Add PhysicsEffects to Extras. The build is only tested on Windows and Android.
The Android/NEON optimized version of Physics Effects is thanks to Graham Rhodes and Anthony Hamilton, See Issue 587
This commit is contained in:
238
Extras/PhysicsEffects/include/vecmath/std/boolInVec.h
Normal file
238
Extras/PhysicsEffects/include/vecmath/std/boolInVec.h
Normal file
@@ -0,0 +1,238 @@
|
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/*
|
||||
Copyright (C) 2006-2010 Sony Computer Entertainment Inc.
|
||||
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 the Sony Computer Entertainment Inc 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 AND CONTRIBUTORS "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.
|
||||
*/
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||||
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#ifndef _BOOLINVEC_SCALAR_H
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#define _BOOLINVEC_SCALAR_H
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#include <math.h>
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namespace Vectormath {
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class floatInVec;
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//--------------------------------------------------------------------------------------------------
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// boolInVec class
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//
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class boolInVec
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{
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private:
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unsigned int mData;
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public:
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// Default constructor; does no initialization
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//
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inline boolInVec( ) { };
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// Construct from a value converted from float
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//
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inline boolInVec(floatInVec vec);
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// Explicit cast from bool
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//
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explicit inline boolInVec(bool scalar);
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// Explicit cast to bool
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//
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inline bool getAsBool() const;
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#ifndef _VECTORMATH_NO_SCALAR_CAST
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// Implicit cast to bool
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//
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inline operator bool() const;
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#endif
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// Boolean negation operator
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//
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inline const boolInVec operator ! () const;
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// Assignment operator
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//
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inline boolInVec& operator = (boolInVec vec);
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// Boolean and assignment operator
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//
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inline boolInVec& operator &= (boolInVec vec);
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// Boolean exclusive or assignment operator
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//
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inline boolInVec& operator ^= (boolInVec vec);
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// Boolean or assignment operator
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//
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inline boolInVec& operator |= (boolInVec vec);
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};
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// Equal operator
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//
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inline const boolInVec operator == (boolInVec vec0, boolInVec vec1);
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// Not equal operator
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//
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inline const boolInVec operator != (boolInVec vec0, boolInVec vec1);
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// And operator
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//
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inline const boolInVec operator & (boolInVec vec0, boolInVec vec1);
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// Exclusive or operator
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//
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inline const boolInVec operator ^ (boolInVec vec0, boolInVec vec1);
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// Or operator
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//
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inline const boolInVec operator | (boolInVec vec0, boolInVec vec1);
