// 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 #include #include "vec4.h" class Point3 { public: Point3() : x(0), y(0), z(0) {} Point3(float a) : x(a), y(a), z(a) {} Point3(const float* p) : x(p[0]), y(p[1]), z(p[2]) {} Point3(float x_, float y_, float z_) : x(x_), y(y_), z(z_) { Validate(); } explicit Point3(const Vec3& v) : x(v.x), y(v.y), z(v.z) {} operator float* () { return &x; } operator const float* () const { return &x; }; operator Vec4 () const { return Vec4(x, y, z, 1.0f); } void Set(float x_, float y_, float z_) { Validate(); x = x_; y = y_; z = z_;} Point3 operator * (float scale) const { Point3 r(*this); r *= scale; Validate(); return r; } Point3 operator / (float scale) const { Point3 r(*this); r /= scale; Validate(); return r; } Point3 operator + (const Vec3& v) const { Point3 r(*this); r += v; Validate(); return r; } Point3 operator - (const Vec3& v) const { Point3 r(*this); r -= v; Validate(); return r; } Point3& operator *=(float scale) {x *= scale; y *= scale; z*= scale; Validate(); return *this;} Point3& operator /=(float scale) {float s(1.0f/scale); x *= s; y *= s; z *= s; Validate(); return *this;} Point3& operator +=(const Vec3& v) {x += v.x; y += v.y; z += v.z; Validate(); return *this;} Point3& operator -=(const Vec3& v) {x -= v.x; y -= v.y; z -= v.z; Validate(); return *this;} bool operator != (const Point3& v) const { return (x != v.x || y != v.y || z != v.z); } // negate Point3 operator -() const { Validate(); return Point3(-x, -y, -z); } float x,y,z; void Validate() const { } }; // lhs scalar scale inline Point3 operator *(float lhs, const Point3& rhs) { Point3 r(rhs); r *= lhs; return r; } inline Vec3 operator-(const Point3& lhs, const Point3& rhs) { return Vec3(lhs.x-rhs.x,lhs.y-rhs.y, lhs.z-rhs.z); } inline Point3 operator+(const Point3& lhs, const Point3& rhs) { return Point3(lhs.x+rhs.x, lhs.y+rhs.y, lhs.z+rhs.z); } inline bool operator==(const Point3& lhs, const Point3& rhs) { return (lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z); } inline std::ostream& operator << (std::ostream& s, const Point3& p) { return s << p.x << "," << p.y << "," << p.z; } // component wise min max functions inline Point3 Max(const Point3& a, const Point3& b) { return Point3(std::max(a.x, b.x), std::max(a.y, b.y), std::max(a.z, b.z)); } inline Point3 Min(const Point3& a, const Point3& b) { return Point3(std::min(a.x, b.x), std::min(a.y, b.y), std::min(a.z, b.z)); }