diff options
Diffstat (limited to 'src/Runtime/Source/platformspecific/windows/libs/nv_math/NvVec.h')
-rw-r--r-- | src/Runtime/Source/platformspecific/windows/libs/nv_math/NvVec.h | 316 |
1 files changed, 316 insertions, 0 deletions
diff --git a/src/Runtime/Source/platformspecific/windows/libs/nv_math/NvVec.h b/src/Runtime/Source/platformspecific/windows/libs/nv_math/NvVec.h new file mode 100644 index 00000000..4e5b09ce --- /dev/null +++ b/src/Runtime/Source/platformspecific/windows/libs/nv_math/NvVec.h @@ -0,0 +1,316 @@ +/**************************************************************************** +** +** 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 |