// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 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 "Types.h" namespace nvidia { 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); } typedef Vec4T Vec4u; typedef Vec4T Vec4us; } // namespace cloth } // namespace nvidia