classicui_plat/ode_api/inc/common.h
changeset 0 2f259fa3e83a
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/classicui_plat/ode_api/inc/common.h	Tue Feb 02 01:00:49 2010 +0200
@@ -0,0 +1,268 @@
+/*************************************************************************
+ *                                                                       *
+ * Open Dynamics Engine, Copyright (C) 2001,2002 Russell L. Smith.       *
+ * All rights reserved.  Email: russ@q12.org   Web: www.q12.org          *
+ *                                                                       *
+ * This library is free software; you can redistribute it and/or         *
+ * modify it under the terms of EITHER:                                  *
+ *   (1) The GNU Lesser General Public License as published by the Free  *
+ *       Software Foundation; either version 2.1 of the License, or (at  *
+ *       your option) any later version. The text of the GNU Lesser      *
+ *       General Public License is included with this library in the     *
+ *       file LICENSE.TXT.                                               *
+ *   (2) The BSD-style license that is included with this library in     *
+ *       the file LICENSE-BSD.TXT.                                       *
+ *                                                                       *
+ * This library is distributed in the hope that it will be useful,       *
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of        *
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files    *
+ * LICENSE.TXT and LICENSE-BSD.TXT for more details.                     *
+ *                                                                       *
+ *************************************************************************/
+
+#ifndef _ODE_COMMON_H_
+#define _ODE_COMMON_H_
+#include <ode/config.h>
+#include <ode/error.h>
+#include <math.h>
+
+#include <ode/lookup_tables.h>
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+/* configuration stuff */
+
+/* the efficient alignment. most platforms align data structures to some
+ * number of bytes, but this is not always the most efficient alignment.
+ * for example, many x86 compilers align to 4 bytes, but on a pentium it
+ * is important to align doubles to 8 byte boundaries (for speed), and
+ * the 4 floats in a SIMD register to 16 byte boundaries. many other
+ * platforms have similar behavior. setting a larger alignment can waste
+ * a (very) small amount of memory. NOTE: this number must be a power of
+ * two. this is set to 16 by default.
+ */
+#define EFFICIENT_ALIGNMENT 16
+#define QFACTOR				16 // 16
+
+
+/* constants */
+
+/* pi and 1/sqrt(2) are defined here if necessary because they don't get
+ * defined in <math.h> on some platforms (like MS-Windows)
+ */
+
+#define dPI				REAL(3.1415926535897932384626433832795029)
+#define dSQRT1_2 		REAL(0.7071067811865475244008443621048490)
+
+#define dInfinity		REAL(1e+14) //REAL(1e+14)
+
+#define dEpsilon 		REAL(2e-5)
+
+
+/* floating point data type, vector, matrix and quaternion types */
+
+#ifdef dSINGLE
+typedef int64 dReal;
+#endif
+
+/* round an integer up to a multiple of 4, except that 0 and 1 are unmodified
+ * (used to compute matrix leading dimensions)
+ */
+#define dPAD(a) (((a) > 1) ? ((((a)-1)|3)+1) : (a))
+
+/* these types are mainly just used in headers */
+typedef dReal dVector3[4];
+typedef dReal dVector4[4];
+typedef dReal dMatrix3[4*3];
+typedef dReal dMatrix4[4*4];
+typedef dReal dMatrix6[8*6];
+typedef dReal dQuaternion[4];
+
+
+/* precision dependent scalar math functions */
+
+
+#if defined(dSINGLE)
+
+#define dMUL(x,y)		( (dReal)(((x)*(y))>>QFACTOR) )
+#define dDIV(x,y)		( (dReal)(((x)<<QFACTOR)/(y)) )
+#define REAL(x)			( (dReal)( (x)*(1<<QFACTOR) ) )
+#define dFLOAT(x)		( ((float)(x))/((float)(1<<QFACTOR)) )
+#define dRecip(x)		( (dReal)(REAL(1/dFLOAT(x))) )
+#define dSqrt(x)		( (dReal)( sqrt( (x)<<QFACTOR ) ) )
+#define dRecipSqrt(x)	( (dReal)( REAL(1/(sqrt(dFLOAT(x)))) ) )
+#define dSin(x)			( (dReal)(sin_table[((x)>>QFACTOR) + ((x)!=0)])	)//sin(x)
+#define dCos(x)			( (dReal)(sin_table[((x)>>QFACTOR) + ((x)!=0) + 90]) )//cos(x)
+#define dFabs(x)		( (dReal)(abs(x)) )
+
+#define dIsNan(x)		(_isnan(dFLOAT(x)))
+#define dCopySign(a,b)	( (dReal)(copysign((a),(b))) )
+
+#endif
+
+
+/* utility */
+
+/* round something up to be a multiple of the EFFICIENT_ALIGNMENT */
+
+#define dEFFICIENT_SIZE(x) ((((x)-1)|(EFFICIENT_ALIGNMENT-1))+1)
+
+
+/* alloca aligned to the EFFICIENT_ALIGNMENT. note that this can waste
+ * up to 15 bytes per allocation, depending on what alloca() returns.
