From 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 Mon Sep 17 00:00:00 2001 From: git perforce import user Date: Tue, 25 Oct 2016 12:29:14 -0600 Subject: Initial commit: PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167] --- .../PhysXAPI/files/PxMat33_8h-source.html | 342 +++++++++++++++++++++ 1 file changed, 342 insertions(+) create mode 100644 PhysX_3.4/Documentation/PhysXAPI/files/PxMat33_8h-source.html (limited to 'PhysX_3.4/Documentation/PhysXAPI/files/PxMat33_8h-source.html') diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/PxMat33_8h-source.html b/PhysX_3.4/Documentation/PhysXAPI/files/PxMat33_8h-source.html new file mode 100644 index 00000000..62562f4b --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/PxMat33_8h-source.html @@ -0,0 +1,342 @@ + + + NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxMat33.h Source File + + + + + + + +

PxMat33.h

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00001 // This code contains NVIDIA Confidential Information and is disclosed to you
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+00021 // This code supersedes and replaces all information previously supplied.
+00022 // NVIDIA Corporation products are not authorized for use as critical
+00023 // components in life support devices or systems without express written approval of
+00024 // NVIDIA Corporation.
+00025 //
+00026 // Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved.
+00027 // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+00028 // Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+00029 
+00030 #ifndef PXFOUNDATION_PXMAT33_H
+00031 #define PXFOUNDATION_PXMAT33_H
+00032 
+00036 #include "foundation/PxVec3.h"
+00037 #include "foundation/PxQuat.h"
+00038 
+00039 #if !PX_DOXYGEN
+00040 namespace physx
+00041 {
+00042 #endif
+00043 
+00090 class PxMat33
+00091 {
+00092   public:
+00094     PX_CUDA_CALLABLE PX_FORCE_INLINE PxMat33()
+00095     {
+00096     }
+00097 
+00099     PX_CUDA_CALLABLE PX_INLINE PxMat33(PxIDENTITY r)
+00100     : column0(1.0f, 0.0f, 0.0f), column1(0.0f, 1.0f, 0.0f), column2(0.0f, 0.0f, 1.0f)
+00101     {
+00102         PX_UNUSED(r);
+00103     }
+00104 
+00106     PX_CUDA_CALLABLE PX_INLINE PxMat33(PxZERO r) : column0(0.0f), column1(0.0f), column2(0.0f)
+00107     {
+00108         PX_UNUSED(r);
+00109     }
+00110 
+00112     PX_CUDA_CALLABLE PxMat33(const PxVec3& col0, const PxVec3& col1, const PxVec3& col2)
+00113     : column0(col0), column1(col1), column2(col2)
+00114     {
+00115     }
+00116 
+00118     explicit PX_CUDA_CALLABLE PX_INLINE PxMat33(float r)
+00119     : column0(r, 0.0f, 0.0f), column1(0.0f, r, 0.0f), column2(0.0f, 0.0f, r)
+00120     {
+00121     }
+00122 
+00124     explicit PX_CUDA_CALLABLE PX_INLINE PxMat33(float values[])
+00125     : column0(values[0], values[1], values[2])
+00126     , column1(values[3], values[4], values[5])
+00127     , column2(values[6], values[7], values[8])
+00128     {
+00129     }
+00130 
+00132     explicit PX_CUDA_CALLABLE PX_FORCE_INLINE PxMat33(const PxQuat& q)
+00133     {
+00134         const float x = q.x;
+00135         const float y = q.y;
+00136         const float z = q.z;
+00137         const float w = q.w;
+00138 
+00139         const float x2 = x + x;
+00140         const float y2 = y + y;
+00141         const float z2 = z + z;
+00142 
+00143         const float xx = x2 * x;
+00144         const float yy = y2 * y;
+00145         const float zz = z2 * z;
+00146 
+00147         const float xy = x2 * y;
+00148         const float xz = x2 * z;
+00149         const float xw = x2 * w;
+00150 
+00151         const float yz = y2 * z;
+00152         const float yw = y2 * w;
+00153         const float zw = z2 * w;
+00154 
+00155         column0 = PxVec3(1.0f - yy - zz, xy + zw, xz - yw);
+00156         column1 = PxVec3(xy - zw, 1.0f - xx - zz, yz + xw);
+00157         column2 = PxVec3(xz + yw, yz - xw, 1.0f - xx - yy);
+00158     }
+00159 
+00161     PX_CUDA_CALLABLE PX_INLINE PxMat33(const PxMat33& other)
+00162     : column0(other.column0), column1(other.column1), column2(other.column2)
