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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+
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+
#ifndef _VECTORMATH_AOS_CPP_SSE_H
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|
+
#define _VECTORMATH_AOS_CPP_SSE_H
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+
|
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+
#include <math.h>
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|
+
#include <xmmintrin.h>
|
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|
+
#include <emmintrin.h>
|
37
|
+
#include <assert.h>
|
38
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+
|
39
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+
#define Vector3Ref Vector3&
|
40
|
+
#define QuatRef Quat&
|
41
|
+
#define Matrix3Ref Matrix3&
|
42
|
+
|
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|
+
#if (defined (_WIN32) && (_MSC_VER) && _MSC_VER >= 1400)
|
44
|
+
#define USE_SSE3_LDDQU
|
45
|
+
|
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+
#define VM_ATTRIBUTE_ALIGNED_CLASS16(a) __declspec(align(16)) a
|
47
|
+
#define VM_ATTRIBUTE_ALIGN16 __declspec(align(16))
|
48
|
+
#define VECTORMATH_FORCE_INLINE __forceinline
|
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|
+
#else
|
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|
+
#define VM_ATTRIBUTE_ALIGNED_CLASS16(a) a __attribute__ ((aligned (16)))
|
51
|
+
#define VM_ATTRIBUTE_ALIGN16 __attribute__ ((aligned (16)))
|
52
|
+
#define VECTORMATH_FORCE_INLINE inline
|
53
|
+
#ifdef __SSE3__
|
54
|
+
#define USE_SSE3_LDDQU
|
55
|
+
#endif //__SSE3__
|
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|
+
#endif//_WIN32
|
57
|
+
|
58
|
+
|
59
|
+
#ifdef USE_SSE3_LDDQU
|
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|
+
#include <pmmintrin.h>//_mm_lddqu_si128
|
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|
+
#endif //USE_SSE3_LDDQU
|
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+
|
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+
|
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+
// TODO: Tidy
|
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+
typedef __m128 vec_float4;
|
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+
typedef __m128 vec_uint4;
|
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+
typedef __m128 vec_int4;
|
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+
typedef __m128i vec_uchar16;
|
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|
+
typedef __m128i vec_ushort8;
|
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+
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+
#define vec_splat(x, e) _mm_shuffle_ps(x, x, _MM_SHUFFLE(e,e,e,e))
|
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|
+
|
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|
+
#define _mm_ror_ps(vec,i) \
|
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|
+
(((i)%4) ? (_mm_shuffle_ps(vec,vec, _MM_SHUFFLE((unsigned char)(i+3)%4,(unsigned char)(i+2)%4,(unsigned char)(i+1)%4,(unsigned char)(i+0)%4))) : (vec))
|
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|
+
#define _mm_rol_ps(vec,i) \
|
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|
+
(((i)%4) ? (_mm_shuffle_ps(vec,vec, _MM_SHUFFLE((unsigned char)(7-i)%4,(unsigned char)(6-i)%4,(unsigned char)(5-i)%4,(unsigned char)(4-i)%4))) : (vec))
|
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+
|
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|
+
#define vec_sld(vec,vec2,x) _mm_ror_ps(vec, ((x)/4))
|
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|
+
|
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|
+
#define _mm_abs_ps(vec) _mm_andnot_ps(_MASKSIGN_,vec)
|
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|
+
#define _mm_neg_ps(vec) _mm_xor_ps(_MASKSIGN_,vec)
|
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|
+
|
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|
+
#define vec_madd(a, b, c) _mm_add_ps(c, _mm_mul_ps(a, b) )
|
84
|
+
|
85
|
+
union SSEFloat
|
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|
+
{
|
87
|
+
__m128i vi;
|
88
|
+
__m128 m128;
|
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|
+
__m128 vf;
|
90
|
+
unsigned int ui[4];
|
91
|
+
unsigned short s[8];
|
92
|
+
float f[4];
|
93
|
+
SSEFloat(__m128 v) : m128(v) {}
|
94
|
+
SSEFloat(__m128i v) : vi(v) {}
|
95
|
+
SSEFloat() {}//uninitialized
|
96
|
+
};
|
97
|
+
|
98
|
+
static VECTORMATH_FORCE_INLINE __m128 vec_sel(__m128 a, __m128 b, __m128 mask)
|
99
|
+
{
|
100
|
+
return _mm_or_ps(_mm_and_ps(mask, b), _mm_andnot_ps(mask, a));
|
101
|
+
}
|
102
|
+
static VECTORMATH_FORCE_INLINE __m128 vec_sel(__m128 a, __m128 b, const unsigned int *_mask)
|
103
|
+
{
|
104
|
+
return vec_sel(a, b, _mm_load_ps((float *)_mask));
|
105
|
+
}
|
106
|
+
static VECTORMATH_FORCE_INLINE __m128 vec_sel(__m128 a, __m128 b, unsigned int _mask)
|
107
|
+
{
|
108
|
+
return vec_sel(a, b, _mm_set1_ps(*(float *)&_mask));
|
109
|
+
}
|
110
|
+
|
111
|
+
static VECTORMATH_FORCE_INLINE __m128 toM128(unsigned int x)
|
112
|
+
{
|
113
|
+
return _mm_set1_ps( *(float *)&x );
|
114
|
+
}
|
115
|
+
|
116
|
+
static VECTORMATH_FORCE_INLINE __m128 fabsf4(__m128 x)
|
117
|
+
{
|
118
|
+
return _mm_and_ps( x, toM128( 0x7fffffff ) );
|
119
|
+
}
|
120
|
+
/*
|
121
|
+
union SSE64
|
122
|
+
{
|
123
|
+
__m128 m128;
|
124
|
+
struct
|
125
|
+
{
|
126
|
+
__m64 m01;
|
127
|
+
__m64 m23;
|
128
|
+
} m64;
|
129
|
+
};
|
130
|
+
|
131
|
+
static VECTORMATH_FORCE_INLINE __m128 vec_cts(__m128 x, int a)
|
132
|
+
{
|
133
|
+
assert(a == 0); // Only 2^0 supported
|
134
|
+
(void)a;
|
135
|
+
SSE64 sse64;
|
136
|
+
sse64.m64.m01 = _mm_cvttps_pi32(x);
|
137
|
+
sse64.m64.m23 = _mm_cvttps_pi32(_mm_ror_ps(x,2));
|
138
|
+
_mm_empty();
|
139
|
+
return sse64.m128;
|
140
|
+
}
|
141
|
+
|
142
|
+
static VECTORMATH_FORCE_INLINE __m128 vec_ctf(__m128 x, int a)
|
143
|
+
{
|
144
|
+
assert(a == 0); // Only 2^0 supported
|
145
|
+
(void)a;
|
146
|
+
SSE64 sse64;
|
147
|
+
sse64.m128 = x;
|
148
|
+
__m128 result =_mm_movelh_ps(
|
149
|
+
_mm_cvt_pi2ps(_mm_setzero_ps(), sse64.m64.m01),
|
150
|
+
_mm_cvt_pi2ps(_mm_setzero_ps(), sse64.m64.m23));
|
151
|
+
_mm_empty();
|
152
|
+
return result;
|
153
|
+
}
|
154
|
+
*/
|
155
|
+
static VECTORMATH_FORCE_INLINE __m128 vec_cts(__m128 x, int a)
|
156
|
+
{
|
157
|
+
assert(a == 0); // Only 2^0 supported
|
158
|
+
(void)a;
|
159
|
+
__m128i result = _mm_cvtps_epi32(x);
|
160
|
+
return (__m128 &)result;
|
161
|
+
}
|
162
|
+
|
163
|
+
static VECTORMATH_FORCE_INLINE __m128 vec_ctf(__m128 x, int a)
|
164
|
+
{
|
165
|
+
assert(a == 0); // Only 2^0 supported
|
166
|
+
(void)a;
|
167
|
+
return _mm_cvtepi32_ps((__m128i &)x);
|
168
|
+
}
|
169
|
+
|
170
|
+
#define vec_nmsub(a,b,c) _mm_sub_ps( c, _mm_mul_ps( a, b ) )
|
171
|
+
#define vec_sub(a,b) _mm_sub_ps( a, b )
|
172
|
+
#define vec_add(a,b) _mm_add_ps( a, b )
|
173
|
+
#define vec_mul(a,b) _mm_mul_ps( a, b )
|
174
|
+
#define vec_xor(a,b) _mm_xor_ps( a, b )
|
175
|
+
#define vec_and(a,b) _mm_and_ps( a, b )
|
176
|
+
#define vec_cmpeq(a,b) _mm_cmpeq_ps( a, b )
|
177
|
+
#define vec_cmpgt(a,b) _mm_cmpgt_ps( a, b )
|
178
|
+
|
179
|
+
#define vec_mergeh(a,b) _mm_unpacklo_ps( a, b )
|
180
|
+
#define vec_mergel(a,b) _mm_unpackhi_ps( a, b )
|
181
|
+
|
182
|
+
#define vec_andc(a,b) _mm_andnot_ps( b, a )
|
183
|
+
|
184
|
+
#define sqrtf4(x) _mm_sqrt_ps( x )
|
185
|
+
#define rsqrtf4(x) _mm_rsqrt_ps( x )
|
186
|
+
#define recipf4(x) _mm_rcp_ps( x )
|
187
|
+
#define negatef4(x) _mm_sub_ps( _mm_setzero_ps(), x )
|
188
|
+
|
189
|
+
static VECTORMATH_FORCE_INLINE __m128 newtonrapson_rsqrt4( const __m128 v )
|
190
|
+
{
|
191
|
+
#define _half4 _mm_setr_ps(.5f,.5f,.5f,.5f)
|
192
|
+
#define _three _mm_setr_ps(3.f,3.f,3.f,3.f)
|
193
|
+
const __m128 approx = _mm_rsqrt_ps( v );
|
194
|
+
const __m128 muls = _mm_mul_ps(_mm_mul_ps(v, approx), approx);
|
195
|
+
return _mm_mul_ps(_mm_mul_ps(_half4, approx), _mm_sub_ps(_three, muls) );
|
196
|
+
}
|
197
|
+
|
198
|
+
static VECTORMATH_FORCE_INLINE __m128 acosf4(__m128 x)
|
199
|
+
{
|
200
|
+
__m128 xabs = fabsf4(x);
|
201
|
+
__m128 select = _mm_cmplt_ps( x, _mm_setzero_ps() );
|
202
|
+
__m128 t1 = sqrtf4(vec_sub(_mm_set1_ps(1.0f), xabs));
|
203
|
+
|
204
|
+
/* Instruction counts can be reduced if the polynomial was
|
205
|
+
* computed entirely from nested (dependent) fma's. However,
|
206
|
+
* to reduce the number of pipeline stalls, the polygon is evaluated
|
207
|
+
* in two halves (hi amd lo).
|
208
|
+
*/
|
209
|
+
__m128 xabs2 = _mm_mul_ps(xabs, xabs);
|
210
|
+
__m128 xabs4 = _mm_mul_ps(xabs2, xabs2);
|
211
|
+
__m128 hi = vec_madd(vec_madd(vec_madd(_mm_set1_ps(-0.0012624911f),
|
212
|
+
xabs, _mm_set1_ps(0.0066700901f)),
|
213
|
+
xabs, _mm_set1_ps(-0.0170881256f)),
|
214
|
+
xabs, _mm_set1_ps( 0.0308918810f));
|
215
|
+
__m128 lo = vec_madd(vec_madd(vec_madd(_mm_set1_ps(-0.0501743046f),
|
216
|
+
xabs, _mm_set1_ps(0.0889789874f)),
|
217
|
+
xabs, _mm_set1_ps(-0.2145988016f)),
|
218
|
+
xabs, _mm_set1_ps( 1.5707963050f));
|
219
|
+
|
220
|
+
__m128 result = vec_madd(hi, xabs4, lo);
|
221
|
+
|
222
|
+
// Adjust the result if x is negactive.
|
223
|
+
return vec_sel(
|
224
|
+
vec_mul(t1, result), // Positive
|
225
|
+
vec_nmsub(t1, result, _mm_set1_ps(3.1415926535898f)), // Negative
|
226
|
+
select);
|
227
|
+
}
|
228
|
+
|
229
|
+
static VECTORMATH_FORCE_INLINE __m128 sinf4(vec_float4 x)
|
230
|
+
{
|
231
|
+
|
232
|
+
//
|
233
|
+
// Common constants used to evaluate sinf4/cosf4/tanf4
|
234
|
+
//
|
235
|
+
#define _SINCOS_CC0 -0.0013602249f
|
236
|
+
#define _SINCOS_CC1 0.0416566950f
|
237
|
+
#define _SINCOS_CC2 -0.4999990225f
|
238
|
+
#define _SINCOS_SC0 -0.0001950727f
|
239
|
+
#define _SINCOS_SC1 0.0083320758f
|
240
|
+
#define _SINCOS_SC2 -0.1666665247f
|
241
|
+
|
242
|
+
#define _SINCOS_KC1 1.57079625129f
|
243
|
+
#define _SINCOS_KC2 7.54978995489e-8f
|
244
|
+
|
245
|
+
vec_float4 xl,xl2,xl3,res;
|
246
|
+
|
247
|
+
// Range reduction using : xl = angle * TwoOverPi;
|
248
|
+
//
|
249
|
+
xl = vec_mul(x, _mm_set1_ps(0.63661977236f));
|
250
|
+
|
251
|
+
// Find the quadrant the angle falls in
|
252
|
+
// using: q = (int) (ceil(abs(xl))*sign(xl))
|
253
|
+
//
|
254
|
+
vec_int4 q = vec_cts(xl,0);
|
255
|
+
|
256
|
+
// Compute an offset based on the quadrant that the angle falls in
|
257
|
+
//
|
258
|
+
vec_int4 offset = _mm_and_ps(q,toM128(0x3));
|
259
|
+
|
260
|
+
// Remainder in range [-pi/4..pi/4]
|
261
|
+
//
|
262
|
+
vec_float4 qf = vec_ctf(q,0);
|
263
|
+
xl = vec_nmsub(qf,_mm_set1_ps(_SINCOS_KC2),vec_nmsub(qf,_mm_set1_ps(_SINCOS_KC1),x));
|
264
|
+
|
265
|
+
// Compute x^2 and x^3
|
266
|
+
//
|
267
|
+
xl2 = vec_mul(xl,xl);
|
268
|
+
xl3 = vec_mul(xl2,xl);
|
269
|
+
|
270
|
+
// Compute both the sin and cos of the angles
|
271
|
+
// using a polynomial expression:
|
272
|
+
// cx = 1.0f + xl2 * ((C0 * xl2 + C1) * xl2 + C2), and
|
273
|
+
// sx = xl + xl3 * ((S0 * xl2 + S1) * xl2 + S2)
|
274
|
+
//
|
275
|
+
|
276
|
+
vec_float4 cx =
|
277
|
+
vec_madd(
|
278
|
+
vec_madd(
|
279
|
+
vec_madd(_mm_set1_ps(_SINCOS_CC0),xl2,_mm_set1_ps(_SINCOS_CC1)),xl2,_mm_set1_ps(_SINCOS_CC2)),xl2,_mm_set1_ps(1.0f));
|
280
|
+
vec_float4 sx =
|
281
|
+
vec_madd(
|
282
|
+
vec_madd(
|
283
|
+
vec_madd(_mm_set1_ps(_SINCOS_SC0),xl2,_mm_set1_ps(_SINCOS_SC1)),xl2,_mm_set1_ps(_SINCOS_SC2)),xl3,xl);
|
284
|
+
|
285
|
+
// Use the cosine when the offset is odd and the sin
|
286
|
+
// when the offset is even
|
287
|
+
//
|
288
|
+
res = vec_sel(cx,sx,vec_cmpeq(vec_and(offset,
|
289
|
+
toM128(0x1)),
|
290
|
+
_mm_setzero_ps()));
|
291
|
+
|
292
|
+
// Flip the sign of the result when (offset mod 4) = 1 or 2
|
293
|
+
//
|
294
|
+
return vec_sel(
|
295
|
+
vec_xor(toM128(0x80000000U), res), // Negative
|
296
|
+
res, // Positive
|
297
|
+
vec_cmpeq(vec_and(offset,toM128(0x2)),_mm_setzero_ps()));
|
298
|
+
}
|
299
|
+
|
300
|
+
static VECTORMATH_FORCE_INLINE void sincosf4(vec_float4 x, vec_float4* s, vec_float4* c)
|
301
|
+
{
|
302
|
+
vec_float4 xl,xl2,xl3;
|
303
|
+
vec_int4 offsetSin, offsetCos;
|
304
|
+
|
305
|
+
// Range reduction using : xl = angle * TwoOverPi;
|
306
|
+
//
|
307
|
+
xl = vec_mul(x, _mm_set1_ps(0.63661977236f));
|
308
|
+
|
309
|
+
// Find the quadrant the angle falls in
|
310
|
+
// using: q = (int) (ceil(abs(xl))*sign(xl))
|
311
|
+
//
|
312
|
+
//vec_int4 q = vec_cts(vec_add(xl,vec_sel(_mm_set1_ps(0.5f),xl,(0x80000000))),0);
|
313
|
+
vec_int4 q = vec_cts(xl,0);
|
314
|
+
|
315
|
+
// Compute the offset based on the quadrant that the angle falls in.
