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diff --git a/src/platformspecific/windows/libs/nv_math/NvVec.h b/src/platformspecific/windows/libs/nv_math/NvVec.h
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+/****************************************************************************
+**
+** Copyright (C) 2009-2011 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) any later version
+** approved by the KDE Free Qt Foundation. The licenses are as published by
+** the Free Software Foundation and appearing in the file LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef INCLUDED_QT3DS_MATH_CPP_VEC_H
+#define INCLUDED_QT3DS_MATH_CPP_VEC_H
+
+#include "misc.h"
+
+struct _NvVec3
+{
+ union {
+ struct
+ {
+ float x, y, z;
+ };
+ float v[3];
+ };
+};
+
+struct NvVec3 : public _NvVec3
+{
+ NvVec3() { zero(); }
+
+ NvVec3(float x, float y, float z)
+ {
+ v[0] = x;
+ v[1] = y;
+ v[2] = z;
+ }
+
+ NvVec3(NvVec3 const &that)
+ {
+ v[0] = that.v[0];
+ v[1] = that.v[1];
+ v[2] = that.v[2];
+ }
+
+ inline void zero()
+ {
+ v[0] = 0.0f;
+ v[1] = 0.0f;
+ v[2] = 0.0f;
+ }
+
+ inline float &operator[](int i)
+ {
+ assert((i < 3) && (i >= 0));
+ return v[i];
+ }
+
+ inline float const &operator[](int i) const
+ {
+ assert((i < 3) && (i >= 0));
+ return v[i];
+ }
+
+ NvVec3 &operator+=(NvVec3 const &that)
+ {
+ v[0] += that.v[0];
+ v[1] += that.v[1];
+ v[2] += that.v[2];
+ return *this;
+ }
+
+ NvVec3 &operator-=(NvVec3 const &that)
+ {
+ v[0] -= that.v[0];
+ v[1] -= that.v[1];
+ v[2] -= that.v[2];
+ return *this;
+ }
+
+ NvVec3 &operator*=(float s)
+ {
+ v[0] *= s;
+ v[1] *= s;
+ v[2] *= s;
+ return *this;
+ }
+
+ NvVec3 &operator/=(float s)
+ {
+ v[0] /= s;
+ v[1] /= s;
+ v[2] /= s;
+ return *this;
+ }
+};
+
+inline float dot(NvVec3 const &a, NvVec3 const &b)
+{
+ return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
+}
+
+inline NvVec3 operator+(NvVec3 const &a, NvVec3 const &b)
+{
+
+ return NvVec3(a.v[0] + b.v[0], a.v[1] + b.v[1], a.v[2] + b.v[2]);
+}
+
+inline NvVec3 operator-(NvVec3 const &a, NvVec3 const &b)
+{
+
+ return NvVec3(a.v[0] - b.v[0], a.v[1] - b.v[1], a.v[2] - b.v[2]);
+}
+
+inline NvVec3 operator-(NvVec3 const &a)
+{
+
+ return NvVec3(-a.v[0], -a.v[1], -a.v[2]);
+}
+
+inline NvVec3 operator*(NvVec3 const &a, float s)
+{
+
+ return NvVec3(a.v[0] * s, a.v[1] * s, a.v[2] * s);
+}
+
+inline NvVec3 operator*(float s, NvVec3 const &a)
+{
+
+ return NvVec3(s * a.v[0], s * a.v[1], s * a.v[2]);
+}
+
+inline NvVec3 operator/(NvVec3 const &a, float s)
+{
+
+ return NvVec3(a.v[0] / s, a.v[1] / s, a.v[2] / s);
+}
+
