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+/****************************************************************************
+**
+** 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