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Diffstat (limited to 'NvCloth/samples/external/PxShared/1.0.21467209.1/include/foundation/PxVec3.h')
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diff --git a/NvCloth/samples/external/PxShared/1.0.21467209.1/include/foundation/PxVec3.h b/NvCloth/samples/external/PxShared/1.0.21467209.1/include/foundation/PxVec3.h deleted file mode 100644 index 7c15afb..0000000 --- a/NvCloth/samples/external/PxShared/1.0.21467209.1/include/foundation/PxVec3.h +++ /dev/null @@ -1,393 +0,0 @@ -// 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_PXVEC3_H -#define PXFOUNDATION_PXVEC3_H - -/** \addtogroup foundation -@{ -*/ - -#include "foundation/PxMath.h" - -#if !PX_DOXYGEN -namespace physx -{ -#endif - -/** -\brief 3 Element vector class. - -This is a 3-dimensional vector class with public data members. -*/ -class PxVec3 -{ - public: - /** - \brief default constructor leaves data uninitialized. - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3() - { - } - - /** - \brief zero constructor. - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3(PxZERO r) : x(0.0f), y(0.0f), z(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 PxVec3(float a) : x(a), y(a), z(a) - { - } - - /** - \brief Initializes from 3 scalar parameters. - - \param[in] nx Value to initialize X component. - \param[in] ny Value to initialize Y component. - \param[in] nz Value to initialize Z component. - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3(float nx, float ny, float nz) : x(nx), y(ny), z(nz) - { - } - - /** - \brief Copy ctor. - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3(const PxVec3& v) : x(v.x), y(v.y), z(v.z) - { - } - - // Operators - - /** - \brief Assignment operator - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3& operator=(const PxVec3& p) - { - x = p.x; - y = p.y; - z = p.z; - return *this; - } - - /** - \brief element access - */ - PX_DEPRECATED PX_CUDA_CALLABLE PX_FORCE_INLINE float& operator[](unsigned int index) - { - PX_ASSERT(index <= 2); - - return reinterpret_cast<float*>(this)[index]; - } - - /** - \brief element access - */ - PX_DEPRECATED PX_CUDA_CALLABLE PX_FORCE_INLINE const float& operator[](unsigned int index) const - { - PX_ASSERT(index <= 2); - - 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 PxVec3& v) const - { - return x == v.x && y == v.y && z == v.z; - } - - /** - \brief returns true if the two vectors are not exactly equal. - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE bool operator!=(const PxVec3& v) const - { - return x != v.x || y != v.y || z != v.z; - } - - /** - \brief tests for exact zero vector - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE bool isZero() const - { - return x == 0.0f && y == 0.0f && z == 0.0f; - } - - /** - \brief returns true if all 3 elems of the vector are finite (not NAN or INF, etc.) - */ - PX_CUDA_CALLABLE PX_INLINE bool isFinite() const - { - return PxIsFinite(x) && PxIsFinite(y) && PxIsFinite(z); - } - - /** - \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 + z * z; - } - - /** - \brief returns the magnitude - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE float magnitude() const - { - return PxSqrt(magnitudeSquared()); - } - - /** - \brief negation - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 operator-() const - { - return PxVec3(-x, -y, -z); - } - - /** - \brief vector addition - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 operator+(const PxVec3& v) const - { - return PxVec3(x + v.x, y + v.y, z + v.z); - } - - /** - \brief vector difference - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 operator-(const PxVec3& v) const - { - return PxVec3(x - v.x, y - v.y, z - v.z); - } - - /** - \brief scalar post-multiplication - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 operator*(float f) const - { - return PxVec3(x * f, y * f, z * f); - } - - /** - \brief scalar division - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 operator/(float f) const - { - f = 1.0f / f; - return PxVec3(x * f, y * f, z * f); - } - - /** - \brief vector addition - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3& operator+=(const PxVec3& v) - { - x += v.x; - y += v.y; - z += v.z; - return *this; - } - - /** - \brief vector difference - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3& operator-=(const PxVec3& v) - { - x -= v.x; - y -= v.y; - z -= v.z; - return *this; - } - - /** - \brief scalar multiplication - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3& operator*=(float f) - { - x *= f; - y *= f; - z *= f; - return *this; - } - /** - \brief scalar division - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3& operator/=(float f) - { - f = 1.0f / f; - x *= f; - y *= f; - z *= f; - return *this; - } - - /** - \brief returns the scalar product of this and other. - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE float dot(const PxVec3& v) const - { - return x * v.x + y * v.y + z * v.z; - } - - /** - \brief cross product - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 cross(const PxVec3& v) const - { - return PxVec3(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x); - } - - /** return a unit vector */ - - PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 getNormalized() const - { - const float m = magnitudeSquared(); - return m > 0.0f ? *this * PxRecipSqrt(m) : PxVec3(0, 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 normalizes the vector in place. Does nothing if vector magnitude is under PX_NORMALIZATION_EPSILON. - Returns vector magnitude if >= PX_NORMALIZATION_EPSILON and 0.0f otherwise. - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE float normalizeSafe() - { - const float mag = magnitude(); - if(mag < PX_NORMALIZATION_EPSILON) - return 0.0f; - *this *= 1.0f / mag; - return mag; - } - - /** - \brief normalizes the vector in place. Asserts if vector magnitude is under PX_NORMALIZATION_EPSILON. - returns vector magnitude. - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE float normalizeFast() - { - const float mag = magnitude(); - PX_ASSERT(mag >= PX_NORMALIZATION_EPSILON); - *this *= 1.0f / mag; - return mag; - } - - /** - \brief a[i] * b[i], for all i. - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 multiply(const PxVec3& a) const - { - return PxVec3(x * a.x, y * a.y, z * a.z); - } - - /** - \brief element-wise minimum - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 minimum(const PxVec3& v) const - { - return PxVec3(PxMin(x, v.x), PxMin(y, v.y), PxMin(z, v.z)); - } - - /** - \brief returns MIN(x, y, z); - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE float minElement() const - { - return PxMin(x, PxMin(y, z)); - } - - /** - \brief element-wise maximum - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 maximum(const PxVec3& v) const - { - return PxVec3(PxMax(x, v.x), PxMax(y, v.y), PxMax(z, v.z)); - } - - /** - \brief returns MAX(x, y, z); - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE float maxElement() const - { - return PxMax(x, PxMax(y, z)); - } - - /** - \brief returns absolute values of components; - */ - PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 abs() const - { - return PxVec3(PxAbs(x), PxAbs(y), PxAbs(z)); - } - - float x, y, z; -}; - -PX_CUDA_CALLABLE static PX_FORCE_INLINE PxVec3 operator*(float f, const PxVec3& v) -{ - return PxVec3(f * v.x, f * v.y, f * v.z); -} - -#if !PX_DOXYGEN -} // namespace physx -#endif - -/** @} */ -#endif // #ifndef PXFOUNDATION_PXVEC3_H |