|
316
|
+
// Add 1 to the offset for the cosine.
|
317
|
+
//
|
318
|
+
offsetSin = vec_and(q,toM128((int)0x3));
|
319
|
+
__m128i temp = _mm_add_epi32(_mm_set1_epi32(1),(__m128i &)offsetSin);
|
320
|
+
offsetCos = (__m128 &)temp;
|
321
|
+
|
322
|
+
// Remainder in range [-pi/4..pi/4]
|
323
|
+
//
|
324
|
+
vec_float4 qf = vec_ctf(q,0);
|
325
|
+
xl = vec_nmsub(qf,_mm_set1_ps(_SINCOS_KC2),vec_nmsub(qf,_mm_set1_ps(_SINCOS_KC1),x));
|
326
|
+
|
327
|
+
// Compute x^2 and x^3
|
328
|
+
//
|
329
|
+
xl2 = vec_mul(xl,xl);
|
330
|
+
xl3 = vec_mul(xl2,xl);
|
331
|
+
|
332
|
+
// Compute both the sin and cos of the angles
|
333
|
+
// using a polynomial expression:
|
334
|
+
// cx = 1.0f + xl2 * ((C0 * xl2 + C1) * xl2 + C2), and
|
335
|
+
// sx = xl + xl3 * ((S0 * xl2 + S1) * xl2 + S2)
|
336
|
+
//
|
337
|
+
vec_float4 cx =
|
338
|
+
vec_madd(
|
339
|
+
vec_madd(
|
340
|
+
vec_madd(_mm_set1_ps(_SINCOS_CC0),xl2,_mm_set1_ps(_SINCOS_CC1)),xl2,_mm_set1_ps(_SINCOS_CC2)),xl2,_mm_set1_ps(1.0f));
|
341
|
+
vec_float4 sx =
|
342
|
+
vec_madd(
|
343
|
+
vec_madd(
|
344
|
+
vec_madd(_mm_set1_ps(_SINCOS_SC0),xl2,_mm_set1_ps(_SINCOS_SC1)),xl2,_mm_set1_ps(_SINCOS_SC2)),xl3,xl);
|
345
|
+
|
346
|
+
// Use the cosine when the offset is odd and the sin
|
347
|
+
// when the offset is even
|
348
|
+
//
|
349
|
+
vec_uint4 sinMask = (vec_uint4)vec_cmpeq(vec_and(offsetSin,toM128(0x1)),_mm_setzero_ps());
|
350
|
+
vec_uint4 cosMask = (vec_uint4)vec_cmpeq(vec_and(offsetCos,toM128(0x1)),_mm_setzero_ps());
|
351
|
+
*s = vec_sel(cx,sx,sinMask);
|
352
|
+
*c = vec_sel(cx,sx,cosMask);
|
353
|
+
|
354
|
+
// Flip the sign of the result when (offset mod 4) = 1 or 2
|
355
|
+
//
|
356
|
+
sinMask = vec_cmpeq(vec_and(offsetSin,toM128(0x2)),_mm_setzero_ps());
|
357
|
+
cosMask = vec_cmpeq(vec_and(offsetCos,toM128(0x2)),_mm_setzero_ps());
|
358
|
+
|
359
|
+
*s = vec_sel((vec_float4)vec_xor(toM128(0x80000000),(vec_uint4)*s),*s,sinMask);
|
360
|
+
*c = vec_sel((vec_float4)vec_xor(toM128(0x80000000),(vec_uint4)*c),*c,cosMask);
|
361
|
+
}
|
362
|
+
|
363
|
+
#include "vecidx_aos.h"
|
364
|
+
#include "floatInVec.h"
|
365
|
+
#include "boolInVec.h"
|
366
|
+
|
367
|
+
#ifdef _VECTORMATH_DEBUG
|
368
|
+
#include <stdio.h>
|
369
|
+
#endif
|
370
|
+
namespace Vectormath {
|
371
|
+
|
372
|
+
namespace Aos {
|
373
|
+
|
374
|
+
//-----------------------------------------------------------------------------
|
375
|
+
// Forward Declarations
|
376
|
+
//
|
377
|
+
|
378
|
+
class Vector3;
|
379
|
+
class Vector4;
|
380
|
+
class Point3;
|
381
|
+
class Quat;
|
382
|
+
class Matrix3;
|
383
|
+
class Matrix4;
|
384
|
+
class Transform3;
|
385
|
+
|
386
|
+
// A 3-D vector in array-of-structures format
|
387
|
+
//
|
388
|
+
class Vector3
|
389
|
+
{
|
390
|
+
__m128 mVec128;
|
391
|
+
|
392
|
+
VECTORMATH_FORCE_INLINE void set128(vec_float4 vec);
|
393
|
+
|
394
|
+
VECTORMATH_FORCE_INLINE vec_float4& get128Ref();
|
395
|
+
|
396
|
+
public:
|
397
|
+
// Default constructor; does no initialization
|
398
|
+
//
|
399
|
+
VECTORMATH_FORCE_INLINE Vector3( ) { };
|
400
|
+
|
401
|
+
// Default copy constructor
|
402
|
+
//
|
403
|
+
VECTORMATH_FORCE_INLINE Vector3(const Vector3& vec);
|
404
|
+
|
405
|
+
// Construct a 3-D vector from x, y, and z elements
|
406
|
+
//
|
407
|
+
VECTORMATH_FORCE_INLINE Vector3( float x, float y, float z );
|
408
|
+
|
409
|
+
// Construct a 3-D vector from x, y, and z elements (scalar data contained in vector data type)
|
410
|
+
//
|
411
|
+
VECTORMATH_FORCE_INLINE Vector3( const floatInVec &x, const floatInVec &y, const floatInVec &z );
|
412
|
+
|
413
|
+
// Copy elements from a 3-D point into a 3-D vector
|
414
|
+
//
|
415
|
+
explicit VECTORMATH_FORCE_INLINE Vector3( const Point3 &pnt );
|
416
|
+
|
417
|
+
// Set all elements of a 3-D vector to the same scalar value
|
418
|
+
//
|
419
|
+
explicit VECTORMATH_FORCE_INLINE Vector3( float scalar );
|
420
|
+
|
421
|
+
// Set all elements of a 3-D vector to the same scalar value (scalar data contained in vector data type)
|
422
|
+
//
|
423
|
+
explicit VECTORMATH_FORCE_INLINE Vector3( const floatInVec &scalar );
|
424
|
+
|
425
|
+
// Set vector float data in a 3-D vector
|
426
|
+
//
|
427
|
+
explicit VECTORMATH_FORCE_INLINE Vector3( __m128 vf4 );
|
428
|
+
|
429
|
+
// Get vector float data from a 3-D vector
|
430
|
+
//
|
431
|
+
VECTORMATH_FORCE_INLINE __m128 get128( ) const;
|
432
|
+
|
433
|
+
// Assign one 3-D vector to another
|
434
|
+
//
|
435
|
+
VECTORMATH_FORCE_INLINE Vector3 & operator =( const Vector3 &vec );
|
436
|
+
|
437
|
+
// Set the x element of a 3-D vector
|
438
|
+
//
|
439
|
+
VECTORMATH_FORCE_INLINE Vector3 & setX( float x );
|
440
|
+
|
441
|
+
// Set the y element of a 3-D vector
|
442
|
+
//
|
443
|
+
VECTORMATH_FORCE_INLINE Vector3 & setY( float y );
|
444
|
+
|
445
|
+
// Set the z element of a 3-D vector
|
446
|
+
//
|
447
|
+
VECTORMATH_FORCE_INLINE Vector3 & setZ( float z );
|
448
|
+
|
449
|
+
// Set the x element of a 3-D vector (scalar data contained in vector data type)
|
450
|
+
//
|
451
|
+
VECTORMATH_FORCE_INLINE Vector3 & setX( const floatInVec &x );
|
452
|
+
|
453
|
+
// Set the y element of a 3-D vector (scalar data contained in vector data type)
|
454
|
+
//
|
455
|
+
VECTORMATH_FORCE_INLINE Vector3 & setY( const floatInVec &y );
|
456
|
+
|
457
|
+
// Set the z element of a 3-D vector (scalar data contained in vector data type)
|
458
|
+
//
|
459
|
+
VECTORMATH_FORCE_INLINE Vector3 & setZ( const floatInVec &z );
|
460
|
+
|
461
|
+
// Get the x element of a 3-D vector
|
462
|
+
//
|
463
|
+
VECTORMATH_FORCE_INLINE const floatInVec getX( ) const;
|
464
|
+
|
465
|
+
// Get the y element of a 3-D vector
|
466
|
+
//
|
467
|
+
VECTORMATH_FORCE_INLINE const floatInVec getY( ) const;
|
468
|
+
|
469
|
+
// Get the z element of a 3-D vector
|
470
|
+
//
|
471
|
+
VECTORMATH_FORCE_INLINE const floatInVec getZ( ) const;
|
472
|
+
|
473
|
+
// Set an x, y, or z element of a 3-D vector by index
|
474
|
+
//
|
475
|
+
VECTORMATH_FORCE_INLINE Vector3 & setElem( int idx, float value );
|
476
|
+
|
477
|
+
// Set an x, y, or z element of a 3-D vector by index (scalar data contained in vector data type)
|
478
|
+
//
|
479
|
+
VECTORMATH_FORCE_INLINE Vector3 & setElem( int idx, const floatInVec &value );
|
480
|
+
|
481
|
+
// Get an x, y, or z element of a 3-D vector by index
|
482
|
+
//
|
483
|
+
VECTORMATH_FORCE_INLINE const floatInVec getElem( int idx ) const;
|
484
|
+
|
485
|
+
// Subscripting operator to set or get an element
|
486
|
+
//
|
487
|
+
VECTORMATH_FORCE_INLINE VecIdx operator []( int idx );
|
488
|
+
|
489
|
+
// Subscripting operator to get an element
|
490
|
+
//
|
491
|
+
VECTORMATH_FORCE_INLINE const floatInVec operator []( int idx ) const;
|
492
|
+
|
493
|
+
// Add two 3-D vectors
|
494
|
+
//
|
495
|
+
VECTORMATH_FORCE_INLINE const Vector3 operator +( const Vector3 &vec ) const;
|
496
|
+
|
497
|
+
// Subtract a 3-D vector from another 3-D vector
|
498
|
+
//
|
499
|
+
VECTORMATH_FORCE_INLINE const Vector3 operator -( const Vector3 &vec ) const;
|
500
|
+
|
501
|
+
// Add a 3-D vector to a 3-D point
|
502
|
+
//
|
503
|
+
VECTORMATH_FORCE_INLINE const Point3 operator +( const Point3 &pnt ) const;
|
504
|
+
|
505
|
+
// Multiply a 3-D vector by a scalar
|
506
|
+
//
|
507
|
+
VECTORMATH_FORCE_INLINE const Vector3 operator *( float scalar ) const;
|
508
|
+
|
509
|
+
// Divide a 3-D vector by a scalar
|
510
|
+
//
|
511
|
+
VECTORMATH_FORCE_INLINE const Vector3 operator /( float scalar ) const;
|
512
|
+
|
513
|
+
// Multiply a 3-D vector by a scalar (scalar data contained in vector data type)
|
514
|
+
//
|
515
|
+
VECTORMATH_FORCE_INLINE const Vector3 operator *( const floatInVec &scalar ) const;
|
516
|
+
|
517
|
+
// Divide a 3-D vector by a scalar (scalar data contained in vector data type)
|
518
|
+
//
|
519
|
+
VECTORMATH_FORCE_INLINE const Vector3 operator /( const floatInVec &scalar ) const;
|
520
|
+
|
521
|
+
// Perform compound assignment and addition with a 3-D vector
|
522
|
+
//
|
523
|
+
VECTORMATH_FORCE_INLINE Vector3 & operator +=( const Vector3 &vec );
|
524
|
+
|
525
|
+
// Perform compound assignment and subtraction by a 3-D vector
|
526
|
+
//
|
527
|
+
VECTORMATH_FORCE_INLINE Vector3 & operator -=( const Vector3 &vec );
|
528
|
+
|
529
|
+
// Perform compound assignment and multiplication by a scalar
|
530
|
+
//
|
531
|
+
VECTORMATH_FORCE_INLINE Vector3 & operator *=( float scalar );
|
532
|
+
|
533
|
+
// Perform compound assignment and division by a scalar
|
534
|
+
//
|
535
|
+
VECTORMATH_FORCE_INLINE Vector3 & operator /=( float scalar );
|
536
|
+
|
537
|
+
// Perform compound assignment and multiplication by a scalar (scalar data contained in vector data type)
|
538
|
+
//
|
539
|
+
VECTORMATH_FORCE_INLINE Vector3 & operator *=( const floatInVec &scalar );
|
540
|
+
|
541
|
+
// Perform compound assignment and division by a scalar (scalar data contained in vector data type)
|
542
|
+
//
|
543
|
+
VECTORMATH_FORCE_INLINE Vector3 & operator /=( const floatInVec &scalar );
|
544
|
+
|
545
|
+
// Negate all elements of a 3-D vector
|
546
|
+
//
|
547
|
+
VECTORMATH_FORCE_INLINE const Vector3 operator -( ) const;
|
548
|
+
|
549
|
+
// Construct x axis
|
550
|
+
//
|
551
|
+
static VECTORMATH_FORCE_INLINE const Vector3 xAxis( );
|
552
|
+
|
553
|
+
// Construct y axis
|
554
|
+
//
|
555
|
+
static VECTORMATH_FORCE_INLINE const Vector3 yAxis( );
|
556
|
+
|
557
|
+
// Construct z axis
|
558
|
+
//
|
559
|
+
static VECTORMATH_FORCE_INLINE const Vector3 zAxis( );
|
560
|
+
|
561
|
+
};
|
562
|
+
|
563
|
+
// Multiply a 3-D vector by a scalar
|
564
|
+
//
|
565
|
+
VECTORMATH_FORCE_INLINE const Vector3 operator *( float scalar, const Vector3 &vec );
|
566
|
+
|
567
|
+
// Multiply a 3-D vector by a scalar (scalar data contained in vector data type)
|
568
|
+
//
|
569
|
+
VECTORMATH_FORCE_INLINE const Vector3 operator *( const floatInVec &scalar, const Vector3 &vec );
|
570
|
+
|
571
|
+
// Multiply two 3-D vectors per element
|
572
|
+
//
|
573
|
+
VECTORMATH_FORCE_INLINE const Vector3 mulPerElem( const Vector3 &vec0, const Vector3 &vec1 );
|
574
|
+
|
575
|
+
// Divide two 3-D vectors per element
|
576
|
+
// NOTE:
|
577
|
+
// Floating-point behavior matches standard library function divf4.
|
578
|
+
//
|
579
|
+
VECTORMATH_FORCE_INLINE const Vector3 divPerElem( const Vector3 &vec0, const Vector3 &vec1 );
|
580
|
+
|
581
|
+
// Compute the reciprocal of a 3-D vector per element
|
582
|
+
// NOTE:
|
583
|
+
// Floating-point behavior matches standard library function recipf4.
|
584
|
+
//
|
585
|
+
VECTORMATH_FORCE_INLINE const Vector3 recipPerElem( const Vector3 &vec );
|
586
|
+
|
587
|
+
// Compute the absolute value of a 3-D vector per element
|
588
|
+
//
|
589
|
+
VECTORMATH_FORCE_INLINE const Vector3 absPerElem( const Vector3 &vec );
|
590
|
+
|
591
|
+
// Copy sign from one 3-D vector to another, per element
|
592
|
+
//
|
593
|
+
VECTORMATH_FORCE_INLINE const Vector3 copySignPerElem( const Vector3 &vec0, const Vector3 &vec1 );
|
594
|
+
|
595
|
+
// Maximum of two 3-D vectors per element
|
596
|
+
//
|
597
|
+
VECTORMATH_FORCE_INLINE const Vector3 maxPerElem( const Vector3 &vec0, const Vector3 &vec1 );
|
598
|
+
|
599
|
+
// Minimum of two 3-D vectors per element
|
600
|
+
//
|
601
|
+
VECTORMATH_FORCE_INLINE const Vector3 minPerElem( const Vector3 &vec0, const Vector3 &vec1 );
|
602
|
+
|
603
|
+
// Maximum element of a 3-D vector
|
604
|
+
//
|
605
|
+
VECTORMATH_FORCE_INLINE const floatInVec maxElem( const Vector3 &vec );
|
606
|
+
|
607
|
+
// Minimum element of a 3-D vector
|
608
|
+
//
|
609
|
+
VECTORMATH_FORCE_INLINE const floatInVec minElem( const Vector3 &vec );
|
610
|
+
|
611
|
+
// Compute the sum of all elements of a 3-D vector
|
612
|
+
//
|
613
|
+
VECTORMATH_FORCE_INLINE const floatInVec sum( const Vector3 &vec );
|
614
|
+
|
615
|
+
// Compute the dot product of two 3-D vectors
|
616
|
+
//
|
617
|
+
VECTORMATH_FORCE_INLINE const floatInVec dot( const Vector3 &vec0, const Vector3 &vec1 );
|
618
|
+
|
619
|
+
// Compute the square of the length of a 3-D vector
|
620
|
+
//
|
621
|
+
VECTORMATH_FORCE_INLINE const floatInVec lengthSqr( const Vector3 &vec );
|
622
|
+
|
623
|
+
// Compute the length of a 3-D vector
|
624
|
+
//
|
625
|
+
VECTORMATH_FORCE_INLINE const floatInVec length( const Vector3 &vec );
|
626
|
+
|
627
|
+
// Normalize a 3-D vector
|
628
|
+
// NOTE:
|
629
|
+
// The result is unpredictable when all elements of vec are at or near zero.
|
630
|
+
//
|
631
|
+
VECTORMATH_FORCE_INLINE const Vector3 normalize( const Vector3 &vec );
|
632
|
+
|
633
|
+
// Compute cross product of two 3-D vectors
|
634
|
+
//
|
635
|
+
VECTORMATH_FORCE_INLINE const Vector3 cross( const Vector3 &vec0, const Vector3 &vec1 );
|
636
|
+
|
637
|
+
// Outer product of two 3-D vectors
|
638
|
+
//
|
639
|
+
VECTORMATH_FORCE_INLINE const Matrix3 outer( const Vector3 &vec0, const Vector3 &vec1 );
|
640
|
+
|
641
|
+
// Pre-multiply a row vector by a 3x3 matrix
|
642
|
+
// NOTE:
|
643
|
+
// Slower than column post-multiply.
|
644
|
+
//
|
645
|
+
VECTORMATH_FORCE_INLINE const Vector3 rowMul( const Vector3 &vec, const Matrix3 & mat );
|
646
|
+
|
647
|
+
// Cross-product matrix of a 3-D vector
|
648
|
+
//
|
649
|
+
VECTORMATH_FORCE_INLINE const Matrix3 crossMatrix( const Vector3 &vec );
|
650
|
+
|
651
|
+
// Create cross-product matrix and multiply
|
652
|
+
// NOTE:
|
653
|
+
// Faster than separately creating a cross-product matrix and multiplying.
|
654
|
+
//
|
655
|
+
VECTORMATH_FORCE_INLINE const Matrix3 crossMatrixMul( const Vector3 &vec, const Matrix3 & mat );
|
656
|
+
|
657
|
+
// Linear interpolation between two 3-D vectors
|
658
|
+
// NOTE:
|
659
|
+
// Does not clamp t between 0 and 1.
|
660
|
+
//
|
661
|
+
VECTORMATH_FORCE_INLINE const Vector3 lerp( float t, const Vector3 &vec0, const Vector3 &vec1 );
|
662
|
+
|
663
|
+
// Linear interpolation between two 3-D vectors (scalar data contained in vector data type)
|
664
|
+
// NOTE:
|
665
|
+
// Does not clamp t between 0 and 1.
|
666
|
+
//
|
667
|
+
VECTORMATH_FORCE_INLINE const Vector3 lerp( const floatInVec &t, const Vector3 &vec0, const Vector3 &vec1 );
|
668
|
+
|
669
|
+
// Spherical linear interpolation between two 3-D vectors
|
670
|
+
// NOTE:
|
671
|
+
// The result is unpredictable if the vectors point in opposite directions.
|
672
|
+
// Does not clamp t between 0 and 1.
|
673
|
+
//
|
674
|
+
VECTORMATH_FORCE_INLINE const Vector3 slerp( float t, const Vector3 &unitVec0, const Vector3 &unitVec1 );
|
675
|
+
|
676
|
+
// Spherical linear interpolation between two 3-D vectors (scalar data contained in vector data type)
|
677
|
+
// NOTE:
|
678
|
+
// The result is unpredictable if the vectors point in opposite directions.
|
679
|
+
// Does not clamp t between 0 and 1.
|
680
|
+
//
|
681
|
+
VECTORMATH_FORCE_INLINE const Vector3 slerp( const floatInVec &t, const Vector3 &unitVec0, const Vector3 &unitVec1 );
|
682
|
+
|
683
|
+
// Conditionally select between two 3-D vectors
|
684
|
+
// NOTE:
|
685
|
+
// This function uses a conditional select instruction to avoid a branch.
|
686
|
+
// However, the transfer of select1 to a VMX register may use more processing time than a branch.
|
687
|
+
// Use the boolInVec version for better performance.
|
688
|
+
//
|
689
|
+
VECTORMATH_FORCE_INLINE const Vector3 select( const Vector3 &vec0, const Vector3 &vec1, bool select1 );
|
690
|
+
|
691
|
+
// Conditionally select between two 3-D vectors (scalar data contained in vector data type)
|
692
|
+
// NOTE:
|
693
|
+
// This function uses a conditional select instruction to avoid a branch.
|
694
|
+
//
|
695
|
+
VECTORMATH_FORCE_INLINE const Vector3 select( const Vector3 &vec0, const Vector3 &vec1, const boolInVec &select1 );
|
696
|
+
|
697
|
+
// Store x, y, and z elements of 3-D vector in first three words of a quadword, preserving fourth word
|
698
|
+
//
|
699
|
+
VECTORMATH_FORCE_INLINE void storeXYZ( const Vector3 &vec, __m128 * quad );
|
700
|
+
|
701
|
+
// Load four three-float 3-D vectors, stored in three quadwords
|
702
|
+
//
|
703
|
+
VECTORMATH_FORCE_INLINE void loadXYZArray( Vector3 & vec0, Vector3 & vec1, Vector3 & vec2, Vector3 & vec3, const __m128 * threeQuads );
|
704
|
+
|
705
|
+
// Store four 3-D vectors in three quadwords
|
706
|
+
//
|
707
|
+
VECTORMATH_FORCE_INLINE void storeXYZArray( const Vector3 &vec0, const Vector3 &vec1, const Vector3 &vec2, const Vector3 &vec3, __m128 * threeQuads );
|
708
|
+
|
709
|
+
// Store eight 3-D vectors as half-floats
|
710
|
+
//
|
711
|
+
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 );
|
712
|
+
|
713
|
+
#ifdef _VECTORMATH_DEBUG
|
714
|
+
|
715
|
+
// Print a 3-D vector
|
716
|
+
// NOTE:
|
717
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
718
|
+
//
|
719
|
+
VECTORMATH_FORCE_INLINE void print( const Vector3 &vec );
|
720
|
+
|
721
|
+
// Print a 3-D vector and an associated string identifier
|
722
|
+
// NOTE:
|
723
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
724
|
+
//
|
725
|
+
VECTORMATH_FORCE_INLINE void print( const Vector3 &vec, const char * name );
|
726
|
+
|
727
|
+
#endif
|
728
|
+
|
729
|
+
// A 4-D vector in array-of-structures format
|
730
|
+
//
|
731
|
+
class Vector4
|
732
|
+
{
|
733
|
+
__m128 mVec128;
|
734
|
+
|
735
|
+
public:
|
736
|
+
// Default constructor; does no initialization
|
737
|
+
//
|
738
|
+
VECTORMATH_FORCE_INLINE Vector4( ) { };
|
739
|
+
|
740
|
+
// Construct a 4-D vector from x, y, z, and w elements
|
741
|
+
//
|
742
|
+
VECTORMATH_FORCE_INLINE Vector4( float x, float y, float z, float w );
|
743
|
+
|
744
|
+
// Construct a 4-D vector from x, y, z, and w elements (scalar data contained in vector data type)
|
745
|
+
//
|
746
|
+
VECTORMATH_FORCE_INLINE Vector4( const floatInVec &x, const floatInVec &y, const floatInVec &z, const floatInVec &w );
|
747
|
+
|
748
|
+
// Construct a 4-D vector from a 3-D vector and a scalar
|
749
|
+
//
|
750
|
+
VECTORMATH_FORCE_INLINE Vector4( const Vector3 &xyz, float w );
|
751
|
+
|
752
|
+
// Construct a 4-D vector from a 3-D vector and a scalar (scalar data contained in vector data type)
|
753
|
+
//
|
754
|
+
VECTORMATH_FORCE_INLINE Vector4( const Vector3 &xyz, const floatInVec &w );
|
755
|
+
|
756
|
+
// Copy x, y, and z from a 3-D vector into a 4-D vector, and set w to 0
|
757
|
+
//
|
758
|
+
explicit VECTORMATH_FORCE_INLINE Vector4( const Vector3 &vec );
|
759
|
+
|
760
|
+
// Copy x, y, and z from a 3-D point into a 4-D vector, and set w to 1
|
761
|
+
//
|
762
|
+
explicit VECTORMATH_FORCE_INLINE Vector4( const Point3 &pnt );
|
763
|
+
|
764
|
+
// Copy elements from a quaternion into a 4-D vector
|
765
|
+
//
|
766
|
+
explicit VECTORMATH_FORCE_INLINE Vector4( const Quat &quat );
|
767
|
+
|
768
|
+
// Set all elements of a 4-D vector to the same scalar value
|
769
|
+
//
|
770
|
+
explicit VECTORMATH_FORCE_INLINE Vector4( float scalar );
|
771
|
+
|
772
|
+
// Set all elements of a 4-D vector to the same scalar value (scalar data contained in vector data type)
|
773
|
+
//
|
774
|
+
explicit VECTORMATH_FORCE_INLINE Vector4( const floatInVec &scalar );
|
775
|
+
|
776
|
+
// Set vector float data in a 4-D vector
|
777
|
+
//
|
778
|
+
explicit VECTORMATH_FORCE_INLINE Vector4( __m128 vf4 );
|
779
|
+
|
780
|
+
// Get vector float data from a 4-D vector
|
781
|
+
//
|
782
|
+
VECTORMATH_FORCE_INLINE __m128 get128( ) const;
|
783
|
+
|
784
|
+
// Assign one 4-D vector to another
|
785
|
+
//
|
786
|
+
VECTORMATH_FORCE_INLINE Vector4 & operator =( const Vector4 &vec );
|
787
|
+
|
788
|
+
// Set the x, y, and z elements of a 4-D vector
|
789
|
+
// NOTE:
|
790
|
+
// This function does not change the w element.
