ruby-bullet 0.0.2-x86-mingw32
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- data/INSTALL.md +22 -0
- data/LICENSE +23 -0
- data/README.md +41 -0
- data/Rakefile +131 -0
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Redistribution and use in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above copyright
|
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+
notice, this list of conditions and the following disclaimer.
|
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+
* Redistributions in binary form must reproduce the above copyright
|
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+
notice, this list of conditions and the following disclaimer in the
|
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+
documentation and/or other materials provided with the distribution.
|
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* Neither the name of the Sony Computer Entertainment Inc nor the names
|
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of its contributors may be used to endorse or promote products derived
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from this software without specific prior written permission.
|
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+
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
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+
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
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+
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
|
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+
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
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+
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
|
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+
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
|
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+
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
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+
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
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+
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
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+
POSSIBILITY OF SUCH DAMAGE.
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+
*/
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+
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+
#ifndef _VECTORMATH_VEC_AOS_CPP_H
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+
#define _VECTORMATH_VEC_AOS_CPP_H
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+
|
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+
//-----------------------------------------------------------------------------
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|
+
// Constants
|
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|
+
// for permutes words are labeled [x,y,z,w] [a,b,c,d]
|
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|
+
|
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|
+
#define _VECTORMATH_PERM_X 0x00010203
|
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+
#define _VECTORMATH_PERM_Y 0x04050607
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|
+
#define _VECTORMATH_PERM_Z 0x08090a0b
|
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|
+
#define _VECTORMATH_PERM_W 0x0c0d0e0f
|
41
|
+
#define _VECTORMATH_PERM_A 0x10111213
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|
+
#define _VECTORMATH_PERM_B 0x14151617
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|
+
#define _VECTORMATH_PERM_C 0x18191a1b
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|
+
#define _VECTORMATH_PERM_D 0x1c1d1e1f
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|
+
#define _VECTORMATH_PERM_XYZA (vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_X, _VECTORMATH_PERM_Y, _VECTORMATH_PERM_Z, _VECTORMATH_PERM_A }
|
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|
+
#define _VECTORMATH_PERM_ZXYW (vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_Z, _VECTORMATH_PERM_X, _VECTORMATH_PERM_Y, _VECTORMATH_PERM_W }
|
47
|
+
#define _VECTORMATH_PERM_YZXW (vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_Y, _VECTORMATH_PERM_Z, _VECTORMATH_PERM_X, _VECTORMATH_PERM_W }
|
48
|
+
#define _VECTORMATH_PERM_YZAB (vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_Y, _VECTORMATH_PERM_Z, _VECTORMATH_PERM_A, _VECTORMATH_PERM_B }
|
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|
+
#define _VECTORMATH_PERM_ZABC (vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_Z, _VECTORMATH_PERM_A, _VECTORMATH_PERM_B, _VECTORMATH_PERM_C }
|
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|
+
#define _VECTORMATH_PERM_XYAW (vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_X, _VECTORMATH_PERM_Y, _VECTORMATH_PERM_A, _VECTORMATH_PERM_W }
|
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|
+
#define _VECTORMATH_PERM_XAZW (vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_X, _VECTORMATH_PERM_A, _VECTORMATH_PERM_Z, _VECTORMATH_PERM_W }
|
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|
+
#define _VECTORMATH_MASK_0xF000 (vec_uint4){ 0xffffffff, 0, 0, 0 }
|
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|
+
#define _VECTORMATH_MASK_0x0F00 (vec_uint4){ 0, 0xffffffff, 0, 0 }
|
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|
+
#define _VECTORMATH_MASK_0x00F0 (vec_uint4){ 0, 0, 0xffffffff, 0 }
|
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|
+
#define _VECTORMATH_MASK_0x000F (vec_uint4){ 0, 0, 0, 0xffffffff }
|
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|
+
#define _VECTORMATH_UNIT_1000 _mm_setr_ps(1.0f,0.0f,0.0f,0.0f) // (__m128){ 1.0f, 0.0f, 0.0f, 0.0f }
|
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|
+
#define _VECTORMATH_UNIT_0100 _mm_setr_ps(0.0f,1.0f,0.0f,0.0f) // (__m128){ 0.0f, 1.0f, 0.0f, 0.0f }
|
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|
+
#define _VECTORMATH_UNIT_0010 _mm_setr_ps(0.0f,0.0f,1.0f,0.0f) // (__m128){ 0.0f, 0.0f, 1.0f, 0.0f }
|
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|
+
#define _VECTORMATH_UNIT_0001 _mm_setr_ps(0.0f,0.0f,0.0f,1.0f) // (__m128){ 0.0f, 0.0f, 0.0f, 1.0f }
|
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|
+
#define _VECTORMATH_SLERP_TOL 0.999f
|
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|
+
//_VECTORMATH_SLERP_TOLF
|
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|
+
|
63
|
+
//-----------------------------------------------------------------------------
|
64
|
+
// Definitions
|
65
|
+
|
66
|
+
#ifndef _VECTORMATH_INTERNAL_FUNCTIONS
|
67
|
+
#define _VECTORMATH_INTERNAL_FUNCTIONS
|
68
|
+
|
69
|
+
#define _vmath_shufps(a, b, immx, immy, immz, immw) _mm_shuffle_ps(a, b, _MM_SHUFFLE(immw, immz, immy, immx))
|
70
|
+
static VECTORMATH_FORCE_INLINE __m128 _vmathVfDot3( __m128 vec0, __m128 vec1 )
|
71
|
+
{
|
72
|
+
__m128 result = _mm_mul_ps( vec0, vec1);
|
73
|
+
return _mm_add_ps( vec_splat( result, 0 ), _mm_add_ps( vec_splat( result, 1 ), vec_splat( result, 2 ) ) );
|
74
|
+
}
|
75
|
+
|
76
|
+
static VECTORMATH_FORCE_INLINE __m128 _vmathVfDot4( __m128 vec0, __m128 vec1 )
|
77
|
+
{
|
78
|
+
__m128 result = _mm_mul_ps(vec0, vec1);
|
79
|
+
return _mm_add_ps(_mm_shuffle_ps(result, result, _MM_SHUFFLE(0,0,0,0)),
|
80
|
+