+inline float magnitude(NvVec3 const &v)
+{
+ return sqrtf(dot(v, v));
+}
+
+inline NvVec3 normalize(NvVec3 const &v)
+{
+ float l = magnitude(v);
+ return NvVec3(v[0] / l, v[1] / l, v[2] / l);
+}
+
+inline NvVec3 cross(NvVec3 const &a, NvVec3 const &b)
+{
+
+ return NvVec3(a.v[1] * b.v[2] - a.v[2] * b.v[1], a.v[2] * b.v[0] - a.v[0] * b.v[2],
+ a.v[0] * b.v[1] - a.v[1] * b.v[0]);
+}
+
+inline bool operator==(NvVec3 const &a, NvVec3 const &b)
+{
+ return (a.v[0] == b.v[0] && a.v[1] == b.v[1] && a.v[2] == b.v[2]);
+}
+
+inline bool operator!=(NvVec3 const &a, NvVec3 const &b)
+{
+ return (a.v[0] != b.v[0] || a.v[1] != b.v[1] || a.v[2] != b.v[2]);
+}
+
+struct NvVec2f
+{
+ union {
+ struct
+ {
+ float x, y;
+ float v[2];
+ };
+ };
+
+ NvVec2f() { zero(); }
+
+ NvVec2f(float x, float y)
+ {
+ v[0] = x;
+ v[1] = y;
+ }
+
+ NvVec2f(NvVec2f const &that)
+ {
+ v[0] = that.v[0];
+ v[1] = that.v[1];
+ }
+
+ inline void zero()
+ {
+ v[0] = 0.0f;
+ v[1] = 0.0f;
+ }
+
+ inline float &operator[](int i)
+ {
+ assert((i < 2) && (i >= 0));
+ return v[i];
+ }
+
+ inline float const &operator[](int i) const
+ {
+ assert((i < 2) && (i >= 0));
+ return v[i];
+ }
+
+ NvVec2f &operator+=(NvVec2f const &that)
+ {
+ v[0] += that.v[0];
+ v[1] += that.v[1];
+ return *this;
+ }
+
+ NvVec2f &operator-=(NvVec2f const &that)
+ {
+ v[0] -= that.v[0];
+ v[1] -= that.v[1];
+ return *this;
+ }
+
+ NvVec2f &operator*=(float s)
+ {
+ v[0] *= s;
+ v[1] *= s;
+ return *this;
+ }
+
+ NvVec2f &operator/=(float s)
+ {
+ v[0] /= s;
+ v[1] /= s;
+ return *this;
+ }
+};
+
+inline float dot(NvVec2f const &a, NvVec2f const &b)
+{
+
+ return a[0] * b[0] + a[1] * b[1];
+}
+
+inline NvVec2f operator+(NvVec2f const &a, NvVec2f const &b)
+{
+
+ return NvVec2f(a.v[0] + b.v[0], a.v[1] + b.v[1]);
+}
+
+inline NvVec2f operator-(NvVec2f const &a, NvVec2f const &b)
+{
+
+ return NvVec2f(a.v[0] - b.v[0], a.v[1] - b.v[1]);
+}
+
+inline NvVec2f operator-(NvVec2f const &a)
+{
+
+ return NvVec2f(-a.v[0], -a.v[1]);
+}
+
+inline NvVec2f operator*(NvVec2f const &a, float s)
+{
+
+ return NvVec2f(a.v[0] * s, a.v[1] * s);
+}
+
+inline NvVec2f operator*(float s, NvVec2f const &a)
+{
+
+ return NvVec2f(s * a.v[0], s * a.v[1]);
+}
+
+inline NvVec2f operator/(NvVec2f const &a, float s)
+{
+
+ return NvVec2f(a.v[0] / s, a.v[1] / s);
+}
+
+inline float magnitude(NvVec2f const &v)
+{
+ return sqrtf(dot(v, v));
+}
+
+inline NvVec2f normalize(NvVec2f const &v)
+{
+ float l = dot(v, v);
+ return NvVec2f(v[0] / l, v[1] / l);
+}
+
+inline float cross(NvVec2f const &a, NvVec2f const &b)
+{
+
+ return a.v[0] * b.v[1] - b.v[0] * a.v[1];
+}
+
+#endif