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| author | Nathan Hoobler <[email protected]> | 2016-03-22 11:40:34 -0400 |
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| committer | Nathan Hoobler <[email protected]> | 2016-03-22 11:40:34 -0400 |
| commit | b4ab266c9010aaff5404f6a508a2e592eb367d36 (patch) | |
| tree | 1e9eefa78e90485397b50ce5e780a1d0cb38b493 /external/NvFoundation/1.1/include/NvVec2.h | |
| download | volumetriclighting-b4ab266c9010aaff5404f6a508a2e592eb367d36.tar.xz volumetriclighting-b4ab266c9010aaff5404f6a508a2e592eb367d36.zip | |
initial commit
Diffstat (limited to 'external/NvFoundation/1.1/include/NvVec2.h')
| -rw-r--r-- | external/NvFoundation/1.1/include/NvVec2.h | 347 |
1 files changed, 347 insertions, 0 deletions
diff --git a/external/NvFoundation/1.1/include/NvVec2.h b/external/NvFoundation/1.1/include/NvVec2.h new file mode 100644 index 0000000..49d502e --- /dev/null +++ b/external/NvFoundation/1.1/include/NvVec2.h @@ -0,0 +1,347 @@ +// 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) 2008-2014 NVIDIA Corporation. All rights reserved. +// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. +// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. + +#ifndef NV_NVFOUNDATION_NVVEC2_H +#define NV_NVFOUNDATION_NVVEC2_H + +/** \addtogroup foundation +@{ +*/ + +#include "NvMath.h" + +#if !NV_DOXYGEN +namespace nvidia +{ +#endif + +/** +\brief 2 Element vector class. + +This is a 2-dimensional vector class with public data members. +*/ +class NvVec2 +{ + public: + /** + \brief default constructor leaves data uninitialized. + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2() + { + } + + /** + \brief zero constructor. + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2(NvZERO r) : x(0.0f), y(0.0f) + { + NV_UNUSED(r); + } + + /** + \brief Assigns scalar parameter to all elements. + + Useful to initialize to zero or one. + + \param[in] a Value to assign to elements. + */ + explicit NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2(float a) : x(a), y(a) + { + } + + /** + \brief Initializes from 2 scalar parameters. + + \param[in] nx Value to initialize X component. + \param[in] ny Value to initialize Y component. + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2(float nx, float ny) : x(nx), y(ny) + { + } + + /** + \brief Copy ctor. + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2(const NvVec2& v) : x(v.x), y(v.y) + { + } + + // Operators + + /** + \brief Assignment operator + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2& operator=(const NvVec2& p) + { + x = p.x; + y = p.y; + return *this; + } + + /** + \brief element access + */ + NV_DEPRECATED NV_CUDA_CALLABLE NV_FORCE_INLINE float& operator[](int index) + { + NV_ASSERT(index >= 0 && index <= 1); + + return reinterpret_cast<float*>(this)[index]; + } + + /** + \brief element access + */ + NV_DEPRECATED NV_CUDA_CALLABLE NV_FORCE_INLINE const float& operator[](int index) const + { + NV_ASSERT(index >= 0 && index <= 1); + + return reinterpret_cast<const float*>(this)[index]; + } + + /** + \brief returns true if the two vectors are exactly equal. + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE bool operator==(const NvVec2& v) const + { + return x == v.x && y == v.y; + } + + /** + \brief returns true if the two vectors are not exactly equal. + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE bool operator!=(const NvVec2& v) const + { + return x != v.x || y != v.y; + } + + /** + \brief tests for exact zero vector + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE bool isZero() const + { + return x == 0.0f && y == 0.0f; + } + + /** + \brief returns true if all 2 elems of the vector are finite (not NAN or INF, etc.) + */ + NV_CUDA_CALLABLE NV_INLINE bool isFinite() const + { + return NvIsFinite(x) && NvIsFinite(y); + } + + /** + \brief is normalized - used by API parameter validation + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE bool isNormalized() const + { + const float unitTolerance = 1e-4f; + return isFinite() && NvAbs(magnitude() - 1) < unitTolerance; + } + + /** + \brief returns the squared magnitude + + Avoids calling NvSqrt()! + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE float magnitudeSquared() const + { + return x * x + y * y; + } + + /** + \brief returns the magnitude + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE float magnitude() const + { + return NvSqrt(magnitudeSquared()); + } + + /** + \brief negation + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2 operator-() const + { + return NvVec2(-x, -y); + } + + /** + \brief vector addition + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2 operator+(const NvVec2& v) const + { + return NvVec2(x + v.x, y + v.y); + } + + /** + \brief vector difference + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2 operator-(const NvVec2& v) const + { + return NvVec2(x - v.x, y - v.y); + } + + /** + \brief scalar post-multiplication + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2 operator*(float f) const + { + return NvVec2(x * f, y * f); + } + + /** + \brief scalar division + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2 operator/(float f) const + { + f = 1.0f / f; // PT: inconsistent notation with operator /= + return NvVec2(x * f, y * f); + } + + /** + \brief vector addition + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2& operator+=(const NvVec2& v) + { + x += v.x; + y += v.y; + return *this; + } + + /** + \brief vector difference + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2& operator-=(const NvVec2& v) + { + x -= v.x; + y -= v.y; + return *this; + } + + /** + \brief scalar multiplication + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2& operator*=(float f) + { + x *= f; + y *= f; + return *this; + } + /** + \brief scalar division + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2& operator/=(float f) + { + f = 1.0f / f; // PT: inconsistent notation with operator / + x *= f; + y *= f; + return *this; + } + + /** + \brief returns the scalar product of this and other. + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE float dot(const NvVec2& v) const + { + return x * v.x + y * v.y; + } + + /** return a unit vector */ + + NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2 getNormalized() const + { + const float m = magnitudeSquared(); + return m > 0.0f ? *this * NvRecipSqrt(m) : NvVec2(0, 0); + } + + /** + \brief normalizes the vector in place + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE float normalize() + { + const float m = magnitude(); + if(m > 0.0f) + *this /= m; + return m; + } + + /** + \brief a[i] * b[i], for all i. + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2 multiply(const NvVec2& a) const + { + return NvVec2(x * a.x, y * a.y); + } + + /** + \brief element-wise minimum + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2 minimum(const NvVec2& v) const + { + return NvVec2(NvMin(x, v.x), NvMin(y, v.y)); + } + + /** + \brief returns MIN(x, y); + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE float minElement() const + { + return NvMin(x, y); + } + + /** + \brief element-wise maximum + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE NvVec2 maximum(const NvVec2& v) const + { + return NvVec2(NvMax(x, v.x), NvMax(y, v.y)); + } + + /** + \brief returns MAX(x, y); + */ + NV_CUDA_CALLABLE NV_FORCE_INLINE float maxElement() const + { + return NvMax(x, y); + } + + float x, y; +}; + +NV_CUDA_CALLABLE static NV_FORCE_INLINE NvVec2 operator*(float f, const NvVec2& v) +{ + return NvVec2(f * v.x, f * v.y); +} + +#if !NV_DOXYGEN +} // namespace nvidia +#endif + +/** @} */ +#endif // #ifndef NV_NVFOUNDATION_NVVEC2_H |