/* * Copyright 1993-2015 NVIDIA Corporation. All rights reserved. * * Please refer to the NVIDIA end user license agreement (EULA) associated * with this source code for terms and conditions that govern your use of * this software. Any use, reproduction, disclosure, or distribution of * this software and related documentation outside the terms of the EULA * is strictly prohibited. * */ // // Template math library for common 3D functionality // // This code is in part deriver from glh, a cross platform glut helper library. // The copyright for glh follows this notice. // // Copyright (c) NVIDIA Corporation. All rights reserved. //////////////////////////////////////////////////////////////////////////////// /* Copyright (c) 2000 Cass Everitt Copyright (c) 2000 NVIDIA Corporation All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * The names of contributors to this software may not be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Cass Everitt - cass@r3.nu */ #ifndef NV_MATH_H #define NV_MATH_H #include #include #include #include #define NV_PI float(3.1415926535897932384626433832795) namespace nv { typedef vec2 vec2f; typedef vec3 vec3f; typedef vec3 vec3i; typedef vec3 vec3ui; typedef vec4 vec4f; typedef matrix4 matrix4f; typedef quaternion quaternionf; inline void applyRotation(const quaternionf &r) { float angle; vec3f axis; r.get_value(axis, angle); glRotatef(angle / 3.1415926f * 180.0f, axis[0], axis[1], axis[2]); } }; #endif