diff options
Diffstat (limited to 'sdk/common/NvBlastMath.h')
| -rwxr-xr-x[-rw-r--r--] | sdk/common/NvBlastMath.h | 218 |
1 files changed, 109 insertions, 109 deletions
diff --git a/sdk/common/NvBlastMath.h b/sdk/common/NvBlastMath.h index bea2828..b7334c9 100644..100755 --- a/sdk/common/NvBlastMath.h +++ b/sdk/common/NvBlastMath.h @@ -1,109 +1,109 @@ -// 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) 2016-2018 NVIDIA Corporation. All rights reserved. - - -#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 length(const float a[3]) -{ - return sqrtf(dot(a, a)); -} - -NV_INLINE float dist(const float a[3], const float b[3]) -{ - float v[3]; - sub(a, b, v); - return length(v); -} - -NV_INLINE float normal(const float a[3], float r[3]) -{ - float d = length(a); - for (int i = 0; i < 3; i++) - r[i] = a[i] / d; - - return d; -} - - -} // namespace VecMath - -} // namespace Blast -} // namespace Nv - - -#endif // #ifndef NVBLASTMATH_H +// 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) 2016-2018 NVIDIA Corporation. All rights reserved.
+
+
+#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 length(const float a[3])
+{
+ return sqrtf(dot(a, a));
+}
+
+NV_INLINE float dist(const float a[3], const float b[3])
+{
+ float v[3];
+ sub(a, b, v);
+ return length(v);
+}
+
+NV_INLINE float normal(const float a[3], float r[3])
+{
+ float d = length(a);
+ for (int i = 0; i < 3; i++)
+ r[i] = a[i] / d;
+
+ return d;
+}
+
+
+} // namespace VecMath
+
+} // namespace Blast
+} // namespace Nv
+
+
+#endif // #ifndef NVBLASTMATH_H
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