+ */
+
+#define dALLOCA16(n) \
+  ((char*)dEFFICIENT_SIZE(((size_t)(malloc/*alloca*/((n)+(EFFICIENT_ALIGNMENT-1))))))
+
+
+// Use the error-checking memory allocation system.  Because this system uses heap
+//  (malloc) instead of stack (alloca), it is slower.  However, it allows you to
+//  simulate larger scenes, as well as handle out-of-memory errors in a somewhat
+//  graceful manner
+
+#define dUSE_MALLOC_FOR_ALLOCA
+
+#ifdef dUSE_MALLOC_FOR_ALLOCA
+enum {
+  d_MEMORY_OK = 0,		/* no memory errors */
+  d_MEMORY_OUT_OF_MEMORY	/* malloc failed due to out of memory error */
+};
+
+#endif
+
+
+
+/* internal object types (all prefixed with `dx') */
+
+struct dxWorld;		/* dynamics world */
+struct dxSpace;		/* collision space */
+struct dxBody;		/* rigid body (dynamics object) */
+struct dxGeom;		/* geometry (collision object) */
+struct dxJoint;
+struct dxJointNode;
+struct dxJointGroup;
+
+typedef struct dxWorld *dWorldID;
+typedef struct dxSpace *dSpaceID;
+typedef struct dxBody *dBodyID;
+typedef struct dxGeom *dGeomID;
+typedef struct dxJoint *dJointID;
+typedef struct dxJointGroup *dJointGroupID;
+
+
+/* error numbers */
+
+enum {
+  d_ERR_UNKNOWN = 0,		/* unknown error */
+  d_ERR_IASSERT,		/* internal assertion failed */
+  d_ERR_UASSERT,		/* user assertion failed */
+  d_ERR_LCP			/* user assertion failed */
+};
+
+
+/* joint type numbers */
+
+enum {
+  dJointTypeNone = 0,		/* or "unknown" */
+  dJointTypeBall,
+  dJointTypeHinge,
+  dJointTypeSlider,
+  dJointTypeContact,
+  dJointTypeUniversal,
+  dJointTypeHinge2,
+  dJointTypeFixed,
+  dJointTypeNull,
+  dJointTypeAMotor,
+  dJointTypeLMotor,
+  dJointTypePlane2D,
+  dJointTypePR
+};
+
+
+/* standard joint parameter names. why are these here? - because we don't want
+ * to include all the joint function definitions in joint.cpp. hmmmm.
+ * MSVC complains if we call D_ALL_PARAM_NAMES_X with a blank second argument,
+ * which is why we have the D_ALL_PARAM_NAMES macro as well. please copy and
+ * paste between these two.
+ */
+
+#define D_ALL_PARAM_NAMES(start) \
+  /* parameters for limits and motors */ \
+  dParamLoStop = start, \
+  dParamHiStop, \
+  dParamVel, \
+  dParamFMax, \
+  dParamFudgeFactor, \
+  dParamBounce, \
+  dParamCFM, \
+  dParamStopERP, \
+  dParamStopCFM, \
+  /* parameters for suspension */ \
+  dParamSuspensionERP, \
+  dParamSuspensionCFM,
+
+#define D_ALL_PARAM_NAMES_X(start,x) \
+  /* parameters for limits and motors */ \
+  dParamLoStop ## x = start, \
+  dParamHiStop ## x, \
+  dParamVel ## x, \
+  dParamFMax ## x, \
+  dParamFudgeFactor ## x, \
+  dParamBounce ## x, \
+  dParamCFM ## x, \
+  dParamStopERP ## x, \
+  dParamStopCFM ## x, \
+  /* parameters for suspension */ \
+  dParamSuspensionERP ## x, \
+  dParamSuspensionCFM ## x,
+
+enum {
+  D_ALL_PARAM_NAMES(0)
+  D_ALL_PARAM_NAMES_X(0x100,2)
+  D_ALL_PARAM_NAMES_X(0x200,3)
+
+  /* add a multiple of this constant to the basic parameter numbers to get
+   * the parameters for the second, third etc axes.
+   */
+  dParamGroup=0x100
+};
+
+
+/* angular motor mode numbers */
+
+enum{
+  dAMotorUser = 0,
+  dAMotorEuler = 1
+};
+
+
+/* joint force feedback information */
+
+typedef struct dJointFeedback {
+  dVector3 f1;		/* force applied to body 1 */
+  dVector3 t1;		/* torque applied to body 1 */
+  dVector3 f2;		/* force applied to body 2 */
+  dVector3 t2;		/* torque applied to body 2 */
+} dJointFeedback;
+
+
+/* private functions that must be implemented by the collision library:
+ * (1) indicate that a geom has moved, (2) get the next geom in a body list.
+ * these functions are called whenever the position of geoms connected to a
+ * body have changed, e.g. with dBodySetPosition(), dBodySetRotation(), or
+ * when the ODE step function updates the body state.
+ */
+
+void dGeomMoved (dGeomID);
+dGeomID dGeomGetBodyNext (dGeomID);
+
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif