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Diffstat (limited to 'thirdparty/bullet/Bullet3Common/b3Scalar.h')
-rw-r--r-- | thirdparty/bullet/Bullet3Common/b3Scalar.h | 663 |
1 files changed, 663 insertions, 0 deletions
diff --git a/thirdparty/bullet/Bullet3Common/b3Scalar.h b/thirdparty/bullet/Bullet3Common/b3Scalar.h new file mode 100644 index 0000000000..dbc7fea397 --- /dev/null +++ b/thirdparty/bullet/Bullet3Common/b3Scalar.h @@ -0,0 +1,663 @@ +/* +Copyright (c) 2003-2013 Gino van den Bergen / Erwin Coumans http://bulletphysics.org + +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. +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: + +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. +2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. +3. This notice may not be removed or altered from any source distribution. +*/ + + + +#ifndef B3_SCALAR_H +#define B3_SCALAR_H + +#ifdef B3_MANAGED_CODE +//Aligned data types not supported in managed code +#pragma unmanaged +#endif + + + +#include <math.h> +#include <stdlib.h>//size_t for MSVC 6.0 +#include <float.h> + +//Original repository is at http://github.com/erwincoumans/bullet3 +#define B3_BULLET_VERSION 300 + +inline int b3GetVersion() +{ + return B3_BULLET_VERSION; +} + +#if defined(DEBUG) || defined (_DEBUG) +#define B3_DEBUG +#endif + +#include "b3Logging.h"//for b3Error + + +#ifdef _WIN32 + + #if defined(__MINGW32__) || defined(__CYGWIN__) || (defined (_MSC_VER) && _MSC_VER < 1300) + + #define B3_FORCE_INLINE inline + #define B3_ATTRIBUTE_ALIGNED16(a) a + #define B3_ATTRIBUTE_ALIGNED64(a) a + #define B3_ATTRIBUTE_ALIGNED128(a) a + #else + //#define B3_HAS_ALIGNED_ALLOCATOR + #pragma warning(disable : 4324) // disable padding warning +// #pragma warning(disable:4530) // Disable the exception disable but used in MSCV Stl warning. + #pragma warning(disable:4996) //Turn off warnings about deprecated C routines +// #pragma warning(disable:4786) // Disable the "debug name too long" warning + + #define B3_FORCE_INLINE __forceinline + #define B3_ATTRIBUTE_ALIGNED16(a) __declspec(align(16)) a + #define B3_ATTRIBUTE_ALIGNED64(a) __declspec(align(64)) a + #define B3_ATTRIBUTE_ALIGNED128(a) __declspec (align(128)) a + #ifdef _XBOX + #define B3_USE_VMX128 + + #include <ppcintrinsics.h> + #define B3_HAVE_NATIVE_FSEL + #define b3Fsel(a,b,c) __fsel((a),(b),(c)) + #else + +#if (defined (_WIN32) && (_MSC_VER) && _MSC_VER >= 1400) && (!defined (B3_USE_DOUBLE_PRECISION)) + #if (defined (_M_IX86) || defined (_M_X64)) + #define B3_USE_SSE + #ifdef B3_USE_SSE + //B3_USE_SSE_IN_API is disabled under Windows by default, because + //it makes it harder to integrate Bullet into your application under Windows + //(structured embedding Bullet structs/classes need to be 16-byte aligned) + //with relatively little performance gain + //If you are not embedded Bullet data in your classes, or make sure that you align those classes on 16-byte boundaries + //you can manually enable this line or set it in the build system for a bit of performance gain (a few percent, dependent on usage) + //#define B3_USE_SSE_IN_API + #endif //B3_USE_SSE + #include <emmintrin.h> + #endif +#endif + + #endif//_XBOX + + #endif //__MINGW32__ + +#ifdef B3_DEBUG + #ifdef _MSC_VER + #include <stdio.h> + #define b3Assert(x) { if(!