// 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) 2008-2020 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 #include namespace nv { namespace cloth { template struct Vec4T { Vec4T() { } Vec4T(T a, T b, T c, T d) : x(a), y(b), z(c), w(d) { } template Vec4T(const Vec4T& other) { x = T(other.x); y = T(other.y); z = T(other.z); w = T(other.w); } template T& operator[](Index i) { return reinterpret_cast(this)[i]; } template const T& operator[](Index i) const { return reinterpret_cast(this)[i]; } T x, y, z, w; }; template Vec4T operator*(const Vec4T& vec, T scalar) { return Vec4T(vec.x * scalar, vec.y * scalar, vec.z * scalar, vec.w * scalar); } template Vec4T operator/(const Vec4T& vec, T scalar) { return Vec4T(vec.x / scalar, vec.y / scalar, vec.z / scalar, vec.w / scalar); } template T (&array(Vec4T& vec))[4] { return reinterpret_cast(vec); } template const T (&array(const Vec4T& vec))[4] { return reinterpret_cast(vec); } inline float(&array(physx::PxVec3& v))[3] { return reinterpret_cast(v); } inline const float(&array(const physx::PxVec3& v))[3] { return reinterpret_cast(v); } inline float(&array(physx::PxVec4& v))[4] { return reinterpret_cast(v); } inline const float(&array(const physx::PxVec4& v))[4] { return reinterpret_cast(v); } inline float(&array(physx::PxMat33& v))[3][3] { return reinterpret_cast(v); } inline const float(&array(const physx::PxMat33& v))[3][3] { return reinterpret_cast(v); } inline float(&array(physx::PxMat44& v))[4][4] { return reinterpret_cast(v); } inline const float(&array(const physx::PxMat44& v))[4][4] { return reinterpret_cast(v); } typedef Vec4T Vec4u; typedef Vec4T Vec4us; } // namespace cloth } // namespace nv