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/PxVec4_8h-source.html | 279 +++++++++++++++++++++ 1 file changed, 279 insertions(+) create mode 100644 PhysX_3.4/Documentation/PhysXAPI/files/PxVec4_8h-source.html (limited to 'PhysX_3.4/Documentation/PhysXAPI/files/PxVec4_8h-source.html') diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/PxVec4_8h-source.html b/PhysX_3.4/Documentation/PhysXAPI/files/PxVec4_8h-source.html new file mode 100644 index 00000000..98b86695 --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/PxVec4_8h-source.html @@ -0,0 +1,279 @@ + + + NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxVec4.h Source File + + + + + + + +

PxVec4.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
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+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_PXVEC4_H
+00031 #define PXFOUNDATION_PXVEC4_H
+00032 
+00035 #include "foundation/PxMath.h"
+00036 #include "foundation/PxVec3.h"
+00037 #include "foundation/PxAssert.h"
+00038 
+00044 #if !PX_DOXYGEN
+00045 namespace physx
+00046 {
+00047 #endif
+00048 
+00049 class PxVec4
+00050 {
+00051   public:
+00055     PX_CUDA_CALLABLE PX_INLINE PxVec4()
+00056     {
+00057     }
+00058 
+00062     PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec4(PxZERO r) : x(0.0f), y(0.0f), z(0.0f), w(0.0f)
+00063     {
+00064         PX_UNUSED(r);
+00065     }
+00066 
+00074     explicit PX_CUDA_CALLABLE PX_INLINE PxVec4(float a) : x(a), y(a), z(a), w(a)
+00075     {
+00076     }
+00077 
+00086     PX_CUDA_CALLABLE PX_INLINE PxVec4(float nx, float ny, float nz, float nw) : x(nx), y(ny), z(nz), w(nw)
+00087     {
+00088     }
+00089 
+00096     PX_CUDA_CALLABLE PX_INLINE PxVec4(const PxVec3& v, float nw) : x(v.x), y(v.y), z(v.z), w(nw)
+00097     {
+00098     }
+00099 
+00105     explicit PX_CUDA_CALLABLE PX_INLINE PxVec4(const float v[]) : x(v[0]), y(v[1]), z(v[2]), w(v[3])
+00106     {
+00107     }
+00108 
+00112     PX_CUDA_CALLABLE PX_INLINE PxVec4(const PxVec4& v) : x(v.x), y(v.y), z(v.z), w(v.w)
+00113     {
+00114     }
+00115 
+00116     // Operators
+00117 
+00121     PX_CUDA_CALLABLE PX_INLINE PxVec4& operator=(const PxVec4& p)
+00122     {
+00123         x = p.x;
+00124         y = p.y;
+00125         z = p.z;
+00126         w = p.w;
+00127         return *this;
+00128     }
+00129 
+00133     PX_DEPRECATED PX_CUDA_CALLABLE PX_INLINE float& operator[](unsigned int index)
+00134     {
+00135         PX_ASSERT(index <= 3);
+00136 
+00137         return reinterpret_cast<float*>(this)[index];
+00138     }
+00139 
+00143     PX_DEPRECATED PX_CUDA_CALLABLE PX_INLINE const float& operator[](unsigned int index) const
+00144     {
+00145         PX_ASSERT(index <= 3);
+00146 
+00147         return reinterpret_cast<const float*>(this)[index];
+00148     }
+00149 
+00153     PX_CUDA_CALLABLE PX_INLINE bool operator==(const PxVec4& v) const
+00154     {
+00155         return x == v.x && y == v.y && z == v.z && w == v.w;
+00156     }
+00157 
+00161     PX_CUDA_CALLABLE PX_INLINE bool operator!=(const PxVec4& v) const
+00162     {
+00163         return x != v.x || y != v.y || z != v.z || w != v.w;
+00164     }
+00165 
+00169     PX_CUDA_CALLABLE PX_INLINE bool isZero() const
+00170     {
+00171         return x == 0 && y == 0 && z == 0 && w == 0;
+00172     }
+00173 
+00177     PX_CUDA_CALLABLE PX_INLINE bool isFinite() const
+00178     {
+00179         return PxIsFinite(x) && PxIsFinite(y) && PxIsFinite(z) && PxIsFinite(w);
+00180     }
+00181 
+00185     PX_CUDA_CALLABLE PX_INLINE bool isNormalized() const
+00186     {
+00187         const float unitTolerance = 1e-4f;
+00188         return isFinite() && PxAbs(magnitude() - 1) < unitTolerance;
+00189     }
+00190 
+00196     PX_CUDA_CALLABLE PX_INLINE float magnitudeSquared() const
+00197     {