(x)){b3Error("Assert "__FILE__ ":%u ("#x")\n", __LINE__);__debugbreak(); }} + #else//_MSC_VER + #include <assert.h> + #define b3Assert assert + #endif//_MSC_VER +#else + #define b3Assert(x) +#endif + //b3FullAssert is optional, slows down a lot + #define b3FullAssert(x) + + #define b3Likely(_c) _c + #define b3Unlikely(_c) _c + +#else + +#if defined (__CELLOS_LV2__) + #define B3_FORCE_INLINE inline __attribute__((always_inline)) + #define B3_ATTRIBUTE_ALIGNED16(a) a __attribute__ ((aligned (16))) + #define B3_ATTRIBUTE_ALIGNED64(a) a __attribute__ ((aligned (64))) + #define B3_ATTRIBUTE_ALIGNED128(a) a __attribute__ ((aligned (128))) + #ifndef assert + #include <assert.h> + #endif +#ifdef B3_DEBUG +#ifdef __SPU__ +#include <spu_printf.h> +#define printf spu_printf + #define b3Assert(x) {if(!(x)){b3Error("Assert "__FILE__ ":%u ("#x")\n", __LINE__);spu_hcmpeq(0,0);}} +#else + #define b3Assert assert +#endif + +#else + #define b3Assert(x) +#endif + //b3FullAssert is optional, slows down a lot + #define b3FullAssert(x) + + #define b3Likely(_c) _c + #define b3Unlikely(_c) _c + +#else + +#ifdef USE_LIBSPE2 + + #define B3_FORCE_INLINE __inline + #define B3_ATTRIBUTE_ALIGNED16(a) a __attribute__ ((aligned (16))) + #define B3_ATTRIBUTE_ALIGNED64(a) a __attribute__ ((aligned (64))) + #define B3_ATTRIBUTE_ALIGNED128(a) a __attribute__ ((aligned (128))) + #ifndef assert + #include <assert.h> + #endif +#ifdef B3_DEBUG + #define b3Assert assert +#else + #define b3Assert(x) +#endif + //b3FullAssert is optional, slows down a lot + #define b3FullAssert(x) + + + #define b3Likely(_c) __builtin_expect((_c), 1) + #define b3Unlikely(_c) __builtin_expect((_c), 0) + + +#else + //non-windows systems + +#if (defined (__APPLE__) && (!defined (B3_USE_DOUBLE_PRECISION))) + #if defined (__i386__) || defined (__x86_64__) + #define B3_USE_SSE + //B3_USE_SSE_IN_API is enabled on Mac OSX by default, because memory is automatically aligned on 16-byte boundaries + //if apps run into issues, we will disable the next line + #define B3_USE_SSE_IN_API + #ifdef B3_USE_SSE + // include appropriate SSE level + #if defined (__SSE4_1__) + #include <smmintrin.h> + #elif defined (__SSSE3__) + #include <tmmintrin.h> + #elif defined (__SSE3__) + #include <pmmintrin.h> + #else + #include <emmintrin.h> + #endif + #endif //B3_USE_SSE + #elif defined( __armv7__ ) + #ifdef __clang__ + #define B3_USE_NEON 1 + + #if defined B3_USE_NEON && defined (__clang__) + #include <arm_neon.h> + #endif//B3_USE_NEON + #endif //__clang__ + #endif//__arm__ + + #define B3_FORCE_INLINE inline __attribute__ ((always_inline)) +///@todo: check out alignment methods for other platforms/compilers + #define B3_ATTRIBUTE_ALIGNED16(a) a __attribute__ ((aligned (16))) + #define B3_ATTRIBUTE_ALIGNED64(a) a __attribute__ ((aligned (64))) + #define B3_ATTRIBUTE_ALIGNED128(a) a __attribute__ ((aligned (128))) + #ifndef assert + #include <assert.h> + #endif + + #if defined(DEBUG) || defined (_DEBUG) + #if defined (__i386__) || defined (__x86_64__) + #include <stdio.h> + #define b3Assert(x)\ + {\ + if(!