bgfx/3rdparty/nvtt/nvmath/nvmath.h

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2015-12-20 23:40:35 -05:00
// This code is in the public domain -- castanyo@yahoo.es
#ifndef NV_MATH_H
#define NV_MATH_H
#include <math.h>
#include <float.h> // finite, isnan
#include "nvcore/utils.h" // max, clamp
#define NVMATH_API
#define NVMATH_CLASS
#define PI float(3.1415926535897932384626433833)
#define NV_EPSILON (0.0001f)
#define NV_NORMAL_EPSILON (0.001f)
namespace nv
{
inline float toRadian(float degree) { return degree * (PI / 180.0f); }
inline float toDegree(float radian) { return radian * (180.0f / PI); }
// Robust floating point comparisons:
// http://realtimecollisiondetection.net/blog/?p=89
inline bool equal(const float f0, const float f1, const float epsilon = NV_EPSILON)
{
//return fabs(f0-f1) <= epsilon;
return fabs(f0-f1) <= epsilon * max3(1.0f, fabsf(f0), fabsf(f1));
}
inline bool isZero(const float f, const float epsilon = NV_EPSILON)
{
return fabsf(f) <= epsilon;
}
inline bool isFinite(const float f)
{
return _finite(f) != 0;
}
// Eliminates negative zeros from a float array.
inline void floatCleanup(float * fp, int n)
{
for (int i = 0; i < n; i++) {
//nvDebugCheck(isFinite(fp[i]));
union { float f; uint32 i; } x = { fp[i] };
if (x.i == 0x80000000) fp[i] = 0.0f;
}
}
inline float saturate(float f) {
return clamp(f, 0.0f, 1.0f);
}
}
#endif // NV_MATH_H