mirror of
https://github.com/bulletphysics/bullet3
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176 lines
3.5 KiB
C
176 lines
3.5 KiB
C
// Bullet Continuous Collision Detection and Physics Library
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// Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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//
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// Maths.h
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//
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// Copyright (c) 2006 Simon Hobbs
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//
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// This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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#ifndef BULLET_MATH_H
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#define BULLET_MATH_H
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#ifdef WIN32
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#include <math.h>
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#include <stdlib.h>
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#include <float.h>
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// intrinsics headers
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#include <mmintrin.h>
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#include <xmmintrin.h>
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// vector maths classes require aligned alloc
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#include "Memory2.h"
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// constants
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#define PI 3.141592654f
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#define Angle5 0.087266462f
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#define Angle10 0.174532925f
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#define Angle15 0.261799388f
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#define Angle30 0.523598776f
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#define Angle45 0.785398163f
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#define Angle60 0.523598776f
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#define Angle90 1.570796327f
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#define Angle180 PI
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#define Angle270 4.71238898f
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#define Angle360 6.283185307f
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#define Deg2RadF 0.01745329251994329547f
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#define Rad2DegF 57.29577951308232286465f
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#define MinValueF -3.402823466e+38f
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#define MaxValueF 3.402823466e+38F
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#define DefaultEpsilon 0.001f
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// float functions
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inline float Sin(const float f)
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{
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return sinf(f);
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}
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inline float Cos(const float f)
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{
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return cosf(f);
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}
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inline float Tan(const float f)
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{
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return tanf(f);
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}
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inline float Asin(const float f)
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{
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return asinf(f);
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}
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inline float Acos(const float f)
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{
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return acosf(f);
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}
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inline float Atan(const float f)
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{
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return atanf(f);
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}
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inline float Atan2(const float y, const float x)
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{
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return atan2f(y, x);
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}
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inline float Pow(const float x, const float y)
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{
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return powf(x, y);
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}
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inline float Abs(const float x)
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{
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return fabsf(x);
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}
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inline float Min(const float x, const float y)
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{
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return (x < y) ? x : y;
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}
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inline float Max(const float x, const float y)
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{
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return (x > y) ? x : y;
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}
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inline float Clamp(const float x, const float min, const float max)
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{
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return (x >= max) ? max : Max(x, min);
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}
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inline float Sgn(const float f)
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{
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// TODO: replace this with something that doesn't branch
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if (f < 0.0f)
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return -1.0f;
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if (f > 0.0f)
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return 1.0f;
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return 0.0f;
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}
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inline float Floor(const float f)
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{
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return floorf(f);
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}
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inline float Ceil(const float f)
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{
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return ceilf(f);
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}
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inline float Mod(const float x, const float y)
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{
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float n = Floor(x / y);
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return x - n * y;
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}
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inline float Sqrt(const float f)
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{
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return sqrtf(f);
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}
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inline bool Equal(const float x, const float y, const float epsilon = DefaultEpsilon)
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{
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return Abs(x-y) <= epsilon;
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}
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inline float Lerp(const float x, const float y, const float t)
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{
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return x + (y - x) * t;
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}
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inline int Min(const int x, const int y)
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{
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return (x < y) ? x : y;
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}
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inline int Max(const int x, const int y)
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{
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return (x > y) ? x : y;
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}
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#include "Vector.h"
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#include "Matrix.h"
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#include "Quat.h"
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#include "Geometry.h"
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#endif //WIN32
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#endif //BULLET_MATH_H
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