(x))\ + {\ + b3Error("Assert %s in line %d, file %s\n",#x, __LINE__, __FILE__);\ + asm volatile ("int3");\ + }\ + } + #else//defined (__i386__) || defined (__x86_64__) + #define b3Assert assert + #endif//defined (__i386__) || defined (__x86_64__) + #else//defined(DEBUG) || defined (_DEBUG) + #define b3Assert(x) + #endif//defined(DEBUG) || defined (_DEBUG) + + //b3FullAssert is optional, slows down a lot + #define b3FullAssert(x) + #define b3Likely(_c) _c + #define b3Unlikely(_c) _c + +#else + + #define B3_FORCE_INLINE inline + ///@todo: check out alignment methods for other platforms/compilers + #define B3_ATTRIBUTE_ALIGNED16(a) a __attribute__ ((aligned (16))) + #define B3_ATTRIBUTE_ALIGNED64(a) a __attribute__ ((aligned (64))) + #define B3_ATTRIBUTE_ALIGNED128(a) a __attribute__ ((aligned (128))) + ///#define B3_ATTRIBUTE_ALIGNED16(a) a + ///#define B3_ATTRIBUTE_ALIGNED64(a) a + ///#define B3_ATTRIBUTE_ALIGNED128(a) a + #ifndef assert + #include <assert.h> + #endif + +#if defined(DEBUG) || defined (_DEBUG) + #define b3Assert assert +#else + #define b3Assert(x) +#endif + + //b3FullAssert is optional, slows down a lot + #define b3FullAssert(x) + #define b3Likely(_c) _c + #define b3Unlikely(_c) _c +#endif //__APPLE__ + +#endif // LIBSPE2 + +#endif //__CELLOS_LV2__ +#endif + + +///The b3Scalar type abstracts floating point numbers, to easily switch between double and single floating point precision. +#if defined(B3_USE_DOUBLE_PRECISION) +typedef double b3Scalar; +//this number could be bigger in double precision +#define B3_LARGE_FLOAT 1e30 +#else +typedef float b3Scalar; +//keep B3_LARGE_FLOAT*B3_LARGE_FLOAT < FLT_MAX +#define B3_LARGE_FLOAT 1e18f +#endif + +#ifdef B3_USE_SSE +typedef __m128 b3SimdFloat4; +#endif//B3_USE_SSE + +#if defined B3_USE_SSE_IN_API && defined (B3_USE_SSE) +#ifdef _WIN32 + +#ifndef B3_NAN +static int b3NanMask = 0x7F800001; +#define B3_NAN (*(float*)&b3NanMask) +#endif + +#ifndef B3_INFINITY_MASK +static int b3InfinityMask = 0x7F800000; +#define B3_INFINITY_MASK (*(float*)&b3InfinityMask) +#endif + +inline __m128 operator + (const __m128 A, const __m128 B) +{ + return _mm_add_ps(A, B); +} + +inline __m128 operator - (const __m128 A, const __m128 B) +{ + return _mm_sub_ps(A, B); +} + +inline __m128 operator * (const __m128 A, const __m128 B) +{ + return _mm_mul_ps(A, B); +} + +#define b3CastfTo128i(a) (_mm_castps_si128(a)) +#define b3CastfTo128d(a) (_mm_castps_pd(a)) +#define b3CastiTo128f(a) (_mm_castsi128_ps(a)) +#define b3CastdTo128f(a) (_mm_castpd_ps(a)) +#define b3CastdTo128i(a) (_mm_castpd_si128(a)) +#define b3Assign128(r0,r1,r2,r3) _mm_setr_ps(r0,r1,r2,r3) + +#else//_WIN32 + +#define b3CastfTo128i(a) ((__m128i)(a)) +#define b3CastfTo128d(a) ((__m128d)(a)) +#define b3CastiTo128f(a) ((__m128) (a)) +#define b3CastdTo128f(a) ((__m128) (a)) +#define b3CastdTo128i(a) ((__m128i)(a)) +#define b3Assign128(r0,r1,r2,r3) (__m128){r0,r1,r2,r3} +#endif//_WIN32 +#endif //B3_USE_SSE_IN_API + +#ifdef B3_USE_NEON +#include <arm_neon.h> + +typedef float32x4_t b3SimdFloat4; +#define B3_INFINITY INFINITY +#define B3_NAN NAN +#define b3Assign128(r0,r1,r2,r3) (float32x4_t){r0,r1,r2,r3} +#endif + + + + + +#define B3_DECLARE_ALIGNED_ALLOCATOR() \ + B3_FORCE_INLINE void* operator new(size_t sizeInBytes) { return b3AlignedAlloc(sizeInBytes,16); } \ + B3_FORCE_INLINE void operator delete(void* ptr) { b3AlignedFree(ptr); } \ + B3_FORCE_INLINE void* operator new(size_t, void* ptr) { return ptr; } \ + B3_FORCE_INLINE void operator delete(void*, void*) { } \ + B3_FORCE_INLINE void* operator new[](size_t sizeInBytes) { return b3AlignedAlloc(sizeInBytes,16); } \ + B3_FORCE_INLINE void operator delete[](void* ptr) { b3AlignedFree(ptr); } \ + B3_FORCE_INLINE void* operator new[](size_t, void* ptr) { return ptr; } \ + B3_FORCE_INLINE void operator delete[](void*, void*) { } \ + + + +#if defined(B3_USE_DOUBLE_PRECISION) || defined(B3_FORCE_DOUBLE_FUNCTIONS) + +B3_FORCE_INLINE b3Scalar b3Sqrt(b3Scalar x) { return sqrt(x); } +B3_FORCE_INLINE b3Scalar b3Fabs(b3Scalar x) { return fabs(x); } +B3_FORCE_INLINE b3Scalar b3Cos(b3Scalar x) { return cos(x); } +B3_FORCE_INLINE b3Scalar b3Sin(b3Scalar x) { return sin(x); } +B3_FORCE_INLINE b3Scalar b3Tan(b3Scalar x) { return tan(x); } +B3_FORCE_INLINE b3Scalar b3Acos(b3Scalar x) { if (x<b3Scalar(-1)) x=b3Scalar(-1); if (x>b3Scalar(1)) x=b3Scalar(1); return acos(x); } +B3_FORCE_INLINE b3Scalar b3Asin(b3Scalar x) { if (x<b3Scalar(-1)) x=b3Scalar(-1); if (x>b3Scalar(1)) x=b3Scalar(1); return asin(x); } +B3_FORCE_INLINE b3Scalar b3Atan(b3Scalar x) { return atan(x); } +B3_FORCE_INLINE b3Scalar b3Atan2(b3Scalar x, b3Scalar y) { return atan2(x, y); } +B3_FORCE_INLINE b3Scalar b3Exp(b3Scalar x) { return exp(x); } +B3_FORCE_INLINE b3Scalar b3Log(b3Scalar x) { return log(x); } +B3_FORCE_INLINE b3Scalar b3Pow(b3Scalar x,b3Scalar y) { return pow(x,y); } +B3_FORCE_INLINE b3Scalar b3Fmod(b3Scalar x,b3Scalar y) { return fmod(x,y); } + +#else + +B3_FORCE_INLINE b3Scalar b3Sqrt(b3Scalar y) +{ +#ifdef USE_APPROXIMATION + double x, z, tempf; + unsigned long *tfptr = ((unsigned long *)&tempf) + 1; + + tempf = y; + *tfptr = (0xbfcdd90a - *tfptr)>>1; /* estimate of 1/sqrt(y) */ + x = tempf; + z = y*b3Scalar(0.5); + x = (b3Scalar(1.5)*x)-(x*x)*(x*z); /* iteration formula */ + x = (b3Scalar(1.5)*x)-(x*x)*(x*z); + x = (b3Scalar(1.5)*x)-(x*x)*(x*z); + x = (b3Scalar(1.5)*x)-(x*x)*(x*z); + x = (b3Scalar(1.5)*x)-(x*x)*(x*z); + return x*y; +#else + return sqrtf(y); +#endif +} +B3_FORCE_INLINE b3Scalar b3Fabs(b3Scalar x) { return fabsf(x); } +B3_FORCE_INLINE b3Scalar b3Cos(b3Scalar x) { return cosf(x); } +B3_FORCE_INLINE b3Scalar b3Sin(b3Scalar x) { return sinf(x); } +B3_FORCE_INLINE b3Scalar b3Tan(b3Scalar x) { return tanf(x); } +B3_FORCE_INLINE b3Scalar b3Acos(b3Scalar x) { + if (x<b3Scalar(-1)) + x=b3Scalar(-1); + if (x>b3Scalar(1)) + x=b3Scalar(1); + return acosf(x); +} +B3_FORCE_INLINE b3Scalar b3Asin(b3Scalar x) { + if (x<b3Scalar(-1)) + x=b3Scalar(-1); + if (x>b3Scalar(1)) + x=b3Scalar(1); + return asinf(x); +} +B3_FORCE_INLINE b3Scalar b3Atan(b3Scalar x) { return atanf(x); } +B3_FORCE_INLINE b3Scalar b3Atan2(b3Scalar x, b3Scalar y) { return atan2f(x, y); } +B3_FORCE_INLINE b3Scalar b3Exp(b3Scalar x) { return expf(x); } +B3_FORCE_INLINE b3Scalar b3Log(b3Scalar x) { return logf(x); } +B3_FORCE_INLINE b3Scalar b3Pow(b3Scalar x,b3Scalar y) { return powf(x,y); } +B3_FORCE_INLINE b3Scalar b3Fmod(b3Scalar x,b3Scalar y) { return fmodf(x,y); } + +#endif + +#define B3_2_PI b3Scalar(6.283185307179586232) +#define B3_PI (B3_2_PI * b3Scalar(0.5)) +#define B3_HALF_PI (B3_2_PI * b3Scalar(0.25)) +#define B3_RADS_PER_DEG (B3_2_PI / b3Scalar(360.0)) +#define B3_DEGS_PER_RAD (b3Scalar(360.0) / B3_2_PI) +#define B3_SQRT12 b3Scalar(0.7071067811865475244008443621048490) + +#define b3RecipSqrt(x) ((b3Scalar)(b3Scalar(1.0)/b3Sqrt(b3Scalar(x)))) /* reciprocal square root */ + + +#ifdef B3_USE_DOUBLE_PRECISION +#define B3_EPSILON