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Diffstat (limited to 'NvCloth/src/Vec4T.h')
| -rw-r--r-- | NvCloth/src/Vec4T.h | 139 |
1 files changed, 139 insertions, 0 deletions
diff --git a/NvCloth/src/Vec4T.h b/NvCloth/src/Vec4T.h new file mode 100644 index 0000000..3aed016 --- /dev/null +++ b/NvCloth/src/Vec4T.h @@ -0,0 +1,139 @@ +// 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) 2008-2017 NVIDIA Corporation. All rights reserved. +// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. +// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. + +#pragma once + +#include <foundation/PxVec3.h> +#include <foundation/PxVec4.h> + +namespace nv +{ +namespace cloth +{ + +template <typename T> +struct Vec4T +{ + Vec4T() + { + } + + Vec4T(T a, T b, T c, T d) : x(a), y(b), z(c), w(d) + { + } + + template <typename S> + Vec4T(const Vec4T<S>& other) + { + x = T(other.x); + y = T(other.y); + z = T(other.z); + w = T(other.w); + } + + template <typename Index> + T& operator[](Index i) + { + return reinterpret_cast<T*>(this)[i]; + } + + template <typename Index> + const T& operator[](Index i) const + { + return reinterpret_cast<const T*>(this)[i]; + } + + T x, y, z, w; +}; + +template <typename T> +Vec4T<T> operator*(const Vec4T<T>& vec, T scalar) +{ + return Vec4T<T>(vec.x * scalar, vec.y * scalar, vec.z * scalar, vec.w * scalar); +} + +template <typename T> +Vec4T<T> operator/(const Vec4T<T>& vec, T scalar) +{ + return Vec4T<T>(vec.x / scalar, vec.y / scalar, vec.z / scalar, vec.w / scalar); +} + +template <typename T> +T (&array(Vec4T<T>& vec))[4] +{ + return reinterpret_cast<T(&)[4]>(vec); +} + +template <typename T> +const T (&array(const Vec4T<T>& vec))[4] +{ + return reinterpret_cast<const T(&)[4]>(vec); +} + +inline float(&array(physx::PxVec3& v))[3] +{ + return reinterpret_cast<float(&)[3]>(v); +} +inline const float(&array(const physx::PxVec3& v))[3] +{ + return reinterpret_cast<const float(&)[3]>(v); +} +inline float(&array(physx::PxVec4& v))[4] +{ + return reinterpret_cast<float(&)[4]>(v); +} +inline const float(&array(const physx::PxVec4& v))[4] +{ + return reinterpret_cast<const float(&)[4]>(v); +} +inline float(&array(physx::PxMat33& v))[3][3] +{ + return reinterpret_cast<float(&)[3][3]>(v); +} +inline const float(&array(const physx::PxMat33& v))[3][3] +{ + return reinterpret_cast<const float(&)[3][3]>(v); +} +inline float(&array(physx::PxMat44& v))[4][4] +{ + return reinterpret_cast<float(&)[4][4]>(v); +} +inline const float(&array(const physx::PxMat44& v))[4][4] +{ + return reinterpret_cast<const float(&)[4][4]>(v); +} + + + +typedef Vec4T<uint32_t> Vec4u; +typedef Vec4T<uint16_t> Vec4us; + +} // namespace cloth + +} // namespace nv |