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@ -10,7 +10,8 @@ SET(MATH_SRCS
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Fitting.h Fitting.cpp
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Montecarlo.h Montecarlo.cpp
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Random.h Random.cpp
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SphericalHarmonic.h SphericalHarmonic.cpp)
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SphericalHarmonic.h SphericalHarmonic.cpp
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Basis.h Basis.cpp)
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INCLUDE_DIRECTORIES(${CMAKE_CURRENT_SOURCE_DIR})
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@ -25,3 +26,7 @@ ENDIF(NVMATH_SHARED)
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TARGET_LINK_LIBRARIES(nvmath ${LIBS} nvcore)
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INSTALL(TARGETS nvmath
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RUNTIME DESTINATION bin
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LIBRARY DESTINATION lib
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ARCHIVE DESTINATION lib/static)
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@ -33,12 +33,12 @@ public:
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Vector4 row(uint i) const;
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Vector4 column(uint i) const;
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void scale(double s);
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void scale(scalar s);
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void scale(Vector3::Arg s);
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void translate(Vector3::Arg t);
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void rotate(scalar theta, scalar v0, scalar v1, scalar v2);
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Matrix inverse();
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double determinant();
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scalar determinant();
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void apply(Matrix::Arg m);
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@ -110,7 +110,7 @@ inline Vector4 Matrix::column(uint i) const
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}
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/// Apply scale.
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inline void Matrix::scale(double s)
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inline void Matrix::scale(scalar s)
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{
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m_data[0] *= s; m_data[1] *= s; m_data[2] *= s; m_data[3] *= s;
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m_data[4] *= s; m_data[5] *= s; m_data[6] *= s; m_data[7] *= s;
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@ -150,7 +150,7 @@ inline void Matrix::apply(Matrix::Arg m)
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nvDebugCheck(this != &m);
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for(int i = 0; i < 4; i++) {
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const float ai0 = get(i,0), ai1 = get(i,1), ai2 = get(i,2), ai3 = get(i,3);
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const scalar ai0 = get(i,0), ai1 = get(i,1), ai2 = get(i,2), ai3 = get(i,3);
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m_data[0 + i] = ai0 * m(0,0) + ai1 * m(1,0) + ai2 * m(2,0) + ai3 * m(3,0);
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m_data[4 + i] = ai0 * m(0,1) + ai1 * m(1,1) + ai2 * m(2,1) + ai3 * m(3,1);
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m_data[8 + i] = ai0 * m(0,2) + ai1 * m(1,2) + ai2 * m(2,2) + ai3 * m(3,2);
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@ -305,7 +305,7 @@ inline Matrix perspective(scalar fovy, scalar aspect, scalar zNear)
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}
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/// Get matrix determinant.
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inline double Matrix::determinant()
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inline scalar Matrix::determinant()
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{
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return m_data[3] * m_data[6] * m_data[9] * m_data[12]-m_data[2] * m_data[7] * m_data[9] * m_data[12]-m_data[3] * m_data[5] * m_data[10] * m_data[12]+m_data[1] * m_data[7] * m_data[10] * m_data[12]+
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m_data[2] * m_data[5] * m_data[11] * m_data[12]-m_data[1] * m_data[6] * m_data[11] * m_data[12]-m_data[3] * m_data[6] * m_data[8] * m_data[13]+m_data[2] * m_data[7] * m_data[8] * m_data[13]+
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@ -315,9 +315,19 @@ inline double Matrix::determinant()
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m_data[2] * m_data[4] * m_data[9] * m_data[15]-m_data[0] * m_data[6] * m_data[9] * m_data[15]-m_data[1] * m_data[4] * m_data[10] * m_data[15]+m_data[0] * m_data[5] * m_data[10] * m_data[15];
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}
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//inline Matrix transpose(Matrix::Arg m)
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//{
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//}
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inline Matrix transpose(Matrix::Arg m)
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{
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Matrix r;
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for (int i = 0; i < 4; i++)
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{
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for (int j = 0; j < 4; i++)
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{
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r(i, j) = m(j, i);
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}
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}
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return r;
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}
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inline Matrix Matrix::inverse()
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{
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Matrix r;
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@ -30,6 +30,8 @@ public:
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scalar x() const;
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scalar y() const;
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const scalar * ptr() const;
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void set(scalar x, scalar y);
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Vector2 operator-() const;
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@ -143,6 +145,11 @@ inline const Vector2 & Vector2::operator=(Vector2::Arg v)
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inline scalar Vector2::x() const { return m_x; }
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inline scalar Vector2::y() const { return m_y; }
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inline const scalar * Vector2::ptr() const
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{
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return &m_x;
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}
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inline void Vector2::set(scalar x, scalar y)
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{
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m_x = x;
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@ -397,6 +404,11 @@ inline Vector2 operator*(Vector2::Arg v, scalar s)
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return scale(v, s);
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}
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inline Vector2 operator*(Vector2::Arg v1, Vector2::Arg v2)
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{
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return Vector2(v1.x()*v2.x(), v1.y()*v2.y());
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}
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inline Vector2 operator*(scalar s, Vector2::Arg v)
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{
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return scale(v, s);
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@ -417,6 +429,11 @@ inline scalar length(Vector2::Arg v)
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return sqrtf(length_squared(v));
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}
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inline bool equal(Vector2::Arg v1, Vector2::Arg v2, float epsilon = NV_EPSILON)
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{
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return equal(v1.x(), v2.x(), epsilon) && equal(v1.y(), v2.y(), epsilon);
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}
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inline Vector2 min(Vector2::Arg a, Vector2::Arg b)
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{
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return Vector2(min(a.x(), b.x()), min(a.y(), b.y()));
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@ -532,6 +549,11 @@ inline Vector3 normalizeSafe(Vector3::Arg v, Vector3::Arg fallback, float epsilo
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return scale(v, 1.0f / l);
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}
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inline bool equal(Vector3::Arg v1, Vector3::Arg v2, float epsilon = NV_EPSILON)
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{
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return equal(v1.x(), v2.x(), epsilon) && equal(v1.y(), v2.y(), epsilon) && equal(v1.z(), v2.z(), epsilon);
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}
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inline Vector3 min(Vector3::Arg a, Vector3::Arg b)
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{
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return Vector3(min(a.x(), b.x()), min(a.y(), b.y()), min(a.z(), b.z()));
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@ -643,6 +665,11 @@ inline Vector4 normalizeSafe(Vector4::Arg v, Vector4::Arg fallback, float epsilo
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return scale(v, 1.0f / l);
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}
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inline bool equal(Vector4::Arg v1, Vector4::Arg v2, float epsilon = NV_EPSILON)
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{
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return equal(v1.x(), v2.x(), epsilon) && equal(v1.y(), v2.y(), epsilon) && equal(v1.z(), v2.z(), epsilon) && equal(v1.w(), v2.w(), epsilon);
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}
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inline Vector4 min(Vector4::Arg a, Vector4::Arg b)
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{
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return Vector4(min(a.x(), b.x()), min(a.y(), b.y()), min(a.z(), b.z()), min(a.w(), b.w()));
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