diff --git a/src/BulletSoftBody/btSoftBodyInternals.h b/src/BulletSoftBody/btSoftBodyInternals.h index 192cc667c..898703edb 100644 --- a/src/BulletSoftBody/btSoftBodyInternals.h +++ b/src/BulletSoftBody/btSoftBodyInternals.h @@ -565,7 +565,7 @@ static SIMD_FORCE_INLINE bool continuousCollisionDetection(const btSoftBody::Fac btScalar a3 = c.dot(e); btScalar eps = SAFE_EPSILON; int num_roots = 0; - float roots[3]; + btScalar roots[3]; if (std::abs(a3) < eps) { // cubic term is zero diff --git a/src/BulletSoftBody/poly34.h b/src/BulletSoftBody/poly34.h index d6ae8664e..32ad5d7da 100644 --- a/src/BulletSoftBody/poly34.h +++ b/src/BulletSoftBody/poly34.h @@ -4,35 +4,35 @@ #ifndef POLY_34 #define POLY_34 -#define SIMD_FORCE_INLINE inline __attribute__ ((always_inline)) +#include "LinearMath/btScalar.h" // x - array of size 2 // return 2: 2 real roots x[0], x[1] // return 0: pair of complex roots: x[0]i*x[1] -int SolveP2(float* x, float a, float b); // solve equation x^2 + a*x + b = 0 +int SolveP2(btScalar* x, btScalar a, btScalar b); // solve equation x^2 + a*x + b = 0 // x - array of size 3 // return 3: 3 real roots x[0], x[1], x[2] // return 1: 1 real root x[0] and pair of complex roots: x[1]i*x[2] -int SolveP3(float* x, float a, float b, float c); // solve cubic equation x^3 + a*x^2 + b*x + c = 0 +int SolveP3(btScalar* x, btScalar a, btScalar b, btScalar c); // solve cubic equation x^3 + a*x^2 + b*x + c = 0 // x - array of size 4 // return 4: 4 real roots x[0], x[1], x[2], x[3], possible multiple roots // return 2: 2 real roots x[0], x[1] and complex x[2]i*x[3], // return 0: two pair of complex roots: x[0]i*x[1], x[2]i*x[3], -int SolveP4(float* x, float a, float b, float c, float d); // solve equation x^4 + a*x^3 + b*x^2 + c*x + d = 0 by Dekart-Euler method +int SolveP4(btScalar* x, btScalar a, btScalar b, btScalar c, btScalar d); // solve equation x^4 + a*x^3 + b*x^2 + c*x + d = 0 by Dekart-Euler method // x - array of size 5 // return 5: 5 real roots x[0], x[1], x[2], x[3], x[4], possible multiple roots // return 3: 3 real roots x[0], x[1], x[2] and complex x[3]i*x[4], // return 1: 1 real root x[0] and two pair of complex roots: x[1]i*x[2], x[3]i*x[4], -int SolveP5(float* x, float a, float b, float c, float d, float e); // solve equation x^5 + a*x^4 + b*x^3 + c*x^2 + d*x + e = 0 +int SolveP5(btScalar* x, btScalar a, btScalar b, btScalar c, btScalar d, btScalar e); // solve equation x^5 + a*x^4 + b*x^3 + c*x^2 + d*x + e = 0 //----------------------------------------------------------------------------- // And some additional functions for internal use. // Your may remove this definitions from here -int SolveP4Bi(float* x, float b, float d); // solve equation x^4 + b*x^2 + d = 0 -int SolveP4De(float* x, float b, float c, float d); // solve equation x^4 + b*x^2 + c*x + d = 0 -void CSqrt(float x, float y, float& a, float& b); // returns as a+i*s, sqrt(x+i*y) -float N4Step(float x, float a, float b, float c, float d); // one Newton step for x^4 + a*x^3 + b*x^2 + c*x + d -float SolveP5_1(float a, float b, float c, float d, float e); // return real root of x^5 + a*x^4 + b*x^3 + c*x^2 + d*x + e = 0 +int SolveP4Bi(btScalar* x, btScalar b, btScalar d); // solve equation x^4 + b*x^2 + d = 0 +int SolveP4De(btScalar* x, btScalar b, btScalar c, btScalar d); // solve equation x^4 + b*x^2 + c*x + d = 0 +void CSqrt(btScalar x, btScalar y, btScalar& a, btScalar& b); // returns as a+i*s, sqrt(x+i*y) +btScalar N4Step(btScalar x, btScalar a, btScalar b, btScalar c, btScalar d); // one Newton step for x^4 + a*x^3 + b*x^2 + c*x + d +btScalar SolveP5_1(btScalar a, btScalar b, btScalar c, btScalar d, btScalar e); // return real root of x^5 + a*x^4 + b*x^3 + c*x^2 + d*x + e = 0 #endif