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authorBryan Galdrikian <[email protected]>2017-02-24 09:32:20 -0800
committerBryan Galdrikian <[email protected]>2017-02-24 09:32:20 -0800
commite1bf674c16e3c8472b29574159c789cd3f0c64e0 (patch)
tree9f0cfce09c71a2c27ff19589fcad6cd83504477c /sdk/common/NvBlastMath.h
parentfirst commit (diff)
downloadblast-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.h79
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diff --git a/sdk/common/NvBlastMath.h b/sdk/common/NvBlastMath.h
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+/*
+ * 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