+00198         return x * x + y * y + z * z + w * w;
+00199     }
+00200 
+00204     PX_CUDA_CALLABLE PX_INLINE float magnitude() const
+00205     {
+00206         return PxSqrt(magnitudeSquared());
+00207     }
+00208 
+00212     PX_CUDA_CALLABLE PX_INLINE PxVec4 operator-() const
+00213     {
+00214         return PxVec4(-x, -y, -z, -w);
+00215     }
+00216 
+00220     PX_CUDA_CALLABLE PX_INLINE PxVec4 operator+(const PxVec4& v) const
+00221     {
+00222         return PxVec4(x + v.x, y + v.y, z + v.z, w + v.w);
+00223     }
+00224 
+00228     PX_CUDA_CALLABLE PX_INLINE PxVec4 operator-(const PxVec4& v) const
+00229     {
+00230         return PxVec4(x - v.x, y - v.y, z - v.z, w - v.w);
+00231     }
+00232 
+00237     PX_CUDA_CALLABLE PX_INLINE PxVec4 operator*(float f) const
+00238     {
+00239         return PxVec4(x * f, y * f, z * f, w * f);
+00240     }
+00241 
+00245     PX_CUDA_CALLABLE PX_INLINE PxVec4 operator/(float f) const
+00246     {
+00247         f = 1.0f / f;
+00248         return PxVec4(x * f, y * f, z * f, w * f);
+00249     }
+00250 
+00254     PX_CUDA_CALLABLE PX_INLINE PxVec4& operator+=(const PxVec4& v)
+00255     {
+00256         x += v.x;
+00257         y += v.y;
+00258         z += v.z;
+00259         w += v.w;
+00260         return *this;
+00261     }
+00262 
+00266     PX_CUDA_CALLABLE PX_INLINE PxVec4& operator-=(const PxVec4& v)
+00267     {
+00268         x -= v.x;
+00269         y -= v.y;
+00270         z -= v.z;
+00271         w -= v.w;
+00272         return *this;
+00273     }
+00274 
+00278     PX_CUDA_CALLABLE PX_INLINE PxVec4& operator*=(float f)
+00279     {
+00280         x *= f;
+00281         y *= f;
+00282         z *= f;
+00283         w *= f;
+00284         return *this;
+00285     }
+00289     PX_CUDA_CALLABLE PX_INLINE PxVec4& operator/=(float f)
+00290     {
+00291         f = 1.0f / f;
+00292         x *= f;
+00293         y *= f;
+00294         z *= f;
+00295         w *= f;
+00296         return *this;
+00297     }
+00298 
+00302     PX_CUDA_CALLABLE PX_INLINE float dot(const PxVec4& v) const
+00303     {
+00304         return x * v.x + y * v.y + z * v.z + w * v.w;
+00305     }
+00306 
+00309     PX_CUDA_CALLABLE PX_INLINE PxVec4 getNormalized() const
+00310     {
+00311         float m = magnitudeSquared();
+00312         return m > 0.0f ? *this * PxRecipSqrt(m) : PxVec4(0, 0, 0, 0);
+00313     }
+00314 
+00318     PX_CUDA_CALLABLE PX_INLINE float normalize()
+00319     {
+00320         float m = magnitude();
+00321         if(m > 0.0f)
+00322             *this /= m;
+00323         return m;
+00324     }
+00325 
+00329     PX_CUDA_CALLABLE PX_INLINE PxVec4 multiply(const PxVec4& a) const
+00330     {
+00331         return PxVec4(x * a.x, y * a.y, z * a.z, w * a.w);
+00332     }
+00333 
+00337     PX_CUDA_CALLABLE PX_INLINE PxVec4 minimum(const PxVec4& v) const
+00338     {
+00339         return PxVec4(PxMin(x, v.x), PxMin(y, v.y), PxMin(z, v.z), PxMin(w, v.w));
+00340     }
+00341 
+00345     PX_CUDA_CALLABLE PX_INLINE PxVec4 maximum(const PxVec4& v) const
+00346     {
+00347         return PxVec4(PxMax(x, v.x), PxMax(y, v.y), PxMax(z, v.z), PxMax(w, v.w));
+00348     }
+00349 
+00350     PX_CUDA_CALLABLE PX_INLINE PxVec3 getXYZ() const
+00351     {
+00352         return PxVec3(x, y, z);
+00353     }
+00354 
+00358     PX_CUDA_CALLABLE PX_INLINE void setZero()
+00359     {
+00360         x = y = z = w = 0.0f;
+00361     }
+00362 
+00363     float x, y, z, w;
+00364 };
+00365 
+00366 PX_CUDA_CALLABLE static PX_INLINE PxVec4 operator*(float f, const PxVec4& v)
+00367 {
+00368     return PxVec4(f * v.x, f * v.y, f * v.z, f * v.w);
+00369 }
+00370 
+00371 #if !PX_DOXYGEN
+00372 } // namespace physx
+00373 #endif
+00374 
+00376 #endif // #ifndef PXFOUNDATION_PXVEC4_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