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// Conditionally select between two values
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//
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inline const boolInVec select(boolInVec vec0, boolInVec vec1, boolInVec select_vec1);
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} // namespace Vectormath
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//--------------------------------------------------------------------------------------------------
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// boolInVec implementation
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//
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#include "floatInVec.h"
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namespace Vectormath {
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inline
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boolInVec::boolInVec(floatInVec vec)
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{
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*this = (vec != floatInVec(0.0f));
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}
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inline
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boolInVec::boolInVec(bool scalar)
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{
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mData = -(int)scalar;
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}
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inline
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bool
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boolInVec::getAsBool() const
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{
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return (mData > 0);
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}
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#ifndef _VECTORMATH_NO_SCALAR_CAST
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inline
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boolInVec::operator bool() const
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{
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return getAsBool();
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}
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#endif
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inline
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const boolInVec
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boolInVec::operator ! () const
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{
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return boolInVec(!mData);
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}
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inline
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boolInVec&
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boolInVec::operator = (boolInVec vec)
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{
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mData = vec.mData;
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return *this;
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}
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inline
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boolInVec&
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boolInVec::operator &= (boolInVec vec)
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{
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*this = *this & vec;
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return *this;
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}
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inline
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boolInVec&
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boolInVec::operator ^= (boolInVec vec)
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||||
{
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*this = *this ^ vec;
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return *this;
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}
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inline
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boolInVec&
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boolInVec::operator |= (boolInVec vec)
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{
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*this = *this | vec;
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return *this;
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}
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inline
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const boolInVec
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operator == (boolInVec vec0, boolInVec vec1)
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{
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return boolInVec(vec0.getAsBool() == vec1.getAsBool());
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}
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inline
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const boolInVec
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||||
operator != (boolInVec vec0, boolInVec vec1)
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||||
{
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||||
return !(vec0 == vec1);
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||||
}
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||||
