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-rwxr-xr-x[-rw-r--r--]sdk/common/NvBlastMath.h218
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