| 1 | // |
| 2 | // Redistribution and use in source and binary forms, with or without |
| 3 | // modification, are permitted provided that the following conditions |
| 4 | // are met: |
| 5 | // * Redistributions of source code must retain the above copyright |
| 6 | // notice, this list of conditions and the following disclaimer. |
| 7 | // * Redistributions in binary form must reproduce the above copyright |
| 8 | // notice, this list of conditions and the following disclaimer in the |
| 9 | // documentation and/or other materials provided with the distribution. |
| 10 | // * Neither the name of NVIDIA CORPORATION nor the names of its |
| 11 | // contributors may be used to endorse or promote products derived |
| 12 | // from this software without specific prior written permission. |
| 13 | // |
| 14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY |
| 15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| 16 | // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| 17 | // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
| 18 | // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
| 19 | // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| 20 | // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
| 21 | // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
| 22 | // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 23 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 24 | // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 25 | // |
| 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 | |
| 31 | #ifndef PX_PHYSICS_CCT_EXTENDED |
| 32 | #define PX_PHYSICS_CCT_EXTENDED |
| 33 | /** \addtogroup character |
| 34 | @{ |
| 35 | */ |
| 36 | |
| 37 | // This needs to be included in Foundation just for the debug renderer |
| 38 | |
| 39 | #include "PxPhysXConfig.h" |
| 40 | #include "foundation/PxTransform.h" |
| 41 | #include "foundation/PxAssert.h" |
| 42 | |
| 43 | #if !PX_DOXYGEN |
| 44 | namespace physx |
| 45 | { |
| 46 | #endif |
| 47 | |
| 48 | // This has to be done here since it also changes the top-level "Px" and "Np" APIs |
| 49 | #define PX_BIG_WORLDS |
| 50 | |
| 51 | #ifdef PX_BIG_WORLDS |
| 52 | typedef double PxExtended; |
| 53 | #define PX_MAX_EXTENDED PX_MAX_F64 |
| 54 | #define PxExtendedAbs(x) fabs(x) |
| 55 | |
| 56 | struct PxExtendedVec3 |
| 57 | { |
| 58 | PX_INLINE PxExtendedVec3() {} |
| 59 | PX_INLINE PxExtendedVec3(PxExtended _x, PxExtended _y, PxExtended _z) : x(_x), y(_y), z(_z) {} |
| 60 | |
| 61 | PX_INLINE bool isZero() const |
| 62 | { |
| 63 | if(x!=0.0 || y!=0.0 || z!=0.0) return false; |
| 64 | return true; |
| 65 | } |
| 66 | |
| 67 | PX_INLINE PxExtended dot(const PxVec3& v) const |
| 68 | { |
| 69 | return x * PxExtended(v.x) + y * PxExtended(v.y) + z * PxExtended(v.z); |
| 70 | } |
| 71 | |
| 72 | PX_INLINE PxExtended distanceSquared(const PxExtendedVec3& v) const |
| 73 | { |
| 74 | PxExtended dx = x - v.x; |
| 75 | PxExtended dy = y - v.y; |
| 76 | PxExtended dz = z - v.z; |
| 77 | return dx * dx + dy * dy + dz * dz; |
| 78 | } |
| 79 | |
| 80 | PX_INLINE PxExtended magnitudeSquared() const |
| 81 | { |
| 82 | return x * x + y * y + z * z; |
| 83 | } |
| 84 | |
| 85 | PX_INLINE PxExtended magnitude() const |
| 86 | { |
| 87 | return PxSqrt(a: x * x + y * y + z * z); |
| 88 | } |
| 89 | |
| 90 | PX_INLINE PxExtended normalize() |
| 91 | { |
| 92 | PxExtended m = magnitude(); |
| 93 | if (m != 0.0) |
| 94 | { |
| 95 | const PxExtended il = PxExtended(1.0) / m; |
| 96 | x *= il; |
| 97 | y *= il; |
| 98 | z *= il; |
| 99 | } |
| 100 | return m; |
| 101 | } |
| 102 | |
| 103 | PX_INLINE bool isFinite() const |
| 104 | { |
| 105 | return PxIsFinite(f: x) && PxIsFinite(f: y) && PxIsFinite(f: z); |
| 106 | } |
| 107 | |
| 108 | PX_INLINE void maximum(const PxExtendedVec3& v) |
| 109 | { |
| 110 | if (x < v.x) x = v.x; |
| 111 | if (y < v.y) y = v.y; |
| 112 | if (z < v.z) z = v.z; |
| 113 | } |
| 114 | |
| 115 | |
| 116 | PX_INLINE void minimum(const PxExtendedVec3& v) |
| 117 | { |
| 118 | if (x > v.x) x = v.x; |
| 119 | if (y > v.y) y = v.y; |
| 120 | if (z > v.z) z = v.z; |
| 121 | } |
| 122 | |
| 123 | PX_INLINE void set(PxExtended x_, PxExtended y_, PxExtended z_) |
| 124 | { |
| 125 | this->x = x_; |
| 126 | this->y = y_; |
| 127 | this->z = z_; |
| 128 | } |
| 129 | |
| 130 | PX_INLINE void setPlusInfinity() |
