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Diffstat (limited to 'PxShared/include/foundation/PxVec3.h')
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diff --git a/PxShared/include/foundation/PxVec3.h b/PxShared/include/foundation/PxVec3.h new file mode 100644 index 00000000..b4fb07d4 --- /dev/null +++ b/PxShared/include/foundation/PxVec3.h @@ -0,0 +1,393 @@ +// 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) 2008-2016 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 |