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-rw-r--r--src/Runtime/ogl-runtime/src/platformspecific/macos/libs/nv_math/NvVec.h316
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diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime
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diff --git a/src/Runtime/ogl-runtime/src/platformspecific/macos/libs/nv_math/NvVec.h b/src/Runtime/ogl-runtime/src/platformspecific/macos/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