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95 changes: 70 additions & 25 deletions LICENSE.txt
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Copyright (c) 2013-2017 NVIDIA Corporation. All rights reserved.

This code contains NVIDIA Confidential Information and is disclosed to you
under a form of NVIDIA software license agreement provided separately to you.

NVIDIA Corporation and its licensors retain all intellectual property and
proprietary rights in and to this software and related documentation and
any modifications thereto. Any use, reproduction, disclosure, or
distribution of this software and related documentation without an express
license agreement from NVIDIA Corporation is strictly prohibited.

ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.

Information and code furnished is believed to be accurate and reliable.
However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
information or for any infringement of patents or other rights of third parties that may
result from its use. No license is granted by implication or otherwise under any patent
or patent rights of NVIDIA Corporation. Details are subject to change without notice.
This code supersedes and replaces all information previously supplied.
NVIDIA Corporation products are not authorized for use as critical
components in life support devices or systems without express written approval of
NVIDIA Corporation.
Nvidia Source Code License (1-Way Commercial)

1. Definitions

“Licensor” means any person or entity that distributes its Work. “Software”
means the original work of authorship made available under this License. “Work”
means the Software and any additions to or derivative works of the Software that
are made available under this License. The terms “reproduce,” “reproduction,”
“derivative works,” and “distribution” have the meaning as provided under U.S.
copyright law; provided, however, that for the purposes of this License,
derivative works shall not include works that remain separable from, or merely
link (or bind by name) to the interfaces of, the Work. Works, including the
Software, are “made available” under this License by including in or with the
Work either (a) a copyright notice referencing the applicability of this License
to the Work, or (b) a copy of this License.

2. License Grants

2.1 Copyright Grant. Subject to the terms and conditions of this License, each
Licensor grants to you a perpetual, worldwide, non-exclusive, royalty-free,
copyright license to reproduce, prepare derivative works of, publicly display,
publicly perform, sublicense and distribute its Work and any resulting
derivative works in any form.

3. Limitations

3.1 Redistribution. You may reproduce or distribute the Work only if (a) you do
so under this License, (b) you include a complete copy of this License with your
distribution, and (c) you retain without modification any copyright, patent,
trademark, or attribution notices that are present in the Work.

3.2 Derivative Works. You may specify that additional or different terms apply
to the use, reproduction, and distribution of your derivative works of the Work
(“Your Terms”) only if you identify the specific derivative works that are
subject to Your Terms. Notwithstanding Your Terms, this License (including the
redistribution requirements in Section 3.1) will continue to apply to the Work
itself.

3.3 Patent Claims. If you bring or threaten to bring a patent claim against any
Licensor (including any claim, cross-claim or counterclaim in a lawsuit) to
enforce any patents that you allege are infringed by any Work, then your rights
under this License from such Licensor (including the grants in Sections 2.1 and
2.2) will terminate immediately.

3.4 Trademarks. This License does not grant any rights to use any Licensor’s or
its affiliates’ names, logos, or trademarks, except as necessary to reproduce
the notices described in this License.

3.5 Termination. If you violate any term of this License, then your rights under
this License (including the grants in Sections 2.1 and 2.2) will terminate
immediately.

4. Disclaimer of Warranty.

THE WORK IS PROVIDED “AS IS” WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,
EITHER EXPRESS OR IMPLIED, INCLUDING WARRANTIES OR CONDITIONS OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, TITLE OR NON-INFRINGEMENT.
YOU BEAR THE RISK OF UNDERTAKING ANY ACTIVITIES UNDER THIS LICENSE.

5. Limitation of Liability.

EXCEPT AS PROHIBITED BY APPLICABLE LAW, IN NO EVENT AND UNDER NO LEGAL THEORY,
WHETHER IN TORT (INCLUDING NEGLIGENCE), CONTRACT, OR OTHERWISE SHALL ANY
LICENSOR BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY DIRECT, INDIRECT, SPECIAL,
INCIDENTAL, OR CONSEQUENTIAL DAMAGES ARISING OUT OF OR RELATED TO THIS LICENSE,
THE USE OR INABILITY TO USE THE WORK (INCLUDING BUT NOT LIMITED TO LOSS OF
GOODWILL, BUSINESS INTERRUPTION, LOST PROFITS OR DATA, COMPUTER FAILURE OR
MALFUNCTION, OR ANY OTHER COMM ERCIAL DAMAGES OR LOSSES), EVEN IF THE LICENSOR
HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

2 changes: 1 addition & 1 deletion core/aabbtree.cpp
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#include "aabbtree.h"

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2 changes: 1 addition & 1 deletion core/aabbtree.h
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#pragma once

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2 changes: 1 addition & 1 deletion core/cloth.h
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#pragma once

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2 changes: 1 addition & 1 deletion core/convex.h
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#pragma once

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2 changes: 1 addition & 1 deletion core/core.cpp
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#include "core.h"

2 changes: 1 addition & 1 deletion core/core.h
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#pragma once

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2 changes: 1 addition & 1 deletion core/extrude.cpp
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#include "maths.h"

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2 changes: 1 addition & 1 deletion core/extrude.h
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#pragma once

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2 changes: 1 addition & 1 deletion core/mat22.h
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#pragma once

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2 changes: 1 addition & 1 deletion core/mat33.h
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#pragma once

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2 changes: 1 addition & 1 deletion core/mat44.h
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#pragma once

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2 changes: 1 addition & 1 deletion core/maths.cpp
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#include "maths.h"

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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#pragma once

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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#pragma once

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2 changes: 1 addition & 1 deletion core/mesh.cpp
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#include "mesh.h"
#include "platform.h"
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2 changes: 1 addition & 1 deletion core/mesh.h
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#pragma once

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2 changes: 1 addition & 1 deletion core/perlin.cpp
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#include "perlin.h"

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2 changes: 1 addition & 1 deletion core/perlin.h
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#pragma once

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2 changes: 1 addition & 1 deletion core/pfm.cpp
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#include "pfm.h"

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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#include "types.h"

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2 changes: 1 addition & 1 deletion core/platform.cpp
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#include "core.h"
#include "platform.h"
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2 changes: 1 addition & 1 deletion core/platform.h
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#pragma once

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2 changes: 1 addition & 1 deletion core/point3.h
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#pragma once

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2 changes: 1 addition & 1 deletion core/quat.h
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#pragma once

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2 changes: 1 addition & 1 deletion core/sdf.cpp
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#include "sdf.h"

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2 changes: 1 addition & 1 deletion core/sdf.h
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#pragma once

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2 changes: 1 addition & 1 deletion core/tga.cpp
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#include "tga.h"
#include "core.h"
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#pragma once

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2 changes: 1 addition & 1 deletion core/types.h
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#pragma once

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2 changes: 1 addition & 1 deletion core/vec2.h
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#pragma once

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2 changes: 1 addition & 1 deletion core/vec3.h
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#pragma once

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2 changes: 1 addition & 1 deletion core/vec4.h
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#pragma once

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2 changes: 1 addition & 1 deletion core/voxelize.cpp
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// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.

#include "aabbtree.h"
#include "mesh.h"
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