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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// 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
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2014 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 NV_NVFOUNDATION_NVMATH_H
+#define NV_NVFOUNDATION_NVMATH_H
+
+/** \addtogroup foundation
+@{
+*/
+
+#include "NvPreprocessor.h"
+
+#if NV_VC
+#pragma warning(push)
+#pragma warning(disable : 4985) // 'symbol name': attributes not present on previous declaration
+#endif
+#include <math.h>
+#if NV_VC
+#pragma warning(pop)
+#endif
+
+#include <float.h>
+#include "NvIntrinsics.h"
+#include "NvAssert.h"
+
+#if !NV_DOXYGEN
+namespace nvidia
+{
+#endif
+
+// constants
+static const float NvPi = float(3.141592653589793);
+static const float NvHalfPi = float(1.57079632679489661923);
+static const float NvTwoPi = float(6.28318530717958647692);
+static const float NvInvPi = float(0.31830988618379067154);
+static const float NvInvTwoPi = float(0.15915494309189533577);
+static const float NvPiDivTwo = float(1.57079632679489661923);
+static const float NvPiDivFour = float(0.78539816339744830962);
+
+/**
+\brief The return value is the greater of the two specified values.
+*/
+template <class T>
+NV_CUDA_CALLABLE NV_FORCE_INLINE T NvMax(T a, T b)
+{
+ return a < b ? b : a;
+}
+
+//! overload for float to use fsel on xbox
+template <>
+NV_CUDA_CALLABLE NV_FORCE_INLINE float NvMax(float a, float b)
+{
+ return intrinsics::selectMax(a, b);
+}
+
+/**
+\brief The return value is the lesser of the two specified values.
+*/
+template <class T>
+NV_CUDA_CALLABLE NV_FORCE_INLINE T NvMin(T a, T b)
+{
+ return a < b ? a : b;
+}
+
+template <>
+//! overload for float to use fsel on xbox
+NV_CUDA_CALLABLE NV_FORCE_INLINE float NvMin(float a, float b)
+{
+ return intrinsics::selectMin(a, b);
+}
+
+/*
+Many of these are just implemented as NV_CUDA_CALLABLE NV_FORCE_INLINE calls to the C lib right now,
+but later we could replace some of them with some approximations or more
+clever stuff.
+*/
+
+/**
+\brief abs returns the absolute value of its argument.
+*/
+NV_CUDA_CALLABLE NV_FORCE_INLINE float NvAbs(float a)
+{
+ return intrinsics::abs(a);
+}
+
+NV_CUDA_CALLABLE NV_FORCE_INLINE bool NvEquals(float a, float b, float eps)
+{
+ return (NvAbs(a - b) < eps);
+}
+
+/**
+\brief abs returns the absolute value of its argument.
+*/
+NV_CUDA_CALLABLE NV_FORCE_INLINE double NvAbs(double a)
+{
+ return ::fabs(a);
+}
+
+/**
+\brief abs returns the absolute value of its argument.
+*/
+NV_CUDA_CALLABLE NV_FORCE_INLINE int32_t NvAbs(int32_t a)
+{
+ return ::abs(a);
+}
+
+/**
+\brief Clamps v to the range [hi,lo]
+*/
+template <class T>
+NV_CUDA_CALLABLE NV_FORCE_INLINE T NvClamp(T v, T lo, T hi)
+{
+ NV_ASSERT(lo <= hi);
+ return NvMin(hi, NvMax(lo, v));
+}
+
+//! \brief Square root.
+NV_CUDA_CALLABLE NV_FORCE_INLINE float NvSqrt(float a)
+{
+ return intrinsics::sqrt(a);
+}
+
+//! \brief Square root.
+NV_CUDA_CALLABLE NV_FORCE_INLINE double NvSqrt(double a)
+{
+ return ::sqrt(a);
+}
+
+//! \brief reciprocal square root.
+NV_CUDA_CALLABLE NV_FORCE_INLINE float NvRecipSqrt(float a)
+{
+ return intrinsics::recipSqrt(a);
+}
+
+//! \brief reciprocal square root.
+NV_CUDA_CALLABLE NV_FORCE_INLINE double NvRecipSqrt(double a)
+{
+ return 1 / ::sqrt(a);
+}
+
+//! trigonometry -- all angles are in radians.
+
+//! \brief Sine of an angle ( <b>Unit:</b> Radians )
+NV_CUDA_CALLABLE NV_FORCE_INLINE float NvSin(float a)
+{
+ return intrinsics::sin(a);
+}
+
+//! \brief Sine of an angle ( <b>Unit:</b> Radians )
+NV_CUDA_CALLABLE NV_FORCE_INLINE double NvSin(double a)
+{
+ return ::sin(a);
+}
+
+//! \brief Cosine of an angle (<b>Unit:</b> Radians)
+NV_CUDA_CALLABLE NV_FORCE_INLINE float NvCos(float a)
+{
+ return intrinsics::cos(a);
+}
+
+//! \brief Cosine of an angle (<b>Unit:</b> Radians)
+NV_CUDA_CALLABLE NV_FORCE_INLINE double NvCos(double a)
+{
+ return ::cos(a);
+}
+
+/**
+\brief Tangent of an angle.
