inconsistent notation with operator /=
+ return PxVec2(x * f, y * f);
+ }
+
+ /**
+ \brief vector addition
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2& operator+=(const PxVec2& v)
+ {
+ x += v.x;
+ y += v.y;
+ return *this;
+ }
+
+ /**
+ \brief vector difference
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2& operator-=(const PxVec2& v)
+ {
+ x -= v.x;
+ y -= v.y;
+ return *this;
+ }
+
+ /**
+ \brief scalar multiplication
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2& operator*=(float f)
+ {
+ x *= f;
+ y *= f;
+ return *this;
+ }
+ /**
+ \brief scalar division
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2& operator/=(float f)
+ {
+ f = 1.0f / f; // PT: inconsistent notation with operator /
+ x *= f;
+ y *= f;
+ return *this;
+ }
+
+ /**
+ \brief returns the scalar product of this and other.
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE float dot(const PxVec2& v) const
+ {
+ return x * v.x + y * v.y;
+ }
+
+ /** return a unit vector */
+
+ PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 getNormalized() const
+ {
+ const float m = magnitudeSquared();
+ return m > 0.0f ? *this * PxRecipSqrt(m) : PxVec2(0, 0);
+ }
+
+ /**
+ \brief normalizes the vector in place
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE float normalize()
+ {
+ const float m = magnitude();
+ if(m > 0.0f)
+ *this /= m;
+ return m;
+ }
+
+ /**
+ \brief a[i] * b[i], for all i.
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 multiply(const PxVec2& a) const
+ {
+ return PxVec2(x * a.x, y * a.y);
+ }
+
+ /**
+ \brief element-wise minimum
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 minimum(const PxVec2& v) const
+ {
+ return PxVec2(PxMin(x, v.x), PxMin(y, v.y));
+ }
+
+ /**
+ \brief returns MIN(x, y);
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE float minElement() const
+ {
+ return PxMin(x, y);
+ }
+
+ /**
+ \brief element-wise maximum
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 maximum(const PxVec2& v) const
+ {
+ return PxVec2(PxMax(x, v.x), PxMax(y, v.y));
+ }
+
+ /**
+ \brief returns MAX(x, y);
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE float maxElement() const
+ {
+ return PxMax(x, y);
+ }
+
+ float x, y;
+};
+
+PX_CUDA_CALLABLE static PX_FORCE_INLINE PxVec2 operator*(float f, const PxVec2& v)
+{
+ return PxVec2(f * v.x, f * v.y);
+}
+
+#if !PX_DOXYGEN
+} // namespace physx
+#endif
+
+/** @} */
+#endif // #ifndef PXFOUNDATION_PXVEC2_H