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Diffstat (limited to 'core/point3.h')
| -rw-r--r-- | core/point3.h | 114 |
1 files changed, 114 insertions, 0 deletions
diff --git a/core/point3.h b/core/point3.h new file mode 100644 index 0000000..ea6e4bc --- /dev/null +++ b/core/point3.h @@ -0,0 +1,114 @@ +// 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 + +#include <ostream> + +#include "vec4.h" + +class Point3 +{ +public: + + Point3() : x(0), y(0), z(0) {} + Point3(float a) : x(a), y(a), z(a) {} + Point3(const float* p) : x(p[0]), y(p[1]), z(p[2]) {} + Point3(float x_, float y_, float z_) : x(x_), y(y_), z(z_) + { + Validate(); + } + + explicit Point3(const Vec3& v) : x(v.x), y(v.y), z(v.z) {} + + operator float* () { return &x; } + operator const float* () const { return &x; }; + operator Vec4 () const { return Vec4(x, y, z, 1.0f); } + + void Set(float x_, float y_, float z_) { Validate(); x = x_; y = y_; z = z_;} + + Point3 operator * (float scale) const { Point3 r(*this); r *= scale; Validate(); return r; } + Point3 operator / (float scale) const { Point3 r(*this); r /= scale; Validate(); return r; } + Point3 operator + (const Vec3& v) const { Point3 r(*this); r += v; Validate(); return r; } + Point3 operator - (const Vec3& v) const { Point3 r(*this); r -= v; Validate(); return r; } + + Point3& operator *=(float scale) {x *= scale; y *= scale; z*= scale; Validate(); return *this;} + Point3& operator /=(float scale) {float s(1.0f/scale); x *= s; y *= s; z *= s; Validate(); return *this;} + Point3& operator +=(const Vec3& v) {x += v.x; y += v.y; z += v.z; Validate(); return *this;} + Point3& operator -=(const Vec3& v) {x -= v.x; y -= v.y; z -= v.z; Validate(); return *this;} + + bool operator != (const Point3& v) const { return (x != v.x || y != v.y || z != v.z); } + + // negate + Point3 operator -() const { Validate(); return Point3(-x, -y, -z); } + + float x,y,z; + + void Validate() const + { + } +}; + +// lhs scalar scale +inline Point3 operator *(float lhs, const Point3& rhs) +{ + Point3 r(rhs); + r *= lhs; + return r; +} + +inline Vec3 operator-(const Point3& lhs, const Point3& rhs) +{ + return Vec3(lhs.x-rhs.x,lhs.y-rhs.y, lhs.z-rhs.z); +} + +inline Point3 operator+(const Point3& lhs, const Point3& rhs) +{ + return Point3(lhs.x+rhs.x, lhs.y+rhs.y, lhs.z+rhs.z); +} + +inline bool operator==(const Point3& lhs, const Point3& rhs) +{ + return (lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z); +} + +inline std::ostream& operator << (std::ostream& s, const Point3& p) +{ + return s << p.x << "," << p.y << "," << p.z; +} + +// component wise min max functions +inline Point3 Max(const Point3& a, const Point3& b) +{ + return Point3(std::max(a.x, b.x), std::max(a.y, b.y), std::max(a.z, b.z)); +} + +inline Point3 Min(const Point3& a, const Point3& b) +{ + return Point3(std::min(a.x, b.x), std::min(a.y, b.y), std::min(a.z, b.z)); +} + |