summaryrefslogtreecommitdiffstats
path: root/src/foundation/Qt3DSVec2.h
blob: 0d86c915144ec3cac7a021ab2e35e92abed98c47 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
/****************************************************************************
**
** Copyright (C) 2008-2012 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 QT3DS_FOUNDATION_QT3DS_VEC2_H
#define QT3DS_FOUNDATION_QT3DS_VEC2_H

/** \addtogroup foundation
@{
*/

#include "foundation/Qt3DSMath.h"

#ifndef QT3DS_DOXYGEN
namespace qt3ds {
#endif

/**
\brief 2 Element vector class.

This is a vector class with public data members.
This is not nice but it has become such a standard that hiding the xy data members
makes it difficult to reuse external code that assumes that these are public in the library.
The vector class can be made to use float or double precision by appropriately defining NVReal.
This has been chosen as a cleaner alternative to a template class.
*/
class QT3DSVec2
{
public:
    /**
    \brief default constructor leaves data uninitialized.
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSVec2() {}

    /**
    \brief Assigns scalar parameter to all elements.

    Useful to initialize to zero or one.

    \param[in] a Value to assign to elements.
    */
    explicit QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSVec2(NVReal 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.
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSVec2(NVReal nx, NVReal ny)
        : x(nx)
        , y(ny)
    {
    }

    /**
    \brief Copy ctor.
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSVec2(const QT3DSVec2 &v)
        : x(v.x)
        , y(v.y)
    {
    }

    // Operators

    /**
    \brief Assignment operator
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSVec2 &operator=(const QT3DSVec2 &p)
    {
        x = p.x;
        y = p.y;
        return *this;
    }

    /**
    \brief element access
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE NVReal &operator[](int index)
    {
        QT3DS_ASSERT(index >= 0 && index <= 1);
        return (&x)[index];
    }

    /**
    \brief element access
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE const NVReal &operator[](int index) const
    {
        QT3DS_ASSERT(index >= 0 && index <= 1);
        return (&x)[index];
    }

    /**
    \brief returns true if the two vectors are exactly equal.
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE bool operator==(const QT3DSVec2 &v) const
    {
        return x == v.x && y == v.y;
    }

    /**
    \brief returns true if the two vectors are not exactly equal.
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE bool operator!=(const QT3DSVec2 &v) const
    {
        return x != v.x || y != v.y;
    }

    /**
    \brief tests for exact zero vector
    */
    QT3DS_CUDA_CALLABLE QT3DS_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.)
    */
    QT3DS_CUDA_CALLABLE QT3DS_INLINE bool isFinite() const { return NVIsFinite(x) && NVIsFinite(y); }

    /**
    \brief is normalized - used by API parameter validation
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE bool isNormalized() const
    {
        const float unitTolerance = NVReal(1e-4);
        return isFinite() && NVAbs(magnitude() - 1) < unitTolerance;
    }

    /**
    \brief returns the squared magnitude

    Avoids calling NVSqrt()!
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE NVReal magnitudeSquared() const { return x * x + y * y; }

    /**
    \brief returns the magnitude
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE NVReal magnitude() const { return NVSqrt(magnitudeSquared()); }

    /**
    \brief negation
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSVec2 operator-() const { return QT3DSVec2(-x, -y); }

    /**
    \brief vector addition
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSVec2 operator+(const QT3DSVec2 &v) const
    {
        return QT3DSVec2(x + v.x, y + v.y);
    }

    /**
    \brief vector difference
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSVec2 operator-(const QT3DSVec2 &v) const
    {
        return QT3DSVec2(x - v.x, y - v.y);
    }

    /**
    \brief scalar post-multiplication
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSVec2 operator*(NVReal f) const
    {
        return QT3DSVec2(x * f, y * f);
    }

    /**
    \brief scalar division
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSVec2 operator/(NVReal f) const
    {
        f = NVReal(1) / f; // PT: inconsistent notation with operator /=
        return QT3DSVec2(x * f, y * f);
    }

    /**
    \brief vector addition
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSVec2 &operator+=(const QT3DSVec2 &v)
    {
        x += v.x;
        y += v.y;
        return *this;
    }

    /**
    \brief vector difference
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSVec2 &operator-=(const QT3DSVec2 &v)
    {
        x -= v.x;
        y -= v.y;
        return *this;
    }

    /**
    \brief scalar multiplication
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSVec2 &operator*=(NVReal f)
    {
        x *= f;
        y *= f;
        return *this;
    }
    /**
    \brief scalar division
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSVec2 &operator/=(NVReal 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.
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE NVReal dot(const QT3DSVec2 &v) const { return x * v.x + y * v.y; }

    /** return a unit vector */

    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSVec2 getNormalized() const
    {
        const NVReal m = magnitudeSquared();
        return m > 0 ? *this * NVRecipSqrt(m) : QT3DSVec2(0, 0);
    }

    /**
    \brief normalizes the vector in place
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE NVReal normalize()
    {
        const NVReal m = magnitude();
        if (m > 0)
            *this /= m;
        return m;
    }

    /**
    \brief a[i] * b[i], for all i.
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSVec2 multiply(const QT3DSVec2 &a) const
    {
        return QT3DSVec2(x * a.x, y * a.y);
    }

    /**
    \brief element-wise minimum
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSVec2 minimum(const QT3DSVec2 &v) const
    {
        return QT3DSVec2(NVMin(x, v.x), NVMin(y, v.y));
    }

    /**
    \brief returns MIN(x, y);
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE float minElement() const { return NVMin(x, y); }

    /**
    \brief element-wise maximum
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSVec2 maximum(const QT3DSVec2 &v) const
    {
        return QT3DSVec2(NVMax(x, v.x), NVMax(y, v.y));
    }

    /**
    \brief returns MAX(x, y);
    */
    QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE float maxElement() const { return NVMax(x, y); }

    NVReal x, y;
};

QT3DS_CUDA_CALLABLE static QT3DS_FORCE_INLINE QT3DSVec2 operator*(NVReal f, const QT3DSVec2 &v)
{
    return QT3DSVec2(f * v.x, f * v.y);
}

#ifndef QT3DS_DOXYGEN
} // namespace qt3ds
#endif

/** @} */
#endif // QT3DS_FOUNDATION_QT3DS_VEC2_H