1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
|
<html>
<head>
<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxMeshScale.h Source File</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<LINK HREF="NVIDIA.css" REL="stylesheet" TYPE="text/css">
</head>
<body bgcolor="#FFFFFF">
<div id="header">
<hr class="first">
<img alt="" src="images/PhysXlogo.png" align="middle"> <br>
<center>
<a class="qindex" href="main.html">Main Page</a>
<a class="qindex" href="hierarchy.html">Class Hierarchy</a>
<a class="qindex" href="annotated.html">Compound List</a>
<a class="qindex" href="functions.html">Compound Members</a>
</center>
<hr class="second">
</div>
<!-- Generated by Doxygen 1.5.8 -->
<h1>PxMeshScale.h</h1><a href="PxMeshScale_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">//</span>
<a name="l00002"></a>00002 <span class="comment">// Redistribution and use in source and binary forms, with or without</span>
<a name="l00003"></a>00003 <span class="comment">// modification, are permitted provided that the following conditions</span>
<a name="l00004"></a>00004 <span class="comment">// are met:</span>
<a name="l00005"></a>00005 <span class="comment">// * Redistributions of source code must retain the above copyright</span>
<a name="l00006"></a>00006 <span class="comment">// notice, this list of conditions and the following disclaimer.</span>
<a name="l00007"></a>00007 <span class="comment">// * Redistributions in binary form must reproduce the above copyright</span>
<a name="l00008"></a>00008 <span class="comment">// notice, this list of conditions and the following disclaimer in the</span>
<a name="l00009"></a>00009 <span class="comment">// documentation and/or other materials provided with the distribution.</span>
<a name="l00010"></a>00010 <span class="comment">// * Neither the name of NVIDIA CORPORATION nor the names of its</span>
<a name="l00011"></a>00011 <span class="comment">// contributors may be used to endorse or promote products derived</span>
<a name="l00012"></a>00012 <span class="comment">// from this software without specific prior written permission.</span>
<a name="l00013"></a>00013 <span class="comment">//</span>
<a name="l00014"></a>00014 <span class="comment">// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY</span>
<a name="l00015"></a>00015 <span class="comment">// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE</span>
<a name="l00016"></a>00016 <span class="comment">// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR</span>
<a name="l00017"></a>00017 <span class="comment">// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR</span>
<a name="l00018"></a>00018 <span class="comment">// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,</span>
<a name="l00019"></a>00019 <span class="comment">// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,</span>
<a name="l00020"></a>00020 <span class="comment">// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR</span>
<a name="l00021"></a>00021 <span class="comment">// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY</span>
<a name="l00022"></a>00022 <span class="comment">// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT</span>
<a name="l00023"></a>00023 <span class="comment">// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE</span>
<a name="l00024"></a>00024 <span class="comment">// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.</span>
<a name="l00025"></a>00025 <span class="comment">//</span>
<a name="l00026"></a>00026 <span class="comment">// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.</span>
<a name="l00027"></a>00027 <span class="comment">// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.</span>
<a name="l00028"></a>00028 <span class="comment">// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. </span>
<a name="l00029"></a>00029
<a name="l00030"></a>00030
<a name="l00031"></a>00031 <span class="preprocessor">#ifndef PX_PHYSICS_NX_MESHSCALE</span>
<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_NX_MESHSCALE</span>
<a name="l00033"></a>00033 <span class="preprocessor"></span>
<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxPhysXCommonConfig_8h.html">common/PxPhysXCommonConfig.h</a>"</span>
