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PxVec3.h
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26// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
27// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
28// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
29
30#ifndef PXFOUNDATION_PXVEC3_H
31#define PXFOUNDATION_PXVEC3_H
32
37#include "foundation/PxMath.h"
38
39#if !PX_DOXYGEN
40namespace physx
41{
42#endif
43
49class PxVec3
50{
51 public:
55 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3()
56 {
57 }
58
62 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3(PxZERO r) : x(0.0f), y(0.0f), z(0.0f)
63 {
64 PX_UNUSED(r);
65 }
66
74 explicit PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3(float a) : x(a), y(a), z(a)
75 {
76 }
77
85 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3(float nx, float ny, float nz) : x(nx), y(ny), z(nz)
86 {
87 }
88
92 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3(const PxVec3& v) : x(v.x), y(v.y), z(v.z)
93 {
94 }
95
96 // Operators
97
101 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3& operator=(const PxVec3& p)
102 {
103 x = p.x;
104 y = p.y;
105 z = p.z;
106 return *this;
107 }
108
112 PX_CUDA_CALLABLE PX_FORCE_INLINE float& operator[](unsigned int index)
113 {
114 PX_SHARED_ASSERT(index <= 2);
115
116 return reinterpret_cast<float*>(this)[index];
117 }
118
122 PX_CUDA_CALLABLE PX_FORCE_INLINE const float& operator[](unsigned int index) const
123 {
124 PX_SHARED_ASSERT(index <= 2);
125
126 return reinterpret_cast<const float*>(this)[index];
127 }
128
132 PX_CUDA_CALLABLE PX_FORCE_INLINE bool operator==(const PxVec3& v) const
133 {
134 return x == v.x && y == v.y && z == v.z;
135 }
136
140 PX_CUDA_CALLABLE PX_FORCE_INLINE bool operator!=(const PxVec3& v) const
141 {
142 return x != v.x || y != v.y || z != v.z;
143 }
144
148 PX_CUDA_CALLABLE PX_FORCE_INLINE bool isZero() const
149 {
150 return x == 0.0f && y == 0.0f && z == 0.0f;
151 }
152
156 PX_CUDA_CALLABLE PX_INLINE bool isFinite() const
157 {
158 return PxIsFinite(x) && PxIsFinite(y) && PxIsFinite(z);
159 }
160
164 PX_CUDA_CALLABLE PX_FORCE_INLINE bool isNormalized() const
165 {
166 const float unitTolerance = 1e-4f;
167 return isFinite() && PxAbs(magnitude() - 1) < unitTolerance;
168 }
169
175 PX_CUDA_CALLABLE PX_FORCE_INLINE float magnitudeSquared() const
176 {
177 return x * x + y * y + z * z;
178 }
179
183 PX_CUDA_CALLABLE PX_FORCE_INLINE float magnitude() const
184 {
185 return PxSqrt(magnitudeSquared());
186 }
187
191 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 operator-() const
192 {
193 return PxVec3(-x, -y, -z);
194 }
195
199 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 operator+(const PxVec3& v) const
200 {
201 return PxVec3(x + v.x, y + v.y, z + v.z);
202 }
203
207 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 operator-(const PxVec3& v) const
208 {
209 return PxVec3(x - v.x, y - v.y, z - v.z);
210 }
211
215 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 operator*(float f) const
216 {
217 return PxVec3(x * f, y * f, z * f);
218 }
219
223 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 operator/(float f) const
224 {
225 f = 1.0f / f;
226 return PxVec3(x * f, y * f, z * f);
227 }
228
232 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3& operator+=(const PxVec3& v)
233 {
234 x += v.x;
235 y += v.y;
236 z += v.z;
237 return *this;
238 }
239
243 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3& operator-=(const PxVec3& v)
244 {
245 x -= v.x;
246 y -= v.y;
247 z -= v.z;
248 return *this;
249 }
250
254 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3& operator*=(float f)
255 {
256 x *= f;
257 y *= f;
258 z *= f;
259 return *this;
260 }
