godot/thirdparty/vhacd/inc/btVector3.h

/*
Copyright (c) 2003-2006 Gino van den Bergen / Erwin Coumans  http://continuousphysics.com/Bullet/

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 BT_VECTOR3_H
#define BT_VECTOR3_H

#include "btMinMax.h"
#include "btScalar.h"

#ifdef BT_USE_DOUBLE_PRECISION
#define btVector3Data
#define btVector3DataName
#else
#define btVector3Data
#define btVector3DataName
#endif //BT_USE_DOUBLE_PRECISION

// -- GODOT start --
namespace VHACD {
// -- GODOT end --

/**@brief btVector3 can be used to represent 3D points and vectors.
 * It has an un-used w component to suit 16-byte alignment when btVector3 is stored in containers. This extra component can be used by derived classes (Quaternion?) or by user
 * Ideally, this class should be replaced by a platform optimized SIMD version that keeps the data in registers
 */
ATTRIBUTE_ALIGNED16(class)
btVector3
{};

/**@brief Return the sum of two vectors (Point symantics)*/
SIMD_FORCE_INLINE btVector3
operator+(const btVector3& v1, const btVector3& v2)
{}

/**@brief Return the elementwise product of two vectors */
SIMD_FORCE_INLINE btVector3
operator*(const btVector3& v1, const btVector3& v2)
{}

/**@brief Return the difference between two vectors */
SIMD_FORCE_INLINE btVector3
operator-(const btVector3& v1, const btVector3& v2)
{}
/**@brief Return the negative of the vector */
SIMD_FORCE_INLINE btVector3
operator-(const btVector3& v)
{}

/**@brief Return the vector scaled by s */
SIMD_FORCE_INLINE btVector3
operator*(const btVector3& v, const btScalar& s)
{}

/**@brief Return the vector scaled by s */
SIMD_FORCE_INLINE btVector3
operator*(const btScalar& s, const btVector3& v)
{}

/**@brief Return the vector inversely scaled by s */
SIMD_FORCE_INLINE btVector3
operator/(const btVector3& v, const btScalar& s)
{}

/**@brief Return the vector inversely scaled by s */
SIMD_FORCE_INLINE btVector3
operator/(const btVector3& v1, const btVector3& v2)
{}

/**@brief Return the dot product between two vectors */
SIMD_FORCE_INLINE btScalar
btDot(const btVector3& v1, const btVector3& v2)
{}

/**@brief Return the distance squared between two vectors */
SIMD_FORCE_INLINE btScalar
btDistance2(const btVector3& v1, const btVector3& v2)
{}

/**@brief Return the distance between two vectors */
SIMD_FORCE_INLINE btScalar
btDistance(const btVector3& v1, const btVector3& v2)
{}

/**@brief Return the angle between two vectors */
SIMD_FORCE_INLINE btScalar
btAngle(const btVector3& v1, const btVector3& v2)
{}

/**@brief Return the cross product of two vectors */
SIMD_FORCE_INLINE btVector3
btCross(const btVector3& v1, const btVector3& v2)
{}

SIMD_FORCE_INLINE btScalar
btTriple(const btVector3& v1, const btVector3& v2, const btVector3& v3)
{}

/**@brief Return the linear interpolation between two vectors
 * @param v1 One vector 
 * @param v2 The other vector 
 * @param t The ration of this to v (t = 0 => return v1, t=1 => return v2) */
SIMD_FORCE_INLINE btVector3
lerp(const btVector3& v1, const btVector3& v2, const btScalar& t)
{}

SIMD_FORCE_INLINE btScalar btVector3::distance2(const btVector3& v) const
{}

SIMD_FORCE_INLINE btScalar btVector3::distance(const btVector3& v) const
{}

SIMD_FORCE_INLINE btVector3 btVector3::normalized() const
{}

SIMD_FORCE_INLINE btVector3 btVector3::rotate(const btVector3& wAxis, const btScalar angle) const
{}

class btVector4 : public btVector3 {};

///btSwapVector3Endian swaps vector endianness, useful for network and cross-platform serialization
SIMD_FORCE_INLINE void btSwapScalarEndian(const btScalar& sourceVal, btScalar& destVal)
{}
///btSwapVector3Endian swaps vector endianness, useful for network and cross-platform serialization
SIMD_FORCE_INLINE void btSwapVector3Endian(const btVector3& sourceVec, btVector3& destVec)
{}

///btUnSwapVector3Endian swaps vector endianness, useful for network and cross-platform serialization
SIMD_FORCE_INLINE void btUnSwapVector3Endian(btVector3& vector)
{}

template <class T>
SIMD_FORCE_INLINE void btPlaneSpace1(const T& n, T& p, T& q)
{}

struct btVector3FloatData {};

struct btVector3DoubleData {};

SIMD_FORCE_INLINE void btVector3::serializeFloat(struct btVector3FloatData& dataOut) const
{}

SIMD_FORCE_INLINE void btVector3::deSerializeFloat(const struct btVector3FloatData& dataIn)
{}

SIMD_FORCE_INLINE void btVector3::serializeDouble(struct btVector3DoubleData& dataOut) const
{}

SIMD_FORCE_INLINE void btVector3::deSerializeDouble(const struct btVector3DoubleData& dataIn)
{}

SIMD_FORCE_INLINE void btVector3::serialize(struct btVector3Data& dataOut) const
{}

SIMD_FORCE_INLINE void btVector3::deSerialize(const struct btVector3Data& dataIn)
{}

// -- GODOT start --
}; // namespace VHACD
// -- GODOT end --

#endif //BT_VECTOR3_H