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// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA Corporation is strictly prohibited.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// 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 PXFOUNDATION_PXMATH_H
#define PXFOUNDATION_PXMATH_H
/** \addtogroup foundation
@{
*/
#include "foundation/PxPreprocessor.h"
#if PX_VC
#pragma warning(push)
#pragma warning(disable : 4985) // 'symbol name': attributes not present on previous declaration
#endif
#include <math.h>
#if PX_VC
#pragma warning(pop)
#endif
#include <float.h>
#include "foundation/PxIntrinsics.h"
#include "foundation/PxAssert.h"
#if !PX_DOXYGEN
namespace physx
{
#endif
// constants
static const float PxPi = float(3.141592653589793);
static const float PxHalfPi = float(1.57079632679489661923);
static const float PxTwoPi = float(6.28318530717958647692);
static const float PxInvPi = float(0.31830988618379067154);
static const float PxInvTwoPi = float(0.15915494309189533577);
static const float PxPiDivTwo = float(1.57079632679489661923);
static const float PxPiDivFour = float(0.78539816339744830962);
/**
\brief The return value is the greater of the two specified values.
*/
template <class T>
PX_CUDA_CALLABLE PX_FORCE_INLINE T PxMax(T a, T b)
{
return a < b ? b : a;
}
//! overload for float to use fsel on xbox
template <>
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxMax(float a, float b)
{
return intrinsics::selectMax(a, b);
}
/**
\brief The return value is the lesser of the two specified values.
*/
template <class T>
PX_CUDA_CALLABLE PX_FORCE_INLINE T PxMin(T a, T b)
{
return a < b ? a : b;
}
template <>
//! overload for float to use fsel on xbox
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxMin(float a, float b)
{
return intrinsics::selectMin(a, b);
}
/*
Many of these are just implemented as PX_CUDA_CALLABLE PX_FORCE_INLINE calls to the C lib right now,
but later we could replace some of them with some approximations or more
clever stuff.
*/
/**
\brief abs returns the absolute value of its argument.
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxAbs(float a)
{
return intrinsics::abs(a);
}
PX_CUDA_CALLABLE PX_FORCE_INLINE bool PxEquals(float a, float b, float eps)
{
return (PxAbs(a - b) < eps);
}
/**
\brief abs returns the absolute value of its argument.
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE double PxAbs(double a)
{
return ::fabs(a);
}
/**
\brief abs returns the absolute value of its argument.
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE int32_t PxAbs(int32_t a)
{
return ::abs(a);
}
/**
\brief Clamps v to the range [hi,lo]
*/
template <class T>
PX_CUDA_CALLABLE PX_FORCE_INLINE T PxClamp(T v, T lo, T hi)
{
PX_ASSERT(lo <= hi);
return PxMin(hi, PxMax(lo, v));
}
//! \brief Square root.
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxSqrt(float a)
{
return intrinsics::sqrt(a);
}
//! \brief Square root.
PX_CUDA_CALLABLE PX_FORCE_INLINE double PxSqrt(double a)
{
return ::sqrt(a);
}
//! \brief reciprocal square root.
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxRecipSqrt(float a)
{
return intrinsics::recipSqrt(a);
}
//! \brief reciprocal square root.
PX_CUDA_CALLABLE PX_FORCE_INLINE double PxRecipSqrt(double a)
{
return 1 / ::sqrt(a);
}
//! trigonometry -- all angles are in radians.
//! \brief Sine of an angle ( <b>Unit:</b> Radians )
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxSin(float a)
{
return intrinsics::sin(a);
}
//! \brief Sine of an angle ( <b>Unit:</b> Radians )
PX_CUDA_CALLABLE PX_FORCE_INLINE double PxSin(double a)
{
return ::sin(a);
}
//! \brief Cosine of an angle (<b>Unit:</b> Radians)
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxCos(float a)
{
return intrinsics::cos(a);
}
//! \brief Cosine of an angle (<b>Unit:</b> Radians)
PX_CUDA_CALLABLE PX_FORCE_INLINE double PxCos(double a)
{
return ::cos(a);
}
/**
\brief Tangent of an angle.
<b>Unit:</b> Radians
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxTan(float a)
{
return ::tanf(a);
}
/**
\brief Tangent of an angle.
<b>Unit:</b> Radians
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE double PxTan(double a)
{
return ::tan(a);
}
/**
\brief Arcsine.
Returns angle between -PI/2 and PI/2 in radians
<b>Unit:</b> Radians
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxAsin(float f)
{
return ::asinf(PxClamp(f, -1.0f, 1.0f));
}
/**
\brief Arcsine.
Returns angle between -PI/2 and PI/2 in radians
<b>Unit:</b> Radians
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE double PxAsin(double f)
{
return ::asin(PxClamp(f, -1.0, 1.0));
}
/**
\brief Arccosine.
Returns angle between 0 and PI in radians
<b>Unit:</b> Radians
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxAcos(float f)
{
return ::acosf(PxClamp(f, -1.0f, 1.0f));
}
/**
\brief Arccosine.
Returns angle between 0 and PI in radians
<b>Unit:</b> Radians
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE double PxAcos(double f)
{
return ::acos(PxClamp(f, -1.0, 1.0));
}
/**
\brief ArcTangent.
Returns angle between -PI/2 and PI/2 in radians
<b>Unit:</b> Radians
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxAtan(float a)
{
return ::atanf(a);
}
/**
\brief ArcTangent.
Returns angle between -PI/2 and PI/2 in radians
<b>Unit:</b> Radians
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE double PxAtan(double a)
{
return ::atan(a);
}
/**
\brief Arctangent of (x/y) with correct sign.
Returns angle between -PI and PI in radians
<b>Unit:</b> Radians
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxAtan2(float x, float y)
{
return ::atan2f(x, y);
}
/**
\brief Arctangent of (x/y) with correct sign.
Returns angle between -PI and PI in radians
<b>Unit:</b> Radians
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE double PxAtan2(double x, double y)
{
return ::atan2(x, y);
}
//! \brief returns true if the passed number is a finite floating point number as opposed to INF, NAN, etc.
PX_CUDA_CALLABLE PX_FORCE_INLINE bool PxIsFinite(float f)
{
return intrinsics::isFinite(f);
}
//! \brief returns true if the passed number is a finite floating point number as opposed to INF, NAN, etc.
PX_CUDA_CALLABLE PX_FORCE_INLINE bool PxIsFinite(double f)
{
return intrinsics::isFinite(f);
}
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxFloor(float a)
{
return ::floorf(a);
}
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxExp(float a)
{
return ::expf(a);
}
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxCeil(float a)
{
return ::ceilf(a);
}
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxSign(float a)
{
return physx::intrinsics::sign(a);
}
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxPow(float x, float y)
{
return ::powf(x, y);
}
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxLog(float x)
{
return ::logf(x);
}
#if !PX_DOXYGEN
} // namespace physx
#endif
/** @} */
#endif // #ifndef PXFOUNDATION_PXMATH_H
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