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||||
inline
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||||
const boolInVec
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||||
operator & (boolInVec vec0, boolInVec vec1)
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||||
{
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||||
return boolInVec(vec0.getAsBool() & vec1.getAsBool());
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||||
}
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||||
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||||
inline
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||||
const boolInVec
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||||
operator | (boolInVec vec0, boolInVec vec1)
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||||
{
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||||
return boolInVec(vec0.getAsBool() | vec1.getAsBool());
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||||
}
|
||||
|
||||
inline
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||||
const boolInVec
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||||
operator ^ (boolInVec vec0, boolInVec vec1)
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||||
{
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||||
return boolInVec(vec0.getAsBool() ^ vec1.getAsBool());
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||||
}
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||||
|
||||
inline
|
||||
const boolInVec
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||||
select(boolInVec vec0, boolInVec vec1, boolInVec select_vec1)
|
||||
{
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||||
return (select_vec1.getAsBool() == 0) ? vec0 : vec1;
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||||
}
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||||
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||||
} // namespace Vectormath
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||||
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||||
#endif // boolInVec_h
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||||
357
Extras/PhysicsEffects/include/vecmath/std/floatInVec.h
Normal file
357
Extras/PhysicsEffects/include/vecmath/std/floatInVec.h
Normal file
@@ -0,0 +1,357 @@
|
||||
/*
|
||||
Copyright (C) 2006-2010 Sony Computer Entertainment Inc.
|
||||
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 the Sony Computer Entertainment Inc 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 AND CONTRIBUTORS "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.
|
||||
*/
|
||||
|
||||
#ifndef _FLOATINVEC__SCALAR_H
|
||||
#define _FLOATINVEC__SCALAR_H
|
||||
|
||||
#include <math.h>
|
||||
namespace Vectormath {
|
||||
|
||||
class boolInVec;
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// floatInVec class
|
||||
//
|
||||
|
||||
// A class representing a scalar float value contained in a vector register
|
||||
// This class does not support fastmath
|
||||
class floatInVec
|
||||
{
|
||||
private:
|
||||
float mData;
|
||||
|
||||
public:
|
||||
// Default constructor; does no initialization
|
||||
//
|
||||
inline floatInVec( ) { };
|
||||
|
||||
// Construct from a value converted from bool
|
||||
//
|
||||
inline floatInVec(boolInVec vec);
|
||||
|
||||
// Explicit cast from float
|
||||
//
|
||||
explicit inline floatInVec(float scalar);
|
||||
|
||||
// Explicit cast to float
|
||||
//
|
||||
inline float getAsFloat() const;
|
||||
|
||||
#ifndef _VECTORMATH_NO_SCALAR_CAST
|
||||
// Implicit cast to float
|
||||
//
|
||||
inline operator float() const;
|
||||
#endif
|
||||
|
||||
// Post increment (add 1.0f)
|
||||
//
|
||||
inline const floatInVec operator ++ (int);
|
||||
|
||||
// Post decrement (subtract 1.0f)
|
||||
//
|
||||
inline const floatInVec operator -- (int);
|
||||
|
||||
// Pre increment (add 1.0f)
|
||||
//
|
||||
inline floatInVec& operator ++ ();
|
||||
|
||||
// Pre decrement (subtract 1.0f)
|
||||
//
|
||||
inline floatInVec& operator -- ();
|
||||
|
||||
// Negation operator
|
||||
//
|
||||
inline const floatInVec operator - () const;
|
||||
|
||||
// Assignment operator
|
||||
//
|
||||
inline floatInVec& operator = (floatInVec vec);
|
||||
|
||||
// Multiplication assignment operator
|
||||
//
|
||||
inline floatInVec& operator *= (floatInVec vec);
|
||||
|
||||
// Division assignment operator
|
||||
//
|
||||
inline floatInVec& operator /= (floatInVec vec);
|
||||
|
||||
// Addition assignment operator
|
||||
//
|
||||
inline floatInVec& operator += (floatInVec vec);
|
||||
|
||||
// Subtraction assignment operator
|
||||
//
|
||||
inline floatInVec& operator -= (floatInVec vec);
|
||||
|
||||
};
|
||||
|
||||
// Multiplication operator
|
||||
//
|
||||
inline const floatInVec operator * (floatInVec vec0, floatInVec vec1);
|
||||
|
||||
// Division operator
|
||||
//
|
||||
inline const floatInVec operator / (floatInVec vec0, floatInVec vec1);
|
||||
|
||||
// Addition operator
|
||||
//
|
||||
inline const floatInVec operator + (floatInVec vec0, floatInVec vec1);
|
||||
|
||||
// Subtraction operator
|
||||
//
|
||||
inline const floatInVec operator - (floatInVec vec0, floatInVec vec1);
|
||||
|
||||
// Less than operator
|
||||
//
|
||||
inline const boolInVec operator < (floatInVec vec0, floatInVec vec1);
|
||||
|
||||
// Less than or equal operator
|
||||
//
|
||||
inline const boolInVec operator <= (floatInVec vec0, floatInVec vec1);
|
||||
|
||||
// Greater than operator
|
||||
//
|
||||