DBL_EPSILON +#define B3_INFINITY DBL_MAX +#else +#define B3_EPSILON FLT_EPSILON +#define B3_INFINITY FLT_MAX +#endif + +B3_FORCE_INLINE b3Scalar b3Atan2Fast(b3Scalar y, b3Scalar x) +{ + b3Scalar coeff_1 = B3_PI / 4.0f; + b3Scalar coeff_2 = 3.0f * coeff_1; + b3Scalar abs_y = b3Fabs(y); + b3Scalar angle; + if (x >= 0.0f) { + b3Scalar r = (x - abs_y) / (x + abs_y); + angle = coeff_1 - coeff_1 * r; + } else { + b3Scalar r = (x + abs_y) / (abs_y - x); + angle = coeff_2 - coeff_1 * r; + } + return (y < 0.0f) ? -angle : angle; +} + +B3_FORCE_INLINE bool b3FuzzyZero(b3Scalar x) { return b3Fabs(x) < B3_EPSILON; } + +B3_FORCE_INLINE bool b3Equal(b3Scalar a, b3Scalar eps) { + return (((a) <= eps) && !((a) < -eps)); +} +B3_FORCE_INLINE bool b3GreaterEqual (b3Scalar a, b3Scalar eps) { + return (!((a) <= eps)); +} + + +B3_FORCE_INLINE int b3IsNegative(b3Scalar x) { + return x < b3Scalar(0.0) ? 1 : 0; +} + +B3_FORCE_INLINE b3Scalar b3Radians(b3Scalar x) { return x * B3_RADS_PER_DEG; } +B3_FORCE_INLINE b3Scalar b3Degrees(b3Scalar x) { return x * B3_DEGS_PER_RAD; } + +#define B3_DECLARE_HANDLE(name) typedef struct name##__ { int unused; } *name + +#ifndef b3Fsel +B3_FORCE_INLINE b3Scalar b3Fsel(b3Scalar a, b3Scalar b, b3Scalar c) +{ + return a >= 0 ? b : c; +} +#endif +#define b3Fsels(a,b,c) (b3Scalar)b3Fsel(a,b,c) + + +B3_FORCE_INLINE bool b3MachineIsLittleEndian() +{ + long int i = 1; + const char *p = (const char *) &i; + if (p[0] == 1) // Lowest address contains the least significant byte + return true; + else + return false; +} + + + +///b3Select avoids branches, which makes performance much better for consoles like Playstation 3 and XBox 360 +///Thanks Phil Knight. See also http://www.cellperformance.com/articles/2006/04/more_techniques_for_eliminatin_1.html +B3_FORCE_INLINE unsigned b3Select(unsigned condition, unsigned valueIfConditionNonZero, unsigned valueIfConditionZero) +{ + // Set testNz to 0xFFFFFFFF if condition is nonzero, 0x00000000 if condition is zero + // Rely on positive value or'ed with its negative having sign bit on + // and zero value or'ed with its negative (which is still zero) having sign bit off + // Use arithmetic shift right, shifting the sign bit through all 32 bits + unsigned testNz = (unsigned)(((int)condition | -(int)condition) >> 31); + unsigned testEqz = ~testNz; + return ((valueIfConditionNonZero & testNz) | (valueIfConditionZero & testEqz)); +} +B3_FORCE_INLINE int b3Select(unsigned condition, int valueIfConditionNonZero, int valueIfConditionZero) +{ + unsigned testNz = (unsigned)(((int)condition | -(int)condition) >> 31); + unsigned testEqz = ~testNz; + return static_cast<int>((valueIfConditionNonZero & testNz) | (valueIfConditionZero & testEqz)); +} +B3_FORCE_INLINE float b3Select(unsigned condition, float valueIfConditionNonZero, float valueIfConditionZero) +{ +#ifdef B3_HAVE_NATIVE_FSEL + return (float)b3Fsel((b3Scalar)condition - b3Scalar(1.0f), valueIfConditionNonZero, valueIfConditionZero); +#else + return (condition != 0) ? valueIfConditionNonZero : valueIfConditionZero; +#endif +} + +template<typename T> B3_FORCE_INLINE void b3Swap(T& a, T& b) +{ + T tmp = a; + a = b; + b = tmp; +} + + +//PCK: endian swapping functions +B3_FORCE_INLINE unsigned b3SwapEndian(unsigned val) +{ + return (((val & 0xff000000) >> 24) | ((val & 0x00ff0000) >> 