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| author | Bryan Galdrikian <[email protected]> | 2017-02-24 09:32:20 -0800 |
|---|---|---|
| committer | Bryan Galdrikian <[email protected]> | 2017-02-24 09:32:20 -0800 |
| commit | e1bf674c16e3c8472b29574159c789cd3f0c64e0 (patch) | |
| tree | 9f0cfce09c71a2c27ff19589fcad6cd83504477c /sdk/common/NvBlastMath.h | |
| parent | first commit (diff) | |
| download | blast-e1bf674c16e3c8472b29574159c789cd3f0c64e0.tar.xz blast-e1bf674c16e3c8472b29574159c789cd3f0c64e0.zip | |
Updating to [email protected] and [email protected] with a new directory structure.
NvBlast folder is gone, files have been moved to top level directory. README is changed to reflect this.
Diffstat (limited to 'sdk/common/NvBlastMath.h')
| -rw-r--r-- | sdk/common/NvBlastMath.h | 79 |
1 files changed, 79 insertions, 0 deletions
diff --git a/sdk/common/NvBlastMath.h b/sdk/common/NvBlastMath.h new file mode 100644 index 0000000..0a29f14 --- /dev/null +++ b/sdk/common/NvBlastMath.h @@ -0,0 +1,79 @@ +/* + * Copyright (c) 2016-2017, NVIDIA CORPORATION. All rights reserved. + * + * NVIDIA CORPORATION and its licensors retain all intellectual property + * and proprietary rights in and to this software, 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. + */ + +#ifndef NVBLASTMATH_H +#define NVBLASTMATH_H + +#include <math.h> + +namespace Nv +{ +namespace Blast +{ + +namespace VecMath +{ + + +NV_INLINE void div(float a[3], float divisor) +{ + for (int i = 0; i < 3; i++) + a[i] /= divisor; +} + +NV_INLINE void mul(float a[3], float multiplier) +{ + for (int i = 0; i < 3; i++) + a[i] *= multiplier; +} + +NV_INLINE void add(const float a[3], float b[3]) +{ + for (int i = 0; i < 3; i++) + b[i] = a[i] + b[i]; +} + +NV_INLINE void add(const float a[3], const float b[3], float r[3]) +{ + for (int i = 0; i < 3; i++) + r[i] = a[i] + b[i]; +} + +NV_INLINE void sub(const float a[3], const float b[3], float r[3]) +{ + for (int i = 0; i < 3; i++) + r[i] = a[i] - b[i]; +} + +NV_INLINE float dot(const float a[3], const float b[3]) +{ + float r = 0; + for (int i = 0; i < 3; i++) + r += a[i] * b[i]; + return r; +} + +NV_INLINE float normal(const float a[3], float r[3]) +{ + float length = sqrtf(dot(a, a)); + for (int i = 0; i < 3; i++) + r[i] = a[i] / length; + + return length; +} + + +} // namespace VecMath + +} // namespace Blast +} // namespace Nv + + +#endif // #ifndef NVBLASTMATH_H |