_mm_add_ps(_mm_shuffle_ps(result, result, _MM_SHUFFLE(1,1,1,1)),
|
81
|
+
_mm_add_ps(_mm_shuffle_ps(result, result, _MM_SHUFFLE(2,2,2,2)), _mm_shuffle_ps(result, result, _MM_SHUFFLE(3,3,3,3)))));
|
82
|
+
}
|
83
|
+
|
84
|
+
static VECTORMATH_FORCE_INLINE __m128 _vmathVfCross( __m128 vec0, __m128 vec1 )
|
85
|
+
{
|
86
|
+
__m128 tmp0, tmp1, tmp2, tmp3, result;
|
87
|
+
tmp0 = _mm_shuffle_ps( vec0, vec0, _MM_SHUFFLE(3,0,2,1) );
|
88
|
+
tmp1 = _mm_shuffle_ps( vec1, vec1, _MM_SHUFFLE(3,1,0,2) );
|
89
|
+
tmp2 = _mm_shuffle_ps( vec0, vec0, _MM_SHUFFLE(3,1,0,2) );
|
90
|
+
tmp3 = _mm_shuffle_ps( vec1, vec1, _MM_SHUFFLE(3,0,2,1) );
|
91
|
+
result = vec_mul( tmp0, tmp1 );
|
92
|
+
result = vec_nmsub( tmp2, tmp3, result );
|
93
|
+
return result;
|
94
|
+
}
|
95
|
+
/*
|
96
|
+
static VECTORMATH_FORCE_INLINE vec_uint4 _vmathVfToHalfFloatsUnpacked(__m128 v)
|
97
|
+
{
|
98
|
+
#if 0
|
99
|
+
vec_int4 bexp;
|
100
|
+
vec_uint4 mant, sign, hfloat;
|
101
|
+
vec_uint4 notZero, isInf;
|
102
|
+
const vec_uint4 hfloatInf = (vec_uint4)(0x00007c00u);
|
103
|
+
const vec_uint4 mergeMant = (vec_uint4)(0x000003ffu);
|
104
|
+
const vec_uint4 mergeSign = (vec_uint4)(0x00008000u);
|
105
|
+
|
106
|
+
sign = vec_sr((vec_uint4)v, (vec_uint4)16);
|
107
|
+
mant = vec_sr((vec_uint4)v, (vec_uint4)13);
|
108
|
+
bexp = vec_and(vec_sr((vec_int4)v, (vec_uint4)23), (vec_int4)0xff);
|
109
|
+
|
110
|
+
notZero = (vec_uint4)vec_cmpgt(bexp, (vec_int4)112);
|
111
|
+
isInf = (vec_uint4)vec_cmpgt(bexp, (vec_int4)142);
|
112
|
+
|
113
|
+
bexp = _mm_add_ps(bexp, (vec_int4)-112);
|
114
|
+
bexp = vec_sl(bexp, (vec_uint4)10);
|
115
|
+
|
116
|
+
hfloat = vec_sel((vec_uint4)bexp, mant, mergeMant);
|
117
|
+
hfloat = vec_sel((vec_uint4)(0), hfloat, notZero);
|
118
|
+
hfloat = vec_sel(hfloat, hfloatInf, isInf);
|
119
|
+
hfloat = vec_sel(hfloat, sign, mergeSign);
|
120
|
+
|
121
|
+
return hfloat;
|
122
|
+
#else
|
123
|
+
assert(0);
|
124
|
+
return _mm_setzero_ps();
|
125
|
+
#endif
|
126
|
+
}
|
127
|
+
|
128
|
+
static VECTORMATH_FORCE_INLINE vec_ushort8 _vmath2VfToHalfFloats(__m128 u, __m128 v)
|
129
|
+
{
|
130
|
+
#if 0
|
131
|
+
vec_uint4 hfloat_u, hfloat_v;
|
132
|
+
const vec_uchar16 pack = (vec_uchar16){2,3,6,7,10,11,14,15,18,19,22,23,26,27,30,31};
|
133
|
+
hfloat_u = _vmathVfToHalfFloatsUnpacked(u);
|
134
|
+
hfloat_v = _vmathVfToHalfFloatsUnpacked(v);
|
135
|
+
return (vec_ushort8)vec_perm(hfloat_u, hfloat_v, pack);
|
136
|
+
#else
|
137
|
+
assert(0);
|
138
|
+
return _mm_setzero_si128();
|
139
|
+
#endif
|
140
|
+
}
|
141
|
+
*/
|
142
|
+
|
143
|
+
static VECTORMATH_FORCE_INLINE __m128 _vmathVfInsert(__m128 dst, __m128 src, int slot)
|
144
|
+
{
|
145
|
+
SSEFloat s;
|
146
|
+
s.m128 = src;
|
147
|
+
SSEFloat d;
|
148
|
+
d.m128 = dst;
|
149
|
+
d.f[slot] = s.f[slot];
|
150
|
+
return d.m128;
|
151
|
+
}
|
152
|
+
|
153
|
+
#define _vmathVfSetElement(vec, scalar, slot) ((float *)&(vec))[slot] = scalar
|
154
|
+
|
155
|
+
static VECTORMATH_FORCE_INLINE __m128 _vmathVfSplatScalar(float scalar)
|
156
|
+
{
|
157
|
+
return _mm_set1_ps(scalar);
|
158
|
+
}
|
159
|
+
|
160
|
+
#endif
|
161
|
+
|
162
|
+
namespace Vectormath {
|
163
|
+
namespace Aos {
|
164
|
+
|
165
|
+
|
166
|
+
#ifdef _VECTORMATH_NO_SCALAR_CAST
|
167
|
+
VECTORMATH_FORCE_INLINE VecIdx::operator floatInVec() const
|
168
|
+
{
|
169
|
+
return floatInVec(ref, i);
|
170
|
+
}
|
171
|
+
|
172
|
+
VECTORMATH_FORCE_INLINE float VecIdx::getAsFloat() const
|
173
|
+
#else
|
174
|
+
VECTORMATH_FORCE_INLINE VecIdx::operator float() const
|
175
|
+
#endif
|
176
|
+
{
|
177
|
+
return ((float *)&ref)[i];
|
178
|
+
}
|
179
|
+
|
180
|
+
VECTORMATH_FORCE_INLINE float VecIdx::operator =( float scalar )
|
181
|
+
{
|
182
|
+
_vmathVfSetElement(ref, scalar, i);
|
183
|
+
return scalar;
|
184
|
+
}
|
185
|
+
|
186
|
+
VECTORMATH_FORCE_INLINE floatInVec VecIdx::operator =( const floatInVec &scalar )
|
187
|
+
{
|
188
|
+
ref = _vmathVfInsert(ref, scalar.get128(), i);
|
189
|
+
return scalar;
|
190
|
+
}
|
191
|
+
|
192
|
+
VECTORMATH_FORCE_INLINE floatInVec VecIdx::operator =( const VecIdx& scalar )
|
193
|
+
{
|
194
|
+
return *this = floatInVec(scalar.ref, scalar.i);
|
195
|
+
}
|
196
|
+
|
197
|
+
VECTORMATH_FORCE_INLINE floatInVec VecIdx::operator *=( float scalar )
|
198
|
+
{
|
199
|
+
return *this *= floatInVec(scalar);
|
200
|
+
}
|
201
|
+
|
202
|
+
VECTORMATH_FORCE_INLINE floatInVec VecIdx::operator *=( const floatInVec &scalar )
|
203
|
+
{
|
204
|
+
return *this = floatInVec(ref, i) * scalar;
|
205
|
+
}
|
206
|
+
|
207
|
+
VECTORMATH_FORCE_INLINE floatInVec VecIdx::operator /=( float scalar )
|
208
|
+
{
|
209
|
+
return *this /= floatInVec(scalar);
|
210
|
+
}
|
211
|
+
|
212
|
+
inline floatInVec VecIdx::operator /=( const floatInVec &scalar )
|
213
|
+
{
|
214
|
+
return *this = floatInVec(ref, i) / scalar;
|
215
|
+
}
|
216
|
+
|
217
|
+
VECTORMATH_FORCE_INLINE floatInVec VecIdx::operator +=( float scalar )
|
218
|
+
{
|
219
|
+
return *this += floatInVec(scalar);
|
220
|
+
}
|
221
|
+
|
222
|
+
VECTORMATH_FORCE_INLINE floatInVec VecIdx::operator +=( const floatInVec &scalar )
|
223
|
+
{
|
224
|
+
return *this = floatInVec(ref, i) + scalar;
|
225
|
+
}
|
226
|
+
|
227
|
+
VECTORMATH_FORCE_INLINE floatInVec VecIdx::operator -=( float scalar )
|
228
|
+
{
|
229
|
+
return *this -= floatInVec(scalar);
|
230
|
+
}
|
231
|
+
|
232
|
+
VECTORMATH_FORCE_INLINE floatInVec VecIdx::operator -=( const floatInVec &scalar )
|
233
|
+
{
|
234
|
+
return *this = floatInVec(ref, i) - scalar;
|
235
|
+
}
|
236
|
+
|
237
|
+
VECTORMATH_FORCE_INLINE Vector3::Vector3(const Vector3& vec)
|
238
|
+
{
|
239
|
+
set128(vec.get128());
|
240
|
+
}
|
241
|
+
|
242
|
+
VECTORMATH_FORCE_INLINE void Vector3::set128(vec_float4 vec)
|
243
|
+
{
|
244
|
+
mVec128 = vec;
|
245
|
+
}
|
246
|
+
|
247
|
+
|
248
|
+
VECTORMATH_FORCE_INLINE Vector3::Vector3( float _x, float _y, float _z )
|
249
|
+
{
|
250
|
+
mVec128 = _mm_setr_ps(_x, _y, _z, 0.0f);
|
251
|
+
}
|
252
|
+
|
253
|
+
VECTORMATH_FORCE_INLINE Vector3::Vector3( const floatInVec &_x, const floatInVec &_y, const floatInVec &_z )
|
254
|
+
{
|
255
|
+
__m128 xz = _mm_unpacklo_ps( _x.get128(), _z.get128() );
|
256
|
+
mVec128 = _mm_unpacklo_ps( xz, _y.get128() );
|
257
|
+
}
|
258
|
+
|
259
|
+
VECTORMATH_FORCE_INLINE Vector3::Vector3( const Point3 &pnt )
|
260
|
+
{
|
261
|
+
mVec128 = pnt.get128();
|
262
|
+
}
|
263
|
+
|
264
|
+
VECTORMATH_FORCE_INLINE Vector3::Vector3( float scalar )
|
265
|
+
{
|
266
|
+
mVec128 = floatInVec(scalar).get128();
|
267
|
+
}
|
268
|
+
|
269
|
+
VECTORMATH_FORCE_INLINE Vector3::Vector3( const floatInVec &scalar )
|
270
|
+
{
|
271
|
+
mVec128 = scalar.get128();
|
272
|
+
}
|
273
|
+
|
274
|
+
VECTORMATH_FORCE_INLINE Vector3::Vector3( __m128 vf4 )
|
275
|
+
{
|
276
|
+
mVec128 = vf4;
|
277
|
+
}
|
278
|
+
|
279
|
+
VECTORMATH_FORCE_INLINE const Vector3 Vector3::xAxis( )
|
280
|
+
{
|
281
|
+
return Vector3( _VECTORMATH_UNIT_1000 );
|
282
|
+
}
|
283
|
+
|
284
|
+
VECTORMATH_FORCE_INLINE const Vector3 Vector3::yAxis( )
|
285
|
+
{
|
286
|
+
return Vector3( _VECTORMATH_UNIT_0100 );
|
287
|
+
}
|
288
|
+
|
289
|
+
VECTORMATH_FORCE_INLINE const Vector3 Vector3::zAxis( )
|
290
|
+
{
|
291
|
+
return Vector3( _VECTORMATH_UNIT_0010 );
|
292
|
+
}
|
293
|
+
|
294
|
+
VECTORMATH_FORCE_INLINE const Vector3 lerp( float t, const Vector3 &vec0, const Vector3 &vec1 )
