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Diffstat (limited to 'tests/bullet/Extras/ConvexDecomposition/float_math.h')
-rw-r--r-- | tests/bullet/Extras/ConvexDecomposition/float_math.h | 72 |
1 files changed, 72 insertions, 0 deletions
diff --git a/tests/bullet/Extras/ConvexDecomposition/float_math.h b/tests/bullet/Extras/ConvexDecomposition/float_math.h new file mode 100644 index 00000000..d6046d3b --- /dev/null +++ b/tests/bullet/Extras/ConvexDecomposition/float_math.h @@ -0,0 +1,72 @@ +#ifndef FLOAT_MATH_H + +#define FLOAT_MATH_H + +#ifdef _WIN32 + #pragma warning(disable : 4324) // disable padding warning + #pragma warning(disable : 4244) // disable padding warning + #pragma warning(disable : 4267) // possible loss of data + #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 +#endif + +/*---------------------------------------------------------------------- + Copyright (c) 2004 Open Dynamics Framework Group + www.physicstools.org + 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 Open Dynamics Framework Group 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 INTEL 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. +-----------------------------------------------------------------------*/ + +// http://codesuppository.blogspot.com +// +// mailto: jratcliff@infiniplex.net +// +// http://www.amillionpixels.us +// + + +// a set of routines that last you do common 3d math +// operations without any vector, matrix, or quaternion +// classes or templates. +// +// a vector (or point) is a 'float *' to 3 floating point numbers. +// a matrix is a 'float *' to an array of 16 floating point numbers representing a 4x4 transformation matrix compatible with D3D or OGL +// a quaternion is a 'float *' to 4 floats representing a quaternion x,y,z,w + +const float FM_PI = 3.141592654f; +const float FM_DEG_TO_RAD = ((2.0f * FM_PI) / 360.0f); +const float FM_RAD_TO_DEG = (360.0f / (2.0f * FM_PI)); + +void fm_identity(float *matrix); // set 4x4 matrix to identity. +void fm_inverseRT(const float *matrix,const float *pos,float *t); // inverse rotate translate the point. +void fm_eulerMatrix(float ax,float ay,float az,float *matrix); // convert euler (in radians) to a dest 4x4 matrix (translation set to zero) +void fm_getAABB(unsigned int vcount,const float *points,unsigned int pstride,float *bmin,float *bmax); +void fm_eulerToQuat(float roll,float pitch,float yaw,float *quat); // convert euler angles to quaternion. +void fm_quatToMatrix(const float *quat,float *matrix); // convert quaterinion rotation to matrix, translation set to zero. +void fm_quatRotate(const float *quat,const float *v,float *r); // rotate a vector directly by a quaternion. +void fm_getTranslation(const float *matrix,float *t); +void fm_matrixToQuat(const float *matrix,float *quat); // convert the 3x3 portion of a 4x4 matrix into a quaterion as x,y,z,w +float fm_sphereVolume(float radius); // return's the volume of a sphere of this radius (4/3 PI * R cubed ) + +#endif |