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] --- .../Documentation/PhysXAPI/files/classPxVec2.html | 961 +++++++++++++++++++++ 1 file changed, 961 insertions(+) create mode 100644 PhysX_3.4/Documentation/PhysXAPI/files/classPxVec2.html (limited to 'PhysX_3.4/Documentation/PhysXAPI/files/classPxVec2.html') diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/classPxVec2.html b/PhysX_3.4/Documentation/PhysXAPI/files/classPxVec2.html new file mode 100644 index 00000000..3cf4ce66 --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/classPxVec2.html @@ -0,0 +1,961 @@ + + + NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxVec2 Class Reference + + + + + + + +
+

PxVec2 Class Reference
+ +[Foundation] +

2 Element vector class. +More... +

+#include <PxVec2.h> +

+ +

+List of all members. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

Public Member Functions

PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 ()
 default constructor leaves data uninitialized.
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 (PxZERO r)
 zero constructor.
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 (float a)
 Assigns scalar parameter to all elements.
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 (float nx, float ny)
 Initializes from 2 scalar parameters.
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 (const PxVec2 &v)
 Copy ctor.
PX_CUDA_CALLABLE
+PX_FORCE_INLINE PxVec2
operator= (const PxVec2 &p)
 Assignment operator.
PX_DEPRECATED PX_CUDA_CALLABLE
+PX_FORCE_INLINE float & 
operator[] (int index)
 element access
PX_DEPRECATED PX_CUDA_CALLABLE
+PX_FORCE_INLINE const float & 
operator[] (int index) const
 element access
PX_CUDA_CALLABLE
+PX_FORCE_INLINE bool 
operator== (const PxVec2 &v) const
 returns true if the two vectors are exactly equal.
PX_CUDA_CALLABLE
+PX_FORCE_INLINE bool 
operator!= (const PxVec2 &v) const
 returns true if the two vectors are not exactly equal.
PX_CUDA_CALLABLE
+PX_FORCE_INLINE bool 
isZero () const
 tests for exact zero vector
PX_CUDA_CALLABLE PX_INLINE bool isFinite () const
 returns true if all 2 elems of the vector are finite (not NAN or INF, etc.)
PX_CUDA_CALLABLE
+PX_FORCE_INLINE bool 
isNormalized () const
 is normalized - used by API parameter validation
PX_CUDA_CALLABLE
+PX_FORCE_INLINE float 
magnitudeSquared () const
 returns the squared magnitude
PX_CUDA_CALLABLE
+PX_FORCE_INLINE float 
magnitude () const
 returns the magnitude
PX_CUDA_CALLABLE
+PX_FORCE_INLINE PxVec2 
operator- () const
 negation
PX_CUDA_CALLABLE
+PX_FORCE_INLINE PxVec2 
operator+ (const PxVec2 &v) const
 vector addition
PX_CUDA_CALLABLE
+PX_FORCE_INLINE PxVec2 
operator- (const PxVec2 &v) const
 vector difference
PX_CUDA_CALLABLE
+PX_FORCE_INLINE PxVec2 
operator* (float f) const
 scalar post-multiplication
PX_CUDA_CALLABLE
+PX_FORCE_INLINE PxVec2 
operator/ (float f) const
 scalar division
PX_CUDA_CALLABLE
+PX_FORCE_INLINE PxVec2
operator+= (const PxVec2 &v)
 vector addition
PX_CUDA_CALLABLE
+PX_FORCE_INLINE PxVec2
operator-= (const PxVec2 &v)
 vector difference
PX_CUDA_CALLABLE
+PX_FORCE_INLINE PxVec2
operator*= (float f)
 scalar multiplication
PX_CUDA_CALLABLE
+PX_FORCE_INLINE PxVec2
operator/= (float f)
 scalar division
PX_CUDA_CALLABLE
+PX_FORCE_INLINE float 
dot (const PxVec2 &v) const
 returns the scalar product of this and other.
PX_CUDA_CALLABLE
+PX_FORCE_INLINE PxVec2 
getNormalized () const
PX_CUDA_CALLABLE
+PX_FORCE_INLINE float 
normalize ()
 normalizes the vector in place
PX_CUDA_CALLABLE
+PX_FORCE_INLINE PxVec2 
multiply (const PxVec2 &a) const
 a[i] * b[i], for all i.
PX_CUDA_CALLABLE
+PX_FORCE_INLINE PxVec2 
minimum (const PxVec2 &v) const
 element-wise minimum
PX_CUDA_CALLABLE
+PX_FORCE_INLINE float 
minElement () const
 returns MIN(x, y);
PX_CUDA_CALLABLE
+PX_FORCE_INLINE PxVec2 
maximum (const PxVec2 &v) const
 element-wise maximum
PX_CUDA_CALLABLE
+PX_FORCE_INLINE float 
maxElement () const
 returns MAX(x, y);

Public Attributes

float x
float y
+


Detailed Description

+2 Element vector class. +

+This is a 2-dimensional vector class with public data members.


Constructor & Destructor Documentation

+ +
+
+ + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2::PxVec2 (  )  [inline]
+
+
+ +

+default constructor leaves data uninitialized. +

+ +

+

+ +

+
+ + + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2::PxVec2 (PxZERO  r  )  [inline]
+
+
+ +

+zero constructor. +

+ +

References PX_UNUSED().

+ +
+

+ +

+
+ + + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2::PxVec2 (float  a  )  [inline, explicit]
+
+
+ +

+Assigns scalar parameter to all elements. +

+Useful to initialize to zero or one.