|
791
|
+
//
|
792
|
+
VECTORMATH_FORCE_INLINE Vector4 & setXYZ( const Vector3 &vec );
|
793
|
+
|
794
|
+
// Get the x, y, and z elements of a 4-D vector
|
795
|
+
//
|
796
|
+
VECTORMATH_FORCE_INLINE const Vector3 getXYZ( ) const;
|
797
|
+
|
798
|
+
// Set the x element of a 4-D vector
|
799
|
+
//
|
800
|
+
VECTORMATH_FORCE_INLINE Vector4 & setX( float x );
|
801
|
+
|
802
|
+
// Set the y element of a 4-D vector
|
803
|
+
//
|
804
|
+
VECTORMATH_FORCE_INLINE Vector4 & setY( float y );
|
805
|
+
|
806
|
+
// Set the z element of a 4-D vector
|
807
|
+
//
|
808
|
+
VECTORMATH_FORCE_INLINE Vector4 & setZ( float z );
|
809
|
+
|
810
|
+
// Set the w element of a 4-D vector
|
811
|
+
//
|
812
|
+
VECTORMATH_FORCE_INLINE Vector4 & setW( float w );
|
813
|
+
|
814
|
+
// Set the x element of a 4-D vector (scalar data contained in vector data type)
|
815
|
+
//
|
816
|
+
VECTORMATH_FORCE_INLINE Vector4 & setX( const floatInVec &x );
|
817
|
+
|
818
|
+
// Set the y element of a 4-D vector (scalar data contained in vector data type)
|
819
|
+
//
|
820
|
+
VECTORMATH_FORCE_INLINE Vector4 & setY( const floatInVec &y );
|
821
|
+
|
822
|
+
// Set the z element of a 4-D vector (scalar data contained in vector data type)
|
823
|
+
//
|
824
|
+
VECTORMATH_FORCE_INLINE Vector4 & setZ( const floatInVec &z );
|
825
|
+
|
826
|
+
// Set the w element of a 4-D vector (scalar data contained in vector data type)
|
827
|
+
//
|
828
|
+
VECTORMATH_FORCE_INLINE Vector4 & setW( const floatInVec &w );
|
829
|
+
|
830
|
+
// Get the x element of a 4-D vector
|
831
|
+
//
|
832
|
+
VECTORMATH_FORCE_INLINE const floatInVec getX( ) const;
|
833
|
+
|
834
|
+
// Get the y element of a 4-D vector
|
835
|
+
//
|
836
|
+
VECTORMATH_FORCE_INLINE const floatInVec getY( ) const;
|
837
|
+
|
838
|
+
// Get the z element of a 4-D vector
|
839
|
+
//
|
840
|
+
VECTORMATH_FORCE_INLINE const floatInVec getZ( ) const;
|
841
|
+
|
842
|
+
// Get the w element of a 4-D vector
|
843
|
+
//
|
844
|
+
VECTORMATH_FORCE_INLINE const floatInVec getW( ) const;
|
845
|
+
|
846
|
+
// Set an x, y, z, or w element of a 4-D vector by index
|
847
|
+
//
|
848
|
+
VECTORMATH_FORCE_INLINE Vector4 & setElem( int idx, float value );
|
849
|
+
|
850
|
+
// Set an x, y, z, or w element of a 4-D vector by index (scalar data contained in vector data type)
|
851
|
+
//
|
852
|
+
VECTORMATH_FORCE_INLINE Vector4 & setElem( int idx, const floatInVec &value );
|
853
|
+
|
854
|
+
// Get an x, y, z, or w element of a 4-D vector by index
|
855
|
+
//
|
856
|
+
VECTORMATH_FORCE_INLINE const floatInVec getElem( int idx ) const;
|
857
|
+
|
858
|
+
// Subscripting operator to set or get an element
|
859
|
+
//
|
860
|
+
VECTORMATH_FORCE_INLINE VecIdx operator []( int idx );
|
861
|
+
|
862
|
+
// Subscripting operator to get an element
|
863
|
+
//
|
864
|
+
VECTORMATH_FORCE_INLINE const floatInVec operator []( int idx ) const;
|
865
|
+
|
866
|
+
// Add two 4-D vectors
|
867
|
+
//
|
868
|
+
VECTORMATH_FORCE_INLINE const Vector4 operator +( const Vector4 &vec ) const;
|
869
|
+
|
870
|
+
// Subtract a 4-D vector from another 4-D vector
|
871
|
+
//
|
872
|
+
VECTORMATH_FORCE_INLINE const Vector4 operator -( const Vector4 &vec ) const;
|
873
|
+
|
874
|
+
// Multiply a 4-D vector by a scalar
|
875
|
+
//
|
876
|
+
VECTORMATH_FORCE_INLINE const Vector4 operator *( float scalar ) const;
|
877
|
+
|
878
|
+
// Divide a 4-D vector by a scalar
|
879
|
+
//
|
880
|
+
VECTORMATH_FORCE_INLINE const Vector4 operator /( float scalar ) const;
|
881
|
+
|
882
|
+
// Multiply a 4-D vector by a scalar (scalar data contained in vector data type)
|
883
|
+
//
|
884
|
+
VECTORMATH_FORCE_INLINE const Vector4 operator *( const floatInVec &scalar ) const;
|
885
|
+
|
886
|
+
// Divide a 4-D vector by a scalar (scalar data contained in vector data type)
|
887
|
+
//
|
888
|
+
VECTORMATH_FORCE_INLINE const Vector4 operator /( const floatInVec &scalar ) const;
|
889
|
+
|
890
|
+
// Perform compound assignment and addition with a 4-D vector
|
891
|
+
//
|
892
|
+
VECTORMATH_FORCE_INLINE Vector4 & operator +=( const Vector4 &vec );
|
893
|
+
|
894
|
+
// Perform compound assignment and subtraction by a 4-D vector
|
895
|
+
//
|
896
|
+
VECTORMATH_FORCE_INLINE Vector4 & operator -=( const Vector4 &vec );
|
897
|
+
|
898
|
+
// Perform compound assignment and multiplication by a scalar
|
899
|
+
//
|
900
|
+
VECTORMATH_FORCE_INLINE Vector4 & operator *=( float scalar );
|
901
|
+
|
902
|
+
// Perform compound assignment and division by a scalar
|
903
|
+
//
|
904
|
+
VECTORMATH_FORCE_INLINE Vector4 & operator /=( float scalar );
|
905
|
+
|
906
|
+
// Perform compound assignment and multiplication by a scalar (scalar data contained in vector data type)
|
907
|
+
//
|
908
|
+
VECTORMATH_FORCE_INLINE Vector4 & operator *=( const floatInVec &scalar );
|
909
|
+
|
910
|
+
// Perform compound assignment and division by a scalar (scalar data contained in vector data type)
|
911
|
+
//
|
912
|
+
VECTORMATH_FORCE_INLINE Vector4 & operator /=( const floatInVec &scalar );
|
913
|
+
|
914
|
+
// Negate all elements of a 4-D vector
|
915
|
+
//
|
916
|
+
VECTORMATH_FORCE_INLINE const Vector4 operator -( ) const;
|
917
|
+
|
918
|
+
// Construct x axis
|
919
|
+
//
|
920
|
+
static VECTORMATH_FORCE_INLINE const Vector4 xAxis( );
|
921
|
+
|
922
|
+
// Construct y axis
|
923
|
+
//
|
924
|
+
static VECTORMATH_FORCE_INLINE const Vector4 yAxis( );
|
925
|
+
|
926
|
+
// Construct z axis
|
927
|
+
//
|
928
|
+
static VECTORMATH_FORCE_INLINE const Vector4 zAxis( );
|
929
|
+
|
930
|
+
// Construct w axis
|
931
|
+
//
|
932
|
+
static VECTORMATH_FORCE_INLINE const Vector4 wAxis( );
|
933
|
+
|
934
|
+
};
|
935
|
+
|
936
|
+
// Multiply a 4-D vector by a scalar
|
937
|
+
//
|
938
|
+
VECTORMATH_FORCE_INLINE const Vector4 operator *( float scalar, const Vector4 &vec );
|
939
|
+
|
940
|
+
// Multiply a 4-D vector by a scalar (scalar data contained in vector data type)
|
941
|
+
//
|
942
|
+
VECTORMATH_FORCE_INLINE const Vector4 operator *( const floatInVec &scalar, const Vector4 &vec );
|
943
|
+
|
944
|
+
// Multiply two 4-D vectors per element
|
945
|
+
//
|
946
|
+
VECTORMATH_FORCE_INLINE const Vector4 mulPerElem( const Vector4 &vec0, const Vector4 &vec1 );
|
947
|
+
|
948
|
+
// Divide two 4-D vectors per element
|
949
|
+
// NOTE:
|
950
|
+
// Floating-point behavior matches standard library function divf4.
|
951
|
+
//
|
952
|
+
VECTORMATH_FORCE_INLINE const Vector4 divPerElem( const Vector4 &vec0, const Vector4 &vec1 );
|
953
|
+
|
954
|
+
// Compute the reciprocal of a 4-D vector per element
|
955
|
+
// NOTE:
|
956
|
+
// Floating-point behavior matches standard library function recipf4.
|
957
|
+
//
|
958
|
+
VECTORMATH_FORCE_INLINE const Vector4 recipPerElem( const Vector4 &vec );
|
959
|
+
|
960
|
+
// Compute the absolute value of a 4-D vector per element
|
961
|
+
//
|
962
|
+
VECTORMATH_FORCE_INLINE const Vector4 absPerElem( const Vector4 &vec );
|
963
|
+
|
964
|
+
// Copy sign from one 4-D vector to another, per element
|
965
|
+
//
|
966
|
+
VECTORMATH_FORCE_INLINE const Vector4 copySignPerElem( const Vector4 &vec0, const Vector4 &vec1 );
|
967
|
+
|
968
|
+
// Maximum of two 4-D vectors per element
|
969
|
+
//
|
970
|
+
VECTORMATH_FORCE_INLINE const Vector4 maxPerElem( const Vector4 &vec0, const Vector4 &vec1 );
|
971
|
+
|
972
|
+
// Minimum of two 4-D vectors per element
|
973
|
+
//
|
974
|
+
VECTORMATH_FORCE_INLINE const Vector4 minPerElem( const Vector4 &vec0, const Vector4 &vec1 );
|
975
|
+
|
976
|
+
// Maximum element of a 4-D vector
|
977
|
+
//
|
978
|
+
VECTORMATH_FORCE_INLINE const floatInVec maxElem( const Vector4 &vec );
|
979
|
+
|
980
|
+
// Minimum element of a 4-D vector
|
981
|
+
//
|
982
|
+
VECTORMATH_FORCE_INLINE const floatInVec minElem( const Vector4 &vec );
|
983
|
+
|
984
|
+
// Compute the sum of all elements of a 4-D vector
|
985
|
+
//
|
986
|
+
VECTORMATH_FORCE_INLINE const floatInVec sum( const Vector4 &vec );
|
987
|
+
|
988
|
+
// Compute the dot product of two 4-D vectors
|
989
|
+
//
|
990
|
+
VECTORMATH_FORCE_INLINE const floatInVec dot( const Vector4 &vec0, const Vector4 &vec1 );
|
991
|
+
|
992
|
+
// Compute the square of the length of a 4-D vector
|
993
|
+
//
|
994
|
+
VECTORMATH_FORCE_INLINE const floatInVec lengthSqr( const Vector4 &vec );
|
995
|
+
|
996
|
+
// Compute the length of a 4-D vector
|
997
|
+
//
|
998
|
+
VECTORMATH_FORCE_INLINE const floatInVec length( const Vector4 &vec );
|
999
|
+
|
1000
|
+
// Normalize a 4-D vector
|
1001
|
+
// NOTE:
|
1002
|
+
// The result is unpredictable when all elements of vec are at or near zero.
|
1003
|
+
//
|
1004
|
+
VECTORMATH_FORCE_INLINE const Vector4 normalize( const Vector4 &vec );
|
1005
|
+
|
1006
|
+
// Outer product of two 4-D vectors
|
1007
|
+
//
|
1008
|
+
VECTORMATH_FORCE_INLINE const Matrix4 outer( const Vector4 &vec0, const Vector4 &vec1 );
|
1009
|
+
|
1010
|
+
// Linear interpolation between two 4-D vectors
|
1011
|
+
// NOTE:
|
1012
|
+
// Does not clamp t between 0 and 1.
|
1013
|
+
//
|
1014
|
+
VECTORMATH_FORCE_INLINE const Vector4 lerp( float t, const Vector4 &vec0, const Vector4 &vec1 );
|
1015
|
+
|
1016
|
+
// Linear interpolation between two 4-D vectors (scalar data contained in vector data type)
|
1017
|
+
// NOTE:
|
1018
|
+
// Does not clamp t between 0 and 1.
|
1019
|
+
//
|
1020
|
+
VECTORMATH_FORCE_INLINE const Vector4 lerp( const floatInVec &t, const Vector4 &vec0, const Vector4 &vec1 );
|
1021
|
+
|
1022
|
+
// Spherical linear interpolation between two 4-D vectors
|
1023
|
+
// NOTE:
|
1024
|
+
// The result is unpredictable if the vectors point in opposite directions.
|
1025
|
+
// Does not clamp t between 0 and 1.
|
1026
|
+
//
|
1027
|
+
VECTORMATH_FORCE_INLINE const Vector4 slerp( float t, const Vector4 &unitVec0, const Vector4 &unitVec1 );
|
1028
|
+
|
1029
|
+
// Spherical linear interpolation between two 4-D vectors (scalar data contained in vector data type)
|
1030
|
+
// NOTE:
|
1031
|
+
// The result is unpredictable if the vectors point in opposite directions.
|
1032
|
+
// Does not clamp t between 0 and 1.
|
1033
|
+
//
|
1034
|
+
VECTORMATH_FORCE_INLINE const Vector4 slerp( const floatInVec &t, const Vector4 &unitVec0, const Vector4 &unitVec1 );
|
1035
|
+
|
1036
|
+
// Conditionally select between two 4-D vectors
|
1037
|
+
// NOTE:
|
1038
|
+
// This function uses a conditional select instruction to avoid a branch.
|
1039
|
+
// However, the transfer of select1 to a VMX register may use more processing time than a branch.
|
1040
|
+
// Use the boolInVec version for better performance.
|
1041
|
+
//
|
1042
|
+
VECTORMATH_FORCE_INLINE const Vector4 select( const Vector4 &vec0, const Vector4 &vec1, bool select1 );
|
1043
|
+
|
1044
|
+
// Conditionally select between two 4-D vectors (scalar data contained in vector data type)
|
1045
|
+
// NOTE:
|
1046
|
+
// This function uses a conditional select instruction to avoid a branch.