|
295
|
+
{
|
296
|
+
return lerp( floatInVec(t), vec0, vec1 );
|
297
|
+
}
|
298
|
+
|
299
|
+
VECTORMATH_FORCE_INLINE const Vector3 lerp( const floatInVec &t, const Vector3 &vec0, const Vector3 &vec1 )
|
300
|
+
{
|
301
|
+
return ( vec0 + ( ( vec1 - vec0 ) * t ) );
|
302
|
+
}
|
303
|
+
|
304
|
+
VECTORMATH_FORCE_INLINE const Vector3 slerp( float t, const Vector3 &unitVec0, const Vector3 &unitVec1 )
|
305
|
+
{
|
306
|
+
return slerp( floatInVec(t), unitVec0, unitVec1 );
|
307
|
+
}
|
308
|
+
|
309
|
+
VECTORMATH_FORCE_INLINE const Vector3 slerp( const floatInVec &t, const Vector3 &unitVec0, const Vector3 &unitVec1 )
|
310
|
+
{
|
311
|
+
__m128 scales, scale0, scale1, cosAngle, angle, tttt, oneMinusT, angles, sines;
|
312
|
+
cosAngle = _vmathVfDot3( unitVec0.get128(), unitVec1.get128() );
|
313
|
+
__m128 selectMask = _mm_cmpgt_ps( _mm_set1_ps(_VECTORMATH_SLERP_TOL), cosAngle );
|
314
|
+
angle = acosf4( cosAngle );
|
315
|
+
tttt = t.get128();
|
316
|
+
oneMinusT = _mm_sub_ps( _mm_set1_ps(1.0f), tttt );
|
317
|
+
angles = _mm_unpacklo_ps( _mm_set1_ps(1.0f), tttt ); // angles = 1, t, 1, t
|
318
|
+
angles = _mm_unpacklo_ps( angles, oneMinusT ); // angles = 1, 1-t, t, 1-t
|
319
|
+
angles = _mm_mul_ps( angles, angle );
|
320
|
+
sines = sinf4( angles );
|
321
|
+
scales = _mm_div_ps( sines, vec_splat( sines, 0 ) );
|
322
|
+
scale0 = vec_sel( oneMinusT, vec_splat( scales, 1 ), selectMask );
|
323
|
+
scale1 = vec_sel( tttt, vec_splat( scales, 2 ), selectMask );
|
324
|
+
return Vector3( vec_madd( unitVec0.get128(), scale0, _mm_mul_ps( unitVec1.get128(), scale1 ) ) );
|
325
|
+
}
|
326
|
+
|
327
|
+
VECTORMATH_FORCE_INLINE __m128 Vector3::get128( ) const
|
328
|
+
{
|
329
|
+
return mVec128;
|
330
|
+
}
|
331
|
+
|
332
|
+
VECTORMATH_FORCE_INLINE void loadXYZ(Point3& vec, const float* fptr)
|
333
|
+
{
|
334
|
+
#ifdef USE_SSE3_LDDQU
|
335
|
+
vec = Point3( SSEFloat(_mm_lddqu_si128((const __m128i*)((float*)(fptr)))).m128 );
|
336
|
+
#else
|
337
|
+
SSEFloat fl;
|
338
|
+
fl.f[0] = fptr[0];
|
339
|
+
fl.f[1] = fptr[1];
|
340
|
+
fl.f[2] = fptr[2];
|
341
|
+
fl.f[3] = fptr[3];
|
342
|
+
vec = Point3( fl.m128);
|
343
|
+
#endif //USE_SSE3_LDDQU
|
344
|
+
|
345
|
+
}
|
346
|
+
|
347
|
+
|
348
|
+
|
349
|
+
VECTORMATH_FORCE_INLINE void loadXYZ(Vector3& vec, const float* fptr)
|
350
|
+
{
|
351
|
+
#ifdef USE_SSE3_LDDQU
|
352
|
+
vec = Vector3( SSEFloat(_mm_lddqu_si128((const __m128i*)((float*)(fptr)))).m128 );
|
353
|
+
#else
|
354
|
+
SSEFloat fl;
|
355
|
+
fl.f[0] = fptr[0];
|
356
|
+
fl.f[1] = fptr[1];
|
357
|
+
fl.f[2] = fptr[2];
|
358
|
+
fl.f[3] = fptr[3];
|
359
|
+
vec = Vector3( fl.m128);
|
360
|
+
#endif //USE_SSE3_LDDQU
|
361
|
+
|
362
|
+
}
|
363
|
+
|
364
|
+
VECTORMATH_FORCE_INLINE void storeXYZ( const Vector3 &vec, __m128 * quad )
|
365
|
+
{
|
366
|
+
__m128 dstVec = *quad;
|
367
|
+
VM_ATTRIBUTE_ALIGN16 unsigned int sw[4] = {0, 0, 0, 0xffffffff}; // TODO: Centralize
|
368
|
+
dstVec = vec_sel(vec.get128(), dstVec, sw);
|
369
|
+
*quad = dstVec;
|
370
|
+
}
|
371
|
+
|
372
|
+
VECTORMATH_FORCE_INLINE void storeXYZ(const Point3& vec, float* fptr)
|
373
|
+
{
|
374
|
+
fptr[0] = vec.getX();
|
375
|
+
fptr[1] = vec.getY();
|
376
|
+
fptr[2] = vec.getZ();
|
377
|
+
}
|
378
|
+
|
379
|
+
VECTORMATH_FORCE_INLINE void storeXYZ(const Vector3& vec, float* fptr)
|
380
|
+
{
|
381
|
+
fptr[0] = vec.getX();
|
382
|
+
fptr[1] = vec.getY();
|
383
|
+
fptr[2] = vec.getZ();
|
384
|
+
}
|
385
|
+
|
386
|
+
|
387
|
+
VECTORMATH_FORCE_INLINE void loadXYZArray( Vector3 & vec0, Vector3 & vec1, Vector3 & vec2, Vector3 & vec3, const __m128 * threeQuads )
|
388
|
+
{
|
389
|
+
const float *quads = (float *)threeQuads;
|
390
|
+
vec0 = Vector3( _mm_load_ps(quads) );
|
391
|
+
vec1 = Vector3( _mm_loadu_ps(quads + 3) );
|
392
|
+
vec2 = Vector3( _mm_loadu_ps(quads + 6) );
|
393
|
+
vec3 = Vector3( _mm_loadu_ps(quads + 9) );
|
394
|
+
}
|
395
|
+
|
396
|
+
VECTORMATH_FORCE_INLINE void storeXYZArray( const Vector3 &vec0, const Vector3 &vec1, const Vector3 &vec2, const Vector3 &vec3, __m128 * threeQuads )
|
397
|
+
{
|
398
|
+
__m128 xxxx = _mm_shuffle_ps( vec1.get128(), vec1.get128(), _MM_SHUFFLE(0, 0, 0, 0) );
|
399
|
+
__m128 zzzz = _mm_shuffle_ps( vec2.get128(), vec2.get128(), _MM_SHUFFLE(2, 2, 2, 2) );
|
400
|
+
VM_ATTRIBUTE_ALIGN16 unsigned int xsw[4] = {0, 0, 0, 0xffffffff};
|
401
|
+
VM_ATTRIBUTE_ALIGN16 unsigned int zsw[4] = {0xffffffff, 0, 0, 0};
|
402
|
+
threeQuads[0] = vec_sel( vec0.get128(), xxxx, xsw );
|
403
|
+
threeQuads[1] = _mm_shuffle_ps( vec1.get128(), vec2.get128(), _MM_SHUFFLE(1, 0, 2, 1) );
|
404
|
+
threeQuads[2] = vec_sel( _mm_shuffle_ps( vec3.get128(), vec3.get128(), _MM_SHUFFLE(2, 1, 0, 3) ), zzzz, zsw );
|
405
|
+
}
|
406
|
+
/*
|
407
|
+
VECTORMATH_FORCE_INLINE void storeHalfFloats( const Vector3 &vec0, const Vector3 &vec1, const Vector3 &vec2, const Vector3 &vec3, const Vector3 &vec4, const Vector3 &vec5, const Vector3 &vec6, const Vector3 &vec7, vec_ushort8 * threeQuads )
|
408
|
+
{
|
409
|
+
assert(0);
|
410
|
+
#if 0
|
411
|
+
__m128 xyz0[3];
|
412
|
+
__m128 xyz1[3];
|
413
|
+
storeXYZArray( vec0, vec1, vec2, vec3, xyz0 );
|
414
|
+
storeXYZArray( vec4, vec5, vec6, vec7, xyz1 );
|
415
|
+
threeQuads[0] = _vmath2VfToHalfFloats(xyz0[0], xyz0[1]);
|
416
|
+
threeQuads[1] = _vmath2VfToHalfFloats(xyz0[2], xyz1[0]);
|
417
|
+
threeQuads[2] = _vmath2VfToHalfFloats(xyz1[1], xyz1[2]);
|
418
|
+
#endif
|
419
|
+
}
|
420
|
+
*/
|
421
|
+
VECTORMATH_FORCE_INLINE Vector3 & Vector3::operator =( const Vector3 &vec )
|
422
|
+
{
|
423
|
+
mVec128 = vec.mVec128;
|
424
|
+
return *this;
|
425
|
+
}
|
426
|
+
|
427
|
+
VECTORMATH_FORCE_INLINE Vector3 & Vector3::setX( float _x )
|
428
|
+
{
|
429
|
+
_vmathVfSetElement(mVec128, _x, 0);
|
430
|
+
return *this;
|
431
|
+
}
|
432
|
+
|
433
|
+
VECTORMATH_FORCE_INLINE Vector3 & Vector3::setX( const floatInVec &_x )
|
434
|
+
{
|
435
|
+
mVec128 = _vmathVfInsert(mVec128, _x.get128(), 0);
|
436
|
+
return *this;
|
437
|
+
}
|
438
|
+
|
439
|
+
VECTORMATH_FORCE_INLINE const floatInVec Vector3::getX( ) const
|
440
|
+
{
|
441
|
+
return floatInVec( mVec128, 0 );
|
442
|
+
}
|
443
|
+
|
444
|
+
VECTORMATH_FORCE_INLINE Vector3 & Vector3::setY( float _y )
|
445
|
+
{
|
446
|
+
_vmathVfSetElement(mVec128, _y, 1);
|
447
|
+
return *this;
|
448
|
+
}
|
449
|
+
|
450
|
+
VECTORMATH_FORCE_INLINE Vector3 & Vector3::setY( const floatInVec &_y )
|
451
|
+
{
|
452
|
+
mVec128 = _vmathVfInsert(mVec128, _y.get128(), 1);
|
453
|
+
return *this;
|
454
|
+
}
|
455
|
+
|
456
|
+
VECTORMATH_FORCE_INLINE const floatInVec Vector3::getY( ) const
|
457
|
+
{
|
458
|
+
return floatInVec( mVec128, 1 );
|
459
|
+
}
|
460
|
+
|
461
|
+
VECTORMATH_FORCE_INLINE Vector3 & Vector3::setZ( float _z )
|
462
|
+
{
|
463
|
+
_vmathVfSetElement(mVec128, _z, 2);
|
464
|
+
return *this;
|
465
|
+
}
|
466
|
+
|
467
|
+
VECTORMATH_FORCE_INLINE Vector3 & Vector3::setZ( const floatInVec &_z )
|
468
|
+
{
|
469
|
+
mVec128 = _vmathVfInsert(mVec128, _z.get128(), 2);
|
470
|
+
return *this;
|
471
|
+
}
|
472
|
+
|
473
|
+
VECTORMATH_FORCE_INLINE const floatInVec Vector3::getZ( ) const
|
474
|
+
{
|
475
|
+
return floatInVec( mVec128, 2 );
|
476
|
+
}
|
477
|
+
|
478
|
+
VECTORMATH_FORCE_INLINE Vector3 & Vector3::setElem( int idx, float value )
|
479
|
+
{
|
480
|
+
_vmathVfSetElement(mVec128, value, idx);
