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All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef PX_FOUNDATION_PX_VEC4_H #define PX_FOUNDATION_PX_VEC4_H /** \addtogroup foundation @{ */ #include "foundation/PxMath.h" #include "foundation/PxVec3.h" #include "foundation/PxAssert.h" /** \brief 4 Element vector class. This is a 4-dimensional vector class with public data members. */ #ifndef PX_DOXYGEN namespace physx { #endif class PxVec4 { public: /** \brief default constructor leaves data uninitialized. */ PX_CUDA_CALLABLE PX_INLINE PxVec4() {} /** \brief Assigns scalar parameter to all elements. Useful to initialize to zero or one. \param[in] a Value to assign to elements. */ explicit PX_CUDA_CALLABLE PX_INLINE PxVec4(PxReal a): x(a), y(a), z(a), w(a) {} /** \brief Initializes from 3 scalar parameters. \param[in] nx Value to initialize X component. \param[in] ny Value to initialize Y component. \param[in] nz Value to initialize Z component. \param[in] nw Value to initialize W component. */ PX_CUDA_CALLABLE PX_INLINE PxVec4(PxReal nx, PxReal ny, PxReal nz, PxReal nw): x(nx), y(ny), z(nz), w(nw) {} /** \brief Initializes from 3 scalar parameters. \param[in] v Value to initialize the X, Y, and Z components. \param[in] nw Value to initialize W component. */ PX_CUDA_CALLABLE PX_INLINE PxVec4(const PxVec3& v, PxReal nw): x(v.x), y(v.y), z(v.z), w(nw) {} /** \brief Initializes from an array of scalar parameters. \param[in] v Value to initialize with. */ explicit PX_CUDA_CALLABLE PX_INLINE PxVec4(const PxReal v[]): x(v[0]), y(v[1]), z(v[2]), w(v[3]) {} /** \brief Copy ctor. */ PX_CUDA_CALLABLE PX_INLINE PxVec4(const PxVec4& v): x(v.x), y(v.y), z(v.z), w(v.w) {} //Operators /** \brief Assignment operator */ PX_CUDA_CALLABLE PX_INLINE PxVec4& operator=(const PxVec4& p) { x = p.x; y = p.y; z = p.z; w = p.w; return *this; } /** \brief element access */ PX_CUDA_CALLABLE PX_INLINE PxReal& operator[](int index) { PX_ASSERT(index>=0 && index<=3); return (&x)[index]; } /** \brief element access */ PX_CUDA_CALLABLE PX_INLINE const PxReal& operator[](int index) const { PX_ASSERT(index>=0 && index<=3); return (&x)[index]; } /** \brief returns true if the two vectors are exactly equal. */ PX_CUDA_CALLABLE PX_INLINE bool operator==(const PxVec4&v) const { return x == v.x && y == v.y && z == v.z && w == v.w; } /** \brief returns true if the two vectors are not exactly equal. */ PX_CUDA_CALLABLE PX_INLINE bool operator!=(const PxVec4&v) const { return x != v.x || y != v.y || z != v.z || w!= v.w; } /** \brief tests for exact zero vector */ PX_CUDA_CALLABLE PX_INLINE bool isZero() const { return x==0 && y==0 && z == 0 && w == 0; } /** \brief returns true if all 3 elems of the vector are finite (not NAN or INF, etc.) */ PX_CUDA_CALLABLE PX_INLINE bool isFinite() const { return PxIsFinite(x) && PxIsFinite(y) && PxIsFinite(z) && PxIsFinite(w); } /** \brief is normalized - used by API parameter validation */ PX_CUDA_CALLABLE PX_INLINE bool isNormalized() const { const float unitTolerance = PxReal(1e-4); return isFinite() && PxAbs(magnitude()-1)0 ? *this * PxRecipSqrt(m) : PxVec4(0,0,0,0); } /** \brief normalizes the vector in place */ PX_CUDA_CALLABLE PX_INLINE PxReal normalize() { PxReal m = magnitude(); if (m>0) *this /= m; return m; } /** \brief a[i] * b[i], for all i. */ PX_CUDA_CALLABLE PX_INLINE PxVec4 multiply(const PxVec4& a) const { return PxVec4(x*a.x, y*a.y, z*a.z, w*a.w); } /** \brief element-wise minimum */ PX_CUDA_CALLABLE PX_INLINE PxVec4 minimum(const PxVec4& v) const { return PxVec4(PxMin(x, v.x), PxMin(y,v.y), PxMin(z,v.z), PxMin(w,v.w)); } /** \brief element-wise maximum */ PX_CUDA_CALLABLE PX_INLINE PxVec4 maximum(const PxVec4& v) const { return PxVec4(PxMax(x, v.x), PxMax(y,v.y), PxMax(z,v.z), PxMax(w,v.w)); } PX_CUDA_CALLABLE PX_INLINE PxVec3 getXYZ() const { return PxVec3(x,y,z); } /** \brief set vector elements to zero */ PX_CUDA_CALLABLE PX_INLINE void setZero() { x = y = z = w = PxReal(0); } PxReal x,y,z,w; }; PX_CUDA_CALLABLE static PX_INLINE PxVec4 operator *(PxReal f, const PxVec4& v) { return PxVec4(f * v.x, f * v.y, f * v.z, f * v.w); } #ifndef PX_DOXYGEN } // namespace physx #endif /** @} */ #endif // PX_FOUNDATION_PX_VEC4_H