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v3.cu
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/* Copyright (c) 1993-2015, 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.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``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 COPYRIGHT OWNER 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.
*/
#include "v3.h"
#include "randomize.h"
#include <math.h>
v3::v3()
{
::randomize(x, y, z);
}
v3::v3(float xIn, float yIn, float zIn) : x(xIn), y(yIn), z(zIn)
{}
void v3::randomize()
{
::randomize(x, y, z);
}
__host__ __device__ void v3::normalize()
{
float t = sqrt(x*x + y*y + z*z);
x /= t;
y /= t;
z /= t;
}
__host__ __device__ void v3::scramble()
{
float tx = 0.317f*(x + 1.0) + y + z * x * x + y + z;
float ty = 0.619f*(y + 1.0) + y * y + x * y * z + y + x;
float tz = 0.124f*(z + 1.0) + z * y + x * y * z + y + x;
x = tx;
y = ty;
z = tz;
}