|
481
|
+
return *this;
|
482
|
+
}
|
483
|
+
|
484
|
+
VECTORMATH_FORCE_INLINE Vector3 & Vector3::setElem( int idx, const floatInVec &value )
|
485
|
+
{
|
486
|
+
mVec128 = _vmathVfInsert(mVec128, value.get128(), idx);
|
487
|
+
return *this;
|
488
|
+
}
|
489
|
+
|
490
|
+
VECTORMATH_FORCE_INLINE const floatInVec Vector3::getElem( int idx ) const
|
491
|
+
{
|
492
|
+
return floatInVec( mVec128, idx );
|
493
|
+
}
|
494
|
+
|
495
|
+
VECTORMATH_FORCE_INLINE VecIdx Vector3::operator []( int idx )
|
496
|
+
{
|
497
|
+
return VecIdx( mVec128, idx );
|
498
|
+
}
|
499
|
+
|
500
|
+
VECTORMATH_FORCE_INLINE const floatInVec Vector3::operator []( int idx ) const
|
501
|
+
{
|
502
|
+
return floatInVec( mVec128, idx );
|
503
|
+
}
|
504
|
+
|
505
|
+
VECTORMATH_FORCE_INLINE const Vector3 Vector3::operator +( const Vector3 &vec ) const
|
506
|
+
{
|
507
|
+
return Vector3( _mm_add_ps( mVec128, vec.mVec128 ) );
|
508
|
+
}
|
509
|
+
|
510
|
+
VECTORMATH_FORCE_INLINE const Vector3 Vector3::operator -( const Vector3 &vec ) const
|
511
|
+
{
|
512
|
+
return Vector3( _mm_sub_ps( mVec128, vec.mVec128 ) );
|
513
|
+
}
|
514
|
+
|
515
|
+
VECTORMATH_FORCE_INLINE const Point3 Vector3::operator +( const Point3 &pnt ) const
|
516
|
+
{
|
517
|
+
return Point3( _mm_add_ps( mVec128, pnt.get128() ) );
|
518
|
+
}
|
519
|
+
|
520
|
+
VECTORMATH_FORCE_INLINE const Vector3 Vector3::operator *( float scalar ) const
|
521
|
+
{
|
522
|
+
return *this * floatInVec(scalar);
|
523
|
+
}
|
524
|
+
|
525
|
+
VECTORMATH_FORCE_INLINE const Vector3 Vector3::operator *( const floatInVec &scalar ) const
|
526
|
+
{
|
527
|
+
return Vector3( _mm_mul_ps( mVec128, scalar.get128() ) );
|
528
|
+
}
|
529
|
+
|
530
|
+
VECTORMATH_FORCE_INLINE Vector3 & Vector3::operator +=( const Vector3 &vec )
|
531
|
+
{
|
532
|
+
*this = *this + vec;
|
533
|
+
return *this;
|
534
|
+
}
|
535
|
+
|
536
|
+
VECTORMATH_FORCE_INLINE Vector3 & Vector3::operator -=( const Vector3 &vec )
|
537
|
+
{
|
538
|
+
*this = *this - vec;
|
539
|
+
return *this;
|
540
|
+
}
|
541
|
+
|
542
|
+
VECTORMATH_FORCE_INLINE Vector3 & Vector3::operator *=( float scalar )
|
543
|
+
{
|
544
|
+
*this = *this * scalar;
|
545
|
+
return *this;
|
546
|
+
}
|
547
|
+
|
548
|
+
VECTORMATH_FORCE_INLINE Vector3 & Vector3::operator *=( const floatInVec &scalar )
|
549
|
+
{
|
550
|
+
*this = *this * scalar;
|
551
|
+
return *this;
|
552
|
+
}
|
553
|
+
|
554
|
+
VECTORMATH_FORCE_INLINE const Vector3 Vector3::operator /( float scalar ) const
|
555
|
+
{
|
556
|
+
return *this / floatInVec(scalar);
|
557
|
+
}
|
558
|
+
|
559
|
+
VECTORMATH_FORCE_INLINE const Vector3 Vector3::operator /( const floatInVec &scalar ) const
|
560
|
+
{
|
561
|
+
return Vector3( _mm_div_ps( mVec128, scalar.get128() ) );
|
562
|
+
}
|
563
|
+
|
564
|
+
VECTORMATH_FORCE_INLINE Vector3 & Vector3::operator /=( float scalar )
|
565
|
+
{
|
566
|
+
*this = *this / scalar;
|
567
|
+
return *this;
|
568
|
+
}
|
569
|
+
|
570
|
+
VECTORMATH_FORCE_INLINE Vector3 & Vector3::operator /=( const floatInVec &scalar )
|
571
|
+
{
|
572
|
+
*this = *this / scalar;
|
573
|
+
return *this;
|
574
|
+
}
|
575
|
+
|
576
|
+
VECTORMATH_FORCE_INLINE const Vector3 Vector3::operator -( ) const
|
577
|
+
{
|
578
|
+
//return Vector3(_mm_sub_ps( _mm_setzero_ps(), mVec128 ) );
|
579
|
+
|
580
|
+
VM_ATTRIBUTE_ALIGN16 static const int array[] = {0x80000000, 0x80000000, 0x80000000, 0x80000000};
|
581
|
+
__m128 NEG_MASK = SSEFloat(*(const vec_float4*)array).vf;
|
582
|
+
return Vector3(_mm_xor_ps(get128(),NEG_MASK));
|
583
|
+
}
|
584
|
+
|
585
|
+
VECTORMATH_FORCE_INLINE const Vector3 operator *( float scalar, const Vector3 &vec )
|
586
|
+
{
|
587
|
+
return floatInVec(scalar) * vec;
|
588
|
+
}
|
589
|
+
|
590
|
+
VECTORMATH_FORCE_INLINE const Vector3 operator *( const floatInVec &scalar, const Vector3 &vec )
|
591
|
+
{
|
592
|
+
return vec * scalar;
|
593
|
+
}
|
594
|
+
|
595
|
+
VECTORMATH_FORCE_INLINE const Vector3 mulPerElem( const Vector3 &vec0, const Vector3 &vec1 )
|
596
|
+
{
|
597
|
+
return Vector3( _mm_mul_ps( vec0.get128(), vec1.get128() ) );
|
598
|
+
}
|
599
|
+
|
600
|
+
VECTORMATH_FORCE_INLINE const Vector3 divPerElem( const Vector3 &vec0, const Vector3 &vec1 )
|
601
|
+
{
|
602
|
+
return Vector3( _mm_div_ps( vec0.get128(), vec1.get128() ) );
|
603
|
+
}
|
604
|
+
|
605
|
+
VECTORMATH_FORCE_INLINE const Vector3 recipPerElem( const Vector3 &vec )
|
606
|
+
{
|
607
|
+
return Vector3( _mm_rcp_ps( vec.get128() ) );
|
608
|
+
}
|
609
|
+
|
610
|
+
VECTORMATH_FORCE_INLINE const Vector3 absPerElem( const Vector3 &vec )
|
611
|
+
{
|
612
|
+
return Vector3( fabsf4( vec.get128() ) );
|
613
|
+
}
|
614
|
+
|
615
|
+
VECTORMATH_FORCE_INLINE const Vector3 copySignPerElem( const Vector3 &vec0, const Vector3 &vec1 )
|
616
|
+
{
|
617
|
+
__m128 vmask = toM128(0x7fffffff);
|
618
|
+
return Vector3( _mm_or_ps(
|
619
|
+
_mm_and_ps ( vmask, vec0.get128() ), // Value
|
620
|
+
_mm_andnot_ps( vmask, vec1.get128() ) ) ); // Signs
|
621
|
+
}
|
622
|
+
|
623
|
+
VECTORMATH_FORCE_INLINE const Vector3 maxPerElem( const Vector3 &vec0, const Vector3 &vec1 )
|
624
|
+
{
|
625
|
+
return Vector3( _mm_max_ps( vec0.get128(), vec1.get128() ) );
|
626
|
+
}
|
627
|
+
|
628
|
+
VECTORMATH_FORCE_INLINE const floatInVec maxElem( const Vector3 &vec )
|
629
|
+
{
|
630
|
+
return floatInVec( _mm_max_ps( _mm_max_ps( vec_splat( vec.get128(), 0 ), vec_splat( vec.get128(), 1 ) ), vec_splat( vec.get128(), 2 ) ) );
|
631
|
+
}
|
632
|
+
|
633
|
+
VECTORMATH_FORCE_INLINE const Vector3 minPerElem( const Vector3 &vec0, const Vector3 &vec1 )
|
634
|
+
{
|
635
|
+
return Vector3( _mm_min_ps( vec0.get128(), vec1.get128() ) );
|
636
|
+
}
|
637
|
+
|
638
|
+
VECTORMATH_FORCE_INLINE const floatInVec minElem( const Vector3 &vec )
|
639
|
+
{
|
640
|
+
return floatInVec( _mm_min_ps( _mm_min_ps( vec_splat( vec.get128(), 0 ), vec_splat( vec.get128(), 1 ) ), vec_splat( vec.get128(), 2 ) ) );
|
641
|
+
}
|
642
|
+
|
643
|
+
VECTORMATH_FORCE_INLINE const floatInVec sum( const Vector3 &vec )
|
644
|
+
{
|
645
|
+
return floatInVec( _mm_add_ps( _mm_add_ps( vec_splat( vec.get128(), 0 ), vec_splat( vec.get128(), 1 ) ), vec_splat( vec.get128(), 2 ) ) );
|
646
|
+
}
|
647
|
+
|
648
|
+
VECTORMATH_FORCE_INLINE const floatInVec dot( const Vector3 &vec0, const Vector3 &vec1 )
|
649
|
+
{
|
650
|
+
return floatInVec( _vmathVfDot3( vec0.get128(), vec1.get128() ), 0 );
|
651
|
+
}
|
652
|
+
|
653
|
+
VECTORMATH_FORCE_INLINE const floatInVec lengthSqr( const Vector3 &vec )
|
654
|
+
{
|
655
|
+
return floatInVec( _vmathVfDot3( vec.get128(), vec.get128() ), 0 );
|
656
|
+
}
|
657
|
+
|
658
|
+
VECTORMATH_FORCE_INLINE const floatInVec length( const Vector3 &vec )
|
659
|
+
{
|
660
|
+
return floatInVec( _mm_sqrt_ps(_vmathVfDot3( vec.get128(), vec.get128() )), 0 );
|
661
|
+
}
|
662
|
+
|
663
|
+
|
664
|
+
VECTORMATH_FORCE_INLINE const Vector3 normalizeApprox( const Vector3 &vec )
|
665
|
+
{
|
666
|
+
return Vector3( _mm_mul_ps( vec.get128(), _mm_rsqrt_ps( _vmathVfDot3( vec.get128(), vec.get128() ) ) ) );
|
667
|
+
}
|
668
|
+
|
669
|
+
VECTORMATH_FORCE_INLINE const Vector3 normalize( const Vector3 &vec )
|
670
|
+
{
|
671
|
+
return Vector3( _mm_mul_ps( vec.get128(), newtonrapson_rsqrt4( _vmathVfDot3( vec.get128(), vec.get128() ) ) ) );
|
672
|
+
}
|
673
|
+
|
674
|
+
