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#include "SimdMath.h"
#include "PxMat44.h"
#include "PxMat33.h"
#include "PxVec3.h"
#include "PxVec4.h"
#include "PxQuat.h"
using physx::PxMat44;
using physx::PxMat33;
using physx::PxVec3;
using physx::PxVec4;
using physx::PxQuat;
#include "PxPreprocessor.h"
#include "PxAssert.h"
#include "ApexMath.h"
namespace nvidia
{
bool operator != (const PxMat44& a, const PxMat44& b)
{
PX_ASSERT((((size_t)&a) & 0xf) == 0); // verify 16 byte alignment
PX_ASSERT((((size_t)&b) & 0xf) == 0); // verify 16 byte alignment
int allEq = true;
typedef Simd4fLoadFactory loadFactory;
const Simd4f ca1 = loadFactory(&a.column0.x);
const Simd4f cb1 = loadFactory(&b.column0.x);
allEq &= allEqual(ca1, cb1);
const Simd4f ca2 = loadFactory(&a.column1.x);
const Simd4f cb2 = loadFactory(&b.column1.x);
allEq &= allEqual(ca2, cb2);
const Simd4f ca3 = loadFactory(&a.column2.x);
const Simd4f cb3 = loadFactory(&b.column2.x);
allEq &= allEqual(ca3, cb3);
const Simd4f ca4 = loadFactory(&a.column3.x);
const Simd4f cb4 = loadFactory(&b.column3.x);
allEq &= allEqual(ca4, cb4);
return allEq == 0;
}
}
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