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