+<b>Unit:</b> Radians
+*/
+NV_CUDA_CALLABLE NV_FORCE_INLINE float NvTan(float a)
+{
+ return ::tanf(a);
+}
+
+/**
+\brief Tangent of an angle.
+<b>Unit:</b> Radians
+*/
+NV_CUDA_CALLABLE NV_FORCE_INLINE double NvTan(double a)
+{
+ return ::tan(a);
+}
+
+/**
+\brief Arcsine.
+Returns angle between -PI/2 and PI/2 in radians
+<b>Unit:</b> Radians
+*/
+NV_CUDA_CALLABLE NV_FORCE_INLINE float NvAsin(float f)
+{
+ return ::asinf(NvClamp(f, -1.0f, 1.0f));
+}
+
+/**
+\brief Arcsine.
+Returns angle between -PI/2 and PI/2 in radians
+<b>Unit:</b> Radians
+*/
+NV_CUDA_CALLABLE NV_FORCE_INLINE double NvAsin(double f)
+{
+ return ::asin(NvClamp(f, -1.0, 1.0));
+}
+
+/**
+\brief Arccosine.
+Returns angle between 0 and PI in radians
+<b>Unit:</b> Radians
+*/
+NV_CUDA_CALLABLE NV_FORCE_INLINE float NvAcos(float f)
+{
+ return ::acosf(NvClamp(f, -1.0f, 1.0f));
+}
+
+/**
+\brief Arccosine.
+Returns angle between 0 and PI in radians
+<b>Unit:</b> Radians
+*/
+NV_CUDA_CALLABLE NV_FORCE_INLINE double NvAcos(double f)
+{
+ return ::acos(NvClamp(f, -1.0, 1.0));
+}
+
+/**
+\brief ArcTangent.
+Returns angle between -PI/2 and PI/2 in radians
+<b>Unit:</b> Radians
+*/
+NV_CUDA_CALLABLE NV_FORCE_INLINE float NvAtan(float a)
+{
+ return ::atanf(a);
+}
+
+/**
+\brief ArcTangent.
+Returns angle between -PI/2 and PI/2 in radians
+<b>Unit:</b> Radians
+*/
+NV_CUDA_CALLABLE NV_FORCE_INLINE double NvAtan(double a)
+{
+ return ::atan(a);
+}
+
+/**
+\brief Arctangent of (x/y) with correct sign.
+Returns angle between -PI and PI in radians
+<b>Unit:</b> Radians
+*/
+NV_CUDA_CALLABLE NV_FORCE_INLINE float NvAtan2(float x, float y)
+{
+ return ::atan2f(x, y);
+}
+
+/**
+\brief Arctangent of (x/y) with correct sign.
+Returns angle between -PI and PI in radians
+<b>Unit:</b> Radians
+*/
+NV_CUDA_CALLABLE NV_FORCE_INLINE double NvAtan2(double x, double y)
+{
+ return ::atan2(x, y);
+}
+
+//! \brief returns true if the passed number is a finite floating point number as opposed to INF, NAN, etc.
+NV_CUDA_CALLABLE NV_FORCE_INLINE bool NvIsFinite(float f)
+{
+ return intrinsics::isFinite(f);
+}
+
+//! \brief returns true if the passed number is a finite floating point number as opposed to INF, NAN, etc.
+NV_CUDA_CALLABLE NV_FORCE_INLINE bool NvIsFinite(double f)
+{
+ return intrinsics::isFinite(f);
+}
+
+NV_CUDA_CALLABLE NV_FORCE_INLINE float NvFloor(float a)
+{
+ return ::floorf(a);
+}
+
+NV_CUDA_CALLABLE NV_FORCE_INLINE float NvExp(float a)
+{
+ return ::expf(a);
+}
+
+NV_CUDA_CALLABLE NV_FORCE_INLINE float NvCeil(float a)
+{
+ return ::ceilf(a);
+}
+
+NV_CUDA_CALLABLE NV_FORCE_INLINE float NvSign(float a)
+{
+ return nvidia::intrinsics::sign(a);
+}
+
+NV_CUDA_CALLABLE NV_FORCE_INLINE float NvPow(float x, float y)
+{
+ return ::powf(x, y);
+}
+
+NV_CUDA_CALLABLE NV_FORCE_INLINE float NvLog(float x)
+{
+ return ::logf(x);
+}
+
+#if !NV_DOXYGEN
+} // namespace nvidia
+#endif
+
+/** @} */
+#endif // #ifndef NV_NVFOUNDATION_NVMATH_H