VECTORMATH_FORCE_INLINE const Vector3 cross( const Vector3 &vec0, const Vector3 &vec1 )
|
675
|
+
{
|
676
|
+
return Vector3( _vmathVfCross( vec0.get128(), vec1.get128() ) );
|
677
|
+
}
|
678
|
+
|
679
|
+
VECTORMATH_FORCE_INLINE const Vector3 select( const Vector3 &vec0, const Vector3 &vec1, bool select1 )
|
680
|
+
{
|
681
|
+
return select( vec0, vec1, boolInVec(select1) );
|
682
|
+
}
|
683
|
+
|
684
|
+
|
685
|
+
VECTORMATH_FORCE_INLINE const Vector4 select(const Vector4& vec0, const Vector4& vec1, const boolInVec& select1)
|
686
|
+
{
|
687
|
+
return Vector4(vec_sel(vec0.get128(), vec1.get128(), select1.get128()));
|
688
|
+
}
|
689
|
+
|
690
|
+
#ifdef _VECTORMATH_DEBUG
|
691
|
+
|
692
|
+
VECTORMATH_FORCE_INLINE void print( const Vector3 &vec )
|
693
|
+
{
|
694
|
+
union { __m128 v; float s[4]; } tmp;
|
695
|
+
tmp.v = vec.get128();
|
696
|
+
printf( "( %f %f %f )\n", tmp.s[0], tmp.s[1], tmp.s[2] );
|
697
|
+
}
|
698
|
+
|
699
|
+
VECTORMATH_FORCE_INLINE void print( const Vector3 &vec, const char * name )
|
700
|
+
{
|
701
|
+
union { __m128 v; float s[4]; } tmp;
|
702
|
+
tmp.v = vec.get128();
|
703
|
+
printf( "%s: ( %f %f %f )\n", name, tmp.s[0], tmp.s[1], tmp.s[2] );
|
704
|
+
}
|
705
|
+
|
706
|
+
#endif
|
707
|
+
|
708
|
+
VECTORMATH_FORCE_INLINE Vector4::Vector4( float _x, float _y, float _z, float _w )
|
709
|
+
{
|
710
|
+
mVec128 = _mm_setr_ps(_x, _y, _z, _w);
|
711
|
+
}
|
712
|
+
|
713
|
+
VECTORMATH_FORCE_INLINE Vector4::Vector4( const floatInVec &_x, const floatInVec &_y, const floatInVec &_z, const floatInVec &_w )
|
714
|
+
{
|
715
|
+
mVec128 = _mm_unpacklo_ps(
|
716
|
+
_mm_unpacklo_ps( _x.get128(), _z.get128() ),
|
717
|
+
_mm_unpacklo_ps( _y.get128(), _w.get128() ) );
|
718
|
+
}
|
719
|
+
|
720
|
+
VECTORMATH_FORCE_INLINE Vector4::Vector4( const Vector3 &xyz, float _w )
|
721
|
+
{
|
722
|
+
mVec128 = xyz.get128();
|
723
|
+
_vmathVfSetElement(mVec128, _w, 3);
|
724
|
+
}
|
725
|
+
|
726
|
+
VECTORMATH_FORCE_INLINE Vector4::Vector4( const Vector3 &xyz, const floatInVec &_w )
|
727
|
+
{
|
728
|
+
mVec128 = xyz.get128();
|
729
|
+
mVec128 = _vmathVfInsert(mVec128, _w.get128(), 3);
|
730
|
+
}
|
731
|
+
|
732
|
+
VECTORMATH_FORCE_INLINE Vector4::Vector4( const Vector3 &vec )
|
733
|
+
{
|
734
|
+
mVec128 = vec.get128();
|
735
|
+
mVec128 = _vmathVfInsert(mVec128, _mm_setzero_ps(), 3);
|
736
|
+
}
|
737
|
+
|
738
|
+
VECTORMATH_FORCE_INLINE Vector4::Vector4( const Point3 &pnt )
|
739
|
+
{
|
740
|
+
mVec128 = pnt.get128();
|
741
|
+
mVec128 = _vmathVfInsert(mVec128, _mm_set1_ps(1.0f), 3);
|
742
|
+
}
|
743
|
+
|
744
|
+
VECTORMATH_FORCE_INLINE Vector4::Vector4( const Quat &quat )
|
745
|
+
{
|
746
|
+
mVec128 = quat.get128();
|
747
|
+
}
|
748
|
+
|
749
|
+
VECTORMATH_FORCE_INLINE Vector4::Vector4( float scalar )
|
750
|
+
{
|
751
|
+
mVec128 = floatInVec(scalar).get128();
|
752
|
+
}
|
753
|
+
|
754
|
+
VECTORMATH_FORCE_INLINE Vector4::Vector4( const floatInVec &scalar )
|
755
|
+
{
|
756
|
+
mVec128 = scalar.get128();
|
757
|
+
}
|
758
|
+
|
759
|
+
VECTORMATH_FORCE_INLINE Vector4::Vector4( __m128 vf4 )
|
760
|
+
{
|
761
|
+
mVec128 = vf4;
|
762
|
+
}
|
763
|
+
|
764
|
+
VECTORMATH_FORCE_INLINE const Vector4 Vector4::xAxis( )
|
765
|
+
{
|
766
|
+
return Vector4( _VECTORMATH_UNIT_1000 );
|
767
|
+
}
|
768
|
+
|
769
|
+
VECTORMATH_FORCE_INLINE const Vector4 Vector4::yAxis( )
|
770
|
+
{
|
771
|
+
return Vector4( _VECTORMATH_UNIT_0100 );
|
772
|
+
}
|
773
|
+
|
774
|
+
VECTORMATH_FORCE_INLINE const Vector4 Vector4::zAxis( )
|
775
|
+
{
|
776
|
+
return Vector4( _VECTORMATH_UNIT_0010 );
|
777
|
+
}
|
778
|
+
|
779
|
+
VECTORMATH_FORCE_INLINE const Vector4 Vector4::wAxis( )
|
780
|
+
{
|
781
|
+
return Vector4( _VECTORMATH_UNIT_0001 );
|
782
|
+
}
|
783
|
+
|
784
|
+
VECTORMATH_FORCE_INLINE const Vector4 lerp( float t, const Vector4 &vec0, const Vector4 &vec1 )
|
785
|
+
{
|
786
|
+
return lerp( floatInVec(t), vec0, vec1 );
|
787
|
+
}
|
788
|
+
|
789
|
+
VECTORMATH_FORCE_INLINE const Vector4 lerp( const floatInVec &t, const Vector4 &vec0, const Vector4 &vec1 )
|
790
|
+
{
|
791
|
+
return ( vec0 + ( ( vec1 - vec0 ) * t ) );
|
792
|
+
}
|
793
|
+
|
794
|
+
VECTORMATH_FORCE_INLINE const Vector4 slerp( float t, const Vector4 &unitVec0, const Vector4 &unitVec1 )
|
795
|
+
{
|
796
|
+
return slerp( floatInVec(t), unitVec0, unitVec1 );
|
797
|
+
}
|
798
|
+
|
799
|
+
VECTORMATH_FORCE_INLINE const Vector4 slerp( const floatInVec &t, const Vector4 &unitVec0, const Vector4 &unitVec1 )
|
800
|
+
{
|
801
|
+
__m128 scales, scale0, scale1, cosAngle, angle, tttt, oneMinusT, angles, sines;
|
802
|
+
cosAngle = _vmathVfDot4( unitVec0.get128(), unitVec1.get128() );
|
803
|
+
__m128 selectMask = _mm_cmpgt_ps( _mm_set1_ps(_VECTORMATH_SLERP_TOL), cosAngle );
|
804
|
+
angle = acosf4( cosAngle );
|
805
|
+
tttt = t.get128();
|
806
|
+
oneMinusT = _mm_sub_ps( _mm_set1_ps(1.0f), tttt );
|
807
|
+
angles = _mm_unpacklo_ps( _mm_set1_ps(1.0f), tttt ); // angles = 1, t, 1, t
|
808
|
+
angles = _mm_unpacklo_ps( angles, oneMinusT ); // angles = 1, 1-t, t, 1-t
|
809
|
+
angles = _mm_mul_ps( angles, angle );
|
810
|
+
sines = sinf4( angles );
|
811
|
+
scales = _mm_div_ps( sines, vec_splat( sines, 0 ) );
|
812
|
+
scale0 = vec_sel( oneMinusT, vec_splat( scales, 1 ), selectMask );
|
813
|
+
scale1 = vec_sel( tttt, vec_splat( scales, 2 ), selectMask );
|
814
|
+
return Vector4( vec_madd( unitVec0.get128(), scale0, _mm_mul_ps( unitVec1.get128(), scale1 ) ) );
|
815
|
+
}
|
816
|
+
|
817
|
+
VECTORMATH_FORCE_INLINE __m128 Vector4::get128( ) const
|
818
|
+
{
|
819
|
+
return mVec128;
|
820
|
+
}
|
821
|
+
/*
|
822
|
+
VECTORMATH_FORCE_INLINE void storeHalfFloats( const Vector4 &vec0, const Vector4 &vec1, const Vector4 &vec2, const Vector4 &vec3, vec_ushort8 * twoQuads )
|
823
|
+
{
|
824
|
+
twoQuads[0] = _vmath2VfToHalfFloats(vec0.get128(), vec1.get128());
|
825
|
+
twoQuads[1] = _vmath2VfToHalfFloats(vec2.get128(), vec3.get128());
|
826
|
+
}
|
827
|
+
*/
|
828
|
+
VECTORMATH_FORCE_INLINE Vector4 & Vector4::operator =( const Vector4 &vec )
|
829
|
+
{
|
830
|
+
mVec128 = vec.mVec128;
|
831
|
+
return *this;
|
832
|
+
}
|
833
|
+
|
834
|
+
VECTORMATH_FORCE_INLINE Vector4 & Vector4::setXYZ( const Vector3 &vec )
|
835
|
+
{
|
836
|
+
VM_ATTRIBUTE_ALIGN16 unsigned int sw[4] = {0, 0, 0, 0xffffffff};
|
837
|
+
mVec128 = vec_sel( vec.get128(), mVec128, sw );
|
838
|
+
return *this;
|
839
|
+
}
|
840
|
+
|
841
|
+
VECTORMATH_FORCE_INLINE const Vector3 Vector4::getXYZ( ) const
|
842
|
+
{
|
843
|
+
return Vector3( mVec128 );
|
844
|
+
}
|
845
|
+
|
846
|
+
VECTORMATH_FORCE_INLINE Vector4 & Vector4::setX( float _x )
|
847
|
+
{
|
848
|
+
_vmathVfSetElement(mVec128, _x, 0);
|
849
|
+
return *this;
|
850
|
+
}
|
851
|
+
|
852
|
+
VECTORMATH_FORCE_INLINE Vector4 & Vector4::setX( const floatInVec &_x )
|
853
|
+
{
|
854
|
+
mVec128 = _vmathVfInsert(mVec128, _x.get128(), 0);
|
855
|
+
return *this;
|
856
|
+
}
|
857
|
+
|
858
|
+
VECTORMATH_FORCE_INLINE const floatInVec Vector4::getX( ) const
|
859
|
+
{
|
860
|
+
return floatInVec( mVec128, 0 );
|
861
|
+
}
|
862
|
+
|
863
|
+
VECTORMATH_FORCE_INLINE Vector4 & Vector4::setY( float _y )
|
864
|
+
{
|
865
|
+
_vmathVfSetElement(mVec128, _y, 1);
|
866
|
+
return *this;
|
867
|
+
}
|
868
|
+
|
869
|
+
VECTORMATH_FORCE_INLINE Vector4 & Vector4::setY( const floatInVec &_y )
|
870
|
+
{
|
871
|