|
1047
|
+
//
|
1048
|
+
VECTORMATH_FORCE_INLINE const Vector4 select( const Vector4 &vec0, const Vector4 &vec1, const boolInVec &select1 );
|
1049
|
+
|
1050
|
+
// Store four 4-D vectors as half-floats
|
1051
|
+
//
|
1052
|
+
VECTORMATH_FORCE_INLINE void storeHalfFloats( const Vector4 &vec0, const Vector4 &vec1, const Vector4 &vec2, const Vector4 &vec3, vec_ushort8 * twoQuads );
|
1053
|
+
|
1054
|
+
#ifdef _VECTORMATH_DEBUG
|
1055
|
+
|
1056
|
+
// Print a 4-D vector
|
1057
|
+
// NOTE:
|
1058
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
1059
|
+
//
|
1060
|
+
VECTORMATH_FORCE_INLINE void print( const Vector4 &vec );
|
1061
|
+
|
1062
|
+
// Print a 4-D vector and an associated string identifier
|
1063
|
+
// NOTE:
|
1064
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
1065
|
+
//
|
1066
|
+
VECTORMATH_FORCE_INLINE void print( const Vector4 &vec, const char * name );
|
1067
|
+
|
1068
|
+
#endif
|
1069
|
+
|
1070
|
+
// A 3-D point in array-of-structures format
|
1071
|
+
//
|
1072
|
+
class Point3
|
1073
|
+
{
|
1074
|
+
__m128 mVec128;
|
1075
|
+
|
1076
|
+
public:
|
1077
|
+
// Default constructor; does no initialization
|
1078
|
+
//
|
1079
|
+
VECTORMATH_FORCE_INLINE Point3( ) { };
|
1080
|
+
|
1081
|
+
// Construct a 3-D point from x, y, and z elements
|
1082
|
+
//
|
1083
|
+
VECTORMATH_FORCE_INLINE Point3( float x, float y, float z );
|
1084
|
+
|
1085
|
+
// Construct a 3-D point from x, y, and z elements (scalar data contained in vector data type)
|
1086
|
+
//
|
1087
|
+
VECTORMATH_FORCE_INLINE Point3( const floatInVec &x, const floatInVec &y, const floatInVec &z );
|
1088
|
+
|
1089
|
+
// Copy elements from a 3-D vector into a 3-D point
|
1090
|
+
//
|
1091
|
+
explicit VECTORMATH_FORCE_INLINE Point3( const Vector3 &vec );
|
1092
|
+
|
1093
|
+
// Set all elements of a 3-D point to the same scalar value
|
1094
|
+
//
|
1095
|
+
explicit VECTORMATH_FORCE_INLINE Point3( float scalar );
|
1096
|
+
|
1097
|
+
// Set all elements of a 3-D point to the same scalar value (scalar data contained in vector data type)
|
1098
|
+
//
|
1099
|
+
explicit VECTORMATH_FORCE_INLINE Point3( const floatInVec &scalar );
|
1100
|
+
|
1101
|
+
// Set vector float data in a 3-D point
|
1102
|
+
//
|
1103
|
+
explicit VECTORMATH_FORCE_INLINE Point3( __m128 vf4 );
|
1104
|
+
|
1105
|
+
// Get vector float data from a 3-D point
|
1106
|
+
//
|
1107
|
+
VECTORMATH_FORCE_INLINE __m128 get128( ) const;
|
1108
|
+
|
1109
|
+
// Assign one 3-D point to another
|
1110
|
+
//
|
1111
|
+
VECTORMATH_FORCE_INLINE Point3 & operator =( const Point3 &pnt );
|
1112
|
+
|
1113
|
+
// Set the x element of a 3-D point
|
1114
|
+
//
|
1115
|
+
VECTORMATH_FORCE_INLINE Point3 & setX( float x );
|
1116
|
+
|
1117
|
+
// Set the y element of a 3-D point
|
1118
|
+
//
|
1119
|
+
VECTORMATH_FORCE_INLINE Point3 & setY( float y );
|
1120
|
+
|
1121
|
+
// Set the z element of a 3-D point
|
1122
|
+
//
|
1123
|
+
VECTORMATH_FORCE_INLINE Point3 & setZ( float z );
|
1124
|
+
|
1125
|
+
// Set the x element of a 3-D point (scalar data contained in vector data type)
|
1126
|
+
//
|
1127
|
+
VECTORMATH_FORCE_INLINE Point3 & setX( const floatInVec &x );
|
1128
|
+
|
1129
|
+
// Set the y element of a 3-D point (scalar data contained in vector data type)
|
1130
|
+
//
|
1131
|
+
VECTORMATH_FORCE_INLINE Point3 & setY( const floatInVec &y );
|
1132
|
+
|
1133
|
+
// Set the z element of a 3-D point (scalar data contained in vector data type)
|
1134
|
+
//
|
1135
|
+
VECTORMATH_FORCE_INLINE Point3 & setZ( const floatInVec &z );
|
1136
|
+
|
1137
|
+
// Get the x element of a 3-D point
|
1138
|
+
//
|
1139
|
+
VECTORMATH_FORCE_INLINE const floatInVec getX( ) const;
|
1140
|
+
|
1141
|
+
// Get the y element of a 3-D point
|
1142
|
+
//
|
1143
|
+
VECTORMATH_FORCE_INLINE const floatInVec getY( ) const;
|
1144
|
+
|
1145
|
+
// Get the z element of a 3-D point
|
1146
|
+
//
|
1147
|
+
VECTORMATH_FORCE_INLINE const floatInVec getZ( ) const;
|
1148
|
+
|
1149
|
+
// Set an x, y, or z element of a 3-D point by index
|
1150
|
+
//
|
1151
|
+
VECTORMATH_FORCE_INLINE Point3 & setElem( int idx, float value );
|
1152
|
+
|
1153
|
+
// Set an x, y, or z element of a 3-D point by index (scalar data contained in vector data type)
|
1154
|
+
//
|
1155
|
+
VECTORMATH_FORCE_INLINE Point3 & setElem( int idx, const floatInVec &value );
|
1156
|
+
|
1157
|
+
// Get an x, y, or z element of a 3-D point by index
|
1158
|
+
//
|
1159
|
+
VECTORMATH_FORCE_INLINE const floatInVec getElem( int idx ) const;
|
1160
|
+
|
1161
|
+
// Subscripting operator to set or get an element
|
1162
|
+
//
|
1163
|
+
VECTORMATH_FORCE_INLINE VecIdx operator []( int idx );
|
1164
|
+
|
1165
|
+
// Subscripting operator to get an element
|
1166
|
+
//
|
1167
|
+
VECTORMATH_FORCE_INLINE const floatInVec operator []( int idx ) const;
|
1168
|
+
|
1169
|
+
// Subtract a 3-D point from another 3-D point
|
1170
|
+
//
|
1171
|
+
VECTORMATH_FORCE_INLINE const Vector3 operator -( const Point3 &pnt ) const;
|
1172
|
+
|
1173
|
+
// Add a 3-D point to a 3-D vector
|
1174
|
+
//
|
1175
|
+
VECTORMATH_FORCE_INLINE const Point3 operator +( const Vector3 &vec ) const;
|
1176
|
+
|
1177
|
+
// Subtract a 3-D vector from a 3-D point
|
1178
|
+
//
|
1179
|
+
VECTORMATH_FORCE_INLINE const Point3 operator -( const Vector3 &vec ) const;
|
1180
|
+
|
1181
|
+
// Perform compound assignment and addition with a 3-D vector
|
1182
|
+
//
|
1183
|
+
VECTORMATH_FORCE_INLINE Point3 & operator +=( const Vector3 &vec );
|
1184
|
+
|
1185
|
+
// Perform compound assignment and subtraction by a 3-D vector
|
1186
|
+
//
|
1187
|
+
VECTORMATH_FORCE_INLINE Point3 & operator -=( const Vector3 &vec );
|
1188
|
+
|
1189
|
+
};
|
1190
|
+
|
1191
|
+
// Multiply two 3-D points per element
|
1192
|
+
//
|
1193
|
+
VECTORMATH_FORCE_INLINE const Point3 mulPerElem( const Point3 &pnt0, const Point3 &pnt1 );
|
1194
|
+
|
1195
|
+
// Divide two 3-D points per element
|
1196
|
+
// NOTE:
|
1197
|
+
// Floating-point behavior matches standard library function divf4.
|
1198
|
+
//
|
1199
|
+
VECTORMATH_FORCE_INLINE const Point3 divPerElem( const Point3 &pnt0, const Point3 &pnt1 );
|
1200
|
+
|
1201
|
+
// Compute the reciprocal of a 3-D point per element
|
1202
|
+
// NOTE:
|
1203
|
+
// Floating-point behavior matches standard library function recipf4.
|
1204
|
+
//
|
1205
|
+
VECTORMATH_FORCE_INLINE const Point3 recipPerElem( const Point3 &pnt );
|
1206
|
+
|
1207
|
+
// Compute the absolute value of a 3-D point per element
|
1208
|
+
//
|
1209
|
+
VECTORMATH_FORCE_INLINE const Point3 absPerElem( const Point3 &pnt );
|
1210
|
+
|
1211
|
+
// Copy sign from one 3-D point to another, per element
|
1212
|
+
//
|
1213
|
+
VECTORMATH_FORCE_INLINE const Point3 copySignPerElem( const Point3 &pnt0, const Point3 &pnt1 );
|
1214
|
+
|
1215
|
+
// Maximum of two 3-D points per element
|
1216
|
+
//
|
1217
|
+
VECTORMATH_FORCE_INLINE const Point3 maxPerElem( const Point3 &pnt0, const Point3 &pnt1 );
|
1218
|
+
|
1219
|
+
// Minimum of two 3-D points per element
|
1220
|
+
//
|
1221
|
+
VECTORMATH_FORCE_INLINE const Point3 minPerElem( const Point3 &pnt0, const Point3 &pnt1 );
|
1222
|
+
|
1223
|
+
// Maximum element of a 3-D point
|
1224
|
+
//
|
1225
|
+
VECTORMATH_FORCE_INLINE const floatInVec maxElem( const Point3 &pnt );
|
1226
|
+
|
1227
|
+
// Minimum element of a 3-D point
|
1228
|
+
//
|
1229
|
+
VECTORMATH_FORCE_INLINE const floatInVec minElem( const Point3 &pnt );
|
1230
|
+
|
1231
|
+
// Compute the sum of all elements of a 3-D point
|
1232
|
+
//
|
1233
|
+
VECTORMATH_FORCE_INLINE const floatInVec sum( const Point3 &pnt );
|
1234
|
+
|
1235
|
+
// Apply uniform scale to a 3-D point
|
1236
|
+
//
|
1237
|
+
VECTORMATH_FORCE_INLINE const Point3 scale( const Point3 &pnt, float scaleVal );
|
1238
|
+
|
1239
|
+
// Apply uniform scale to a 3-D point (scalar data contained in vector data type)
|
1240
|
+
//
|
1241
|
+
VECTORMATH_FORCE_INLINE const Point3 scale( const Point3 &pnt, const floatInVec &scaleVal );
|
1242
|
+
|
1243
|
+
// Apply non-uniform scale to a 3-D point
|
1244
|
+
//
|
1245
|
+
VECTORMATH_FORCE_INLINE const Point3 scale( const Point3 &pnt, const Vector3 &scaleVec );
|
1246
|
+
|
1247
|
+
// Scalar projection of a 3-D point on a unit-length 3-D vector
|
1248
|
+
//
|
1249
|
+
VECTORMATH_FORCE_INLINE const floatInVec projection( const Point3 &pnt, const Vector3 &unitVec );
|
1250
|
+
|
1251
|
+
// Compute the square of the distance of a 3-D point from the coordinate-system origin
|
1252
|
+
//
|
1253
|
+
VECTORMATH_FORCE_INLINE const floatInVec distSqrFromOrigin( const Point3 &pnt );
|
1254
|
+
|
1255
|
+
// Compute the distance of a 3-D point from the coordinate-system origin
|
1256
|
+
//
|
1257
|
+
VECTORMATH_FORCE_INLINE const floatInVec distFromOrigin( const Point3 &pnt );
|
1258
|
+
|
1259
|
+
// Compute the square of the distance between two 3-D points
|
1260
|
+
//
|
1261
|
+
VECTORMATH_FORCE_INLINE const floatInVec distSqr( const Point3 &pnt0, const Point3 &pnt1 );
|
1262
|
+
|
1263
|
+
// Compute the distance between two 3-D points
|
1264
|
+
//
|
1265
|
+
VECTORMATH_FORCE_INLINE const floatInVec dist( const Point3 &pnt0, const Point3 &pnt1 );
|
1266
|
+
|
1267
|
+
// Linear interpolation between two 3-D points
|
1268
|
+
// NOTE:
|
1269
|
+
// Does not clamp t between 0 and 1.
|
1270
|
+
//
|
1271
|
+
VECTORMATH_FORCE_INLINE const Point3 lerp( float t, const Point3 &pnt0, const Point3 &pnt1 );
|
1272
|
+
|
1273
|
+
// Linear interpolation between two 3-D points (scalar data contained in vector data type)
|
1274
|
+
// NOTE:
|
1275
|
+
// Does not clamp t between 0 and 1.
|
1276
|
+
//
|
1277
|
+
VECTORMATH_FORCE_INLINE const Point3 lerp( const floatInVec &t, const Point3 &pnt0, const Point3 &pnt1 );
|
1278
|
+
|
1279
|
+
// Conditionally select between two 3-D points
|
1280
|
+
// NOTE:
|
1281
|
+
// This function uses a conditional select instruction to avoid a branch.
|
1282
|
+
// However, the transfer of select1 to a VMX register may use more processing time than a branch.
|
1283
|
+
// Use the boolInVec version for better performance.
|
1284
|
+
//
|
1285
|
+
VECTORMATH_FORCE_INLINE const Point3 select( const Point3 &pnt0, const Point3 &pnt1, bool select1 );
|
1286
|
+
|
1287
|
+
// Conditionally select between two 3-D points (scalar data contained in vector data type)
|
1288
|
+
// NOTE:
|
1289
|
+
// This function uses a conditional select instruction to avoid a branch.
|
1290
|
+
//
|
1291
|
+
VECTORMATH_FORCE_INLINE const Point3 select( const Point3 &pnt0, const Point3 &pnt1, const boolInVec &select1 );
|
1292
|
+
|
1293
|
+
// Store x, y, and z elements of 3-D point in first three words of a quadword, preserving fourth word
|
1294
|
+
//
|
1295
|
+
VECTORMATH_FORCE_INLINE void storeXYZ( const Point3 &pnt, __m128 * quad );
|
1296
|
+
|
1297
|
+
// Load four three-float 3-D points, stored in three quadwords
|
1298
|
+
//
|
1299
|
+
VECTORMATH_FORCE_INLINE void loadXYZArray( Point3 & pnt0, Point3 & pnt1, Point3 & pnt2, Point3 & pnt3, const __m128 * threeQuads );
|
1300
|
+
|
1301
|
+
// Store four 3-D points in three quadwords
|
1302
|
+
//
|
1303
|
+
VECTORMATH_FORCE_INLINE void storeXYZArray( const Point3 &pnt0, const Point3 &pnt1, const Point3 &pnt2, const Point3 &pnt3, __m128 * threeQuads );
|
1304
|
+
|
1305
|
+
// Store eight 3-D points as half-floats
|
1306
|
+
//
|
1307
|
+
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 );
|
1308
|
+
|
1309
|
+
#ifdef _VECTORMATH_DEBUG
|
1310
|
+
|
1311
|
+
// Print a 3-D point
|
1312
|
+
// NOTE:
|
1313
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
1314
|
+
//
|
1315
|
+
VECTORMATH_FORCE_INLINE void print( const Point3 &pnt );
|
1316
|
+
|
1317
|
+
// Print a 3-D point and an associated string identifier
|
1318
|
+
// NOTE:
|
1319
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
1320
|
+
//
|
1321
|
+
VECTORMATH_FORCE_INLINE void print( const Point3 &pnt, const char * name );
|
1322
|
+
|
1323
|
+
#endif
|
1324
|
+
|
1325
|
+
// A quaternion in array-of-structures format
|
1326
|
+
//
|
1327
|
+
class Quat
|
1328
|
+
{
|
1329
|
+
__m128 mVec128;
|
1330
|
+
|
1331
|
+
public:
|
1332
|
+
// Default constructor; does no initialization
|
1333
|
+
//
|
1334
|
+
VECTORMATH_FORCE_INLINE Quat( ) { };
|
1335
|
+
|
1336
|
+
VECTORMATH_FORCE_INLINE Quat(const Quat& quat);
|
1337
|
+
|
1338
|
+
// Construct a quaternion from x, y, z, and w elements
|
1339
|
+
//
|
1340
|
+
VECTORMATH_FORCE_INLINE Quat( float x, float y, float z, float w );
|
1341
|
+
|
1342
|
+
// Construct a quaternion from x, y, z, and w elements (scalar data contained in vector data type)
|
1343
|
+
//
|
1344
|
+
VECTORMATH_FORCE_INLINE Quat( const floatInVec &x, const floatInVec &y, const floatInVec &z, const floatInVec &w );
|
1345
|
+
|
1346
|
+
// Construct a quaternion from a 3-D vector and a scalar
|
1347
|
+
//
|
1348
|
+
VECTORMATH_FORCE_INLINE Quat( const Vector3 &xyz, float w );
|
1349
|
+
|
1350
|
+
// Construct a quaternion from a 3-D vector and a scalar (scalar data contained in vector data type)
|
1351
|
+
//
|
1352
|
+
VECTORMATH_FORCE_INLINE Quat( const Vector3 &xyz, const floatInVec &w );
|
1353
|
+
|
1354
|
+
// Copy elements from a 4-D vector into a quaternion
|
1355
|
+
//
|
1356
|
+
explicit VECTORMATH_FORCE_INLINE Quat( const Vector4 &vec );
|
1357
|
+
|
1358
|
+
// Convert a rotation matrix to a unit-length quaternion
|
1359
|
+
//
|
1360
|
+
explicit VECTORMATH_FORCE_INLINE Quat( const Matrix3 & rotMat );
|
1361
|
+
|
1362
|
+
// Set all elements of a quaternion to the same scalar value
|
1363
|
+
//
|
1364
|
+
explicit VECTORMATH_FORCE_INLINE Quat( float scalar );
|
1365
|
+
|
1366
|
+
// Set all elements of a quaternion to the same scalar value (scalar data contained in vector data type)
|
1367
|
+
//
|
1368
|
+
explicit VECTORMATH_FORCE_INLINE Quat( const floatInVec &scalar );
|
1369
|
+
|
1370
|
+
// Set vector float data in a quaternion
|
1371
|
+
//
|
1372
|
+
explicit VECTORMATH_FORCE_INLINE Quat( __m128 vf4 );
|
1373
|
+
|
1374
|
+
// Get vector float data from a quaternion
|
1375
|
+
//
|
1376
|
+
VECTORMATH_FORCE_INLINE __m128 get128( ) const;
|
1377
|
+
|
1378
|
+
// Set a quaterion from vector float data
|
1379
|
+
//
|
1380
|
+
VECTORMATH_FORCE_INLINE void set128(vec_float4 vec);
|
1381
|
+
|
1382
|
+
// Assign one quaternion to another
|
1383
|
+
//
|
1384
|
+
VECTORMATH_FORCE_INLINE Quat & operator =( const Quat &quat );
|
1385
|
+
|
1386
|
+
// Set the x, y, and z elements of a quaternion
|
1387
|
+
// NOTE:
|
1388
|
+
// This function does not change the w element.
