// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2019 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_PHYSICS_CCT_EXTENDED #define PX_PHYSICS_CCT_EXTENDED /** \addtogroup character @{ */ // This needs to be included in Foundation just for the debug renderer #include "PxPhysXConfig.h" #include "foundation/PxTransform.h" #include "foundation/PxAssert.h" #if !PX_DOXYGEN namespace physx { #endif // This has to be done here since it also changes the top-level "Px" and "Np" APIs #define PX_BIG_WORLDS #ifdef PX_BIG_WORLDS typedef double PxExtended; #define PX_MAX_EXTENDED PX_MAX_F64 #define PxExtendedAbs(x) fabs(x) struct PxExtendedVec3 { PX_INLINE PxExtendedVec3() {} PX_INLINE PxExtendedVec3(PxExtended _x, PxExtended _y, PxExtended _z) : x(_x), y(_y), z(_z) {} PX_INLINE bool isZero() const { if(x!=0.0 || y!=0.0 || z!=0.0) return false; return true; } PX_INLINE PxExtended dot(const PxVec3& v) const { return x * PxExtended(v.x) + y * PxExtended(v.y) + z * PxExtended(v.z); } PX_INLINE PxExtended distanceSquared(const PxExtendedVec3& v) const { PxExtended dx = x - v.x; PxExtended dy = y - v.y; PxExtended dz = z - v.z; return dx * dx + dy * dy + dz * dz; } PX_INLINE PxExtended magnitudeSquared() const { return x * x + y * y + z * z; } PX_INLINE PxExtended magnitude() const { return PxSqrt(x * x + y * y + z * z); } PX_INLINE PxExtended normalize() { PxExtended m = magnitude(); if (m != 0.0) { const PxExtended il = PxExtended(1.0) / m; x *= il; y *= il; z *= il; } return m; } PX_INLINE bool isFinite() const { return PxIsFinite(x) && PxIsFinite(y) && PxIsFinite(z); } PX_INLINE void maximum(const PxExtendedVec3& v) { if (x < v.x) x = v.x; if (y < v.y) y = v.y; if (z < v.z) z = v.z; } PX_INLINE void minimum(const PxExtendedVec3& v) { if (x > v.x) x = v.x; if (y > v.y) y = v.y; if (z > v.z) z = v.z; } PX_INLINE void set(PxExtended x_, PxExtended y_, PxExtended z_) { this->x = x_; this->y = y_; this->z = z_; } PX_INLINE void setPlusInfinity() { x = y = z = PX_MAX_EXTENDED; } PX_INLINE void setMinusInfinity() { x = y = z = -PX_MAX_EXTENDED; } PX_INLINE void cross(const PxExtendedVec3& left, const PxVec3& right) { // temps needed in case left or right is this. PxExtended a = (left.y * PxExtended(right.z)) - (left.z * PxExtended(right.y)); PxExtended b = (left.z * PxExtended(right.x)) - (left.x * PxExtended(right.z)); PxExtended c = (left.x * PxExtended(right.y)) - (left.y * PxExtended(right.x)); x = a; y = b; z = c; } PX_INLINE void cross(const PxExtendedVec3& left, const PxExtendedVec3& right) { // temps needed in case left or right is this. PxExtended a = (left.y * right.z) - (left.z * right.y); PxExtended b = (left.z * right.x) - (left.x * right.z); PxExtended c = (left.x * right.y) - (left.y * right.x); x = a; y = b; z = c; } PX_INLINE PxExtendedVec3 cross(const PxExtendedVec3& v) const { PxExtendedVec3 temp; temp.cross(*this,v); return temp; } PX_INLINE void cross(const PxVec3& left, const PxExtendedVec3& right) { // temps needed in case left or right is this. PxExtended a = (PxExtended(left.y) * right.z) - (PxExtended(left.z) * right.y); PxExtended b = (PxExtended(left.z) * right.x) - (PxExtended(left.x) * right.z); PxExtended c = (PxExtended(left.x) * right.y) - (PxExtended(left.y) * right.x); x = a; y = b; z = c; } PX_INLINE PxExtendedVec3 operator-() const { return PxExtendedVec3(-x, -y, -z); } PX_INLINE PxExtendedVec3& operator+=(const PxExtendedVec3& v) { x += v.x; y += v.y; z += v.z; return *this; } PX_INLINE PxExtendedVec3& operator-=(const PxExtendedVec3& v) { x -= v.x; y -= v.y; z -= v.z; return *this; } PX_INLINE PxExtendedVec3& operator+=(const PxVec3& v) { x += PxExtended(v.x); y += PxExtended(v.y); z += PxExtended(v.z); return *this; } PX_INLINE PxExtendedVec3& operator-=(const PxVec3& v) { x -= PxExtended(v.x); y -= PxExtended(v.y); z -= PxExtended(v.z); return *this; } PX_INLINE PxExtendedVec3& operator*=(const PxReal& s) { x *= PxExtended(s); y *= PxExtended(s); z *= PxExtended(s); return *this; } PX_INLINE PxExtendedVec3 operator+(const PxExtendedVec3& v) const { return PxExtendedVec3(x + v.x, y + v.y, z + v.z); } PX_INLINE PxVec3 operator-(const PxExtendedVec3& v) const { return PxVec3(PxReal(x - v.x), PxReal(y - v.y), PxReal(z - v.z)); } PX_INLINE PxExtended& operator[](int index) { PX_ASSERT(index>=0 && index<=2); return reinterpret_cast(this)[index]; } PX_INLINE PxExtended operator[](int index) const { PX_ASSERT(index>=0 && index<=2); return reinterpret_cast(this)[index]; } PxExtended x,y,z; }; PX_FORCE_INLINE PxVec3 toVec3(const PxExtendedVec3& v) { return PxVec3(float(v.x), float(v.y), float(v.z)); } #else // Big worlds not defined typedef PxVec3 PxExtendedVec3; typedef PxReal PxExtended; #define PX_MAX_EXTENDED PX_MAX_F32 #define PxExtendedAbs(x) fabsf(x) #endif #if !PX_DOXYGEN } // namespace physx #endif /** @} */ #endif