+

Parameters:
+ + +
[in] a Value to assign to elements.
+
+ +
+

+ +

+
+ + + + + + + + + + + + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2::PxVec2 (float  nx,
float  ny 
) [inline]
+
+
+ +

+Initializes from 2 scalar parameters. +

+

Parameters:
+ + + +
[in] nx Value to initialize X component.
[in] ny Value to initialize Y component.
+
+ +
+

+ +

+
+ + + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2::PxVec2 (const PxVec2 v  )  [inline]
+
+
+ +

+Copy ctor. +

+ +

+

+


Member Function Documentation

+ +
+
+ + + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxVec2::dot (const PxVec2 v  )  const [inline]
+
+
+ +

+returns the scalar product of this and other. +

+ +

References x, and y.

+ +
+

+ +

+
+ + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 PxVec2::getNormalized (  )  const [inline]
+
+
+ +

+return a unit vector +

References PxRecipSqrt().

+ +
+

+ +

+
+ + + + + + + + +
PX_CUDA_CALLABLE PX_INLINE bool PxVec2::isFinite (  )  const [inline]
+
+
+ +

+returns true if all 2 elems of the vector are finite (not NAN or INF, etc.) +

+ +

References PxIsFinite().

+ +
+

+ +

+
+ + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE bool PxVec2::isNormalized (  )  const [inline]
+
+
+ +

+is normalized - used by API parameter validation +

+ +

References PxAbs().

+ +
+

+ +

+
+ + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE bool PxVec2::isZero (  )  const [inline]
+
+
+ +

+tests for exact zero vector +

+ +

+

+ +

+
+ + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxVec2::magnitude (  )  const [inline]
+
+
+ +

+returns the magnitude +

+ +

References PxSqrt().

+ +
+

+ +

+
+ + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxVec2::magnitudeSquared (  )  const [inline]
+
+
+ +

+returns the squared magnitude +

+Avoids calling PxSqrt()! +

+

+ +

+
+ + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxVec2::maxElement (  )  const [inline]
+
+
+ +

+returns MAX(x, y); +

+ +

References PxMax().

+ +
+

+ +

+
+ + + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 PxVec2::maximum (const PxVec2 v  )  const [inline]
+
+
+ +

+element-wise maximum +

+ +

References PxMax(), x, and y.

+ +
+

+ +

+
+ + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxVec2::minElement (  )  const [inline]
+
+
+ +

+returns MIN(x, y); +

+ +

References PxMin().

+ +
+

+ +

+
+ + + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 PxVec2::minimum (const PxVec2 v  )  const [inline]
+
+
+ +

+element-wise minimum +

+ +

References PxMin(), x, and y.

+ +
+

+ +

+
+ + + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 PxVec2::multiply (const PxVec2 a  )  const [inline]
+
+
+ +

+a[i] * b[i], for all i. +

+ +

References x, and y.

+ +
+

+ +

+
+ + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxVec2::normalize (  )  [inline]
+
+
+ +

+normalizes the vector in place +

+ +

+

+ +

+
+ + + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE bool PxVec2::operator!= (const PxVec2 v  )  const [inline]
+
+
+ +

+returns true if the two vectors are not exactly equal. +

+ +

References x, and y.

+ +
+

+ +

+
+ + + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 PxVec2::operator* (float  f  )  const [inline]
+
+
+ +

+scalar post-multiplication +

+ +

+

+ +

+
+ + + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2& PxVec2::operator*= (float  f  )  [inline]
+
+
+ +

+scalar multiplication +

+ +

+

+ +

+
+ + + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 PxVec2::operator+ (const PxVec2 v  )  const [inline]
+
+
+ +

+vector addition +

+ +

References x, and y.

+ +
+

+ +

+
+ + + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2& PxVec2::operator+= (const PxVec2 v  )  [inline]
+
+
+ +

+vector addition +

+ +

References x, and y.

+ +
+

+ +

+
+ + + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 PxVec2::operator- (const PxVec2 v  )  const [inline]
+
+
+ +

+vector difference +

+ +

References x, and y.

+ +
+

+ +

+
+ + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 PxVec2::operator- (  )  const [inline]
+
+
+ +

+negation +

+ +

+

+ +

+
+ + + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2& PxVec2::operator-= (const PxVec2 v  )  [inline]
+
+
+ +

+vector difference +

+ +

References x, and y.

+ +
+

+ +

+
+ + + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 PxVec2::operator/ (float  f  )  const [inline]
+
+
+ +

+scalar division +

+ +

+

+ +

+
+ + + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2& PxVec2::operator/= (float  f  )  [inline]
+
+
+ +

+scalar division +

+ +

+

+ +

+
+ + + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2& PxVec2::operator= (const PxVec2 p  )  [inline]
+
+
+ +

+Assignment operator. +

+ +

References x, and y.

+ +
+

+ +

+
+ + + + + + + + + +
PX_CUDA_CALLABLE PX_FORCE_INLINE bool PxVec2::operator== (const PxVec2 v  )  const [inline]
+
+
+ +

+returns true if the two vectors are exactly equal. +

+ +

References x, and y.

+ +
+

+ +

+
+ + + + + + + + + +
PX_DEPRECATED PX_CUDA_CALLABLE PX_FORCE_INLINE const float& PxVec2::operator[] (int  index  )  const [inline]
+
+
+ +

+element access +

+ +

References PX_ASSERT.

+ +
+

+ +

+
+ + + + + + + + + +
PX_DEPRECATED PX_CUDA_CALLABLE PX_FORCE_INLINE float& PxVec2::operator[] (int  index  )  [inline]
+
+
+ +

+element access +

+ +

References PX_ASSERT.

+ +
+

+


Member Data Documentation

+ +

+ +

+


The documentation for this class was generated from the following file: +
+ +

+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