8) | ((val & 0x0000ff00) << 8) | ((val & 0x000000ff) << 24)); +} + +B3_FORCE_INLINE unsigned short b3SwapEndian(unsigned short val) +{ + return static_cast<unsigned short>(((val & 0xff00) >> 8) | ((val & 0x00ff) << 8)); +} + +B3_FORCE_INLINE unsigned b3SwapEndian(int val) +{ + return b3SwapEndian((unsigned)val); +} + +B3_FORCE_INLINE unsigned short b3SwapEndian(short val) +{ + return b3SwapEndian((unsigned short) val); +} + +///b3SwapFloat uses using char pointers to swap the endianness +////b3SwapFloat/b3SwapDouble will NOT return a float, because the machine might 'correct' invalid floating point values +///Not all values of sign/exponent/mantissa are valid floating point numbers according to IEEE 754. +///When a floating point unit is faced with an invalid value, it may actually change the value, or worse, throw an exception. +///In most systems, running user mode code, you wouldn't get an exception, but instead the hardware/os/runtime will 'fix' the number for you. +///so instead of returning a float/double, we return integer/long long integer +B3_FORCE_INLINE unsigned int b3SwapEndianFloat(float d) +{ + unsigned int a = 0; + unsigned char *dst = (unsigned char *)&a; + unsigned char *src = (unsigned char *)&d; + + dst[0] = src[3]; + dst[1] = src[2]; + dst[2] = src[1]; + dst[3] = src[0]; + return a; +} + +// unswap using char pointers +B3_FORCE_INLINE float b3UnswapEndianFloat(unsigned int a) +{ + float d = 0.0f; + unsigned char *src = (unsigned char *)&a; + unsigned char *dst = (unsigned char *)&d; + + dst[0] = src[3]; + dst[1] = src[2]; + dst[2] = src[1]; + dst[3] = src[0]; + + return d; +} + + +// swap using char pointers +B3_FORCE_INLINE void b3SwapEndianDouble(double d, unsigned char* dst) +{ + unsigned char *src = (unsigned char *)&d; + + dst[0] = src[7]; + dst[1] = src[6]; + dst[2] = src[5]; + dst[3] = src[4]; + dst[4] = src[3]; + dst[5] = src[2]; + dst[6] = src[1]; + dst[7] = src[0]; + +} + +// unswap using char pointers +B3_FORCE_INLINE double b3UnswapEndianDouble(const unsigned char *src) +{ + double d = 0.0; + unsigned char *dst = (unsigned char *)&d; + + dst[0] = src[7]; + dst[1] = src[6]; + dst[2] = src[5]; + dst[3] = src[4]; + dst[4] = src[3]; + dst[5] = src[2]; + dst[6] = src[1]; + dst[7] = src[0]; + + return d; +} + +// returns normalized value in range [-B3_PI, B3_PI] +B3_FORCE_INLINE b3Scalar b3NormalizeAngle(b3Scalar angleInRadians) +{ + angleInRadians = b3Fmod(angleInRadians, B3_2_PI); + if(angleInRadians < -B3_PI) + { + return angleInRadians + B3_2_PI; + } + else if(angleInRadians > B3_PI) + { + return angleInRadians - B3_2_PI; + } + else + { + return angleInRadians; + } +} + +///rudimentary class to provide type info +struct b3TypedObject +{ + b3TypedObject(int objectType) + :m_objectType(objectType) + { + } + int m_objectType; + inline int getObjectType() const + { + return m_objectType; + } +}; + + + +///align a pointer to the provided alignment, upwards +template <typename T>T* b3AlignPointer(T* unalignedPtr, size_t alignment) +{ + + struct b3ConvertPointerSizeT + { + union + { + T* ptr; + size_t integer; + }; + }; + b3ConvertPointerSizeT converter; + + + const size_t bit_mask = ~(alignment - 1); + converter.ptr = unalignedPtr; + converter.integer += alignment-1; + converter.integer &= bit_mask; + return converter.ptr; +} + +#endif //B3_SCALAR_H |