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 @
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Go to the documentation of this file.
00001 // This code contains NVIDIA Confidential Information and is disclosed to you +00002 // under a form of NVIDIA software license agreement provided separately to you. +00003 // +00004 // Notice +00005 // NVIDIA Corporation and its licensors retain all intellectual property and +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 +00009 // license agreement from NVIDIA Corporation is strictly prohibited. +00010 // +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. +00015 // +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_PXVEC3_H +00031 #define PXFOUNDATION_PXVEC3_H +00032 +00037 #include "foundation/PxMath.h" +00038 +00039 #if !PX_DOXYGEN +00040 namespace physx +00041 { +00042 #endif +00043 +00049 class PxVec3 +00050 { +00051 public: +00055 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3() +00056 { +00057 } +00058 +00062 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3(PxZERO r) : x(0.0f), y(0.0f), z(0.0f) +00063 { +00064 PX_UNUSED(r); +00065 } +00066 +00074 explicit PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3(float a) : x(a), y(a), z(a) +00075 { +00076 } +00077 +00085 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3(float nx, float ny, float nz) : x(nx), y(ny), z(nz) +00086 { +00087 } +00088 +00092 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3(const PxVec3& v) : x(v.x), y(v.y), z(v.z) +00093 { +00094 } +00095 +00096 // Operators +00097 +00101 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3& operator=(const PxVec3& p) +00102 { +00103 x = p.x; +00104 y = p.y; +00105 z = p.z; +00106 return *this; +00107 } +00108 +00112 PX_DEPRECATED PX_CUDA_CALLABLE PX_FORCE_INLINE float& operator[](unsigned int index) +00113 { +00114 PX_ASSERT(index <= 2); +00115 +00116 return reinterpret_cast<float*>(this)[index]; +00117 } +00118 +00122 PX_DEPRECATED PX_CUDA_CALLABLE PX_FORCE_INLINE const float& operator[](unsigned int index) const +00123 { +00124 PX_ASSERT(index <= 2); +00125 +00126 return reinterpret_cast<const float*>(this)[index]; +00127 } +00131 PX_CUDA_CALLABLE PX_FORCE_INLINE bool operator==(const PxVec3& v) const +00132 { +00133 return x == v.x && y == v.y && z == v.z; +00134 } +00135 +00139 PX_CUDA_CALLABLE PX_FORCE_INLINE bool operator!=(const PxVec3& v) const +00140 { +00141 return x != v.x || y != v.y || z != v.z; +00142 } +00143 +00147 PX_CUDA_CALLABLE PX_FORCE_INLINE bool isZero() const +00148 { +00149 return x == 0.0f && y == 0.0f && z == 0.0f; +00150 } +00151 +00155 PX_CUDA_CALLABLE PX_INLINE bool isFinite() const +00156 { +00157 return PxIsFinite(x) && PxIsFinite(y) && PxIsFinite(z); +00158 } +00159 +00163 PX_CUDA_CALLABLE PX_FORCE_INLINE bool isNormalized() const +00164 { +00165 const float unitTolerance = 1e-4f; +00166 return isFinite() && PxAbs(magnitude() - 1) < unitTolerance; +00167 } +00168 +00174 PX_CUDA_CALLABLE PX_FORCE_INLINE float magnitudeSquared() const +00175 { +00176 return x * x + y * y + z * z; +00177 } +00178 +00182 PX_CUDA_CALLABLE PX_FORCE_INLINE float magnitude() const +00183 { +00184 return PxSqrt(magnitudeSquared()); +00185 } +00186 +00190 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 operator-() const +00191 { +00192 return PxVec3(-x, -y, -z); +00193 } +00194 +00198 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 operator+(const PxVec3& v) const +00199 { +00200 return PxVec3(x + v.x, y + v.y, z + v.z); +00201 } +00202 +00206 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 operator-(const