<a name="l00038"></a>00038 <span class="preprocessor">#include "<a class="code" href="PxMat33_8h.html">foundation/PxMat33.h</a>"</span>
<a name="l00039"></a>00039 <span class="preprocessor">#include "<a class="code" href="PxAssert_8h.html">foundation/PxAssert.h</a>"</span>
<a name="l00040"></a>00040
<a name="l00043"></a><a class="code" href="group__geomutils.html#g5be09a494ce1f8aa8e8b986e82fc06d8">00043</a> <span class="preprocessor">#define PX_MESH_SCALE_MIN 1e-6f</span>
<a name="l00044"></a>00044 <span class="preprocessor"></span>
<a name="l00047"></a><a class="code" href="group__geomutils.html#gaaa6a4b8b94e1bcce0bedb92d873b57e">00047</a> <span class="preprocessor">#define PX_MESH_SCALE_MAX 1e6f</span>
<a name="l00048"></a>00048 <span class="preprocessor"></span>
<a name="l00049"></a>00049 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00050"></a>00050 <span class="preprocessor"></span><span class="keyword">namespace </span>physx
<a name="l00051"></a>00051 {
<a name="l00052"></a>00052 <span class="preprocessor">#endif</span>
<a name="l00053"></a>00053 <span class="preprocessor"></span>
<a name="l00068"></a><a class="code" href="classPxMeshScale.html">00068</a> <span class="keyword">class </span><a class="code" href="classPxMeshScale.html" title="A class expressing a nonuniform scaling transformation.">PxMeshScale</a>
<a name="l00069"></a>00069 {
<a name="l00070"></a>00070 <span class="comment">//= ATTENTION! =====================================================================================</span>
<a name="l00071"></a>00071 <span class="comment">// Changing the data layout of this class breaks the binary serialization format. See comments for </span>
<a name="l00072"></a>00072 <span class="comment">// PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData </span>
<a name="l00073"></a>00073 <span class="comment">// function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION</span>
<a name="l00074"></a>00074 <span class="comment">// accordingly.</span>
<a name="l00075"></a>00075 <span class="comment">//==================================================================================================</span>
<a name="l00076"></a>00076 <span class="keyword">public</span>:
<a name="l00080"></a><a class="code" href="classPxMeshScale.html#e61dcd43ff73b52319a187e029906657">00080</a> <a class="code" href="group__foundation.html#g6e444d58dbf1459261fadc9b79594f63">PX_CUDA_CALLABLE</a> <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <a class="code" href="classPxMeshScale.html" title="A class expressing a nonuniform scaling transformation.">PxMeshScale</a>(): scale(1.0f), rotation(<a class="code" href="group__foundation.html#gg70160ca5bbafef277790b3e0f12baf3895e14c69af8048aedd218cd6e96ad50f">PxIdentity</a>)
<a name="l00081"></a>00081 {
<a name="l00082"></a>00082 }
<a name="l00083"></a>00083
<a name="l00087"></a><a class="code" href="classPxMeshScale.html#073dcde32362dd33ba16db1375d32ded">00087</a> <span class="keyword">explicit</span> <a class="code" href="group__foundation.html#g6e444d58dbf1459261fadc9b79594f63">PX_CUDA_CALLABLE</a> <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <a class="code" href="classPxMeshScale.html" title="A class expressing a nonuniform scaling transformation.">PxMeshScale</a>(<a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> r): scale(r), rotation(<a class="code" href="group__foundation.html#gg70160ca5bbafef277790b3e0f12baf3895e14c69af8048aedd218cd6e96ad50f">PxIdentity</a>)
<a name="l00088"></a>00088 {
<a name="l00089"></a>00089 }
<a name="l00090"></a>00090
<a name="l00094"></a><a class="code" href="classPxMeshScale.html#861aff2d78563d1e844d5cb6a34057c6">00094</a> <a class="code" href="group__foundation.html#g6e444d58dbf1459261fadc9b79594f63">PX_CUDA_CALLABLE</a> <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <a class="code" href="classPxMeshScale.html" title="A class expressing a nonuniform scaling transformation.">PxMeshScale</a>(<span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& s)
<a name="l00095"></a>00095 {
<a name="l00096"></a>00096 scale = s;