|
1389
|
+
//
|
1390
|
+
VECTORMATH_FORCE_INLINE Quat & setXYZ( const Vector3 &vec );
|
1391
|
+
|
1392
|
+
// Get the x, y, and z elements of a quaternion
|
1393
|
+
//
|
1394
|
+
VECTORMATH_FORCE_INLINE const Vector3 getXYZ( ) const;
|
1395
|
+
|
1396
|
+
// Set the x element of a quaternion
|
1397
|
+
//
|
1398
|
+
VECTORMATH_FORCE_INLINE Quat & setX( float x );
|
1399
|
+
|
1400
|
+
// Set the y element of a quaternion
|
1401
|
+
//
|
1402
|
+
VECTORMATH_FORCE_INLINE Quat & setY( float y );
|
1403
|
+
|
1404
|
+
// Set the z element of a quaternion
|
1405
|
+
//
|
1406
|
+
VECTORMATH_FORCE_INLINE Quat & setZ( float z );
|
1407
|
+
|
1408
|
+
// Set the w element of a quaternion
|
1409
|
+
//
|
1410
|
+
VECTORMATH_FORCE_INLINE Quat & setW( float w );
|
1411
|
+
|
1412
|
+
// Set the x element of a quaternion (scalar data contained in vector data type)
|
1413
|
+
//
|
1414
|
+
VECTORMATH_FORCE_INLINE Quat & setX( const floatInVec &x );
|
1415
|
+
|
1416
|
+
// Set the y element of a quaternion (scalar data contained in vector data type)
|
1417
|
+
//
|
1418
|
+
VECTORMATH_FORCE_INLINE Quat & setY( const floatInVec &y );
|
1419
|
+
|
1420
|
+
// Set the z element of a quaternion (scalar data contained in vector data type)
|
1421
|
+
//
|
1422
|
+
VECTORMATH_FORCE_INLINE Quat & setZ( const floatInVec &z );
|
1423
|
+
|
1424
|
+
// Set the w element of a quaternion (scalar data contained in vector data type)
|
1425
|
+
//
|
1426
|
+
VECTORMATH_FORCE_INLINE Quat & setW( const floatInVec &w );
|
1427
|
+
|
1428
|
+
// Get the x element of a quaternion
|
1429
|
+
//
|
1430
|
+
VECTORMATH_FORCE_INLINE const floatInVec getX( ) const;
|
1431
|
+
|
1432
|
+
// Get the y element of a quaternion
|
1433
|
+
//
|
1434
|
+
VECTORMATH_FORCE_INLINE const floatInVec getY( ) const;
|
1435
|
+
|
1436
|
+
// Get the z element of a quaternion
|
1437
|
+
//
|
1438
|
+
VECTORMATH_FORCE_INLINE const floatInVec getZ( ) const;
|
1439
|
+
|
1440
|
+
// Get the w element of a quaternion
|
1441
|
+
//
|
1442
|
+
VECTORMATH_FORCE_INLINE const floatInVec getW( ) const;
|
1443
|
+
|
1444
|
+
// Set an x, y, z, or w element of a quaternion by index
|
1445
|
+
//
|
1446
|
+
VECTORMATH_FORCE_INLINE Quat & setElem( int idx, float value );
|
1447
|
+
|
1448
|
+
// Set an x, y, z, or w element of a quaternion by index (scalar data contained in vector data type)
|
1449
|
+
//
|
1450
|
+
VECTORMATH_FORCE_INLINE Quat & setElem( int idx, const floatInVec &value );
|
1451
|
+
|
1452
|
+
// Get an x, y, z, or w element of a quaternion by index
|
1453
|
+
//
|
1454
|
+
VECTORMATH_FORCE_INLINE const floatInVec getElem( int idx ) const;
|
1455
|
+
|
1456
|
+
// Subscripting operator to set or get an element
|
1457
|
+
//
|
1458
|
+
VECTORMATH_FORCE_INLINE VecIdx operator []( int idx );
|
1459
|
+
|
1460
|
+
// Subscripting operator to get an element
|
1461
|
+
//
|
1462
|
+
VECTORMATH_FORCE_INLINE const floatInVec operator []( int idx ) const;
|
1463
|
+
|
1464
|
+
// Add two quaternions
|
1465
|
+
//
|
1466
|
+
VECTORMATH_FORCE_INLINE const Quat operator +( const Quat &quat ) const;
|
1467
|
+
|
1468
|
+
// Subtract a quaternion from another quaternion
|
1469
|
+
//
|
1470
|
+
VECTORMATH_FORCE_INLINE const Quat operator -( const Quat &quat ) const;
|
1471
|
+
|
1472
|
+
// Multiply two quaternions
|
1473
|
+
//
|
1474
|
+
VECTORMATH_FORCE_INLINE const Quat operator *( const Quat &quat ) const;
|
1475
|
+
|
1476
|
+
// Multiply a quaternion by a scalar
|
1477
|
+
//
|
1478
|
+
VECTORMATH_FORCE_INLINE const Quat operator *( float scalar ) const;
|
1479
|
+
|
1480
|
+
// Divide a quaternion by a scalar
|
1481
|
+
//
|
1482
|
+
VECTORMATH_FORCE_INLINE const Quat operator /( float scalar ) const;
|
1483
|
+
|
1484
|
+
// Multiply a quaternion by a scalar (scalar data contained in vector data type)
|
1485
|
+
//
|
1486
|
+
VECTORMATH_FORCE_INLINE const Quat operator *( const floatInVec &scalar ) const;
|
1487
|
+
|
1488
|
+
// Divide a quaternion by a scalar (scalar data contained in vector data type)
|
1489
|
+
//
|
1490
|
+
VECTORMATH_FORCE_INLINE const Quat operator /( const floatInVec &scalar ) const;
|
1491
|
+
|
1492
|
+
// Perform compound assignment and addition with a quaternion
|
1493
|
+
//
|
1494
|
+
VECTORMATH_FORCE_INLINE Quat & operator +=( const Quat &quat );
|
1495
|
+
|
1496
|
+
// Perform compound assignment and subtraction by a quaternion
|
1497
|
+
//
|
1498
|
+
VECTORMATH_FORCE_INLINE Quat & operator -=( const Quat &quat );
|
1499
|
+
|
1500
|
+
// Perform compound assignment and multiplication by a quaternion
|
1501
|
+
//
|
1502
|
+
VECTORMATH_FORCE_INLINE Quat & operator *=( const Quat &quat );
|
1503
|
+
|
1504
|
+
// Perform compound assignment and multiplication by a scalar
|
1505
|
+
//
|
1506
|
+
VECTORMATH_FORCE_INLINE Quat & operator *=( float scalar );
|
1507
|
+
|
1508
|
+
// Perform compound assignment and division by a scalar
|
1509
|
+
//
|
1510
|
+
VECTORMATH_FORCE_INLINE Quat & operator /=( float scalar );
|
1511
|
+
|
1512
|
+
// Perform compound assignment and multiplication by a scalar (scalar data contained in vector data type)
|
1513
|
+
//
|
1514
|
+
VECTORMATH_FORCE_INLINE Quat & operator *=( const floatInVec &scalar );
|
1515
|
+
|
1516
|
+
// Perform compound assignment and division by a scalar (scalar data contained in vector data type)
|
1517
|
+
//
|
1518
|
+
VECTORMATH_FORCE_INLINE Quat & operator /=( const floatInVec &scalar );
|
1519
|
+
|
1520
|
+
// Negate all elements of a quaternion
|
1521
|
+
//
|
1522
|
+
VECTORMATH_FORCE_INLINE const Quat operator -( ) const;
|
1523
|
+
|
1524
|
+
// Construct an identity quaternion
|
1525
|
+
//
|
1526
|
+
static VECTORMATH_FORCE_INLINE const Quat identity( );
|
1527
|
+
|
1528
|
+
// Construct a quaternion to rotate between two unit-length 3-D vectors
|
1529
|
+
// NOTE:
|
1530
|
+
// The result is unpredictable if unitVec0 and unitVec1 point in opposite directions.
|
1531
|
+
//
|
1532
|
+
static VECTORMATH_FORCE_INLINE const Quat rotation( const Vector3 &unitVec0, const Vector3 &unitVec1 );
|
1533
|
+
|
1534
|
+
// Construct a quaternion to rotate around a unit-length 3-D vector
|
1535
|
+
//
|
1536
|
+
static VECTORMATH_FORCE_INLINE const Quat rotation( float radians, const Vector3 &unitVec );
|
1537
|
+
|
1538
|
+
// Construct a quaternion to rotate around a unit-length 3-D vector (scalar data contained in vector data type)
|
1539
|
+
//
|
1540
|
+
static VECTORMATH_FORCE_INLINE const Quat rotation( const floatInVec &radians, const Vector3 &unitVec );
|
1541
|
+
|
1542
|
+
// Construct a quaternion to rotate around the x axis
|
1543
|
+
//
|
1544
|
+
static VECTORMATH_FORCE_INLINE const Quat rotationX( float radians );
|
1545
|
+
|
1546
|
+
// Construct a quaternion to rotate around the y axis
|
1547
|
+
//
|
1548
|
+
static VECTORMATH_FORCE_INLINE const Quat rotationY( float radians );
|
1549
|
+
|
1550
|
+
// Construct a quaternion to rotate around the z axis
|
1551
|
+
//
|
1552
|
+
static VECTORMATH_FORCE_INLINE const Quat rotationZ( float radians );
|
1553
|
+
|
1554
|
+
// Construct a quaternion to rotate around the x axis (scalar data contained in vector data type)
|
1555
|
+
//
|
1556
|
+
static VECTORMATH_FORCE_INLINE const Quat rotationX( const floatInVec &radians );
|
1557
|
+
|
1558
|
+
// Construct a quaternion to rotate around the y axis (scalar data contained in vector data type)
|
1559
|
+
//
|
1560
|
+
static VECTORMATH_FORCE_INLINE const Quat rotationY( const floatInVec &radians );
|
1561
|
+
|
1562
|
+
// Construct a quaternion to rotate around the z axis (scalar data contained in vector data type)
|
1563
|
+
//
|
1564
|
+
static VECTORMATH_FORCE_INLINE const Quat rotationZ( const floatInVec &radians );
|
1565
|
+
|
1566
|
+
};
|
1567
|
+
|
1568
|
+
// Multiply a quaternion by a scalar
|
1569
|
+
//
|
1570
|
+
VECTORMATH_FORCE_INLINE const Quat operator *( float scalar, const Quat &quat );
|
1571
|
+
|
1572
|
+
// Multiply a quaternion by a scalar (scalar data contained in vector data type)
|
1573
|
+
//
|
1574
|
+
VECTORMATH_FORCE_INLINE const Quat operator *( const floatInVec &scalar, const Quat &quat );
|
1575
|
+
|
1576
|
+
// Compute the conjugate of a quaternion
|
1577
|
+
//
|
1578
|
+
VECTORMATH_FORCE_INLINE const Quat conj( const Quat &quat );
|
1579
|
+
|
1580
|
+
// Use a unit-length quaternion to rotate a 3-D vector
|
1581
|
+
//
|
1582
|
+
VECTORMATH_FORCE_INLINE const Vector3 rotate( const Quat &unitQuat, const Vector3 &vec );
|
1583
|
+
|
1584
|
+
// Compute the dot product of two quaternions
|
1585
|
+
//
|
1586
|
+
VECTORMATH_FORCE_INLINE const floatInVec dot( const Quat &quat0, const Quat &quat1 );
|
1587
|
+
|
1588
|
+
// Compute the norm of a quaternion
|
1589
|
+
//
|
1590
|
+
VECTORMATH_FORCE_INLINE const floatInVec norm( const Quat &quat );
|
1591
|
+
|
1592
|
+
// Compute the length of a quaternion
|
1593
|
+
//
|
1594
|
+
VECTORMATH_FORCE_INLINE const floatInVec length( const Quat &quat );
|
1595
|
+
|
1596
|
+
// Normalize a quaternion
|
1597
|
+
// NOTE:
|
1598
|
+
// The result is unpredictable when all elements of quat are at or near zero.
|
1599
|
+
//
|
1600
|
+
VECTORMATH_FORCE_INLINE const Quat normalize( const Quat &quat );
|
1601
|
+
|
1602
|
+
// Linear interpolation between two quaternions
|
1603
|
+
// NOTE:
|
1604
|
+
// Does not clamp t between 0 and 1.
|
1605
|
+
//
|
1606
|
+
VECTORMATH_FORCE_INLINE const Quat lerp( float t, const Quat &quat0, const Quat &quat1 );
|
1607
|
+
|
1608
|
+
// Linear interpolation between two quaternions (scalar data contained in vector data type)
|
1609
|
+
// NOTE:
|
1610
|
+
// Does not clamp t between 0 and 1.
|
1611
|
+
//
|
1612
|
+
VECTORMATH_FORCE_INLINE const Quat lerp( const floatInVec &t, const Quat &quat0, const Quat &quat1 );
|
1613
|
+
|
1614
|
+
// Spherical linear interpolation between two quaternions
|
1615
|
+
// NOTE:
|
1616
|
+
// Interpolates along the shortest path between orientations.
