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//
// 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