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sdk/common/NvBlastMath.h

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00001 // This code contains NVIDIA Confidential Information and is disclosed to you
00002 // under a form of NVIDIA software license agreement provided separately to you.
00003 //
00004 // Notice
00005 // NVIDIA Corporation and its licensors retain all intellectual property and
00006 // proprietary rights in and to this software and related documentation and
00007 // any modifications thereto. Any use, reproduction, disclosure, or
00008 // distribution of this software and related documentation without an express
00009 // license agreement from NVIDIA Corporation is strictly prohibited.
00010 //
00011 // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
00012 // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
00013 // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
00014 // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
00015 //
00016 // Information and code furnished is believed to be accurate and reliable.
00017 // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
00018 // information or for any infringement of patents or other rights of third parties that may
00019 // result from its use. No license is granted by implication or otherwise under any patent
00020 // or patent rights of NVIDIA Corporation. Details are subject to change without notice.
00021 // This code supersedes and replaces all information previously supplied.
00022 // NVIDIA Corporation products are not authorized for use as critical
00023 // components in life support devices or systems without express written approval of
00024 // NVIDIA Corporation.
00025 //
00026 // Copyright (c) 2016-2020 NVIDIA Corporation. All rights reserved.
00027 
00028 
00029 #ifndef NVBLASTMATH_H
00030 #define NVBLASTMATH_H
00031 
00032 #include <math.h>
00033 
00034 namespace Nv
00035 {
00036 namespace Blast
00037 {
00038 
00039 namespace VecMath
00040 {
00041 
00042 
00043 NV_INLINE void div(float a[3], float divisor)
00044 {
00045     for (int i = 0; i < 3; i++)
00046         a[i] /= divisor;
00047 }
00048 
00049 NV_INLINE void mul(float a[3], float multiplier)
00050 {
00051     for (int i = 0; i < 3; i++)
00052         a[i] *= multiplier;
00053 }
00054 
00055 NV_INLINE void add(const float a[3], float b[3])
00056 {
00057     for (int i = 0; i < 3; i++)
00058         b[i] = a[i] + b[i];
00059 }
00060     
00061 NV_INLINE void add(const float a[3], const float b[3], float r[3])
00062 {
00063     for (int i = 0; i < 3; i++)
00064         r[i] = a[i] + b[i];
00065 }
00066 
00067 NV_INLINE void sub(const float a[3], const float b[3], float r[3])
00068 {
00069     for (int i = 0; i < 3; i++)
00070         r[i] = a[i] - b[i];
00071 }
00072 
00073 NV_INLINE float dot(const float a[3], const float b[3])
00074 {
00075     float r = 0;
00076     for (int i = 0; i < 3; i++)
00077         r += a[i] * b[i];
00078     return r;
00079 }
00080 
00081 NV_INLINE float length(const float a[3])
00082 {
00083     return sqrtf(dot(a, a));
00084 }
00085 
00086 NV_INLINE float dist(const float a[3], const float b[3])
00087 {
00088     float v[3];
00089     sub(a, b, v);
00090     return length(v);
00091 }
00092 
00093 NV_INLINE float normal(const float a[3], float r[3])
00094 {
00095     float d = length(a);
00096     for (int i = 0; i < 3; i++)
00097         r[i] = a[i] / d;
00098 
00099     return d;
00100 }
00101 
00102 
00103 } // namespace VecMath
00104 
00105 } // namespace Blast
00106 } // namespace Nv
00107 
00108 
00109 #endif // #ifndef NVBLASTMATH_H
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