inline const boolInVec operator > (floatInVec vec0, floatInVec vec1);
|
||||
|
||||
// Greater than or equal operator
|
||||
//
|
||||
inline const boolInVec operator >= (floatInVec vec0, floatInVec vec1);
|
||||
|
||||
// Equal operator
|
||||
//
|
||||
inline const boolInVec operator == (floatInVec vec0, floatInVec vec1);
|
||||
|
||||
// Not equal operator
|
||||
//
|
||||
inline const boolInVec operator != (floatInVec vec0, floatInVec vec1);
|
||||
|
||||
// Conditionally select between two values
|
||||
//
|
||||
inline const floatInVec select(floatInVec vec0, floatInVec vec1, boolInVec select_vec1);
|
||||
|
||||
|
||||
} // namespace Vectormath
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// floatInVec implementation
|
||||
//
|
||||
|
||||
#include "boolInVec.h"
|
||||
|
||||
namespace Vectormath {
|
||||
|
||||
inline
|
||||
floatInVec::floatInVec(boolInVec vec)
|
||||
{
|
||||
mData = float(vec.getAsBool());
|
||||
}
|
||||
|
||||
inline
|
||||
floatInVec::floatInVec(float scalar)
|
||||
{
|
||||
mData = scalar;
|
||||
}
|
||||
|
||||
inline
|
||||
float
|
||||
floatInVec::getAsFloat() const
|
||||
{
|
||||
return mData;
|
||||
}
|
||||
|
||||
#ifndef _VECTORMATH_NO_SCALAR_CAST
|
||||
inline
|
||||
floatInVec::operator float() const
|
||||
{
|
||||
return getAsFloat();
|
||||
}
|
||||
#endif
|
||||
|
||||
inline
|
||||
const floatInVec
|
||||
floatInVec::operator ++ (int)
|
||||
{
|
||||
float olddata = mData;
|
||||
operator ++();
|
||||
return floatInVec(olddata);
|
||||
}
|
||||
|
||||
inline
|
||||
const floatInVec
|
||||
floatInVec::operator -- (int)
|
||||
{
|
||||
float olddata = mData;
|
||||
operator --();
|
||||
return floatInVec(olddata);
|
||||
}
|
||||
|
||||
inline
|
||||
floatInVec&
|
||||
floatInVec::operator ++ ()
|
||||
{
|
||||
*this += floatInVec(1.0f);
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline
|
||||
floatInVec&
|
||||
floatInVec::operator -- ()
|
||||
{
|
||||
*this -= floatInVec(1.0f);
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline
|
||||
const floatInVec
|
||||
floatInVec::operator - () const
|
||||
{
|
||||
return floatInVec(-mData);
|
||||
}
|
||||
|
||||
inline
|
||||
floatInVec&
|
||||
floatInVec::operator = (floatInVec vec)
|
||||
{
|
||||
mData = vec.mData;
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline
|
||||
floatInVec&
|
||||
floatInVec::operator *= (floatInVec vec)
|
||||
{
|
||||
*this = *this * vec;
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline
|
||||
floatInVec&
|
||||
floatInVec::operator /= (floatInVec vec)
|
||||
{
|
||||
*this = *this / vec;
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline
|
||||
floatInVec&
|
||||
floatInVec::operator += (floatInVec vec)
|
||||
{
|
||||
*this = *this + vec;
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline
|
||||
floatInVec&
|
||||
floatInVec::operator -= (floatInVec vec)
|
||||
{
|
||||
*this = *this - vec;
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline
|
||||
const floatInVec
|
||||
operator * (floatInVec vec0, floatInVec vec1)
|
||||
{
|
||||
return floatInVec(vec0.getAsFloat() * vec1.getAsFloat());
|
||||
}
|
||||
|
||||
inline
|
||||
const floatInVec
|
||||
operator / (floatInVec num, floatInVec den)
|
||||
{
|
||||
return floatInVec(num.getAsFloat() / den.getAsFloat());
|
||||
}
|
||||
|
||||
inline
|
||||
const floatInVec
|
||||
operator + (floatInVec vec0, floatInVec vec1)
|
||||
{
|
||||
return floatInVec(vec0.getAsFloat() + vec1.getAsFloat());
|
||||
}
|
||||
|
||||
inline
|
||||
const floatInVec
|
||||
operator - (floatInVec vec0, floatInVec vec1)
|
||||
{
|
||||
return floatInVec(vec0.getAsFloat() - vec1.getAsFloat());
|
||||
}
|
||||
|
||||
inline
|
||||
const boolInVec
|
||||
operator < (floatInVec vec0, floatInVec vec1)
|
||||
{
|
||||
return boolInVec(vec0.getAsFloat() < vec1.getAsFloat());
|
||||
}
|
||||
|
||||
inline
|
||||
const boolInVec
|
||||
operator <= (floatInVec vec0, floatInVec vec1)
|
||||
{
|
||||
return !(vec0 > vec1);
|
||||
}
|
||||
|
||||
inline
|
||||
const boolInVec
|
||||
operator > (floatInVec vec0, floatInVec vec1)
|
||||
{
|
||||
return boolInVec(vec0.getAsFloat() > vec1.getAsFloat());
|
||||
}
|
||||
|
||||
inline
|
||||
const boolInVec
|
||||
operator >= (floatInVec vec0, floatInVec vec1)
|
||||
{
|
||||
return !(vec0 < vec1);
|
||||
}
|
||||
|
||||
inline
|
||||
const boolInVec
|
||||
operator == (floatInVec vec0, floatInVec vec1)
|
||||
{
|
||||
return boolInVec(vec0.getAsFloat() == vec1.getAsFloat());
|
||||
}
|
||||
|
||||
inline
|
||||
const boolInVec
|
||||
operator != (floatInVec vec0, floatInVec vec1)
|
||||
{
|
||||
return !(vec0 == vec1);
|
||||
}
|
||||
|
||||
inline
|
||||
const floatInVec
|
||||
select(floatInVec vec0, floatInVec vec1, boolInVec select_vec1)
|
||||
{
|
||||
return (select_vec1.getAsBool() == 0) ? vec0 : vec1;
|
||||
}
|
||||
|
||||
} // namespace Vectormath
|
||||
|
||||
#endif // floatInVec_h
|
||||
1643
Extras/PhysicsEffects/include/vecmath/std/mat_aos.h
Normal file
1643
Extras/PhysicsEffects/include/vecmath/std/mat_aos.h
Normal file
File diff suppressed because it is too large
Load Diff
446
Extras/PhysicsEffects/include/vecmath/std/quat_aos.h
Normal file
446
Extras/PhysicsEffects/include/vecmath/std/quat_aos.h
Normal file
@@ -0,0 +1,446 @@
|
||||
/*
|
||||
Copyright (C) 2006-2010 Sony Computer Entertainment Inc.
|
||||
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 the Sony Computer Entertainment Inc 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 AND CONTRIBUTORS "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.
