genesis-3d_engine/Engine/ExtIncludes/physX3/windows/foundation/PxVec2.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

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7.2 KiB
C++

// This code contains NVIDIA Confidential Information and is disclosed to you
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//
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef PX_FOUNDATION_PX_VEC2_H
#define PX_FOUNDATION_PX_VEC2_H
/** \addtogroup foundation
@{
*/
#include "foundation/PxMath.h"
#ifndef PX_DOXYGEN
namespace physx
{
#endif
/**
\brief 2 Element vector class.
This is a 2-dimensional vector class with public data members.
*/
class PxVec2
{
public:
/**
\brief default constructor leaves data uninitialized.
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2() {}
/**
\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_FORCE_INLINE PxVec2(PxReal a): x(a), y(a) {}
/**
\brief Initializes from 2 scalar parameters.
\param[in] nx Value to initialize X component.
\param[in] ny Value to initialize Y component.
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2(PxReal nx, PxReal ny): x(nx), y(ny){}
/**
\brief Copy ctor.
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2(const PxVec2& v): x(v.x), y(v.y) {}
//Operators
/**
\brief Assignment operator
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2& operator=(const PxVec2& p) { x = p.x; y = p.y; return *this; }
/**
\brief element access
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal& operator[](int index) { PX_ASSERT(index>=0 && index<=1); return (&x)[index]; }
/**
\brief element access
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE const PxReal& operator[](int index) const { PX_ASSERT(index>=0 && index<=1); return (&x)[index]; }
/**
\brief returns true if the two vectors are exactly equal.
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE bool operator==(const PxVec2&v) const { return x == v.x && y == v.y; }
/**
\brief returns true if the two vectors are not exactly equal.
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE bool operator!=(const PxVec2&v) const { return x != v.x || y != v.y; }
/**
\brief tests for exact zero vector
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE bool isZero() const { return x==0.0f && y==0.0f; }
/**
\brief returns true if all 2 elems of the vector are finite (not NAN or INF, etc.)
*/
PX_CUDA_CALLABLE PX_INLINE bool isFinite() const
{
return PxIsFinite(x) && PxIsFinite(y);
}
/**
\brief is normalized - used by API parameter validation
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE bool isNormalized() const
{
const float unitTolerance = PxReal(1e-4);
return isFinite() && PxAbs(magnitude()-1)<unitTolerance;
}
/**
\brief returns the squared magnitude
Avoids calling PxSqrt()!
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal magnitudeSquared() const { return x * x + y * y; }
/**
\brief returns the magnitude
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal magnitude() const { return PxSqrt(magnitudeSquared()); }
/**
\brief negation
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 operator -() const
{
return PxVec2(-x, -y);
}
/**
\brief vector addition
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 operator +(const PxVec2& v) const { return PxVec2(x + v.x, y + v.y); }
/**
\brief vector difference
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 operator -(const PxVec2& v) const { return PxVec2(x - v.x, y - v.y); }
/**
\brief scalar post-multiplication
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 operator *(PxReal f) const { return PxVec2(x * f, y * f); }
/**
\brief scalar division
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 operator /(PxReal f) const
{
f = PxReal(1) / f; // PT: inconsistent notation with operator /=
return PxVec2(x * f, y * f);
}
/**
\brief vector addition
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2& operator +=(const PxVec2& v)
{
x += v.x;
y += v.y;
return *this;
}
/**
\brief vector difference
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2& operator -=(const PxVec2& v)
{
x -= v.x;
y -= v.y;
return *this;
}
/**
\brief scalar multiplication
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2& operator *=(PxReal f)
{
x *= f;
y *= f;
return *this;
}
/**
\brief scalar division
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2& operator /=(PxReal f)
{
f = 1.0f/f; // PT: inconsistent notation with operator /
x *= f;
y *= f;
return *this;
}
/**
\brief returns the scalar product of this and other.
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal dot(const PxVec2& v) const
{
return x * v.x + y * v.y;
}
/** return a unit vector */
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 getNormalized() const
{
const PxReal m = magnitudeSquared();
return m>0 ? *this * PxRecipSqrt(m) : PxVec2(0,0);
}
/**
\brief normalizes the vector in place
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal normalize()
{
const PxReal m = magnitude();
if (m>0)
*this /= m;
return m;
}
/**
\brief a[i] * b[i], for all i.
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 multiply(const PxVec2& a) const
{
return PxVec2(x*a.x, y*a.y);
}
/**
\brief element-wise minimum
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 minimum(const PxVec2& v) const
{
return PxVec2(PxMin(x, v.x), PxMin(y,v.y));
}
/**
\brief returns MIN(x, y);
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE float minElement() const
{
return PxMin(x, y);
}
/**
\brief element-wise maximum
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec2 maximum(const PxVec2& v) const
{
return PxVec2(PxMax(x, v.x), PxMax(y,v.y));
}
/**
\brief returns MAX(x, y);
*/
PX_CUDA_CALLABLE PX_FORCE_INLINE float maxElement() const
{
return PxMax(x, y);
}
PxReal x,y;
};
PX_CUDA_CALLABLE static PX_FORCE_INLINE PxVec2 operator *(PxReal f, const PxVec2& v)
{
return PxVec2(f * v.x, f * v.y);
}
#ifndef PX_DOXYGEN
} // namespace physx
#endif
/** @} */
#endif // PX_FOUNDATION_PX_VEC2_H