+00163     {
+00164     }
+00165 
+00167     PX_CUDA_CALLABLE PX_FORCE_INLINE PxMat33& operator=(const PxMat33& other)
+00168     {
+00169         column0 = other.column0;
+00170         column1 = other.column1;
+00171         column2 = other.column2;
+00172         return *this;
+00173     }
+00174 
+00176     PX_CUDA_CALLABLE PX_INLINE static const PxMat33 createDiagonal(const PxVec3& d)
+00177     {
+00178         return PxMat33(PxVec3(d.x, 0.0f, 0.0f), PxVec3(0.0f, d.y, 0.0f), PxVec3(0.0f, 0.0f, d.z));
+00179     }
+00180 
+00184     PX_CUDA_CALLABLE PX_INLINE bool operator==(const PxMat33& m) const
+00185     {
+00186         return column0 == m.column0 && column1 == m.column1 && column2 == m.column2;
+00187     }
+00188 
+00190     PX_CUDA_CALLABLE PX_FORCE_INLINE const PxMat33 getTranspose() const
+00191     {
+00192         const PxVec3 v0(column0.x, column1.x, column2.x);
+00193         const PxVec3 v1(column0.y, column1.y, column2.y);
+00194         const PxVec3 v2(column0.z, column1.z, column2.z);
+00195 
+00196         return PxMat33(v0, v1, v2);
+00197     }
+00198 
+00200     PX_CUDA_CALLABLE PX_INLINE const PxMat33 getInverse() const
+00201     {
+00202         const float det = getDeterminant();
+00203         PxMat33 inverse;
+00204 
+00205         if(det != 0)
+00206         {
+00207             const float invDet = 1.0f / det;
+00208 
+00209             inverse.column0.x = invDet * (column1.y * column2.z - column2.y * column1.z);
+00210             inverse.column0.y = invDet * -(column0.y * column2.z - column2.y * column0.z);
+00211             inverse.column0.z = invDet * (column0.y * column1.z - column0.z * column1.y);
+00212 
+00213             inverse.column1.x = invDet * -(column1.x * column2.z - column1.z * column2.x);
+00214             inverse.column1.y = invDet * (column0.x * column2.z - column0.z * column2.x);
+00215             inverse.column1.z = invDet * -(column0.x * column1.z - column0.z * column1.x);
+00216 
+00217             inverse.column2.x = invDet * (column1.x * column2.y - column1.y * column2.x);
+00218             inverse.column2.y = invDet * -(column0.x * column2.y - column0.y * column2.x);
+00219             inverse.column2.z = invDet * (column0.x * column1.y - column1.x * column0.y);
+00220 
+00221             return inverse;
+00222         }
+00223         else
+00224         {
+00225             return PxMat33(PxIdentity);
+00226         }
+00227     }
+00228 
+00230     PX_CUDA_CALLABLE PX_INLINE float getDeterminant() const
+00231     {
+00232         return column0.dot(column1.cross(column2));
+00233     }
+00234 
+00236     PX_CUDA_CALLABLE PX_INLINE const PxMat33 operator-() const
+00237     {
+00238         return PxMat33(-column0, -column1, -column2);
+00239     }
+00240 
+00242     PX_CUDA_CALLABLE PX_INLINE const PxMat33 operator+(const PxMat33& other) const
+00243     {
+00244         return PxMat33(column0 + other.column0, column1 + other.column1, column2 + other.column2);
+00245     }
+00246 
+00248     PX_CUDA_CALLABLE PX_INLINE const PxMat33 operator-(const PxMat33& other) const
+00249     {
+00250         return PxMat33(column0 - other.column0, column1 - other.column1, column2 - other.column2);
+00251     }
+00252 
+00254     PX_CUDA_CALLABLE PX_INLINE const PxMat33 operator*(float scalar) const
+00255     {
+00256         return PxMat33(column0 * scalar, column1 * scalar, column2 * scalar);
+00257     }
+00258 
+00259     friend PxMat33 operator*(float, const PxMat33&);
+00260 
+00262     PX_CUDA_CALLABLE PX_INLINE const PxVec3 operator*(const PxVec3& vec) const
+00263     {
+00264         return transform(vec);
+00265     }
+00266 
+00267     // a <op>= b operators
+00268 
+00270     PX_CUDA_CALLABLE PX_FORCE_INLINE const PxMat33 operator*(const PxMat33& other) const
+00271     {
+00272         // Rows from this <dot> columns from other
+00273         // column0 = transform(other.column0) etc
+00274         return PxMat33(transform(other.column0), transform(other.column1), transform(other.column2));
+00275     }
+00276 
+00278     PX_CUDA_CALLABLE PX_INLINE PxMat33& operator+=(const PxMat33& other)