|
||||
*/
|
||||
|
||||
#ifndef _VECTORMATH_QUAT_AOS_CPP_H
|
||||
#define _VECTORMATH_QUAT_AOS_CPP_H
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Definitions
|
||||
|
||||
#ifndef _VECTORMATH_INTERNAL_FUNCTIONS
|
||||
#define _VECTORMATH_INTERNAL_FUNCTIONS
|
||||
|
||||
#endif
|
||||
|
||||
namespace Vectormath {
|
||||
namespace Aos {
|
||||
|
||||
inline Quat::Quat( const Quat & quat )
|
||||
{
|
||||
mX = quat.mX;
|
||||
mY = quat.mY;
|
||||
mZ = quat.mZ;
|
||||
mW = quat.mW;
|
||||
}
|
||||
|
||||
inline Quat::Quat( float _x, float _y, float _z, float _w )
|
||||
{
|
||||
mX = _x;
|
||||
mY = _y;
|
||||
mZ = _z;
|
||||
mW = _w;
|
||||
}
|
||||
|
||||
inline Quat::Quat( const Vector3 & xyz, float _w )
|
||||
{
|
||||
this->setXYZ( xyz );
|
||||
this->setW( _w );
|
||||
}
|
||||
|
||||
inline Quat::Quat( const Vector4 & vec )
|
||||
{
|
||||
mX = vec.getX();
|
||||
mY = vec.getY();
|
||||
mZ = vec.getZ();
|
||||
mW = vec.getW();
|
||||
}
|
||||
|
||||
inline Quat::Quat( float scalar )
|
||||
{
|
||||
mX = scalar;
|
||||
mY = scalar;
|
||||
mZ = scalar;
|
||||
mW = scalar;
|
||||
}
|
||||
|
||||
inline const Quat Quat::identity( )
|
||||
{
|
||||
return Quat( 0.0f, 0.0f, 0.0f, 1.0f );
|
||||
}
|
||||
|
||||
inline const Quat lerp( float t, const Quat & quat0, const Quat & quat1 )
|
||||
{
|
||||
return ( quat0 + ( ( quat1 - quat0 ) * t ) );
|
||||
}
|
||||
|
||||
inline const Quat slerp( float t, const Quat & unitQuat0, const Quat & unitQuat1 )
|
||||
{
|
||||
Quat start;
|
||||
float recipSinAngle, scale0, scale1, cosAngle, angle;
|
||||
cosAngle = dot( unitQuat0, unitQuat1 );
|
||||
if ( cosAngle < 0.0f ) {
|
||||
cosAngle = -cosAngle;
|
||||
start = ( -unitQuat0 );
|
||||
} else {
|
||||
start = unitQuat0;
|
||||
}
|
||||
if ( cosAngle < _VECTORMATH_SLERP_TOL ) {
|
||||
angle = acosf( cosAngle );
|
||||
recipSinAngle = ( 1.0f / sinf( angle ) );
|
||||
scale0 = ( sinf( ( ( 1.0f - t ) * angle ) ) * recipSinAngle );
|
||||
scale1 = ( sinf( ( t * angle ) ) * recipSinAngle );
|
||||
} else {
|
||||
scale0 = ( 1.0f - t );
|
||||
scale1 = t;
|
||||
}
|
||||
return ( ( start * scale0 ) + ( unitQuat1 * scale1 ) );
|
||||
}
|
||||
|
||||
inline const Quat squad( float t, const Quat & unitQuat0, const Quat & unitQuat1, const Quat & unitQuat2, const Quat & unitQuat3 )
|
||||
{
|
||||
Quat tmp0, tmp1;
|
||||
tmp0 = slerp( t, unitQuat0, unitQuat3 );
|
||||
tmp1 = slerp( t, unitQuat1, unitQuat2 );
|
||||
return slerp( ( ( 2.0f * t ) * ( 1.0f - t ) ), tmp0, tmp1 );
|
||||
}
|
||||
|
||||
inline void loadXYZW( Quat & quat, const float * fptr )
|
||||
{
|
||||
quat = Quat( fptr[0], fptr[1], fptr[2], fptr[3] );
|
||||
}
|
||||
|
||||
inline void storeXYZW( const Quat & quat, float * fptr )
|
||||
{
|
||||
fptr[0] = quat.getX();
|
||||
fptr[1] = quat.getY();
|
||||
fptr[2] = quat.getZ();
|
||||
fptr[3] = quat.getW();
|
||||
}
|
||||
|
||||
inline Quat & Quat::operator =( const Quat & quat )
|
||||
{
|
||||
mX = quat.mX;
|
||||