<a name="l00097"></a>00097 rotation = <a class="code" href="classPxQuat.html" title="This is a quaternion class. For more information on quaternion mathematics consult...">PxQuat</a>(<a class="code" href="group__foundation.html#gg70160ca5bbafef277790b3e0f12baf3895e14c69af8048aedd218cd6e96ad50f">PxIdentity</a>);
<a name="l00098"></a>00098 }
<a name="l00099"></a>00099
<a name="l00103"></a><a class="code" href="classPxMeshScale.html#5187c2f3e63fea4fc8913630429779c3">00103</a> <a class="code" href="group__foundation.html#g6e444d58dbf1459261fadc9b79594f63">PX_CUDA_CALLABLE</a> <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <a class="code" href="classPxMeshScale.html" title="A class expressing a nonuniform scaling transformation.">PxMeshScale</a>(<span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& s, <span class="keyword">const</span> <a class="code" href="classPxQuat.html" title="This is a quaternion class. For more information on quaternion mathematics consult...">PxQuat</a>& r)
<a name="l00104"></a>00104 {
<a name="l00105"></a>00105 <a class="code" href="group__foundation.html#g4a83a657390b324a460f14684e5accee">PX_ASSERT</a>(r.<a class="code" href="classPxQuat.html#3890ca4efba038ab0fc84bb39c5267db" title="returns true if finite and magnitude is close to unit">isUnit</a>());
<a name="l00106"></a>00106 scale = s;
<a name="l00107"></a>00107 rotation = r;
<a name="l00108"></a>00108 }
<a name="l00109"></a>00109
<a name="l00110"></a>00110
<a name="l00114"></a><a class="code" href="classPxMeshScale.html#8f7835837651faf5b74d3ee94b6901d7">00114</a> <a class="code" href="group__foundation.html#g6e444d58dbf1459261fadc9b79594f63">PX_CUDA_CALLABLE</a> <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <span class="keywordtype">bool</span> isIdentity()<span class="keyword"> const</span>
<a name="l00115"></a>00115 <span class="keyword"> </span>{
<a name="l00116"></a>00116 <span class="keywordflow">return</span> (scale.x == 1.0f && scale.y == 1.0f && scale.z == 1.0f);
<a name="l00117"></a>00117 }
<a name="l00118"></a>00118
<a name="l00122"></a><a class="code" href="classPxMeshScale.html#b6a550b31ba9d77b00400cbb7126a7b5">00122</a> <a class="code" href="group__foundation.html#g6e444d58dbf1459261fadc9b79594f63">PX_CUDA_CALLABLE</a> <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <a class="code" href="classPxMeshScale.html" title="A class expressing a nonuniform scaling transformation.">PxMeshScale</a> getInverse()<span class="keyword"> const </span>
<a name="l00123"></a>00123 <span class="keyword"> </span>{
<a name="l00124"></a>00124 <span class="keywordflow">return</span> <a class="code" href="classPxMeshScale.html" title="A class expressing a nonuniform scaling transformation.">PxMeshScale</a>(<a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>(1.0f/scale.x, 1.0f/scale.y, 1.0f/scale.z), rotation);
<a name="l00125"></a>00125 }
<a name="l00126"></a>00126
<a name="l00130"></a><a class="code" href="classPxMeshScale.html#e2b26c0cb36188e42f532f8c22024a71">00130</a> <a class="code" href="group__foundation.html#g6e444d58dbf1459261fadc9b79594f63">PX_CUDA_CALLABLE</a> <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <a class="code" href="classPxMat33.html" title="3x3 matrix class">PxMat33</a> toMat33()<span class="keyword"> const </span>
<a name="l00131"></a>00131 <span class="keyword"> </span>{
<a name="l00132"></a>00132 <a class="code" href="classPxMat33.html" title="3x3 matrix class">PxMat33</a> rot(rotation);
<a name="l00133"></a>00133 <a class="code" href="classPxMat33.html" title="3x3 matrix class">PxMat33</a> trans = rot.<a class="code" href="classPxMat33.html#4ac2e5e46952e91a18126a5de02d2697" title="Get transposed matrix.">getTranspose</a>();
<a name="l00134"></a>00134 trans.<a class="code" href="classPxMat33.html#89d12d4e50ffc5ef8e480bdd3dadb78a">column0</a> *= scale[0];
<a name="l00135"></a>00135 trans.<a class="code" href="classPxMat33.html#62f190479e12e7b9ec5cf831b23c95e9">column1</a> *= scale[1];
<a name="l00136"></a>00136 trans.<a class="code" href="classPxMat33.html#9af2a3d4f9cca979c3e46a6406de6957">column2</a> *= scale[2];
<a name="l00137"></a>00137 <span class="keywordflow">return</span> trans * rot;
<a name="l00138"></a>00138 }
<a name="l00139"></a>00139