+
mVec128 = _vmathVfInsert(mVec128, _y.get128(), 1);
|
872
|
+
return *this;
|
873
|
+
}
|
874
|
+
|
875
|
+
VECTORMATH_FORCE_INLINE const floatInVec Vector4::getY( ) const
|
876
|
+
{
|
877
|
+
return floatInVec( mVec128, 1 );
|
878
|
+
}
|
879
|
+
|
880
|
+
VECTORMATH_FORCE_INLINE Vector4 & Vector4::setZ( float _z )
|
881
|
+
{
|
882
|
+
_vmathVfSetElement(mVec128, _z, 2);
|
883
|
+
return *this;
|
884
|
+
}
|
885
|
+
|
886
|
+
VECTORMATH_FORCE_INLINE Vector4 & Vector4::setZ( const floatInVec &_z )
|
887
|
+
{
|
888
|
+
mVec128 = _vmathVfInsert(mVec128, _z.get128(), 2);
|
889
|
+
return *this;
|
890
|
+
}
|
891
|
+
|
892
|
+
VECTORMATH_FORCE_INLINE const floatInVec Vector4::getZ( ) const
|
893
|
+
{
|
894
|
+
return floatInVec( mVec128, 2 );
|
895
|
+
}
|
896
|
+
|
897
|
+
VECTORMATH_FORCE_INLINE Vector4 & Vector4::setW( float _w )
|
898
|
+
{
|
899
|
+
_vmathVfSetElement(mVec128, _w, 3);
|
900
|
+
return *this;
|
901
|
+
}
|
902
|
+
|
903
|
+
VECTORMATH_FORCE_INLINE Vector4 & Vector4::setW( const floatInVec &_w )
|
904
|
+
{
|
905
|
+
mVec128 = _vmathVfInsert(mVec128, _w.get128(), 3);
|
906
|
+
return *this;
|
907
|
+
}
|
908
|
+
|
909
|
+
VECTORMATH_FORCE_INLINE const floatInVec Vector4::getW( ) const
|
910
|
+
{
|
911
|
+
return floatInVec( mVec128, 3 );
|
912
|
+
}
|
913
|
+
|
914
|
+
VECTORMATH_FORCE_INLINE Vector4 & Vector4::setElem( int idx, float value )
|
915
|
+
{
|
916
|
+
_vmathVfSetElement(mVec128, value, idx);
|
917
|
+
return *this;
|
918
|
+
}
|
919
|
+
|
920
|
+
VECTORMATH_FORCE_INLINE Vector4 & Vector4::setElem( int idx, const floatInVec &value )
|
921
|
+
{
|
922
|
+
mVec128 = _vmathVfInsert(mVec128, value.get128(), idx);
|
923
|
+
return *this;
|
924
|
+
}
|
925
|
+
|
926
|
+
VECTORMATH_FORCE_INLINE const floatInVec Vector4::getElem( int idx ) const
|
927
|
+
{
|
928
|
+
return floatInVec( mVec128, idx );
|
929
|
+
}
|
930
|
+
|
931
|
+
VECTORMATH_FORCE_INLINE VecIdx Vector4::operator []( int idx )
|
932
|
+
{
|
933
|
+
return VecIdx( mVec128, idx );
|
934
|
+
}
|
935
|
+
|
936
|
+
VECTORMATH_FORCE_INLINE const floatInVec Vector4::operator []( int idx ) const
|
937
|
+
{
|
938
|
+
return floatInVec( mVec128, idx );
|
939
|
+
}
|
940
|
+
|
941
|
+
VECTORMATH_FORCE_INLINE const Vector4 Vector4::operator +( const Vector4 &vec ) const
|
942
|
+
{
|
943
|
+
return Vector4( _mm_add_ps( mVec128, vec.mVec128 ) );
|
944
|
+
}
|
945
|
+
|
946
|
+
VECTORMATH_FORCE_INLINE const Vector4 Vector4::operator -( const Vector4 &vec ) const
|
947
|
+
{
|
948
|
+
return Vector4( _mm_sub_ps( mVec128, vec.mVec128 ) );
|
949
|
+
}
|
950
|
+
|
951
|
+
VECTORMATH_FORCE_INLINE const Vector4 Vector4::operator *( float scalar ) const
|
952
|
+
{
|
953
|
+
return *this * floatInVec(scalar);
|
954
|
+
}
|
955
|
+
|
956
|
+
VECTORMATH_FORCE_INLINE const Vector4 Vector4::operator *( const floatInVec &scalar ) const
|
957
|
+
{
|
958
|
+
return Vector4( _mm_mul_ps( mVec128, scalar.get128() ) );
|
959
|
+
}
|
960
|
+
|
961
|
+
VECTORMATH_FORCE_INLINE Vector4 & Vector4::operator +=( const Vector4 &vec )
|
962
|
+
{
|
963
|
+
*this = *this + vec;
|
964
|
+
return *this;
|
965
|
+
}
|
966
|
+
|
967
|
+
VECTORMATH_FORCE_INLINE Vector4 & Vector4::operator -=( const Vector4 &vec )
|
968
|
+
{
|
969
|
+
*this = *this - vec;
|
970
|
+
return *this;
|
971
|
+
}
|
972
|
+
|
973
|
+
VECTORMATH_FORCE_INLINE Vector4 & Vector4::operator *=( float scalar )
|
974
|
+
{
|
975
|
+
*this = *this * scalar;
|
976
|
+
return *this;
|
977
|
+
}
|
978
|
+
|
979
|
+
VECTORMATH_FORCE_INLINE Vector4 & Vector4::operator *=( const floatInVec &scalar )
|
980
|
+
{
|
981
|
+
*this = *this * scalar;
|
982
|
+
return *this;
|
983
|
+
}
|
984
|
+
|
985
|
+
VECTORMATH_FORCE_INLINE const Vector4 Vector4::operator /( float scalar ) const
|
986
|
+
{
|
987
|
+
return *this / floatInVec(scalar);
|
988
|
+
}
|
989
|
+
|
990
|
+
VECTORMATH_FORCE_INLINE const Vector4 Vector4::operator /( const floatInVec &scalar ) const
|
991
|
+
{
|
992
|
+
return Vector4( _mm_div_ps( mVec128, scalar.get128() ) );
|
993
|
+
}
|
994
|
+
|
995
|
+
VECTORMATH_FORCE_INLINE Vector4 & Vector4::operator /=( float scalar )
|
996
|
+
{
|
997
|
+
*this = *this / scalar;
|
998
|
+
return *this;
|
999
|
+
}
|
1000
|
+
|
1001
|
+
VECTORMATH_FORCE_INLINE Vector4 & Vector4::operator /=( const floatInVec &scalar )
|
1002
|
+
{
|
1003
|
+
*this = *this / scalar;
|
1004
|
+
return *this;
|
1005
|
+
}
|
1006
|
+
|
1007
|
+
VECTORMATH_FORCE_INLINE const Vector4 Vector4::operator -( ) const
|
1008
|
+
{
|
1009
|
+
return Vector4(_mm_sub_ps( _mm_setzero_ps(), mVec128 ) );
|
1010
|
+
}
|
1011
|
+
|
1012
|
+
VECTORMATH_FORCE_INLINE const Vector4 operator *( float scalar, const Vector4 &vec )
|
1013
|
+
{
|
1014
|
+
return floatInVec(scalar) * vec;
|
1015
|
+
}
|
1016
|
+
|
1017
|
+
VECTORMATH_FORCE_INLINE const Vector4 operator *( const floatInVec &scalar, const Vector4 &vec )
|
1018
|
+
{
|
1019
|
+
return vec * scalar;
|
1020
|
+
}
|
1021
|
+
|
1022
|
+
VECTORMATH_FORCE_INLINE const Vector4 mulPerElem( const Vector4 &vec0, const Vector4 &vec1 )
|
1023
|
+
{
|
1024
|
+
return Vector4( _mm_mul_ps( vec0.get128(), vec1.get128() ) );
|
1025
|
+
}
|
1026
|
+
|
1027
|
+
VECTORMATH_FORCE_INLINE const Vector4 divPerElem( const Vector4 &vec0, const Vector4 &vec1 )
|
1028
|
+
{
|
1029
|
+
return Vector4( _mm_div_ps( vec0.get128(), vec1.get128() ) );
|
1030
|
+
}
|
1031
|
+
|
1032
|
+
VECTORMATH_FORCE_INLINE const Vector4 recipPerElem( const Vector4 &vec )
|
1033
|
+
{
|
1034
|
+
return Vector4( _mm_rcp_ps( vec.get128() ) );
|
1035
|
+
}
|
1036
|
+
|
1037
|
+
VECTORMATH_FORCE_INLINE const Vector4 absPerElem( const Vector4 &vec )
|
1038
|
+
{
|
1039
|
+
return Vector4( fabsf4( vec.get128() ) );
|
1040
|
+
}
|
1041
|
+
|
1042
|
+
VECTORMATH_FORCE_INLINE const Vector4 copySignPerElem( const Vector4 &vec0, const Vector4 &vec1 )
|
1043
|
+
{
|
1044
|
+
__m128 vmask = toM128(0x7fffffff);
|
1045
|
+
return Vector4( _mm_or_ps(
|
1046
|
+
_mm_and_ps ( vmask, vec0.get128() ), // Value
|
1047
|
+
_mm_andnot_ps( vmask, vec1.get128() ) ) ); // Signs
|
1048
|
+
}
|
1049
|
+
|
1050
|
+
VECTORMATH_FORCE_INLINE const Vector4 maxPerElem( const Vector4 &vec0, const Vector4 &vec1 )
|
1051
|
+
{
|
1052
|
+
return Vector4( _mm_max_ps( vec0.get128(), vec1.get128() ) );
|
1053
|
+
}
|
1054
|
+
|
1055
|
+
VECTORMATH_FORCE_INLINE const floatInVec maxElem( const Vector4 &vec )
|
1056
|
+
{
|
1057
|
+
return floatInVec( _mm_max_ps(
|
1058
|
+
_mm_max_ps( vec_splat( vec.get128(), 0 ), vec_splat( vec.get128(), 1 ) ),
|
1059
|
+
_mm_max_ps( vec_splat( vec.get128(), 2 ), vec_splat( vec.get128(), 3 ) ) ) );
|
1060
|
+
}
|
1061
|
+
|
1062
|
+
VECTORMATH_FORCE_INLINE const Vector4 minPerElem( const Vector4 &vec0, const Vector4 &vec1 )
|
1063
|
+
{
|
1064
|
+
return Vector4( _mm_min_ps( vec0.get128(), vec1.get128() ) );
|
1065
|
+
}
|
1066
|
+
|
1067
|
+
VECTORMATH_FORCE_INLINE const floatInVec minElem( const Vector4 &vec )
|
1068
|
+
{
|
1069
|
+
return floatInVec( _mm_min_ps(
|
1070
|
+
_mm_min_ps( vec_splat( vec.get128(), 0 ), vec_splat( vec.get128(), 1 ) ),
|
1071
|
+
_mm_min_ps( vec_splat( vec.get128(), 2 ), vec_splat( vec.get128(), 3 ) ) ) );
|
1072
|
+
}
|
1073
|
+
|
1074
|
+
VECTORMATH_FORCE_INLINE const floatInVec sum( const Vector4 &vec )
|
1075
|
+
{
|
1076
|
+
return floatInVec( _mm_add_ps(
|
1077
|
+
