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authorMiles Macklin <[email protected]>2017-03-10 14:51:31 +1300
committerMiles Macklin <[email protected]>2017-03-10 14:51:31 +1300
commitad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f (patch)
tree4cc6f3288363889d7342f7f8407c0251e6904819 /core/vec3.h
downloadflex-ad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f.tar.xz
flex-ad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f.zip
Initial 1.1.0 binary release
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+// 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) 2013-2016 NVIDIA Corporation. All rights reserved.
+
+#pragma once
+
+#if 0 //_DEBUG
+#define VEC3_VALIDATE() { \
+ assert(_finite(x));\
+ assert(!_isnan(x));\
+ \
+ assert(_finite(y));\
+ assert(!_isnan(y));\
+ \
+ assert(_finite(z));\
+ assert(!_isnan(z));\
+ }
+#else
+#define VEC3_VALIDATE()
+#endif
+
+template <typename T=float>
+class XVector3
+{
+public:
+
+ typedef T value_type;
+
+ CUDA_CALLABLE inline XVector3() : x(0.0f), y(0.0f), z(0.0f) {}
+ CUDA_CALLABLE inline XVector3(T a) : x(a), y(a), z(a) {}
+ CUDA_CALLABLE inline XVector3(const T* p) : x(p[0]), y(p[1]), z(p[2]) {}
+ CUDA_CALLABLE inline XVector3(T x_, T y_, T z_) : x(x_), y(y_), z(z_)
+ {
+ VEC3_VALIDATE();
+ }
+
+ CUDA_CALLABLE inline operator T* () { return &x; }
+ CUDA_CALLABLE inline operator const T* () const { return &x; };
+
+ CUDA_CALLABLE inline void Set(T x_, T y_, T z_) { VEC3_VALIDATE(); x = x_; y = y_; z = z_;}
+
+ CUDA_CALLABLE inline XVector3<T> operator * (T scale) const { XVector3<T> r(*this); r *= scale; return r; VEC3_VALIDATE();}
+ CUDA_CALLABLE inline XVector3<T> operator / (T scale) const { XVector3<T> r(*this); r /= scale; return r; VEC3_VALIDATE();}
+ CUDA_CALLABLE inline XVector3<T> operator + (const XVector3<T>& v) const { XVector3<T> r(*this); r += v; return r; VEC3_VALIDATE();}
+ CUDA_CALLABLE inline XVector3<T> operator - (const XVector3<T>& v) const { XVector3<T> r(*this); r -= v; return r; VEC3_VALIDATE();}
+ CUDA_CALLABLE inline XVector3<T> operator /(const XVector3<T>& v) const { XVector3<T> r(*this); r /= v; return r; VEC3_VALIDATE();}
+ CUDA_CALLABLE inline XVector3<T> operator *(const XVector3<T>& v) const { XVector3<T> r(*this); r *= v; return r; VEC3_VALIDATE();}
+
+ CUDA_CALLABLE inline XVector3<T>& operator *=(T scale) {x *= scale; y *= scale; z*= scale; VEC3_VALIDATE(); return *this;}
+ CUDA_CALLABLE inline XVector3<T>& operator /=(T scale) {T s(1.0f/scale); x *= s; y *= s; z *= s; VEC3_VALIDATE(); return *this;}
+ CUDA_CALLABLE inline XVector3<T>& operator +=(const XVector3<T>& v) {x += v.x; y += v.y; z += v.z; VEC3_VALIDATE(); return *this;}
+ CUDA_CALLABLE inline XVector3<T>& operator -=(const XVector3<T>& v) {x -= v.x; y -= v.y; z -= v.z; VEC3_VALIDATE(); return *this;}
+ CUDA_CALLABLE inline XVector3<T>& operator /=(const XVector3<T>& v) {x /= v.x; y /= v.y; z /= v.z; VEC3_VALIDATE(); return *this; }
+ CUDA_CALLABLE inline XVector3<T>& operator *=(const XVector3<T>& v) {x *= v.x; y *= v.y; z *= v.z; VEC3_VALIDATE(); return *this; }
+
+ CUDA_CALLABLE inline bool operator != (const XVector3<T>& v) const { return (x != v.x || y != v.y || z != v.z); }
+
+ // negate
+ CUDA_CALLABLE inline XVector3<T> operator -() const { VEC3_VALIDATE(); return XVector3<T>(-x, -y, -z); }
+
+ CUDA_CALLABLE void Validate()
+ {
+ VEC3_VALIDATE();
+ }
+
+ T x,y,z;
+};
+
+typedef XVector3<float> Vec3;
+typedef XVector3<float> Vector3;
+
+// lhs scalar scale
+template <typename T>
+CUDA_CALLABLE XVector3<T> operator *(T lhs, const XVector3<T>& rhs)
+{
+ XVector3<T> r(rhs);
+ r *= lhs;
+ return r;
+}
+
+template <typename T>
+CUDA_CALLABLE bool operator==(const XVector3<T>& lhs, const XVector3<T>& rhs)
+{
+ return (lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z);
+}
+
+template <typename T>
+CUDA_CALLABLE typename T::value_type Dot3(const T& v1, const T& v2)
+{
+ return v1.x * v2.x + v1.y * v2.y + v1.z*v2.z;
+}
+
+CUDA_CALLABLE inline float Dot3(const float* v1, const float * v2)
+{
+ return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
+}
+
+
+template <typename T>
+CUDA_CALLABLE inline T Dot(const XVector3<T>& v1, const XVector3<T>& v2)
+{
+ return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
+}
+
+CUDA_CALLABLE inline Vec3 Cross(const Vec3& b, const Vec3& c)
+{
+ return Vec3(b.y*c.z - b.z*c.y,
+ b.z*c.x - b.x*c.z,
+ b.x*c.y - b.y*c.x);
+}
+
+// component wise min max functions
+template <typename T>
+CUDA_CALLABLE inline XVector3<T> Max(const XVector3<T>& a, const XVector3<T>& b)
+{
+ return XVector3<T>(Max(a.x, b.x), Max(a.y, b.y), Max(a.z, b.z));
+}
+
+template <typename T>
+CUDA_CALLABLE inline XVector3<T> Min(const XVector3<T>& a, const XVector3<T>& b)
+{
+ return XVector3<T>(Min(a.x, b.x), Min(a.y, b.y), Min(a.z, b.z));
+}
+