264 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3& operator/=(float f)
265 {
266 f = 1.0f / f;
267 x *= f;
268 y *= f;
269 z *= f;
270 return *this;
271 }
272
276 PX_CUDA_CALLABLE PX_FORCE_INLINE float dot(const PxVec3& v) const
277 {
278 return x * v.x + y * v.y + z * v.z;
279 }
280
284 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 cross(const PxVec3& v) const
285 {
286 return PxVec3(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x);
287 }
288
291 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 getNormalized() const
292 {
293 const float m = magnitudeSquared();
294 return m > 0.0f ? *this * PxRecipSqrt(m) : PxVec3(0, 0, 0);
295 }
296
300 PX_CUDA_CALLABLE PX_FORCE_INLINE float normalize()
301 {
302 const float m = magnitude();
303 if(m > 0.0f)
304 *this /= m;
305 return m;
306 }
307
312 PX_CUDA_CALLABLE PX_FORCE_INLINE float normalizeSafe()
313 {
314 const float mag = magnitude();
315 if(mag < PX_NORMALIZATION_EPSILON)
316 return 0.0f;
317 *this *= 1.0f / mag;
318 return mag;
319 }
320
325 PX_CUDA_CALLABLE PX_FORCE_INLINE float normalizeFast()
326 {
327 const float mag = magnitude();
328 PX_SHARED_ASSERT(mag >= PX_NORMALIZATION_EPSILON);
329 *this *= 1.0f / mag;
330 return mag;
331 }
332
336 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 multiply(const PxVec3& a) const
337 {
338 return PxVec3(x * a.x, y * a.y, z * a.z);
339 }
340
344 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 minimum(const PxVec3& v) const
345 {
346 return PxVec3(PxMin(x, v.x), PxMin(y, v.y), PxMin(z, v.z));
347 }
348
352 PX_CUDA_CALLABLE PX_FORCE_INLINE float minElement() const
353 {
354 return PxMin(x, PxMin(y, z));
355 }
356
360 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 maximum(const PxVec3& v) const
361 {
362 return PxVec3(PxMax(x, v.x), PxMax(y, v.y), PxMax(z, v.z));
363 }
364
368 PX_CUDA_CALLABLE PX_FORCE_INLINE float maxElement() const
369 {
370 return PxMax(x, PxMax(y, z));
371 }
372
376 PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 abs() const
377 {
378 return PxVec3(PxAbs(x), PxAbs(y), PxAbs(z));
379 }
380
381 float x, y, z;
382};
383
384PX_CUDA_CALLABLE static PX_FORCE_INLINE PxVec3 operator*(float f, const PxVec3& v)
385{
386 return PxVec3(f * v.x, f * v.y, f * v.z);
387}
388
389#if !PX_DOXYGEN
390} // namespace physx
391#endif
392
394#endif // #ifndef PXFOUNDATION_PXVEC3_H
3 Element vector class.
Definition PxVec3.h:50
PX_CUDA_CALLABLE PX_FORCE_INLINE bool operator!=(const PxVec3 &v) const
returns true if the two vectors are not exactly equal.
Definition PxVec3.h:140
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3()
default constructor leaves data uninitialized.
Definition PxVec3.h:55
PX_CUDA_CALLABLE PX_FORCE_INLINE float dot(const PxVec3 &v) const
returns the scalar product of this and other.
Definition PxVec3.h:276
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 operator/(float f) const
scalar division
Definition PxVec3.h:223
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 cross(const PxVec3 &v) const
cross product
Definition PxVec3.h:284
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 getNormalized() const
Definition PxVec3.h:291
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 operator+(const PxVec3 &v) const
vector addition
Definition PxVec3.h:199
PX_CUDA_CALLABLE PX_FORCE_INLINE const float & operator[](unsigned int index) const
element access
Definition PxVec3.h:122
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 operator*(float f) const
scalar post-multiplication
Definition PxVec3.h:215
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3(float a)
Assigns scalar parameter to all elements.
Definition PxVec3.h:74
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 multiply(const PxVec3 &a) const
a[i] * b[i], for all i.
