// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef GU_AXES_H #define GU_AXES_H #include "foundation/PxSimpleTypes.h" namespace physx { namespace Gu { enum PointComponent { X_ = 0, Y_ = 1, Z_ = 2, W_ = 3, PC_FORCE_DWORD = 0x7fffffff }; enum AxisOrder { AXES_XYZ = (X_)|(Y_<<2)|(Z_<<4), AXES_XZY = (X_)|(Z_<<2)|(Y_<<4), AXES_YXZ = (Y_)|(X_<<2)|(Z_<<4), AXES_YZX = (Y_)|(Z_<<2)|(X_<<4), AXES_ZXY = (Z_)|(X_<<2)|(Y_<<4), AXES_ZYX = (Z_)|(Y_<<2)|(X_<<4), AXES_FORCE_DWORD = 0x7fffffff }; class Axes { public: PX_FORCE_INLINE Axes(AxisOrder order) { mAxis0 = PxU32((order ) & 3); mAxis1 = PxU32((order>>2) & 3); mAxis2 = PxU32((order>>4) & 3); } PX_FORCE_INLINE ~Axes() {} PxU32 mAxis0; PxU32 mAxis1; PxU32 mAxis2; }; } } #endif