|
1617
|
+
// Does not clamp t between 0 and 1.
|
1618
|
+
//
|
1619
|
+
VECTORMATH_FORCE_INLINE const Quat slerp( float t, const Quat &unitQuat0, const Quat &unitQuat1 );
|
1620
|
+
|
1621
|
+
// Spherical linear interpolation between two quaternions (scalar data contained in vector data type)
|
1622
|
+
// NOTE:
|
1623
|
+
// Interpolates along the shortest path between orientations.
|
1624
|
+
// Does not clamp t between 0 and 1.
|
1625
|
+
//
|
1626
|
+
VECTORMATH_FORCE_INLINE const Quat slerp( const floatInVec &t, const Quat &unitQuat0, const Quat &unitQuat1 );
|
1627
|
+
|
1628
|
+
// Spherical quadrangle interpolation
|
1629
|
+
//
|
1630
|
+
VECTORMATH_FORCE_INLINE const Quat squad( float t, const Quat &unitQuat0, const Quat &unitQuat1, const Quat &unitQuat2, const Quat &unitQuat3 );
|
1631
|
+
|
1632
|
+
// Spherical quadrangle interpolation (scalar data contained in vector data type)
|
1633
|
+
//
|
1634
|
+
VECTORMATH_FORCE_INLINE const Quat squad( const floatInVec &t, const Quat &unitQuat0, const Quat &unitQuat1, const Quat &unitQuat2, const Quat &unitQuat3 );
|
1635
|
+
|
1636
|
+
// Conditionally select between two quaternions
|
1637
|
+
// NOTE:
|
1638
|
+
// This function uses a conditional select instruction to avoid a branch.
|
1639
|
+
// However, the transfer of select1 to a VMX register may use more processing time than a branch.
|
1640
|
+
// Use the boolInVec version for better performance.
|
1641
|
+
//
|
1642
|
+
VECTORMATH_FORCE_INLINE const Quat select( const Quat &quat0, const Quat &quat1, bool select1 );
|
1643
|
+
|
1644
|
+
// Conditionally select between two quaternions (scalar data contained in vector data type)
|
1645
|
+
// NOTE:
|
1646
|
+
// This function uses a conditional select instruction to avoid a branch.
|
1647
|
+
//
|
1648
|
+
VECTORMATH_FORCE_INLINE const Quat select( const Quat &quat0, const Quat &quat1, const boolInVec &select1 );
|
1649
|
+
|
1650
|
+
#ifdef _VECTORMATH_DEBUG
|
1651
|
+
|
1652
|
+
// Print a quaternion
|
1653
|
+
// NOTE:
|
1654
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
1655
|
+
//
|
1656
|
+
VECTORMATH_FORCE_INLINE void print( const Quat &quat );
|
1657
|
+
|
1658
|
+
// Print a quaternion and an associated string identifier
|
1659
|
+
// NOTE:
|
1660
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
1661
|
+
//
|
1662
|
+
VECTORMATH_FORCE_INLINE void print( const Quat &quat, const char * name );
|
1663
|
+
|
1664
|
+
#endif
|
1665
|
+
|
1666
|
+
// A 3x3 matrix in array-of-structures format
|
1667
|
+
//
|
1668
|
+
class Matrix3
|
1669
|
+
{
|
1670
|
+
Vector3 mCol0;
|
1671
|
+
Vector3 mCol1;
|
1672
|
+
Vector3 mCol2;
|
1673
|
+
|
1674
|
+
public:
|
1675
|
+
// Default constructor; does no initialization
|
1676
|
+
//
|
1677
|
+
VECTORMATH_FORCE_INLINE Matrix3( ) { };
|
1678
|
+
|
1679
|
+
// Copy a 3x3 matrix
|
1680
|
+
//
|
1681
|
+
VECTORMATH_FORCE_INLINE Matrix3( const Matrix3 & mat );
|
1682
|
+
|
1683
|
+
// Construct a 3x3 matrix containing the specified columns
|
1684
|
+
//
|
1685
|
+
VECTORMATH_FORCE_INLINE Matrix3( const Vector3 &col0, const Vector3 &col1, const Vector3 &col2 );
|
1686
|
+
|
1687
|
+
// Construct a 3x3 rotation matrix from a unit-length quaternion
|
1688
|
+
//
|
1689
|
+
explicit VECTORMATH_FORCE_INLINE Matrix3( const Quat &unitQuat );
|
1690
|
+
|
1691
|
+
// Set all elements of a 3x3 matrix to the same scalar value
|
1692
|
+
//
|
1693
|
+
explicit VECTORMATH_FORCE_INLINE Matrix3( float scalar );
|
1694
|
+
|
1695
|
+
// Set all elements of a 3x3 matrix to the same scalar value (scalar data contained in vector data type)
|
1696
|
+
//
|
1697
|
+
explicit VECTORMATH_FORCE_INLINE Matrix3( const floatInVec &scalar );
|
1698
|
+
|
1699
|
+
// Assign one 3x3 matrix to another
|
1700
|
+
//
|
1701
|
+
VECTORMATH_FORCE_INLINE Matrix3 & operator =( const Matrix3 & mat );
|
1702
|
+
|
1703
|
+
// Set column 0 of a 3x3 matrix
|
1704
|
+
//
|
1705
|
+
VECTORMATH_FORCE_INLINE Matrix3 & setCol0( const Vector3 &col0 );
|
1706
|
+
|
1707
|
+
// Set column 1 of a 3x3 matrix
|
1708
|
+
//
|
1709
|
+
VECTORMATH_FORCE_INLINE Matrix3 & setCol1( const Vector3 &col1 );
|
1710
|
+
|
1711
|
+
// Set column 2 of a 3x3 matrix
|
1712
|
+
//
|
1713
|
+
VECTORMATH_FORCE_INLINE Matrix3 & setCol2( const Vector3 &col2 );
|
1714
|
+
|
1715
|
+
// Get column 0 of a 3x3 matrix
|
1716
|
+
//
|
1717
|
+
VECTORMATH_FORCE_INLINE const Vector3 getCol0( ) const;
|
1718
|
+
|
1719
|
+
// Get column 1 of a 3x3 matrix
|
1720
|
+
//
|
1721
|
+
VECTORMATH_FORCE_INLINE const Vector3 getCol1( ) const;
|
1722
|
+
|
1723
|
+
// Get column 2 of a 3x3 matrix
|
1724
|
+
//
|
1725
|
+
VECTORMATH_FORCE_INLINE const Vector3 getCol2( ) const;
|
1726
|
+
|
1727
|
+
// Set the column of a 3x3 matrix referred to by the specified index
|
1728
|
+
//
|
1729
|
+
VECTORMATH_FORCE_INLINE Matrix3 & setCol( int col, const Vector3 &vec );
|
1730
|
+
|
1731
|
+
// Set the row of a 3x3 matrix referred to by the specified index
|
1732
|
+
//
|
1733
|
+
VECTORMATH_FORCE_INLINE Matrix3 & setRow( int row, const Vector3 &vec );
|
1734
|
+
|
1735
|
+
// Get the column of a 3x3 matrix referred to by the specified index
|
1736
|
+
//
|
1737
|
+
VECTORMATH_FORCE_INLINE const Vector3 getCol( int col ) const;
|
1738
|
+
|
1739
|
+
// Get the row of a 3x3 matrix referred to by the specified index
|
1740
|
+
//
|
1741
|
+
VECTORMATH_FORCE_INLINE const Vector3 getRow( int row ) const;
|
1742
|
+
|
1743
|
+
// Subscripting operator to set or get a column
|
1744
|
+
//
|
1745
|
+
VECTORMATH_FORCE_INLINE Vector3 & operator []( int col );
|
1746
|
+
|
1747
|
+
// Subscripting operator to get a column
|
1748
|
+
//
|
1749
|
+
VECTORMATH_FORCE_INLINE const Vector3 operator []( int col ) const;
|
1750
|
+
|
1751
|
+
// Set the element of a 3x3 matrix referred to by column and row indices
|
1752
|
+
//
|
1753
|
+
VECTORMATH_FORCE_INLINE Matrix3 & setElem( int col, int row, float val );
|
1754
|
+
|
1755
|
+
// Set the element of a 3x3 matrix referred to by column and row indices (scalar data contained in vector data type)
|
1756
|
+
//
|
1757
|
+
VECTORMATH_FORCE_INLINE Matrix3 & setElem( int col, int row, const floatInVec &val );
|
1758
|
+
|
1759
|
+
// Get the element of a 3x3 matrix referred to by column and row indices
|
1760
|
+
//
|
1761
|
+
VECTORMATH_FORCE_INLINE const floatInVec getElem( int col, int row ) const;
|
1762
|
+
|
1763
|
+
// Add two 3x3 matrices
|
1764
|
+
//
|
1765
|
+
VECTORMATH_FORCE_INLINE const Matrix3 operator +( const Matrix3 & mat ) const;
|
1766
|
+
|
1767
|
+
// Subtract a 3x3 matrix from another 3x3 matrix
|
1768
|
+
//
|
1769
|
+
VECTORMATH_FORCE_INLINE const Matrix3 operator -( const Matrix3 & mat ) const;
|
1770
|
+
|
1771
|
+
// Negate all elements of a 3x3 matrix
|
1772
|
+
//
|
1773
|
+
VECTORMATH_FORCE_INLINE const Matrix3 operator -( ) const;
|
1774
|
+
|
1775
|
+
// Multiply a 3x3 matrix by a scalar
|
1776
|
+
//
|
1777
|
+
VECTORMATH_FORCE_INLINE const Matrix3 operator *( float scalar ) const;
|
1778
|
+
|
1779
|
+
// Multiply a 3x3 matrix by a scalar (scalar data contained in vector data type)
|
1780
|
+
//
|
1781
|
+
VECTORMATH_FORCE_INLINE const Matrix3 operator *( const floatInVec &scalar ) const;
|
1782
|
+
|
1783
|
+
// Multiply a 3x3 matrix by a 3-D vector
|
1784
|
+
//
|
1785
|
+
VECTORMATH_FORCE_INLINE const Vector3 operator *( const Vector3 &vec ) const;
|
1786
|
+
|
1787
|
+
// Multiply two 3x3 matrices
|
1788
|
+
//
|
1789
|
+
VECTORMATH_FORCE_INLINE const Matrix3 operator *( const Matrix3 & mat ) const;
|
1790
|
+
|
1791
|
+
// Perform compound assignment and addition with a 3x3 matrix
|
1792
|
+
//
|
1793
|
+
VECTORMATH_FORCE_INLINE Matrix3 & operator +=( const Matrix3 & mat );
|
1794
|
+
|
1795
|
+
// Perform compound assignment and subtraction by a 3x3 matrix
|
1796
|
+
//
|
1797
|
+
VECTORMATH_FORCE_INLINE Matrix3 & operator -=( const Matrix3 & mat );
|
1798
|
+
|
1799
|
+
// Perform compound assignment and multiplication by a scalar
|
1800
|
+
//
|
1801
|
+
VECTORMATH_FORCE_INLINE Matrix3 & operator *=( float scalar );
|
1802
|
+
|
1803
|
+
// Perform compound assignment and multiplication by a scalar (scalar data contained in vector data type)
|
1804
|
+
//
|
1805
|
+
VECTORMATH_FORCE_INLINE Matrix3 & operator *=( const floatInVec &scalar );
|
1806
|
+
|
1807
|
+
// Perform compound assignment and multiplication by a 3x3 matrix
|
1808
|
+
//
|
1809
|
+
VECTORMATH_FORCE_INLINE Matrix3 & operator *=( const Matrix3 & mat );
|
1810
|
+
|
1811
|
+
// Construct an identity 3x3 matrix
|
1812
|
+
//
|
1813
|
+
static VECTORMATH_FORCE_INLINE const Matrix3 identity( );
|
1814
|
+
|
1815
|
+
// Construct a 3x3 matrix to rotate around the x axis
|
1816
|
+
//
|
1817
|
+
static VECTORMATH_FORCE_INLINE const Matrix3 rotationX( float radians );
|
1818
|
+
|
1819
|
+
// Construct a 3x3 matrix to rotate around the y axis
|
1820
|
+
//
|
1821
|
+
static VECTORMATH_FORCE_INLINE const Matrix3 rotationY( float radians );
|
1822
|
+
|
1823
|
+
// Construct a 3x3 matrix to rotate around the z axis
|
1824
|
+
//
|
1825
|
+
static VECTORMATH_FORCE_INLINE const Matrix3 rotationZ( float radians );
|
1826
|
+
|
1827
|
+
// Construct a 3x3 matrix to rotate around the x axis (scalar data contained in vector data type)
|
1828
|
+
//
|
1829
|
+
static VECTORMATH_FORCE_INLINE const Matrix3 rotationX( const floatInVec &radians );
|
1830
|
+
|
1831
|
+
// Construct a 3x3 matrix to rotate around the y axis (scalar data contained in vector data type)
|
1832
|
+
//
|
1833
|
+
static VECTORMATH_FORCE_INLINE const Matrix3 rotationY( const floatInVec &radians );
|
1834
|
+
|
1835
|
+
// Construct a 3x3 matrix to rotate around the z axis (scalar data contained in vector data type)
|
1836
|
+
//
|
1837
|
+
static VECTORMATH_FORCE_INLINE const Matrix3 rotationZ( const floatInVec &radians );
|
1838
|
+
|
1839
|
+
// Construct a 3x3 matrix to rotate around the x, y, and z axes
|
1840
|
+
//
|
1841
|
+
static VECTORMATH_FORCE_INLINE const Matrix3 rotationZYX( const Vector3 &radiansXYZ );
|
1842
|
+
|
1843
|
+
// Construct a 3x3 matrix to rotate around a unit-length 3-D vector
|
1844
|
+
//
|
1845
|
+
static VECTORMATH_FORCE_INLINE const Matrix3 rotation( float radians, const Vector3 &unitVec );
|
1846
|
+
|
1847
|
+
// Construct a 3x3 matrix to rotate around a unit-length 3-D vector (scalar data contained in vector data type)
|
1848
|
+
//
|
1849
|
+
static VECTORMATH_FORCE_INLINE const Matrix3 rotation( const floatInVec &radians, const Vector3 &unitVec );
|
1850
|
+
|
1851
|
+
// Construct a rotation matrix from a unit-length quaternion
|
1852
|
+
//
|
1853
|
+
static VECTORMATH_FORCE_INLINE const Matrix3 rotation( const Quat &unitQuat );
|
1854
|
+
|
1855
|
+
// Construct a 3x3 matrix to perform scaling
|
1856
|
+
//
|
1857
|
+
static VECTORMATH_FORCE_INLINE const Matrix3 scale( const Vector3 &scaleVec );
|
1858
|
+
|
1859
|
+
};
|
1860
|
+
// Multiply a 3x3 matrix by a scalar
|
1861
|
+
//
|
1862
|
+
VECTORMATH_FORCE_INLINE const Matrix3 operator *( float scalar, const Matrix3 & mat );
|
1863
|
+
|
1864
|
+
// Multiply a 3x3 matrix by a scalar (scalar data contained in vector data type)
|
1865
|
+
//
|
1866
|
+
VECTORMATH_FORCE_INLINE const Matrix3 operator *( const floatInVec &scalar, const Matrix3 & mat );
|
1867
|
+
|
1868
|
+
// Append (post-multiply) a scale transformation to a 3x3 matrix
|
1869
|
+
// NOTE:
|
1870
|
+
// Faster than creating and multiplying a scale transformation matrix.
