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- #ifndef B3_FLOAT4_H
- #define B3_FLOAT4_H
- #include "Bullet3Common/shared/b3PlatformDefinitions.h"
- #ifdef __cplusplus
- #include "Bullet3Common/b3Vector3.h"
- #define b3Float4 b3Vector3
- #define b3Float4ConstArg const b3Vector3&
- #define b3Dot3F4 b3Dot
- #define b3Cross3 b3Cross
- #define b3MakeFloat4 b3MakeVector3
- inline b3Vector3 b3Normalized(const b3Vector3& vec)
- {
- return vec.normalized();
- }
- inline b3Float4 b3FastNormalized3(b3Float4ConstArg v)
- {
- return v.normalized();
- }
- inline b3Float4 b3MaxFloat4(const b3Float4& a, const b3Float4& b)
- {
- b3Float4 tmp = a;
- tmp.setMax(b);
- return tmp;
- }
- inline b3Float4 b3MinFloat4(const b3Float4& a, const b3Float4& b)
- {
- b3Float4 tmp = a;
- tmp.setMin(b);
- return tmp;
- }
- #else
- typedef float4 b3Float4;
- #define b3Float4ConstArg const b3Float4
- #define b3MakeFloat4 (float4)
- float b3Dot3F4(b3Float4ConstArg v0, b3Float4ConstArg v1)
- {
- float4 a1 = b3MakeFloat4(v0.xyz, 0.f);
- float4 b1 = b3MakeFloat4(v1.xyz, 0.f);
- return dot(a1, b1);
- }
- b3Float4 b3Cross3(b3Float4ConstArg v0, b3Float4ConstArg v1)
- {
- float4 a1 = b3MakeFloat4(v0.xyz, 0.f);
- float4 b1 = b3MakeFloat4(v1.xyz, 0.f);
- return cross(a1, b1);
- }
- #define b3MinFloat4 min
- #define b3MaxFloat4 max
- #define b3Normalized(a) normalize(a)
- #endif
- inline bool b3IsAlmostZero(b3Float4ConstArg v)
- {
- if (b3Fabs(v.x) > 1e-6 || b3Fabs(v.y) > 1e-6 || b3Fabs(v.z) > 1e-6)
- return false;
- return true;
- }
- inline int b3MaxDot(b3Float4ConstArg vec, __global const b3Float4* vecArray, int vecLen, float* dotOut)
- {
- float maxDot = -B3_INFINITY;
- int i = 0;
- int ptIndex = -1;
- for (i = 0; i < vecLen; i++)
- {
- float dot = b3Dot3F4(vecArray[i], vec);
- if (dot > maxDot)
- {
- maxDot = dot;
- ptIndex = i;
- }
- }
- b3Assert(ptIndex >= 0);
- if (ptIndex < 0)
- {
- ptIndex = 0;
- }
- *dotOut = maxDot;
- return ptIndex;
- }
- #endif //B3_FLOAT4_H
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