+00279     {
+00280         column0 += other.column0;
+00281         column1 += other.column1;
+00282         column2 += other.column2;
+00283         return *this;
+00284     }
+00285 
+00287     PX_CUDA_CALLABLE PX_INLINE PxMat33& operator-=(const PxMat33& other)
+00288     {
+00289         column0 -= other.column0;
+00290         column1 -= other.column1;
+00291         column2 -= other.column2;
+00292         return *this;
+00293     }
+00294 
+00296     PX_CUDA_CALLABLE PX_INLINE PxMat33& operator*=(float scalar)
+00297     {
+00298         column0 *= scalar;
+00299         column1 *= scalar;
+00300         column2 *= scalar;
+00301         return *this;
+00302     }
+00303 
+00305     PX_CUDA_CALLABLE PX_INLINE PxMat33& operator*=(const PxMat33& other)
+00306     {
+00307         *this = *this * other;
+00308         return *this;
+00309     }
+00310 
+00312     PX_DEPRECATED PX_CUDA_CALLABLE PX_FORCE_INLINE float operator()(unsigned int row, unsigned int col) const
+00313     {
+00314         return (*this)[col][row];
+00315     }
+00316 
+00318     PX_DEPRECATED PX_CUDA_CALLABLE PX_FORCE_INLINE float& operator()(unsigned int row, unsigned int col)
+00319     {
+00320         return (*this)[col][row];
+00321     }
+00322 
+00323     // Transform etc
+00324 
+00326     PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec3 transform(const PxVec3& other) const
+00327     {
+00328         return column0 * other.x + column1 * other.y + column2 * other.z;
+00329     }
+00330 
+00332     PX_CUDA_CALLABLE PX_INLINE const PxVec3 transformTranspose(const PxVec3& other) const
+00333     {
+00334         return PxVec3(column0.dot(other), column1.dot(other), column2.dot(other));
+00335     }
+00336 
+00337     PX_CUDA_CALLABLE PX_FORCE_INLINE const float* front() const
+00338     {
+00339         return &column0.x;
+00340     }
+00341 
+00342     PX_DEPRECATED PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3& operator[](unsigned int num)
+00343     {
+00344         return (&column0)[num];
+00345     }
+00346     PX_DEPRECATED PX_CUDA_CALLABLE PX_FORCE_INLINE const PxVec3& operator[](unsigned int num) const
+00347     {
+00348         return (&column0)[num];
+00349     }
+00350 
+00351     // Data, see above for format!
+00352 
+00353     PxVec3 column0, column1, column2; // the three base vectors
+00354 };
+00355 
+00356 // implementation from PxQuat.h
+00357 PX_CUDA_CALLABLE PX_INLINE PxQuat::PxQuat(const PxMat33& m)
+00358 {
+00359     if(m.column2.z < 0)
+00360     {
+00361         if(m.column0.x > m.column1.y)
+00362         {
+00363             float t = 1 + m.column0.x - m.column1.y - m.column2.z;
+00364             *this = PxQuat(t, m.column0.y + m.column1.x, m.column2.x + m.column0.z, m.column1.z - m.column2.y) *
+00365                     (0.5f / PxSqrt(t));
+00366         }
+00367         else
+00368         {
+00369             float t = 1 - m.column0.x + m.column1.y - m.column2.z;
+00370             *this = PxQuat(m.column0.y + m.column1.x, t, m.column1.z + m.column2.y, m.column2.x - m.column0.z) *
+00371                     (0.5f / PxSqrt(t));
+00372         }
+00373     }
+00374     else
+00375     {
+00376         if(m.column0.x < -m.column1.y)
+00377         {
+00378             float t = 1 - m.column0.x - m.column1.y + m.column2.z;
+00379             *this = PxQuat(m.column2.x + m.column0.z, m.column1.z + m.column2.y, t, m.column0.y - m.column1.x) *
+00380                     (0.5f / PxSqrt(t));
+00381         }
+00382         else
+00383         {
+00384             float t = 1 + m.column0.x + m.column1.y + m.column2.z;
+00385             *this = PxQuat(m.column1.z - m.column2.y, m.column2.x - m.column0.z, m.column0.y - m.column1.x, t) *
+00386                     (0.5f / PxSqrt(t));
+00387         }
+00388     }
+00389 }
+00390 
+00391 #if !PX_DOXYGEN
+00392 } // namespace physx
+00393 #endif
+00394 
+00396 #endif // #ifndef PXFOUNDATION_PXMAT33_H
+
+ +

+Copyright © 2008-2016 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. www.nvidia.com + + -- cgit v1.2.3