Definition PxVec3.h:336
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 & operator-=(const PxVec3 &v)
vector difference
Definition PxVec3.h:243
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 & operator+=(const PxVec3 &v)
vector addition
Definition PxVec3.h:232
PX_CUDA_CALLABLE PX_FORCE_INLINE float minElement() const
returns MIN(x, y, z);
Definition PxVec3.h:352
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 operator-() const
negation
Definition PxVec3.h:191
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3(const PxVec3 &v)
Copy ctor.
Definition PxVec3.h:92
PX_CUDA_CALLABLE PX_FORCE_INLINE float maxElement() const
returns MAX(x, y, z);
Definition PxVec3.h:368
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 abs() const
returns absolute values of components;
Definition PxVec3.h:376
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 maximum(const PxVec3 &v) const
element-wise maximum
Definition PxVec3.h:360
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 operator-(const PxVec3 &v) const
vector difference
Definition PxVec3.h:207
PX_CUDA_CALLABLE PX_FORCE_INLINE float magnitudeSquared() const
returns the squared magnitude
Definition PxVec3.h:175
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 & operator/=(float f)
scalar division
Definition PxVec3.h:264
PX_CUDA_CALLABLE PX_FORCE_INLINE bool operator==(const PxVec3 &v) const
returns true if the two vectors are exactly equal.
Definition PxVec3.h:132
PX_CUDA_CALLABLE PX_FORCE_INLINE float normalize()
normalizes the vector in place
Definition PxVec3.h:300
PX_CUDA_CALLABLE PX_FORCE_INLINE float normalizeFast()
normalizes the vector in place. Asserts if vector magnitude is under PX_NORMALIZATION_EPSILON....
Definition PxVec3.h:325
PX_CUDA_CALLABLE PX_FORCE_INLINE float magnitude() const
returns the magnitude
Definition PxVec3.h:183
PX_CUDA_CALLABLE PX_INLINE bool isFinite() const
returns true if all 3 elems of the vector are finite (not NAN or INF, etc.)
Definition PxVec3.h:156
PX_CUDA_CALLABLE PX_FORCE_INLINE float normalizeSafe()
normalizes the vector in place. Does nothing if vector magnitude is under PX_NORMALIZATION_EPSILON....
Definition PxVec3.h:312
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3(PxZERO r)
zero constructor.
Definition PxVec3.h:62
PX_CUDA_CALLABLE PX_FORCE_INLINE float & operator[](unsigned int index)
element access
Definition PxVec3.h:112
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 & operator*=(float f)
scalar multiplication
Definition PxVec3.h:254
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 & operator=(const PxVec3 &p)
Assignment operator.
Definition PxVec3.h:101
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 minimum(const PxVec3 &v) const
element-wise minimum
Definition PxVec3.h:344
PX_CUDA_CALLABLE PX_FORCE_INLINE bool isZero() const
tests for exact zero vector
Definition PxVec3.h:148
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3(float nx, float ny, float nz)
Initializes from 3 scalar parameters.
Definition PxVec3.h:85
PX_CUDA_CALLABLE PX_FORCE_INLINE bool isNormalized() const
is normalized - used by API parameter validation
Definition PxVec3.h:164
#define PX_FORCE_INLINE
Definition PxPreprocessor.h:335
#define PX_INLINE
Definition PxPreprocessor.h:320
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxAbs(float a)
abs returns the absolute value of its argument.
Definition PxMath.h:109
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxRecipSqrt(float a)
reciprocal square root.
Definition PxMath.h:158
PX_CUDA_CALLABLE PX_FORCE_INLINE bool PxIsFinite(float f)
returns true if the passed number is a finite floating point number as opposed to INF,...
Definition PxMath.h:326
PX_CUDA_CALLABLE PX_FORCE_INLINE float PxSqrt(float a)
Square root.
Definition PxMath.h:146
PX_CUDA_CALLABLE PX_FORCE_INLINE T PxMax(T a, T b)
The return value is the greater of the two specified values.
Definition PxMath.h:72
PxZERO
Definition Px.h:93
PX_CUDA_CALLABLE PX_FORCE_INLINE T PxMin(T a, T b)
The return value is the lesser of the two specified values.
Definition PxMath.h:88