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/PxVec2_8h-source.html | 259 +++++++++++++++++++++ 1 file changed, 259 insertions(+) create mode 100644 PhysX_3.4/Documentation/PhysXAPI/files/PxVec2_8h-source.html (limited to 'PhysX_3.4/Documentation/PhysXAPI/files/PxVec2_8h-source.html') diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/PxVec2_8h-source.html b/PhysX_3.4/Documentation/PhysXAPI/files/PxVec2_8h-source.html new file mode 100644 index 00000000..e6346390 --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/PxVec2_8h-source.html @@ -0,0 +1,259 @@ + + + NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxVec2.h Source File + + + + + + + +

PxVec2.h

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00001 // This code contains NVIDIA Confidential Information and is disclosed to you
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+00006 // proprietary rights in and to this software and related documentation and
+00007 // any modifications thereto. Any use, reproduction, disclosure, or
+00008 // distribution of this software and related documentation without an express
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+00011 // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+00012 // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+00013 // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+00014 // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
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+00016 // Information and code furnished is believed to be accurate and reliable.
+00017 // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+00018 // information or for any infringement of patents or other rights of third parties that may
+00019 // result from its use. No license is granted by implication or otherwise under any patent
+00020 // or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+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_PXVEC2_H
+00031 #define PXFOUNDATION_PXVEC2_H
+00032 
+00037 #include "foundation/PxMath.h"
+00038 
+00039 #if !PX_DOXYGEN
+00040 namespace physx
+00041 {
+00042 #endif
+00043 
+00049 class PxVec2
+00050 {
+00051   public:
+00055     PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2()
+00056     {
+00057     }
+00058 
+00062     PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2(PxZERO r) : x(0.0f), y(0.0f)
+00063     {
+00064         PX_UNUSED(r);
+00065     }
+00066 
+00074     explicit PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2(float a) : x(a), y(a)
+00075     {
+00076     }
+00077 
+00084     PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2(float nx, float ny) : x(nx), y(ny)
+00085     {
+00086     }
+00087 
+00091     PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2(const PxVec2& v) : x(v.x), y(v.y)
+00092     {
+00093     }
+00094 
+00095     // Operators
+00096 
+00100     PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2& operator=(const PxVec2& p)
+00101     {
+00102         x = p.x;
+00103         y = p.y;
+00104         return *this;
+00105     }
+00106 
+00110     PX_DEPRECATED PX_CUDA_CALLABLE PX_FORCE_INLINE float& operator[](int index)
+00111     {
+00112         PX_ASSERT(index >= 0 && index <= 1);
+00113 
+00114         return reinterpret_cast<float*>(this)[index];
+00115     }
+00116 
+00120     PX_DEPRECATED PX_CUDA_CALLABLE PX_FORCE_INLINE const float& operator[](int index) const
+00121     {
+00122         PX_ASSERT(index >= 0 && index <= 1);
+00123 
+00124         return reinterpret_cast<const float*>(this)[index];
+00125     }
+00126 
+00130     PX_CUDA_CALLABLE PX_FORCE_INLINE bool operator==(const PxVec2& v) const
+00131     {
+00132         return x == v.x && y == v.y;
+00133     }
+00134 
+00138     PX_CUDA_CALLABLE PX_FORCE_INLINE bool operator!=(const PxVec2& v) const
+00139     {
+00140         return x != v.x || y != v.y;
+00141     }
+00142 
+00146     PX_CUDA_CALLABLE PX_FORCE_INLINE bool isZero() const
+00147     {
+00148         return x == 0.0f && y == 0.0f;
+00149     }
+00150 
+00154     PX_CUDA_CALLABLE PX_INLINE bool isFinite() const
+00155     {
+00156         return PxIsFinite(x) && PxIsFinite(y);
+00157     }
+00158 
