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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_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