#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