mY = quat.mY;
|
||||
mZ = quat.mZ;
|
||||
mW = quat.mW;
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline Quat & Quat::setXYZ( const Vector3 & vec )
|
||||
{
|
||||
mX = vec.getX();
|
||||
mY = vec.getY();
|
||||
mZ = vec.getZ();
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline const Vector3 Quat::getXYZ( ) const
|
||||
{
|
||||
return Vector3( mX, mY, mZ );
|
||||
}
|
||||
|
||||
inline Quat & Quat::setX( float _x )
|
||||
{
|
||||
mX = _x;
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline float Quat::getX( ) const
|
||||
{
|
||||
return mX;
|
||||
}
|
||||
|
||||
inline Quat & Quat::setY( float _y )
|
||||
{
|
||||
mY = _y;
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline float Quat::getY( ) const
|
||||
{
|
||||
return mY;
|
||||
}
|
||||
|
||||
inline Quat & Quat::setZ( float _z )
|
||||
{
|
||||
mZ = _z;
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline float Quat::getZ( ) const
|
||||
{
|
||||
return mZ;
|
||||
}
|
||||
|
||||
inline Quat & Quat::setW( float _w )
|
||||
{
|
||||
mW = _w;
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline float Quat::getW( ) const
|
||||
{
|
||||
return mW;
|
||||
}
|
||||
|
||||
inline Quat & Quat::setElem( int idx, float value )
|
||||
{
|
||||
*(&mX + idx) = value;
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline float Quat::getElem( int idx ) const
|
||||
{
|
||||
return *(&mX + idx);
|
||||
}
|
||||
|
||||
inline float & Quat::operator []( int idx )
|
||||
{
|
||||
return *(&mX + idx);
|
||||
}
|
||||
|
||||
inline float Quat::operator []( int idx ) const
|
||||
{
|
||||
return *(&mX + idx);
|
||||
}
|
||||
|
||||
inline const Quat Quat::operator +( const Quat & quat ) const
|
||||
{
|
||||
return Quat(
|
||||
( mX + quat.mX ),
|
||||
( mY + quat.mY ),
|
||||
( mZ + quat.mZ ),
|
||||
( mW + quat.mW )
|
||||
);
|
||||
}
|
||||
|
||||
inline const Quat Quat::operator -( const Quat & quat ) const
|
||||
{
|
||||
return Quat(
|
||||
( mX - quat.mX ),
|
||||
( mY - quat.mY ),
|
||||
( mZ - quat.mZ ),
|
||||
( mW - quat.mW )
|
||||
);
|
||||
}
|
||||
|
||||
inline const Quat Quat::operator *( float scalar ) const
|
||||
{
|
||||
return Quat(
|
||||
( mX * scalar ),
|
||||
( mY * scalar ),
|
||||
( mZ * scalar ),
|
||||
( mW * scalar )
|
||||
);
|
||||
}
|
||||
|
||||
inline Quat & Quat::operator +=( const Quat & quat )
|
||||
{
|
||||
*this = *this + quat;
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline Quat & Quat::operator -=( const Quat & quat )
|
||||
{
|
||||
*this = *this - quat;
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline Quat & Quat::operator *=( float scalar )
|
||||
{
|
||||
*this = *this * scalar;
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline const Quat Quat::operator /( float scalar ) const
|
||||
{
|
||||
return Quat(
|
||||
( mX / scalar ),
|
||||
( mY / scalar ),
|
||||
( mZ / scalar ),
|
||||
( mW / scalar )
|
||||
);
|
||||
}
|
||||
|
||||
inline Quat & Quat::operator /=( float scalar )
