genesis-3d_engine/Engine/ExtIncludes/physX3/windows/foundation/PxPlane.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

147 lines
3.7 KiB
C++

// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
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// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
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// license agreement from NVIDIA Corporation is strictly prohibited.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
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// 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
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// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
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// NVIDIA Corporation.
//
// Copyright (c) 2008-2013 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 PX_FOUNDATION_PX_PLANE_H
#define PX_FOUNDATION_PX_PLANE_H
/** \addtogroup foundation
@{
*/
#include "foundation/PxMath.h"
#include "foundation/PxVec3.h"
#ifndef PX_DOXYGEN
namespace physx
{
#endif
/**
\brief Representation of a plane.
Plane equation used: n.dot(v) + d = 0
*/
class PxPlane
{
public:
/**
\brief Constructor
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxPlane()
{
}
/**
\brief Constructor from a normal and a distance
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxPlane(PxReal nx, PxReal ny, PxReal nz, PxReal distance)
: n(nx, ny, nz)
, d(distance)
{
}
/**
\brief Constructor from a normal and a distance
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxPlane(const PxVec3& normal, PxReal distance)
: n(normal)
, d(distance)
{
}
/**
\brief Constructor from a point on the plane and a normal
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxPlane(const PxVec3& point, const PxVec3& normal)
: n(normal)
, d(-point.dot(n)) // p satisfies normal.dot(p) + d = 0
{
}
/**
\brief Constructor from three points
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxPlane(const PxVec3& p0, const PxVec3& p1, const PxVec3& p2)
{
n = (p1 - p0).cross(p2 - p0).getNormalized();
d = -p0.dot(n);
}
PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal distance(const PxVec3& p) const
{
return p.dot(n) + d;
}
PX_CUDA_CALLABLE PX_FORCE_INLINE bool contains(const PxVec3& p) const
{
return PxAbs(distance(p)) < (1.0e-7f);
}
/**
\brief projects p into the plane
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 project(const PxVec3 & p) const
{
return p - n * distance(p);
}
/**
\brief find an arbitrary point in the plane
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 pointInPlane() const
{
return -n*d;
}
/**
\brief equivalent plane with unit normal
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE void normalize()
{
PxReal denom = 1.0f / n.magnitude();
n *= denom;
d *= denom;
}
PxVec3 n; //!< The normal to the plane
PxReal d; //!< The distance from the origin
};
#ifndef PX_DOXYGEN
} // namespace physx
#endif
/** @} */
#endif