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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) 2008-2016 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_PXVEC4_H
+#define PXFOUNDATION_PXVEC4_H
+/** \addtogroup foundation
+@{
+*/
+#include "foundation/PxMath.h"
+#include "foundation/PxVec3.h"
+#include "foundation/PxAssert.h"
+
+/**
+\brief 4 Element vector class.
+
+This is a 4-dimensional vector class with public data members.
+*/
+#if !PX_DOXYGEN
+namespace physx
+{
+#endif
+
+class PxVec4
+{
+ public:
+ /**
+ \brief default constructor leaves data uninitialized.
+ */
+ PX_CUDA_CALLABLE PX_INLINE PxVec4()
+ {
+ }
+
+ /**
+ \brief zero constructor.
+ */
+ PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec4(PxZERO r) : x(0.0f), y(0.0f), z(0.0f), w(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_INLINE PxVec4(float a) : x(a), y(a), z(a), w(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.
+ \param[in] nw Value to initialize W component.
+ */
+ PX_CUDA_CALLABLE PX_INLINE PxVec4(float nx, float ny, float nz, float nw) : x(nx), y(ny), z(nz), w(nw)
+ {
+ }
+
+ /**
+ \brief Initializes from 3 scalar parameters.
+
+ \param[in] v Value to initialize the X, Y, and Z components.
+ \param[in] nw Value to initialize W component.
+ */
+ PX_CUDA_CALLABLE PX_INLINE PxVec4(const PxVec3& v, float nw) : x(v.x), y(v.y), z(v.z), w(nw)
+ {
+ }
+
+ /**
+ \brief Initializes from an array of scalar parameters.
+
+ \param[in] v Value to initialize with.
+ */
+ explicit PX_CUDA_CALLABLE PX_INLINE PxVec4(const float v[]) : x(v[0]), y(v[1]), z(v[2]), w(v[3])
+ {
+ }
+
+ /**
+ \brief Copy ctor.
+ */
+ PX_CUDA_CALLABLE PX_INLINE PxVec4(const PxVec4& v) : x(v.x), y(v.y), z(v.z), w(v.w)
+ {
+ }
+
+ // Operators
+
+ /**
+ \brief Assignment operator
+ */
+ PX_CUDA_CALLABLE PX_INLINE PxVec4& operator=(const PxVec4& p)
+ {
+ x = p.x;
+ y = p.y;
+ z = p.z;
+ w = p.w;
+ return *this;
+ }
+
+ /**
+ \brief element access
+ */
+ PX_DEPRECATED PX_CUDA_CALLABLE PX_INLINE float& operator[](unsigned int index)
+ {
+ PX_ASSERT(index <= 3);
+
+ return reinterpret_cast<float*>(this)[index];
+ }
+
+ /**
+ \brief element access
+ */
+ PX_DEPRECATED PX_CUDA_CALLABLE PX_INLINE const float& operator[](unsigned int index) const
+ {
+ PX_ASSERT(index <= 3);
+
+ return reinterpret_cast<const float*>(this)[index];
+ }
+
+ /**
+ \brief returns true if the two vectors are exactly equal.
+ */
+ PX_CUDA_CALLABLE PX_INLINE bool operator==(const PxVec4& v) const
+ {
+ return x == v.x && y == v.y && z == v.z && w == v.w;
+ }
+
+ /**
+ \brief returns true if the two vectors are not exactly equal.