|
||||
{
|
||||
*this = *this / scalar;
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline const Quat Quat::operator -( ) const
|
||||
{
|
||||
return Quat(
|
||||
-mX,
|
||||
-mY,
|
||||
-mZ,
|
||||
-mW
|
||||
);
|
||||
}
|
||||
|
||||
inline const Quat operator *( float scalar, const Quat & quat )
|
||||
{
|
||||
return quat * scalar;
|
||||
}
|
||||
|
||||
inline float dot( const Quat & quat0, const Quat & quat1 )
|
||||
{
|
||||
float result;
|
||||
result = ( quat0.getX() * quat1.getX() );
|
||||
result = ( result + ( quat0.getY() * quat1.getY() ) );
|
||||
result = ( result + ( quat0.getZ() * quat1.getZ() ) );
|
||||
result = ( result + ( quat0.getW() * quat1.getW() ) );
|
||||
return result;
|
||||
}
|
||||
|
||||
inline float norm( const Quat & quat )
|
||||
{
|
||||
float result;
|
||||
result = ( quat.getX() * quat.getX() );
|
||||
result = ( result + ( quat.getY() * quat.getY() ) );
|
||||
result = ( result + ( quat.getZ() * quat.getZ() ) );
|
||||
result = ( result + ( quat.getW() * quat.getW() ) );
|
||||
return result;
|
||||
}
|
||||
|
||||
inline float length( const Quat & quat )
|
||||
{
|
||||
return ::sqrtf( norm( quat ) );
|
||||
}
|
||||
|
||||
inline const Quat normalize( const Quat & quat )
|
||||
{
|
||||
float lenSqr, lenInv;
|
||||
lenSqr = norm( quat );
|
||||
lenInv = ( 1.0f / sqrtf( lenSqr ) );
|
||||
return Quat(
|
||||
( quat.getX() * lenInv ),
|
||||
( quat.getY() * lenInv ),
|
||||
( quat.getZ() * lenInv ),
|
||||
( quat.getW() * lenInv )
|
||||
);
|
||||
}
|
||||
|
||||
inline const Quat Quat::rotation( const Vector3 & unitVec0, const Vector3 & unitVec1 )
|
||||
{
|
||||
float cosHalfAngleX2, recipCosHalfAngleX2;
|
||||
cosHalfAngleX2 = sqrtf( ( 2.0f * ( 1.0f + dot( unitVec0, unitVec1 ) ) ) );
|
||||
recipCosHalfAngleX2 = ( 1.0f / cosHalfAngleX2 );
|
||||
return Quat( ( cross( unitVec0, unitVec1 ) * recipCosHalfAngleX2 ), ( cosHalfAngleX2 * 0.5f ) );
|
||||
}
|
||||
|
||||
inline const Quat Quat::rotation( float radians, const Vector3 & unitVec )
|
||||
{
|
||||
float s, c, angle;
|
||||
angle = ( radians * 0.5f );
|
||||
s = sinf( angle );
|
||||
c = cosf( angle );
|
||||
return Quat( ( unitVec * s ), c );
|
||||
}
|
||||
|
||||
inline const Quat Quat::rotationX( float radians )
|
||||
{
|
||||
float s, c, angle;
|
||||
angle = ( radians * 0.5f );
|
||||
s = sinf( angle );
|
||||
c = cosf( angle );
|
||||
return Quat( s, 0.0f, 0.0f, c );
|
||||
}
|
||||
|
||||
inline const Quat Quat::rotationY( float radians )
|
||||
{
|
||||
float s, c, angle;
|
||||
angle = ( radians * 0.5f );
|
||||
s = sinf( angle );
|
||||
c = cosf( angle );
|
||||
return Quat( 0.0f, s, 0.0f, c );
|
||||
}
|
||||
|
||||
inline const Quat Quat::rotationZ( float radians )
|
||||
{
|
||||
float s, c, angle;
|
||||
angle = ( radians * 0.5f );
|
||||
s = sinf( angle );
|
||||
c = cosf( angle );
|
||||
return Quat( 0.0f, 0.0f, s, c );
|
||||
}
|
||||
|
||||
inline const Quat Quat::operator *( const Quat & quat ) const