PxVec3& v) const +00207 { +00208 return PxVec3(x - v.x, y - v.y, z - v.z); +00209 } +00210 +00214 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 operator*(float f) const +00215 { +00216 return PxVec3(x * f, y * f, z * f); +00217 } +00218 +00222 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 operator/(float f) const +00223 { +00224 f = 1.0f / f; +00225 return PxVec3(x * f, y * f, z * f); +00226 } +00227 +00231 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3& operator+=(const PxVec3& v) +00232 { +00233 x += v.x; +00234 y += v.y; +00235 z += v.z; +00236 return *this; +00237 } +00238 +00242 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3& operator-=(const PxVec3& v) +00243 { +00244 x -= v.x; +00245 y -= v.y; +00246 z -= v.z; +00247 return *this; +00248 } +00249 +00253 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3& operator*=(float f) +00254 { +00255 x *= f; +00256 y *= f; +00257 z *= f; +00258 return *this; +00259 } +00263 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3& operator/=(float f) +00264 { +00265 f = 1.0f / f; +00266 x *= f; +00267 y *= f; +00268 z *= f; +00269 return *this; +00270 } +00271 +00275 PX_CUDA_CALLABLE PX_FORCE_INLINE float dot(const PxVec3& v) const +00276 { +00277 return x * v.x + y * v.y + z * v.z; +00278 } +00279 +00283 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 cross(const PxVec3& v) const +00284 { +00285 return PxVec3(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x); +00286 } +00287 +00290 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 getNormalized() const +00291 { +00292 const float m = magnitudeSquared(); +00293 return m > 0.0f ? *this * PxRecipSqrt(m) : PxVec3(0, 0, 0); +00294 } +00295 +00299 PX_CUDA_CALLABLE PX_FORCE_INLINE float normalize() +00300 { +00301 const float m = magnitude(); +00302 if(m > 0.0f) +00303 *this /= m; +00304 return m; +00305 } +00306 +00311 PX_CUDA_CALLABLE PX_FORCE_INLINE float normalizeSafe() +00312 { +00313 const float mag = magnitude(); +00314 if(mag < PX_NORMALIZATION_EPSILON) +00315 return 0.0f; +00316 *this *= 1.0f / mag; +00317 return mag; +00318 } +00319 +00324 PX_CUDA_CALLABLE PX_FORCE_INLINE float normalizeFast() +00325 { +00326 const float mag = magnitude(); +00327 PX_ASSERT(mag >= PX_NORMALIZATION_EPSILON); +00328 *this *= 1.0f / mag; +00329 return mag; +00330 } +00331 +00335 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 multiply(const PxVec3& a) const +00336 { +00337 return PxVec3(x * a.x, y * a.y, z * a.z); +00338 } +00339 +00343 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 minimum(const PxVec3& v) const +00344 { +00345 return PxVec3(PxMin(x, v.x), PxMin(y, v.y), PxMin(z, v.z)); +00346 } +00347 +00351 PX_CUDA_CALLABLE PX_FORCE_INLINE float minElement() const +00352 { +00353 return PxMin(x, PxMin(y, z)); +00354 } +00355 +00359 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 maximum(const PxVec3& v) const +00360 { +00361 return PxVec3(PxMax(x, v.x), PxMax(y, v.y), PxMax(z, v.z)); +00362 } +00363 +00367 PX_CUDA_CALLABLE PX_FORCE_INLINE float maxElement() const +00368 { +00369 return PxMax(x, PxMax(y, z)); +00370 } +00371 +00375 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 abs() const +00376 { +00377 return PxVec3(PxAbs(x), PxAbs(y), PxAbs(z)); +00378 } +00379 +00380 float x, y, z; +00381 }; +00382 +00383 PX_CUDA_CALLABLE static PX_FORCE_INLINE PxVec3 operator*(float f, const PxVec3& v) +00384 { +00385 return PxVec3(f * v.x, f * v.y, f * v.z); +00386 } +00387 +00388 #if !PX_DOXYGEN +00389 } // namespace physx +00390 #endif +00391 +00393 #endif // #ifndef PXFOUNDATION_PXVEC3_H +