| 131 | { |
| 132 | x = y = z = PX_MAX_EXTENDED; |
| 133 | } |
| 134 | |
| 135 | PX_INLINE void setMinusInfinity() |
| 136 | { |
| 137 | x = y = z = -PX_MAX_EXTENDED; |
| 138 | } |
| 139 | |
| 140 | PX_INLINE void cross(const PxExtendedVec3& left, const PxVec3& right) |
| 141 | { |
| 142 | // temps needed in case left or right is this. |
| 143 | PxExtended a = (left.y * PxExtended(right.z)) - (left.z * PxExtended(right.y)); |
| 144 | PxExtended b = (left.z * PxExtended(right.x)) - (left.x * PxExtended(right.z)); |
| 145 | PxExtended c = (left.x * PxExtended(right.y)) - (left.y * PxExtended(right.x)); |
| 146 | |
| 147 | x = a; |
| 148 | y = b; |
| 149 | z = c; |
| 150 | } |
| 151 | |
| 152 | PX_INLINE void cross(const PxExtendedVec3& left, const PxExtendedVec3& right) |
| 153 | { |
| 154 | // temps needed in case left or right is this. |
| 155 | PxExtended a = (left.y * right.z) - (left.z * right.y); |
| 156 | PxExtended b = (left.z * right.x) - (left.x * right.z); |
| 157 | PxExtended c = (left.x * right.y) - (left.y * right.x); |
| 158 | |
| 159 | x = a; |
| 160 | y = b; |
| 161 | z = c; |
| 162 | } |
| 163 | |
| 164 | PX_INLINE PxExtendedVec3 cross(const PxExtendedVec3& v) const |
| 165 | { |
| 166 | PxExtendedVec3 temp; |
| 167 | temp.cross(left: *this,right: v); |
| 168 | return temp; |
| 169 | } |
| 170 | |
| 171 | PX_INLINE void cross(const PxVec3& left, const PxExtendedVec3& right) |
| 172 | { |
| 173 | // temps needed in case left or right is this. |
| 174 | PxExtended a = (PxExtended(left.y) * right.z) - (PxExtended(left.z) * right.y); |
| 175 | PxExtended b = (PxExtended(left.z) * right.x) - (PxExtended(left.x) * right.z); |
| 176 | PxExtended c = (PxExtended(left.x) * right.y) - (PxExtended(left.y) * right.x); |
| 177 | |
| 178 | x = a; |
| 179 | y = b; |
| 180 | z = c; |
| 181 | } |
| 182 | |
| 183 | PX_INLINE PxExtendedVec3 operator-() const |
| 184 | { |
| 185 | return PxExtendedVec3(-x, -y, -z); |
| 186 | } |
| 187 | |
| 188 | PX_INLINE PxExtendedVec3& operator+=(const PxExtendedVec3& v) |
| 189 | { |
| 190 | x += v.x; |
| 191 | y += v.y; |
| 192 | z += v.z; |
| 193 | return *this; |
| 194 | } |
| 195 | |
| 196 | PX_INLINE PxExtendedVec3& operator-=(const PxExtendedVec3& v) |
| 197 | { |
| 198 | x -= v.x; |
| 199 | y -= v.y; |
| 200 | z -= v.z; |
| 201 | return *this; |
| 202 | } |
| 203 | |
| 204 | PX_INLINE PxExtendedVec3& operator+=(const PxVec3& v) |
| 205 | { |
| 206 | x += PxExtended(v.x); |
| 207 | y += PxExtended(v.y); |
| 208 | z += PxExtended(v.z); |
| 209 | return *this; |
| 210 | } |
| 211 | |
| 212 | PX_INLINE PxExtendedVec3& operator-=(const PxVec3& v) |
| 213 | { |
| 214 | x -= PxExtended(v.x); |
| 215 | y -= PxExtended(v.y); |
| 216 | z -= PxExtended(v.z); |
| 217 | return *this; |
| 218 | } |
| 219 | |
| 220 | PX_INLINE PxExtendedVec3& operator*=(const PxReal& s) |
| 221 | { |
| 222 | x *= PxExtended(s); |
| 223 | y *= PxExtended(s); |
| 224 | z *= PxExtended(s); |
| 225 | return *this; |
| 226 | } |
| 227 | |
| 228 | PX_INLINE PxExtendedVec3 operator+(const PxExtendedVec3& v) const |
| 229 | { |
| 230 | return PxExtendedVec3(x + v.x, y + v.y, z + v.z); |
| 231 | } |
| 232 | |
| 233 | PX_INLINE PxVec3 operator-(const PxExtendedVec3& v) const |
| 234 | { |
| 235 | return PxVec3(PxReal(x - v.x), PxReal(y - v.y), PxReal(z - v.z)); |
| 236 | } |
| 237 | |
| 238 | PX_INLINE PxExtended& operator[](int index) |
| 239 | { |
| 240 | PX_ASSERT(index>=0 && index<=2); |
| 241 | |
| 242 | return reinterpret_cast<PxExtended*>(this)[index]; |
| 243 | } |
| 244 | |
| 245 | |
| 246 | PX_INLINE PxExtended operator[](int index) const |
| 247 | { |
| 248 | PX_ASSERT(index>=0 && index<=2); |
| 249 | |
| 250 | return reinterpret_cast<const PxExtended*>(this)[index]; |
| 251 | } |
| 252 | |
| 253 | PxExtended x,y,z; |
| 254 | }; |
| 255 | |
| 256 | PX_FORCE_INLINE PxVec3 toVec3(const PxExtendedVec3& v) |
| 257 | { |
| 258 | return PxVec3(float(v.x), float(v.y), float(v.z)); |
| 259 | } |
| 260 | |
| 261 | #else |
| 262 | // Big worlds not defined |
| 263 | |
| 264 | typedef PxVec3 PxExtendedVec3; |
| 265 | typedef PxReal PxExtended; |
| 266 | #define PX_MAX_EXTENDED PX_MAX_F32 |
| 267 | #define PxExtendedAbs(x) fabsf(x) |
| 268 | #endif |
| 269 | |
| 270 | #if !PX_DOXYGEN |
| 271 | } // namespace physx |
| 272 | #endif |
| 273 | |
| 274 | /** @} */ |
| 275 | #endif |
| 276 | |