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/PxVec3_8h-source.html | 290 +++++++++++++++++++++ 1 file changed, 290 insertions(+) create mode 100644 PhysX_3.4/Documentation/PhysXAPI/files/PxVec3_8h-source.html (limited to 'PhysX_3.4/Documentation/PhysXAPI/files/PxVec3_8h-source.html') diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/PxVec3_8h-source.html b/PhysX_3.4/Documentation/PhysXAPI/files/PxVec3_8h-source.html new file mode 100644 index 00000000..b0fba7e1 --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/PxVec3_8h-source.html @@ -0,0 +1,290 @@ + + + NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxVec3.h Source File + + + + + + + +

PxVec3.h

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00001 // This code contains NVIDIA Confidential Information and is disclosed to you
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+00012 // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+00013 // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
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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_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
+
+ +

+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