_mm_add_ps( vec_splat( vec.get128(), 0 ), vec_splat( vec.get128(), 1 ) ),
|
1078
|
+
_mm_add_ps( vec_splat( vec.get128(), 2 ), vec_splat( vec.get128(), 3 ) ) ) );
|
1079
|
+
}
|
1080
|
+
|
1081
|
+
VECTORMATH_FORCE_INLINE const floatInVec dot( const Vector4 &vec0, const Vector4 &vec1 )
|
1082
|
+
{
|
1083
|
+
return floatInVec( _vmathVfDot4( vec0.get128(), vec1.get128() ), 0 );
|
1084
|
+
}
|
1085
|
+
|
1086
|
+
VECTORMATH_FORCE_INLINE const floatInVec lengthSqr( const Vector4 &vec )
|
1087
|
+
{
|
1088
|
+
return floatInVec( _vmathVfDot4( vec.get128(), vec.get128() ), 0 );
|
1089
|
+
}
|
1090
|
+
|
1091
|
+
VECTORMATH_FORCE_INLINE const floatInVec length( const Vector4 &vec )
|
1092
|
+
{
|
1093
|
+
return floatInVec( _mm_sqrt_ps(_vmathVfDot4( vec.get128(), vec.get128() )), 0 );
|
1094
|
+
}
|
1095
|
+
|
1096
|
+
VECTORMATH_FORCE_INLINE const Vector4 normalizeApprox( const Vector4 &vec )
|
1097
|
+
{
|
1098
|
+
return Vector4( _mm_mul_ps( vec.get128(), _mm_rsqrt_ps( _vmathVfDot4( vec.get128(), vec.get128() ) ) ) );
|
1099
|
+
}
|
1100
|
+
|
1101
|
+
VECTORMATH_FORCE_INLINE const Vector4 normalize( const Vector4 &vec )
|
1102
|
+
{
|
1103
|
+
return Vector4( _mm_mul_ps( vec.get128(), newtonrapson_rsqrt4( _vmathVfDot4( vec.get128(), vec.get128() ) ) ) );
|
1104
|
+
}
|
1105
|
+
|
1106
|
+
VECTORMATH_FORCE_INLINE const Vector4 select( const Vector4 &vec0, const Vector4 &vec1, bool select1 )
|
1107
|
+
{
|
1108
|
+
return select( vec0, vec1, boolInVec(select1) );
|
1109
|
+
}
|
1110
|
+
|
1111
|
+
|
1112
|
+
#ifdef _VECTORMATH_DEBUG
|
1113
|
+
|
1114
|
+
VECTORMATH_FORCE_INLINE void print( const Vector4 &vec )
|
1115
|
+
{
|
1116
|
+
union { __m128 v; float s[4]; } tmp;
|
1117
|
+
tmp.v = vec.get128();
|
1118
|
+
printf( "( %f %f %f %f )\n", tmp.s[0], tmp.s[1], tmp.s[2], tmp.s[3] );
|
1119
|
+
}
|
1120
|
+
|
1121
|
+
VECTORMATH_FORCE_INLINE void print( const Vector4 &vec, const char * name )
|
1122
|
+
{
|
1123
|
+
union { __m128 v; float s[4]; } tmp;
|
1124
|
+
tmp.v = vec.get128();
|
1125
|
+
printf( "%s: ( %f %f %f %f )\n", name, tmp.s[0], tmp.s[1], tmp.s[2], tmp.s[3] );
|
1126
|
+
}
|
1127
|
+
|
1128
|
+
#endif
|
1129
|
+
|
1130
|
+
VECTORMATH_FORCE_INLINE Point3::Point3( float _x, float _y, float _z )
|
1131
|
+
{
|
1132
|
+
mVec128 = _mm_setr_ps(_x, _y, _z, 0.0f);
|
1133
|
+
}
|
1134
|
+
|
1135
|
+
VECTORMATH_FORCE_INLINE Point3::Point3( const floatInVec &_x, const floatInVec &_y, const floatInVec &_z )
|
1136
|
+
{
|
1137
|
+
mVec128 = _mm_unpacklo_ps( _mm_unpacklo_ps( _x.get128(), _z.get128() ), _y.get128() );
|
1138
|
+
}
|
1139
|
+
|
1140
|
+
VECTORMATH_FORCE_INLINE Point3::Point3( const Vector3 &vec )
|
1141
|
+
{
|
1142
|
+
mVec128 = vec.get128();
|
1143
|
+
}
|
1144
|
+
|
1145
|
+
VECTORMATH_FORCE_INLINE Point3::Point3( float scalar )
|
1146
|
+
{
|
1147
|
+
mVec128 = floatInVec(scalar).get128();
|
1148
|
+
}
|
1149
|
+
|
1150
|
+
VECTORMATH_FORCE_INLINE Point3::Point3( const floatInVec &scalar )
|
1151
|
+
{
|
1152
|
+
mVec128 = scalar.get128();
|
1153
|
+
}
|
1154
|
+
|
1155
|
+
VECTORMATH_FORCE_INLINE Point3::Point3( __m128 vf4 )
|
1156
|
+
{
|
1157
|
+
mVec128 = vf4;
|
1158
|
+
}
|
1159
|
+
|
1160
|
+
VECTORMATH_FORCE_INLINE const Point3 lerp( float t, const Point3 &pnt0, const Point3 &pnt1 )
|
1161
|
+
{
|
1162
|
+
return lerp( floatInVec(t), pnt0, pnt1 );
|
1163
|
+
}
|
1164
|
+
|
1165
|
+
VECTORMATH_FORCE_INLINE const Point3 lerp( const floatInVec &t, const Point3 &pnt0, const Point3 &pnt1 )
|
1166
|
+
{
|
1167
|
+
return ( pnt0 + ( ( pnt1 - pnt0 ) * t ) );
|
1168
|
+
}
|
1169
|
+
|
1170
|
+
VECTORMATH_FORCE_INLINE __m128 Point3::get128( ) const
|
1171
|
+
{
|
1172
|
+
return mVec128;
|
1173
|
+
}
|
1174
|
+
|
1175
|
+
VECTORMATH_FORCE_INLINE void storeXYZ( const Point3 &pnt, __m128 * quad )
|
1176
|
+
{
|
1177
|
+
__m128 dstVec = *quad;
|
1178
|
+
VM_ATTRIBUTE_ALIGN16 unsigned int sw[4] = {0, 0, 0, 0xffffffff}; // TODO: Centralize
|
1179
|
+
dstVec = vec_sel(pnt.get128(), dstVec, sw);
|
1180
|
+
*quad = dstVec;
|
1181
|
+
}
|
1182
|
+
|
1183
|
+
VECTORMATH_FORCE_INLINE void loadXYZArray( Point3 & pnt0, Point3 & pnt1, Point3 & pnt2, Point3 & pnt3, const __m128 * threeQuads )
|
1184
|
+
{
|
1185
|
+
const float *quads = (float *)threeQuads;
|
1186
|
+
pnt0 = Point3( _mm_load_ps(quads) );
|
1187
|
+
pnt1 = Point3( _mm_loadu_ps(quads + 3) );
|
1188
|
+
pnt2 = Point3( _mm_loadu_ps(quads + 6) );
|
1189
|
+
pnt3 = Point3( _mm_loadu_ps(quads + 9) );
|
1190
|
+
}
|
1191
|
+
|
1192
|
+
VECTORMATH_FORCE_INLINE void storeXYZArray( const Point3 &pnt0, const Point3 &pnt1, const Point3 &pnt2, const Point3 &pnt3, __m128 * threeQuads )
|
1193
|
+
{
|
1194
|
+
__m128 xxxx = _mm_shuffle_ps( pnt1.get128(), pnt1.get128(), _MM_SHUFFLE(0, 0, 0, 0) );
|
1195
|
+
__m128 zzzz = _mm_shuffle_ps( pnt2.get128(), pnt2.get128(), _MM_SHUFFLE(2, 2, 2, 2) );
|
1196
|
+
VM_ATTRIBUTE_ALIGN16 unsigned int xsw[4] = {0, 0, 0, 0xffffffff};
|
1197
|
+
VM_ATTRIBUTE_ALIGN16 unsigned int zsw[4] = {0xffffffff, 0, 0, 0};
|
1198
|
+
threeQuads[0] = vec_sel( pnt0.get128(), xxxx, xsw );
|
1199
|
+
threeQuads[1] = _mm_shuffle_ps( pnt1.get128(), pnt2.get128(), _MM_SHUFFLE(1, 0, 2, 1) );
|
1200
|
+
threeQuads[2] = vec_sel( _mm_shuffle_ps( pnt3.get128(), pnt3.get128(), _MM_SHUFFLE(2, 1, 0, 3) ), zzzz, zsw );
|
1201
|
+
}
|
1202
|
+
/*
|
1203
|
+
VECTORMATH_FORCE_INLINE void storeHalfFloats( const Point3 &pnt0, const Point3 &pnt1, const Point3 &pnt2, const Point3 &pnt3, const Point3 &pnt4, const Point3 &pnt5, const Point3 &pnt6, const Point3 &pnt7, vec_ushort8 * threeQuads )
|
1204
|
+
{
|
1205
|
+
#if 0
|
1206
|
+
__m128 xyz0[3];
|
1207
|
+
__m128 xyz1[3];
|
1208
|
+
storeXYZArray( pnt0, pnt1, pnt2, pnt3, xyz0 );
|
1209
|
+
storeXYZArray( pnt4, pnt5, pnt6, pnt7, xyz1 );
|
1210
|
+
threeQuads[0] = _vmath2VfToHalfFloats(xyz0[0], xyz0[1]);
|
1211
|
+
threeQuads[1] = _vmath2VfToHalfFloats(xyz0[2], xyz1[0]);
|
1212
|
+
threeQuads[2] = _vmath2VfToHalfFloats(xyz1[1], xyz1[2]);
|
1213
|
+
#else
|
1214
|
+
assert(0);
|
1215
|
+
#endif
|
1216
|
+
}
|
1217
|
+
*/
|
1218
|
+
VECTORMATH_FORCE_INLINE Point3 & Point3::operator =( const Point3 &pnt )
|
1219
|
+
{
|
1220
|
+
mVec128 = pnt.mVec128;
|
1221
|
+
return *this;
|
1222
|
+
}
|
1223
|
+
|
1224
|
+
VECTORMATH_FORCE_INLINE Point3 & Point3::setX( float _x )
|
1225
|
+
{
|
1226
|
+
_vmathVfSetElement(mVec128, _x, 0);
|
1227
|
+
return *this;
|
1228
|
+
}
|
1229
|
+
|
1230
|
+
VECTORMATH_FORCE_INLINE Point3 & Point3::setX( const floatInVec &_x )
|
1231
|
+
{
|
1232
|
+
mVec128 = _vmathVfInsert(mVec128, _x.get128(), 0);
|
1233
|
+
return *this;
|
1234
|
+
}
|
1235
|
+
|
1236
|
+
VECTORMATH_FORCE_INLINE const floatInVec Point3::getX( ) const
|
1237
|
+
{
|
1238
|
+
return floatInVec( mVec128, 0 );
|
1239
|
+
}
|
1240
|
+
|
1241
|
+
VECTORMATH_FORCE_INLINE Point3 & Point3::setY( float _y )
|
1242
|
+
{
|
1243
|
+
_vmathVfSetElement(mVec128, _y, 1);
|
1244
|
+
return *this;
|
1245
|
+
}
|
1246
|
+
|
1247
|
+
VECTORMATH_FORCE_INLINE Point3 & Point3::setY( const floatInVec &_y )
|
1248
|
+
{
|
1249
|
+
mVec128 = _vmathVfInsert(mVec128, _y.get128(), 1);
|
1250
|
+
return *this;
|
1251
|
+
}
|
1252
|
+
|
1253
|
+
VECTORMATH_FORCE_INLINE const floatInVec Point3::getY( ) const
|
1254
|
+
{
|
1255
|
+
return floatInVec( mVec128, 1 );
|
1256
|
+
}
|
1257
|
+
|
1258
|
+
VECTORMATH_FORCE_INLINE Point3 & Point3::setZ( float _z )
|
1259
|
+
{
|
1260
|
