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Diffstat (limited to 'extern/bullet2/BulletMultiThreaded/vectormath/scalar/cpp/floatInVec.h')
-rw-r--r-- | extern/bullet2/BulletMultiThreaded/vectormath/scalar/cpp/floatInVec.h | 343 |
1 files changed, 343 insertions, 0 deletions
diff --git a/extern/bullet2/BulletMultiThreaded/vectormath/scalar/cpp/floatInVec.h b/extern/bullet2/BulletMultiThreaded/vectormath/scalar/cpp/floatInVec.h new file mode 100644 index 00000000000..12d89e43d3e --- /dev/null +++ b/extern/bullet2/BulletMultiThreaded/vectormath/scalar/cpp/floatInVec.h @@ -0,0 +1,343 @@ +/* + Copyright (C) 2009 Sony Computer Entertainment Inc. + All rights reserved. + +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 _FLOATINVEC_H +#define _FLOATINVEC_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 |