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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) 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