+00162     PX_CUDA_CALLABLE PX_FORCE_INLINE bool isNormalized() const
+00163     {
+00164         const float unitTolerance = 1e-4f;
+00165         return isFinite() && PxAbs(magnitude() - 1) < unitTolerance;
+00166     }
+00167 
+00173     PX_CUDA_CALLABLE PX_FORCE_INLINE float magnitudeSquared() const
+00174     {
+00175         return x * x + y * y;
+00176     }
+00177 
+00181     PX_CUDA_CALLABLE PX_FORCE_INLINE float magnitude() const
+00182     {
+00183         return PxSqrt(magnitudeSquared());
+00184     }
+00185 
+00189     PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 operator-() const
+00190     {
+00191         return PxVec2(-x, -y);
+00192     }
+00193 
+00197     PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 operator+(const PxVec2& v) const
+00198     {
+00199         return PxVec2(x + v.x, y + v.y);
+00200     }
+00201 
+00205     PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 operator-(const PxVec2& v) const
+00206     {
+00207         return PxVec2(x - v.x, y - v.y);
+00208     }
+00209 
+00213     PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 operator*(float f) const
+00214     {
+00215         return PxVec2(x * f, y * f);
+00216     }
+00217 
+00221     PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 operator/(float f) const
+00222     {
+00223         f = 1.0f / f; // PT: inconsistent notation with operator /=
+00224         return PxVec2(x * f, y * f);
+00225     }
+00226 
+00230     PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2& operator+=(const PxVec2& v)
+00231     {
+00232         x += v.x;
+00233         y += v.y;
+00234         return *this;
+00235     }
+00236 
+00240     PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2& operator-=(const PxVec2& v)
+00241     {
+00242         x -= v.x;
+00243         y -= v.y;
+00244         return *this;
+00245     }
+00246 
+00250     PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2& operator*=(float f)
+00251     {
+00252         x *= f;
+00253         y *= f;
+00254         return *this;
+00255     }
+00259     PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2& operator/=(float f)
+00260     {
+00261         f = 1.0f / f; // PT: inconsistent notation with operator /
+00262         x *= f;
+00263         y *= f;
+00264         return *this;
+00265     }
+00266 
+00270     PX_CUDA_CALLABLE PX_FORCE_INLINE float dot(const PxVec2& v) const
+00271     {
+00272         return x * v.x + y * v.y;
+00273     }
+00274 
+00277     PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 getNormalized() const
+00278     {
+00279         const float m = magnitudeSquared();
+00280         return m > 0.0f ? *this * PxRecipSqrt(m) : PxVec2(0, 0);
+00281     }
+00282 
+00286     PX_CUDA_CALLABLE PX_FORCE_INLINE float normalize()
+00287     {
+00288         const float m = magnitude();
+00289         if(m > 0.0f)
+00290             *this /= m;
+00291         return m;
+00292     }
+00293 
+00297     PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 multiply(const PxVec2& a) const
+00298     {
+00299         return PxVec2(x * a.x, y * a.y);
+00300     }
+00301 
+00305     PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 minimum(const PxVec2& v) const
+00306     {
+00307         return PxVec2(PxMin(x, v.x), PxMin(y, v.y));
+00308     }
+00309 
+00313     PX_CUDA_CALLABLE PX_FORCE_INLINE float minElement() const
+00314     {
+00315         return PxMin(x, y);
+00316     }
+00317 
+00321     PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 maximum(const PxVec2& v) const
+00322     {
+00323         return PxVec2(PxMax(x, v.x), PxMax(y, v.y));
+00324     }
+00325 
+00329     PX_CUDA_CALLABLE PX_FORCE_INLINE float maxElement() const
+00330     {
+00331         return PxMax(x, y);
+00332     }
+00333 
+00334     float x, y;
+00335 };
+00336 
+00337 PX_CUDA_CALLABLE static PX_FORCE_INLINE PxVec2 operator*(float f, const PxVec2& v)
+00338 {
+00339     return PxVec2(f * v.x, f * v.y);
+00340 }
+00341 
+00342 #if !PX_DOXYGEN
+00343 } // namespace physx
+00344 #endif
+00345 
+00347 #endif // #ifndef PXFOUNDATION_PXVEC2_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