Jolt Physics
A multi core friendly Game Physics Engine
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Go to the source code of this file.
Functions | |
constexpr float | DegreesToRadians (float inV) |
Convert a value from degrees to radians. | |
constexpr float | RadiansToDegrees (float inV) |
Convert a value from radians to degrees. | |
float | CenterAngleAroundZero (float inV) |
Convert angle in radians to the range \([-\pi, \pi]\). | |
template<typename T > | |
constexpr T | Clamp (T inV, T inMin, T inMax) |
Clamp a value between two values. | |
template<typename T > | |
constexpr T | Square (T inV) |
Square a value. | |
template<typename T > | |
constexpr T | Cubed (T inV) |
Returns \(inV^3\). | |
template<typename T > | |
constexpr T | Sign (T inV) |
Get the sign of a value. | |
template<typename T > | |
constexpr bool | IsPowerOf2 (T inV) |
Check if inV is a power of 2. | |
template<typename T > | |
T | AlignUp (T inV, uint64 inAlignment) |
Align inV up to the next inAlignment bytes. | |
template<typename T > | |
bool | IsAligned (T inV, uint64 inAlignment) |
Check if inV is inAlignment aligned. | |
uint | CountTrailingZeros (uint32 inValue) |
Compute number of trailing zero bits (how many low bits are zero) | |
uint | CountLeadingZeros (uint32 inValue) |
Compute the number of leading zero bits (how many high bits are zero) | |
uint | CountBits (uint32 inValue) |
Count the number of 1 bits in a value. | |
uint32 | GetNextPowerOf2 (uint32 inValue) |
Get the next higher power of 2 of a value, or the value itself if the value is already a power of 2. | |
template<class To , class From > | |
JPH_INLINE To | BitCast (const From &inValue) |
Align inV up to the next inAlignment bytes.
Convert angle in radians to the range \([-\pi, \pi]\).
Clamp a value between two values.
Compute the number of leading zero bits (how many high bits are zero)
Compute number of trailing zero bits (how many low bits are zero)
Get the next higher power of 2 of a value, or the value itself if the value is already a power of 2.
Check if inV is inAlignment aligned.