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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(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(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