// 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) 2016-2020 NVIDIA Corporation. All rights reserved. #ifndef NVBLASTMATH_H #define NVBLASTMATH_H #include 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