+
_vmathVfSetElement(mVec128, _z, 2);
|
1261
|
+
return *this;
|
1262
|
+
}
|
1263
|
+
|
1264
|
+
VECTORMATH_FORCE_INLINE Point3 & Point3::setZ( const floatInVec &_z )
|
1265
|
+
{
|
1266
|
+
mVec128 = _vmathVfInsert(mVec128, _z.get128(), 2);
|
1267
|
+
return *this;
|
1268
|
+
}
|
1269
|
+
|
1270
|
+
VECTORMATH_FORCE_INLINE const floatInVec Point3::getZ( ) const
|
1271
|
+
{
|
1272
|
+
return floatInVec( mVec128, 2 );
|
1273
|
+
}
|
1274
|
+
|
1275
|
+
VECTORMATH_FORCE_INLINE Point3 & Point3::setElem( int idx, float value )
|
1276
|
+
{
|
1277
|
+
_vmathVfSetElement(mVec128, value, idx);
|
1278
|
+
return *this;
|
1279
|
+
}
|
1280
|
+
|
1281
|
+
VECTORMATH_FORCE_INLINE Point3 & Point3::setElem( int idx, const floatInVec &value )
|
1282
|
+
{
|
1283
|
+
mVec128 = _vmathVfInsert(mVec128, value.get128(), idx);
|
1284
|
+
return *this;
|
1285
|
+
}
|
1286
|
+
|
1287
|
+
VECTORMATH_FORCE_INLINE const floatInVec Point3::getElem( int idx ) const
|
1288
|
+
{
|
1289
|
+
return floatInVec( mVec128, idx );
|
1290
|
+
}
|
1291
|
+
|
1292
|
+
VECTORMATH_FORCE_INLINE VecIdx Point3::operator []( int idx )
|
1293
|
+
{
|
1294
|
+
return VecIdx( mVec128, idx );
|
1295
|
+
}
|
1296
|
+
|
1297
|
+
VECTORMATH_FORCE_INLINE const floatInVec Point3::operator []( int idx ) const
|
1298
|
+
{
|
1299
|
+
return floatInVec( mVec128, idx );
|
1300
|
+
}
|
1301
|
+
|
1302
|
+
VECTORMATH_FORCE_INLINE const Vector3 Point3::operator -( const Point3 &pnt ) const
|
1303
|
+
{
|
1304
|
+
return Vector3( _mm_sub_ps( mVec128, pnt.mVec128 ) );
|
1305
|
+
}
|
1306
|
+
|
1307
|
+
VECTORMATH_FORCE_INLINE const Point3 Point3::operator +( const Vector3 &vec ) const
|
1308
|
+
{
|
1309
|
+
return Point3( _mm_add_ps( mVec128, vec.get128() ) );
|
1310
|
+
}
|
1311
|
+
|
1312
|
+
VECTORMATH_FORCE_INLINE const Point3 Point3::operator -( const Vector3 &vec ) const
|
1313
|
+
{
|
1314
|
+
return Point3( _mm_sub_ps( mVec128, vec.get128() ) );
|
1315
|
+
}
|
1316
|
+
|
1317
|
+
VECTORMATH_FORCE_INLINE Point3 & Point3::operator +=( const Vector3 &vec )
|
1318
|
+
{
|
1319
|
+
*this = *this + vec;
|
1320
|
+
return *this;
|
1321
|
+
}
|
1322
|
+
|
1323
|
+
VECTORMATH_FORCE_INLINE Point3 & Point3::operator -=( const Vector3 &vec )
|
1324
|
+
{
|
1325
|
+
*this = *this - vec;
|
1326
|
+
return *this;
|
1327
|
+
}
|
1328
|
+
|
1329
|
+
VECTORMATH_FORCE_INLINE const Point3 mulPerElem( const Point3 &pnt0, const Point3 &pnt1 )
|
1330
|
+
{
|
1331
|
+
return Point3( _mm_mul_ps( pnt0.get128(), pnt1.get128() ) );
|
1332
|
+
}
|
1333
|
+
|
1334
|
+
VECTORMATH_FORCE_INLINE const Point3 divPerElem( const Point3 &pnt0, const Point3 &pnt1 )
|
1335
|
+
{
|
1336
|
+
return Point3( _mm_div_ps( pnt0.get128(), pnt1.get128() ) );
|
1337
|
+
}
|
1338
|
+
|
1339
|
+
VECTORMATH_FORCE_INLINE const Point3 recipPerElem( const Point3 &pnt )
|
1340
|
+
{
|
1341
|
+
return Point3( _mm_rcp_ps( pnt.get128() ) );
|
1342
|
+
}
|
1343
|
+
|
1344
|
+
VECTORMATH_FORCE_INLINE const Point3 absPerElem( const Point3 &pnt )
|
1345
|
+
{
|
1346
|
+
return Point3( fabsf4( pnt.get128() ) );
|
1347
|
+
}
|
1348
|
+
|
1349
|
+
VECTORMATH_FORCE_INLINE const Point3 copySignPerElem( const Point3 &pnt0, const Point3 &pnt1 )
|
1350
|
+
{
|
1351
|
+
__m128 vmask = toM128(0x7fffffff);
|
1352
|
+
return Point3( _mm_or_ps(
|
1353
|
+
_mm_and_ps ( vmask, pnt0.get128() ), // Value
|
1354
|
+
_mm_andnot_ps( vmask, pnt1.get128() ) ) ); // Signs
|
1355
|
+
}
|
1356
|
+
|
1357
|
+
VECTORMATH_FORCE_INLINE const Point3 maxPerElem( const Point3 &pnt0, const Point3 &pnt1 )
|
1358
|
+
{
|
1359
|
+
return Point3( _mm_max_ps( pnt0.get128(), pnt1.get128() ) );
|
1360
|
+
}
|
1361
|
+
|
1362
|
+
VECTORMATH_FORCE_INLINE const floatInVec maxElem( const Point3 &pnt )
|
1363
|
+
{
|
1364
|
+
return floatInVec( _mm_max_ps( _mm_max_ps( vec_splat( pnt.get128(), 0 ), vec_splat( pnt.get128(), 1 ) ), vec_splat( pnt.get128(), 2 ) ) );
|
1365
|
+
}
|
1366
|
+
|
1367
|
+
VECTORMATH_FORCE_INLINE const Point3 minPerElem( const Point3 &pnt0, const Point3 &pnt1 )
|
1368
|
+
{
|
1369
|
+
return Point3( _mm_min_ps( pnt0.get128(), pnt1.get128() ) );
|
1370
|
+
}
|
1371
|
+
|
1372
|
+
VECTORMATH_FORCE_INLINE const floatInVec minElem( const Point3 &pnt )
|
1373
|
+
{
|
1374
|
+
return floatInVec( _mm_min_ps( _mm_min_ps( vec_splat( pnt.get128(), 0 ), vec_splat( pnt.get128(), 1 ) ), vec_splat( pnt.get128(), 2 ) ) );
|
1375
|
+
}
|
1376
|
+
|
1377
|
+
VECTORMATH_FORCE_INLINE const floatInVec sum( const Point3 &pnt )
|
1378
|
+
{
|
1379
|
+
return floatInVec( _mm_add_ps( _mm_add_ps( vec_splat( pnt.get128(), 0 ), vec_splat( pnt.get128(), 1 ) ), vec_splat( pnt.get128(), 2 ) ) );
|
1380
|
+
}
|
1381
|
+
|
1382
|
+
VECTORMATH_FORCE_INLINE const Point3 scale( const Point3 &pnt, float scaleVal )
|
1383
|
+
{
|
1384
|
+
return scale( pnt, floatInVec( scaleVal ) );
|
1385
|
+
}
|
1386
|
+
|
1387
|
+
VECTORMATH_FORCE_INLINE const Point3 scale( const Point3 &pnt, const floatInVec &scaleVal )
|
1388
|
+
{
|
1389
|
+
return mulPerElem( pnt, Point3( scaleVal ) );
|
1390
|
+
}
|
1391
|
+
|
1392
|
+
VECTORMATH_FORCE_INLINE const Point3 scale( const Point3 &pnt, const Vector3 &scaleVec )
|
1393
|
+
{
|
1394
|
+
return mulPerElem( pnt, Point3( scaleVec ) );
|
1395
|
+
}
|
1396
|
+
|
1397
|
+
VECTORMATH_FORCE_INLINE const floatInVec projection( const Point3 &pnt, const Vector3 &unitVec )
|
1398
|
+
{
|
1399
|
+
return floatInVec( _vmathVfDot3( pnt.get128(), unitVec.get128() ), 0 );
|
1400
|
+
}
|
1401
|
+
|
1402
|
+
VECTORMATH_FORCE_INLINE const floatInVec distSqrFromOrigin( const Point3 &pnt )
|
1403
|
+
{
|
1404
|
+
return lengthSqr( Vector3( pnt ) );
|
1405
|
+
}
|
1406
|
+
|
1407
|
+
VECTORMATH_FORCE_INLINE const floatInVec distFromOrigin( const Point3 &pnt )
|
1408
|
+
{
|
1409
|
+
return length( Vector3( pnt ) );
|
1410
|
+
}
|
1411
|
+
|
1412
|
+
VECTORMATH_FORCE_INLINE const floatInVec distSqr( const Point3 &pnt0, const Point3 &pnt1 )
|
1413
|
+
{
|
1414
|
+
return lengthSqr( ( pnt1 - pnt0 ) );
|
1415
|
+
}
|
1416
|
+
|
1417
|
+
VECTORMATH_FORCE_INLINE const floatInVec dist( const Point3 &pnt0, const Point3 &pnt1 )
|
1418
|
+
{
|
1419
|
+
return length( ( pnt1 - pnt0 ) );
|
1420
|
+
}
|
1421
|
+
|
1422
|
+
VECTORMATH_FORCE_INLINE const Point3 select( const Point3 &pnt0, const Point3 &pnt1, bool select1 )
|
1423
|
+
{
|
1424
|
+
return select( pnt0, pnt1, boolInVec(select1) );
|
1425
|
+
}
|
1426
|
+
|
1427
|
+
VECTORMATH_FORCE_INLINE const Point3 select( const Point3 &pnt0, const Point3 &pnt1, const boolInVec &select1 )
|
1428
|
+
{
|
1429
|
+
return Point3( vec_sel( pnt0.get128(), pnt1.get128(), select1.get128() ) );
|
1430
|
+
}
|
1431
|
+
|
1432
|
+
|
1433
|
+
|
1434
|
+
#ifdef _VECTORMATH_DEBUG
|
1435
|
+
|
1436
|
+
VECTORMATH_FORCE_INLINE void print( const Point3 &pnt )
|
1437
|
+
{
|
1438
|
+
union { __m128 v; float s[4]; } tmp;
|
1439
|
+
tmp.v = pnt.get128();
|
1440
|
+
printf( "( %f %f %f )\n", tmp.s[0], tmp.s[1], tmp.s[2] );
|
1441
|
+
}
|
1442
|
+
|
1443
|
+
VECTORMATH_FORCE_INLINE void print( const Point3 &pnt, const char * name )
|
1444
|
+
{
|
1445
|
+
union { __m128 v; float s[4]; } tmp;
|
1446
|
+
tmp.v = pnt.get128();
|
1447
|
+
printf( "%s: ( %f %f %f )\n", name, tmp.s[0], tmp.s[1], tmp.s[2] );
|
1448
|
+
}
|
1449
|
+
|
1450
|
+
#endif
|
1451
|
+
|
1452
|
+
} // namespace Aos
|
1453
|
+
} // namespace Vectormath
|
1454
|
+
|
1455
|
+
#endif
|