|
||||
{
|
||||
return Quat(
|
||||
( ( ( ( mW * quat.mX ) + ( mX * quat.mW ) ) + ( mY * quat.mZ ) ) - ( mZ * quat.mY ) ),
|
||||
( ( ( ( mW * quat.mY ) + ( mY * quat.mW ) ) + ( mZ * quat.mX ) ) - ( mX * quat.mZ ) ),
|
||||
( ( ( ( mW * quat.mZ ) + ( mZ * quat.mW ) ) + ( mX * quat.mY ) ) - ( mY * quat.mX ) ),
|
||||
( ( ( ( mW * quat.mW ) - ( mX * quat.mX ) ) - ( mY * quat.mY ) ) - ( mZ * quat.mZ ) )
|
||||
);
|
||||
}
|
||||
|
||||
inline Quat & Quat::operator *=( const Quat & quat )
|
||||
{
|
||||
*this = *this * quat;
|
||||
return *this;
|
||||
}
|
||||
|
||||
inline const Vector3 rotate( const Quat & quat, const Vector3 & vec )
|
||||
{
|
||||
float tmpX, tmpY, tmpZ, tmpW;
|
||||
tmpX = ( ( ( quat.getW() * vec.getX() ) + ( quat.getY() * vec.getZ() ) ) - ( quat.getZ() * vec.getY() ) );
|
||||
tmpY = ( ( ( quat.getW() * vec.getY() ) + ( quat.getZ() * vec.getX() ) ) - ( quat.getX() * vec.getZ() ) );
|
||||
tmpZ = ( ( ( quat.getW() * vec.getZ() ) + ( quat.getX() * vec.getY() ) ) - ( quat.getY() * vec.getX() ) );
|
||||
tmpW = ( ( ( quat.getX() * vec.getX() ) + ( quat.getY() * vec.getY() ) ) + ( quat.getZ() * vec.getZ() ) );
|
||||
return Vector3(
|
||||
( ( ( ( tmpW * quat.getX() ) + ( tmpX * quat.getW() ) ) - ( tmpY * quat.getZ() ) ) + ( tmpZ * quat.getY() ) ),
|
||||
( ( ( ( tmpW * quat.getY() ) + ( tmpY * quat.getW() ) ) - ( tmpZ * quat.getX() ) ) + ( tmpX * quat.getZ() ) ),
|
||||
( ( ( ( tmpW * quat.getZ() ) + ( tmpZ * quat.getW() ) ) - ( tmpX * quat.getY() ) ) + ( tmpY * quat.getX() ) )
|
||||
);
|
||||
}
|
||||
|
||||
inline const Quat conj( const Quat & quat )
|
||||
{
|
||||
return Quat( -quat.getX(), -quat.getY(), -quat.getZ(), quat.getW() );
|
||||
}
|
||||
|
||||
inline const Quat select( const Quat & quat0, const Quat & quat1, bool select1 )
|
||||
{
|
||||
return Quat(
|
||||
( select1 )? quat1.getX() : quat0.getX(),
|
||||
( select1 )? quat1.getY() : quat0.getY(),
|
||||
( select1 )? quat1.getZ() : quat0.getZ(),
|
||||
( select1 )? quat1.getW() : quat0.getW()
|
||||
);
|
||||
}
|
||||
|
||||
#ifdef _VECTORMATH_DEBUG
|
||||
|
||||
inline void print( const Quat & quat )
|
||||
{
|
||||
printf( "( %f %f %f %f )\n", quat.getX(), quat.getY(), quat.getZ(), quat.getW() );
|
||||
}
|
||||
|
||||
inline void print( const Quat & quat, const char * name )
|
||||
{
|
||||
printf( "%s: ( %f %f %f %f )\n", name, quat.getX(), quat.getY(), quat.getZ(), quat.getW() );
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
} // namespace Aos
|
||||
} // namespace Vectormath
|
||||
|
||||
#endif
|
||||
1439
Extras/PhysicsEffects/include/vecmath/std/vec_aos.h
Normal file
1439
Extras/PhysicsEffects/include/vecmath/std/vec_aos.h
Normal file
File diff suppressed because it is too large
Load Diff
1885
Extras/PhysicsEffects/include/vecmath/std/vectormath_aos.h
Normal file
1885
Extras/PhysicsEffects/include/vecmath/std/vectormath_aos.h
Normal file
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user