+ */
+ PX_CUDA_CALLABLE PX_INLINE bool operator!=(const PxVec4& v) const
+ {
+ return x != v.x || y != v.y || z != v.z || w != v.w;
+ }
+
+ /**
+ \brief tests for exact zero vector
+ */
+ PX_CUDA_CALLABLE PX_INLINE bool isZero() const
+ {
+ return x == 0 && y == 0 && z == 0 && w == 0;
+ }
+
+ /**
+ \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) && PxIsFinite(w);
+ }
+
+ /**
+ \brief is normalized - used by API parameter validation
+ */
+ PX_CUDA_CALLABLE PX_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_INLINE float magnitudeSquared() const
+ {
+ return x * x + y * y + z * z + w * w;
+ }
+
+ /**
+ \brief returns the magnitude
+ */
+ PX_CUDA_CALLABLE PX_INLINE float magnitude() const
+ {
+ return PxSqrt(magnitudeSquared());
+ }
+
+ /**
+ \brief negation
+ */
+ PX_CUDA_CALLABLE PX_INLINE PxVec4 operator-() const
+ {
+ return PxVec4(-x, -y, -z, -w);
+ }
+
+ /**
+ \brief vector addition
+ */
+ PX_CUDA_CALLABLE PX_INLINE PxVec4 operator+(const PxVec4& v) const
+ {
+ return PxVec4(x + v.x, y + v.y, z + v.z, w + v.w);
+ }
+
+ /**
+ \brief vector difference
+ */
+ PX_CUDA_CALLABLE PX_INLINE PxVec4 operator-(const PxVec4& v) const
+ {
+ return PxVec4(x - v.x, y - v.y, z - v.z, w - v.w);
+ }
+
+ /**
+ \brief scalar post-multiplication
+ */
+
+ PX_CUDA_CALLABLE PX_INLINE PxVec4 operator*(float f) const
+ {
+ return PxVec4(x * f, y * f, z * f, w * f);
+ }
+
+ /**
+ \brief scalar division
+ */
+ PX_CUDA_CALLABLE PX_INLINE PxVec4 operator/(float f) const
+ {
+ f = 1.0f / f;
+ return PxVec4(x * f, y * f, z * f, w * f);
+ }
+
+ /**
+ \brief vector addition
+ */
+ PX_CUDA_CALLABLE PX_INLINE PxVec4& operator+=(const PxVec4& v)
+ {
+ x += v.x;
+ y += v.y;
+ z += v.z;
+ w += v.w;
+ return *this;
+ }
+
+ /**
+ \brief vector difference
+ */
+ PX_CUDA_CALLABLE PX_INLINE PxVec4& operator-=(const PxVec4& v)
+ {
+ x -= v.x;
+ y -= v.y;
+ z -= v.z;
+ w -= v.w;
+ return *this;
+ }
+
+ /**
+ \brief scalar multiplication
+ */
+ PX_CUDA_CALLABLE PX_INLINE PxVec4& operator*=(float f)
+ {
+ x *= f;
+ y *= f;
+ z *= f;
+ w *= f;
+ return *this;
+ }
+ /**
+ \brief scalar division
+ */
+ PX_CUDA_CALLABLE PX_INLINE PxVec4& operator/=(float f)
+ {
+ f = 1.0f / f;
+ x *= f;
+ y *= f;
+ z *= f;
+ w *= f;
+ return *this;
+ }
+
+ /**
+ \brief returns the scalar product of this and other.
+ */
+ PX_CUDA_CALLABLE PX_INLINE float dot(const PxVec4& v) const
+ {
+ return x * v.x + y * v.y + z * v.z + w * v.w;
+ }
+
+ /** return a unit vector */
+
+ PX_CUDA_CALLABLE PX_INLINE PxVec4 getNormalized() const
+ {
+ float m = magnitudeSquared();
+ return m > 0.0f ? *this * PxRecipSqrt(m) : PxVec4(0, 0, 0, 0);
+ }
+
+ /**
+ \brief normalizes the vector in place
+ */
+ PX_CUDA_CALLABLE PX_INLINE float normalize()
+ {
+ float m = magnitude();
+ if(m > 0.0f)
+ *this /= m;
+ return m;
+ }
+
+ /**
+ \brief a[i] * b[i], for all i.
+ */
+ PX_CUDA_CALLABLE PX_INLINE PxVec4 multiply(const PxVec4& a) const
+ {
+ return PxVec4(x * a.x, y * a.y, z * a.z, w * a.w);
+ }
+
+ /**
+ \brief element-wise minimum
+ */
+ PX_CUDA_CALLABLE PX_INLINE PxVec4 minimum(const PxVec4& v) const
+ {
+ return PxVec4(PxMin(x, v.x), PxMin(y, v.y), PxMin(z, v.z), PxMin(w, v.w));
+ }
+
+ /**
+ \brief element-wise maximum
+ */
+ PX_CUDA_CALLABLE PX_INLINE PxVec4 maximum(const PxVec4& v) const
+ {
+ return PxVec4(PxMax(x, v.x), PxMax(y, v.y), PxMax(z, v.z), PxMax(w, v.w));
+ }
+
+ PX_CUDA_CALLABLE PX_INLINE PxVec3 getXYZ() const
+ {
+ return PxVec3(x, y, z);
+ }
+
+ /**
+ \brief set vector elements to zero
+ */
+ PX_CUDA_CALLABLE PX_INLINE void setZero()
+ {
+ x = y = z = w = 0.0f;
+ }
+
+ float x, y, z, w;
+};
+
+PX_CUDA_CALLABLE static PX_INLINE PxVec4 operator*(float f, const PxVec4& v)
+{
+ return PxVec4(f * v.x, f * v.y, f * v.z, f * v.w);
+}
+
+#if !PX_DOXYGEN
+} // namespace physx
+#endif
+
+/** @} */
+#endif // #ifndef PXFOUNDATION_PXVEC4_H