Add CUDA support
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7 changed files with 223 additions and 10 deletions
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#include <cmath>
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#include <limits>
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#ifdef __CUDACC__
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#define CUDA_CALLABLE __host__ __device__
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#else
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#define CUDA_CALLABLE
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#endif
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template <typename T> struct Vec3 {
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T x;
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T y;
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T z;
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inline Vec3<T> operator+(Vec3<T> other) const {
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CUDA_CALLABLE inline Vec3<T> operator+(Vec3<T> other) const {
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return {x + other.x, y + other.y, z + other.z};
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};
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inline Vec3<T> operator-(Vec3<T> other) const {
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CUDA_CALLABLE inline Vec3<T> operator-(Vec3<T> other) const {
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return {x - other.x, y - other.y, z - other.z};
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};
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inline Vec3 scale(T scalar) { return {x * scalar, y * scalar, z * scalar}; };
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CUDA_CALLABLE inline Vec3 scale(T scalar) {
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return {x * scalar, y * scalar, z * scalar};
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};
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inline T dot(Vec3<T> other) const {
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CUDA_CALLABLE inline T dot(Vec3<T> other) const {
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return x * other.x + y * other.y + z * other.z;
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}
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inline Vec3<T> cross(Vec3<T> other) const {
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CUDA_CALLABLE inline Vec3<T> cross(Vec3<T> other) const {
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return {y * other.z - z * other.y, z * other.x - x * other.z,
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x * other.y - y * other.x};
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}
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inline T squared_norm2() const { return x * x + y * y + z * z; }
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CUDA_CALLABLE inline T squared_norm2() const { return x * x + y * y + z * z; }
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inline T norm2() const { return std::sqrt(squared_norm2()); }
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CUDA_CALLABLE inline T norm2() const { return std::sqrt(squared_norm2()); }
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inline Vec3<T> normalized() {
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CUDA_CALLABLE inline Vec3<T> normalized() {
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// Add epsilon to the norm for stability when the norm is 0
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T norm = std::max(norm2(), std::numeric_limits<T>::epsilon());
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return {x / norm, y / norm, z / norm};
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