<a name="l00143"></a><a class="code" href="classPxMeshScale.html#97297ffe7d5de702b70df7e3c7050274">00143</a> <a class="code" href="group__foundation.html#g6e444d58dbf1459261fadc9b79594f63">PX_CUDA_CALLABLE</a> <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <span class="keywordtype">bool</span> hasNegativeDeterminant()<span class="keyword"> const</span>
<a name="l00144"></a>00144 <span class="keyword"> </span>{
<a name="l00145"></a>00145 <span class="keywordflow">return</span> (scale.x * scale.y * scale.z < 0.0f);
<a name="l00146"></a>00146 }
<a name="l00147"></a>00147
<a name="l00148"></a><a class="code" href="classPxMeshScale.html#9750f18491c9bff546f62b7f999883df">00148</a> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a> transform(<span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& v)<span class="keyword"> const</span>
<a name="l00149"></a>00149 <span class="keyword"> </span>{
<a name="l00150"></a>00150 <span class="keywordflow">return</span> rotation.rotateInv(scale.multiply(rotation.rotate(v)));
<a name="l00151"></a>00151 }
<a name="l00152"></a>00152
<a name="l00153"></a><a class="code" href="classPxMeshScale.html#6c8b93430301371e3c5c60fed3e53c3b">00153</a> <span class="keywordtype">bool</span> isValidForTriangleMesh()<span class="keyword"> const</span>
<a name="l00154"></a>00154 <span class="keyword"> </span>{
<a name="l00155"></a>00155 <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a> absXYZ = scale.abs();
<a name="l00156"></a>00156 <span class="keywordflow">return</span> (absXYZ.<a class="code" href="classPxVec3.html#6f31dfee4f75a05884c6e4f511e21142" title="returns MAX(x, y, z);">maxElement</a>() <= <a class="code" href="group__geomutils.html#gaaa6a4b8b94e1bcce0bedb92d873b57e" title="Maximum allowed absolute magnitude for each of mesh scale&#39;s components (x,y,z)...">PX_MESH_SCALE_MAX</a>) && (absXYZ.<a class="code" href="classPxVec3.html#cb26d5ad522e925245a3b16f76df4b51" title="returns MIN(x, y, z);">minElement</a>() >= <a class="code" href="group__geomutils.html#g5be09a494ce1f8aa8e8b986e82fc06d8" title="Minimum allowed absolute magnitude for each of mesh scale&#39;s components (x,y,z)...">PX_MESH_SCALE_MIN</a>);
<a name="l00157"></a>00157 }
<a name="l00158"></a>00158
<a name="l00159"></a><a class="code" href="classPxMeshScale.html#4101dcecd21337bd95b3ca1fb52d1e1d">00159</a> <span class="keywordtype">bool</span> isValidForConvexMesh()<span class="keyword"> const</span>
<a name="l00160"></a>00160 <span class="keyword"> </span>{
<a name="l00161"></a>00161 <span class="keywordflow">return</span> (scale.maxElement() <= <a class="code" href="group__geomutils.html#gaaa6a4b8b94e1bcce0bedb92d873b57e" title="Maximum allowed absolute magnitude for each of mesh scale&#39;s components (x,y,z)...">PX_MESH_SCALE_MAX</a>) && (scale.minElement() >= <a class="code" href="group__geomutils.html#g5be09a494ce1f8aa8e8b986e82fc06d8" title="Minimum allowed absolute magnitude for each of mesh scale&#39;s components (x,y,z)...">PX_MESH_SCALE_MIN</a>);
<a name="l00162"></a>00162 }
<a name="l00163"></a>00163
<a name="l00164"></a><a class="code" href="classPxMeshScale.html#12f2dbcf5214c4c5956dab0e75831449">00164</a> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a> scale;
<a name="l00165"></a><a class="code" href="classPxMeshScale.html#63902c04c9a3f326b5f969fa931e53fd">00165</a> <a class="code" href="classPxQuat.html" title="This is a quaternion class. For more information on quaternion mathematics consult...">PxQuat</a> rotation;
<a name="l00166"></a>00166
<a name="l00167"></a>00167
<a name="l00168"></a>00168 };
<a name="l00169"></a>00169
<a name="l00170"></a>00170 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00171"></a>00171 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
<a name="l00172"></a>00172 <span class="preprocessor">#endif</span>
<a name="l00173"></a>00173 <span class="preprocessor"></span>
<a name="l00175"></a>00175 <span class="preprocessor">#endif</span>
</pre></div></div>
<hr style="width: 100%; height: 2px;"><br>
Copyright © 2008-2018 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. <a href="http://www.nvidia.com ">www.nvidia.com</a>
</body>
</html>
|