File size: 5,653 Bytes
0c51b93 |
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 |
// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA Corporation is strictly prohibited.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
#pragma once
#if 0 //_DEBUG
#define VEC3_VALIDATE() { \
assert(_finite(x));\
assert(!_isnan(x));\
\
assert(_finite(y));\
assert(!_isnan(y));\
\
assert(_finite(z));\
assert(!_isnan(z));\
}
#else
#define VEC3_VALIDATE()
#endif
template <typename T=float>
class XVector3
{
public:
typedef T value_type;
CUDA_CALLABLE inline XVector3() : x(0.0f), y(0.0f), z(0.0f) {}
CUDA_CALLABLE inline XVector3(T a) : x(a), y(a), z(a) {}
CUDA_CALLABLE inline XVector3(const T* p) : x(p[0]), y(p[1]), z(p[2]) {}
CUDA_CALLABLE inline XVector3(T x_, T y_, T z_) : x(x_), y(y_), z(z_)
{
VEC3_VALIDATE();
}
CUDA_CALLABLE inline operator T* () { return &x; }
CUDA_CALLABLE inline operator const T* () const { return &x; };
CUDA_CALLABLE inline void Set(T x_, T y_, T z_) { VEC3_VALIDATE(); x = x_; y = y_; z = z_;}
CUDA_CALLABLE inline XVector3<T> operator * (T scale) const { XVector3<T> r(*this); r *= scale; return r; VEC3_VALIDATE();}
CUDA_CALLABLE inline XVector3<T> operator / (T scale) const { XVector3<T> r(*this); r /= scale; return r; VEC3_VALIDATE();}
CUDA_CALLABLE inline XVector3<T> operator + (const XVector3<T>& v) const { XVector3<T> r(*this); r += v; return r; VEC3_VALIDATE();}
CUDA_CALLABLE inline XVector3<T> operator - (const XVector3<T>& v) const { XVector3<T> r(*this); r -= v; return r; VEC3_VALIDATE();}
CUDA_CALLABLE inline XVector3<T> operator /(const XVector3<T>& v) const { XVector3<T> r(*this); r /= v; return r; VEC3_VALIDATE();}
CUDA_CALLABLE inline XVector3<T> operator *(const XVector3<T>& v) const { XVector3<T> r(*this); r *= v; return r; VEC3_VALIDATE();}
CUDA_CALLABLE inline XVector3<T>& operator *=(T scale) {x *= scale; y *= scale; z*= scale; VEC3_VALIDATE(); return *this;}
CUDA_CALLABLE inline XVector3<T>& operator /=(T scale) {T s(1.0f/scale); x *= s; y *= s; z *= s; VEC3_VALIDATE(); return *this;}
CUDA_CALLABLE inline XVector3<T>& operator +=(const XVector3<T>& v) {x += v.x; y += v.y; z += v.z; VEC3_VALIDATE(); return *this;}
CUDA_CALLABLE inline XVector3<T>& operator -=(const XVector3<T>& v) {x -= v.x; y -= v.y; z -= v.z; VEC3_VALIDATE(); return *this;}
CUDA_CALLABLE inline XVector3<T>& operator /=(const XVector3<T>& v) {x /= v.x; y /= v.y; z /= v.z; VEC3_VALIDATE(); return *this; }
CUDA_CALLABLE inline XVector3<T>& operator *=(const XVector3<T>& v) {x *= v.x; y *= v.y; z *= v.z; VEC3_VALIDATE(); return *this; }
CUDA_CALLABLE inline bool operator != (const XVector3<T>& v) const { return (x != v.x || y != v.y || z != v.z); }
// negate
CUDA_CALLABLE inline XVector3<T> operator -() const { VEC3_VALIDATE(); return XVector3<T>(-x, -y, -z); }
CUDA_CALLABLE void Validate()
{
VEC3_VALIDATE();
}
T x,y,z;
};
typedef XVector3<float> Vec3;
typedef XVector3<float> Vector3;
// lhs scalar scale
template <typename T>
CUDA_CALLABLE XVector3<T> operator *(T lhs, const XVector3<T>& rhs)
{
XVector3<T> r(rhs);
r *= lhs;
return r;
}
template <typename T>
CUDA_CALLABLE bool operator==(const XVector3<T>& lhs, const XVector3<T>& rhs)
{
return (lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z);
}
template <typename T>
CUDA_CALLABLE typename T::value_type Dot3(const T& v1, const T& v2)
{
return v1.x * v2.x + v1.y * v2.y + v1.z*v2.z;
}
CUDA_CALLABLE inline float Dot3(const float* v1, const float * v2)
{
return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
}
template <typename T>
CUDA_CALLABLE inline T Dot(const XVector3<T>& v1, const XVector3<T>& v2)
{
return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
}
CUDA_CALLABLE inline Vec3 Cross(const Vec3& b, const Vec3& c)
{
return Vec3(b.y*c.z - b.z*c.y,
b.z*c.x - b.x*c.z,
b.x*c.y - b.y*c.x);
}
// component wise min max functions
template <typename T>
CUDA_CALLABLE inline XVector3<T> Max(const XVector3<T>& a, const XVector3<T>& b)
{
return XVector3<T>(Max(a.x, b.x), Max(a.y, b.y), Max(a.z, b.z));
}
template <typename T>
CUDA_CALLABLE inline XVector3<T> Min(const XVector3<T>& a, const XVector3<T>& b)
{
return XVector3<T>(Min(a.x, b.x), Min(a.y, b.y), Min(a.z, b.z));
}
|