|
1871
|
+
//
|
1872
|
+
VECTORMATH_FORCE_INLINE const Matrix3 appendScale( const Matrix3 & mat, const Vector3 &scaleVec );
|
1873
|
+
|
1874
|
+
// Prepend (pre-multiply) a scale transformation to a 3x3 matrix
|
1875
|
+
// NOTE:
|
1876
|
+
// Faster than creating and multiplying a scale transformation matrix.
|
1877
|
+
//
|
1878
|
+
VECTORMATH_FORCE_INLINE const Matrix3 prependScale( const Vector3 &scaleVec, const Matrix3 & mat );
|
1879
|
+
|
1880
|
+
// Multiply two 3x3 matrices per element
|
1881
|
+
//
|
1882
|
+
VECTORMATH_FORCE_INLINE const Matrix3 mulPerElem( const Matrix3 & mat0, const Matrix3 & mat1 );
|
1883
|
+
|
1884
|
+
// Compute the absolute value of a 3x3 matrix per element
|
1885
|
+
//
|
1886
|
+
VECTORMATH_FORCE_INLINE const Matrix3 absPerElem( const Matrix3 & mat );
|
1887
|
+
|
1888
|
+
// Transpose of a 3x3 matrix
|
1889
|
+
//
|
1890
|
+
VECTORMATH_FORCE_INLINE const Matrix3 transpose( const Matrix3 & mat );
|
1891
|
+
|
1892
|
+
// Compute the inverse of a 3x3 matrix
|
1893
|
+
// NOTE:
|
1894
|
+
// Result is unpredictable when the determinant of mat is equal to or near 0.
|
1895
|
+
//
|
1896
|
+
VECTORMATH_FORCE_INLINE const Matrix3 inverse( const Matrix3 & mat );
|
1897
|
+
|
1898
|
+
// Determinant of a 3x3 matrix
|
1899
|
+
//
|
1900
|
+
VECTORMATH_FORCE_INLINE const floatInVec determinant( const Matrix3 & mat );
|
1901
|
+
|
1902
|
+
// Conditionally select between two 3x3 matrices
|
1903
|
+
// NOTE:
|
1904
|
+
// This function uses a conditional select instruction to avoid a branch.
|
1905
|
+
// However, the transfer of select1 to a VMX register may use more processing time than a branch.
|
1906
|
+
// Use the boolInVec version for better performance.
|
1907
|
+
//
|
1908
|
+
VECTORMATH_FORCE_INLINE const Matrix3 select( const Matrix3 & mat0, const Matrix3 & mat1, bool select1 );
|
1909
|
+
|
1910
|
+
// Conditionally select between two 3x3 matrices (scalar data contained in vector data type)
|
1911
|
+
// NOTE:
|
1912
|
+
// This function uses a conditional select instruction to avoid a branch.
|
1913
|
+
//
|
1914
|
+
VECTORMATH_FORCE_INLINE const Matrix3 select( const Matrix3 & mat0, const Matrix3 & mat1, const boolInVec &select1 );
|
1915
|
+
|
1916
|
+
#ifdef _VECTORMATH_DEBUG
|
1917
|
+
|
1918
|
+
// Print a 3x3 matrix
|
1919
|
+
// NOTE:
|
1920
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
1921
|
+
//
|
1922
|
+
VECTORMATH_FORCE_INLINE void print( const Matrix3 & mat );
|
1923
|
+
|
1924
|
+
// Print a 3x3 matrix and an associated string identifier
|
1925
|
+
// NOTE:
|
1926
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
1927
|
+
//
|
1928
|
+
VECTORMATH_FORCE_INLINE void print( const Matrix3 & mat, const char * name );
|
1929
|
+
|
1930
|
+
#endif
|
1931
|
+
|
1932
|
+
// A 4x4 matrix in array-of-structures format
|
1933
|
+
//
|
1934
|
+
class Matrix4
|
1935
|
+
{
|
1936
|
+
Vector4 mCol0;
|
1937
|
+
Vector4 mCol1;
|
1938
|
+
Vector4 mCol2;
|
1939
|
+
Vector4 mCol3;
|
1940
|
+
|
1941
|
+
public:
|
1942
|
+
// Default constructor; does no initialization
|
1943
|
+
//
|
1944
|
+
VECTORMATH_FORCE_INLINE Matrix4( ) { };
|
1945
|
+
|
1946
|
+
// Copy a 4x4 matrix
|
1947
|
+
//
|
1948
|
+
VECTORMATH_FORCE_INLINE Matrix4( const Matrix4 & mat );
|
1949
|
+
|
1950
|
+
// Construct a 4x4 matrix containing the specified columns
|
1951
|
+
//
|
1952
|
+
VECTORMATH_FORCE_INLINE Matrix4( const Vector4 &col0, const Vector4 &col1, const Vector4 &col2, const Vector4 &col3 );
|
1953
|
+
|
1954
|
+
// Construct a 4x4 matrix from a 3x4 transformation matrix
|
1955
|
+
//
|
1956
|
+
explicit VECTORMATH_FORCE_INLINE Matrix4( const Transform3 & mat );
|
1957
|
+
|
1958
|
+
// Construct a 4x4 matrix from a 3x3 matrix and a 3-D vector
|
1959
|
+
//
|
1960
|
+
VECTORMATH_FORCE_INLINE Matrix4( const Matrix3 & mat, const Vector3 &translateVec );
|
1961
|
+
|
1962
|
+
// Construct a 4x4 matrix from a unit-length quaternion and a 3-D vector
|
1963
|
+
//
|
1964
|
+
VECTORMATH_FORCE_INLINE Matrix4( const Quat &unitQuat, const Vector3 &translateVec );
|
1965
|
+
|
1966
|
+
// Set all elements of a 4x4 matrix to the same scalar value
|
1967
|
+
//
|
1968
|
+
explicit VECTORMATH_FORCE_INLINE Matrix4( float scalar );
|
1969
|
+
|
1970
|
+
// Set all elements of a 4x4 matrix to the same scalar value (scalar data contained in vector data type)
|
1971
|
+
//
|
1972
|
+
explicit VECTORMATH_FORCE_INLINE Matrix4( const floatInVec &scalar );
|
1973
|
+
|
1974
|
+
// Assign one 4x4 matrix to another
|
1975
|
+
//
|
1976
|
+
VECTORMATH_FORCE_INLINE Matrix4 & operator =( const Matrix4 & mat );
|
1977
|
+
|
1978
|
+
// Set the upper-left 3x3 submatrix
|
1979
|
+
// NOTE:
|
1980
|
+
// This function does not change the bottom row elements.
|
1981
|
+
//
|
1982
|
+
VECTORMATH_FORCE_INLINE Matrix4 & setUpper3x3( const Matrix3 & mat3 );
|
1983
|
+
|
1984
|
+
// Get the upper-left 3x3 submatrix of a 4x4 matrix
|
1985
|
+
//
|
1986
|
+
VECTORMATH_FORCE_INLINE const Matrix3 getUpper3x3( ) const;
|
1987
|
+
|
1988
|
+
// Set translation component
|
1989
|
+
// NOTE:
|
1990
|
+
// This function does not change the bottom row elements.
|
1991
|
+
//
|
1992
|
+
VECTORMATH_FORCE_INLINE Matrix4 & setTranslation( const Vector3 &translateVec );
|
1993
|
+
|
1994
|
+
// Get the translation component of a 4x4 matrix
|
1995
|
+
//
|
1996
|
+
VECTORMATH_FORCE_INLINE const Vector3 getTranslation( ) const;
|
1997
|
+
|
1998
|
+
// Set column 0 of a 4x4 matrix
|
1999
|
+
//
|
2000
|
+
VECTORMATH_FORCE_INLINE Matrix4 & setCol0( const Vector4 &col0 );
|
2001
|
+
|
2002
|
+
// Set column 1 of a 4x4 matrix
|
2003
|
+
//
|
2004
|
+
VECTORMATH_FORCE_INLINE Matrix4 & setCol1( const Vector4 &col1 );
|
2005
|
+
|
2006
|
+
// Set column 2 of a 4x4 matrix
|
2007
|
+
//
|
2008
|
+
VECTORMATH_FORCE_INLINE Matrix4 & setCol2( const Vector4 &col2 );
|
2009
|
+
|
2010
|
+
// Set column 3 of a 4x4 matrix
|
2011
|
+
//
|
2012
|
+
VECTORMATH_FORCE_INLINE Matrix4 & setCol3( const Vector4 &col3 );
|
2013
|
+
|
2014
|
+
// Get column 0 of a 4x4 matrix
|
2015
|
+
//
|
2016
|
+
VECTORMATH_FORCE_INLINE const Vector4 getCol0( ) const;
|
2017
|
+
|
2018
|
+
// Get column 1 of a 4x4 matrix
|
2019
|
+
//
|
2020
|
+
VECTORMATH_FORCE_INLINE const Vector4 getCol1( ) const;
|
2021
|
+
|
2022
|
+
// Get column 2 of a 4x4 matrix
|
2023
|
+
//
|
2024
|
+
VECTORMATH_FORCE_INLINE const Vector4 getCol2( ) const;
|
2025
|
+
|
2026
|
+
// Get column 3 of a 4x4 matrix
|
2027
|
+
//
|
2028
|
+
VECTORMATH_FORCE_INLINE const Vector4 getCol3( ) const;
|
2029
|
+
|
2030
|
+
// Set the column of a 4x4 matrix referred to by the specified index
|
2031
|
+
//
|
2032
|
+
VECTORMATH_FORCE_INLINE Matrix4 & setCol( int col, const Vector4 &vec );
|
2033
|
+
|
2034
|
+
// Set the row of a 4x4 matrix referred to by the specified index
|
2035
|
+
//
|
2036
|
+
VECTORMATH_FORCE_INLINE Matrix4 & setRow( int row, const Vector4 &vec );
|
2037
|
+
|
2038
|
+
// Get the column of a 4x4 matrix referred to by the specified index
|
2039
|
+
//
|
2040
|
+
VECTORMATH_FORCE_INLINE const Vector4 getCol( int col ) const;
|
2041
|
+
|
2042
|
+
// Get the row of a 4x4 matrix referred to by the specified index
|
2043
|
+
//
|
2044
|
+
VECTORMATH_FORCE_INLINE const Vector4 getRow( int row ) const;
|
2045
|
+
|
2046
|
+
// Subscripting operator to set or get a column
|
2047
|
+
//
|
2048
|
+
VECTORMATH_FORCE_INLINE Vector4 & operator []( int col );
|
2049
|
+
|
2050
|
+
// Subscripting operator to get a column
|
2051
|
+
//
|
2052
|
+
VECTORMATH_FORCE_INLINE const Vector4 operator []( int col ) const;
|
2053
|
+
|
2054
|
+
// Set the element of a 4x4 matrix referred to by column and row indices
|
2055
|
+
//
|
2056
|
+
VECTORMATH_FORCE_INLINE Matrix4 & setElem( int col, int row, float val );
|
2057
|
+
|
2058
|
+
// Set the element of a 4x4 matrix referred to by column and row indices (scalar data contained in vector data type)
|
2059
|
+
//
|
2060
|
+
VECTORMATH_FORCE_INLINE Matrix4 & setElem( int col, int row, const floatInVec &val );
|
2061
|
+
|
2062
|
+
// Get the element of a 4x4 matrix referred to by column and row indices
|
2063
|
+
//
|
2064
|
+
VECTORMATH_FORCE_INLINE const floatInVec getElem( int col, int row ) const;
|
2065
|
+
|
2066
|
+
// Add two 4x4 matrices
|
2067
|
+
//
|
2068
|
+
VECTORMATH_FORCE_INLINE const Matrix4 operator +( const Matrix4 & mat ) const;
|
2069
|
+
|
2070
|
+
// Subtract a 4x4 matrix from another 4x4 matrix
|
2071
|
+
//
|
2072
|
+
VECTORMATH_FORCE_INLINE const Matrix4 operator -( const Matrix4 & mat ) const;
|
2073
|
+
|
2074
|
+
// Negate all elements of a 4x4 matrix
|
2075
|
+
//
|
2076
|
+
VECTORMATH_FORCE_INLINE const Matrix4 operator -( ) const;
|
2077
|
+
|
2078
|
+
// Multiply a 4x4 matrix by a scalar
|
2079
|
+
//
|
2080
|
+
VECTORMATH_FORCE_INLINE const Matrix4 operator *( float scalar ) const;
|
2081
|
+
|
2082
|
+
// Multiply a 4x4 matrix by a scalar (scalar data contained in vector data type)
|
2083
|
+
//
|
2084
|
+
VECTORMATH_FORCE_INLINE const Matrix4 operator *( const floatInVec &scalar ) const;
|
2085
|
+
|
2086
|
+
// Multiply a 4x4 matrix by a 4-D vector
|
2087
|
+
//
|
2088
|
+
VECTORMATH_FORCE_INLINE const Vector4 operator *( const Vector4 &vec ) const;
|
2089
|
+
|
2090
|
+
// Multiply a 4x4 matrix by a 3-D vector
|
2091
|
+
//
|
2092
|
+
VECTORMATH_FORCE_INLINE const Vector4 operator *( const Vector3 &vec ) const;
|
2093
|
+
|
2094
|
+
// Multiply a 4x4 matrix by a 3-D point
|
2095
|
+
//
|
2096
|
+
VECTORMATH_FORCE_INLINE const Vector4 operator *( const Point3 &pnt ) const;
|
2097
|
+
|
2098
|
+
// Multiply two 4x4 matrices
|
2099
|
+
//
|
2100
|
+
VECTORMATH_FORCE_INLINE const Matrix4 operator *( const Matrix4 & mat ) const;
|
2101
|
+
|
2102
|
+
// Multiply a 4x4 matrix by a 3x4 transformation matrix
|
2103
|
+
//
|
2104
|
+
VECTORMATH_FORCE_INLINE const Matrix4 operator *( const Transform3 & tfrm ) const;
|
2105
|
+
|
2106
|
+
// Perform compound assignment and addition with a 4x4 matrix
|
2107
|
+
//
|
2108
|
+
VECTORMATH_FORCE_INLINE Matrix4 & operator +=( const Matrix4 & mat );
|
2109
|
+
|
2110
|
+
// Perform compound assignment and subtraction by a 4x4 matrix
|
2111
|
+
//
|
2112
|
+
VECTORMATH_FORCE_INLINE Matrix4 & operator -=( const Matrix4 & mat );
|
2113
|
+
|
2114
|
+
// Perform compound assignment and multiplication by a scalar
|
2115
|
+
//
|
2116
|
+
VECTORMATH_FORCE_INLINE Matrix4 & operator *=( float scalar );
|
2117
|
+
|
2118
|
+
// Perform compound assignment and multiplication by a scalar (scalar data contained in vector data type)
|
2119
|
+
//
|
2120
|
+
VECTORMATH_FORCE_INLINE Matrix4 & operator *=( const floatInVec &scalar );
|
2121
|
+
|
2122
|
+
// Perform compound assignment and multiplication by a 4x4 matrix
|
2123
|
+
//
|
2124
|
+
VECTORMATH_FORCE_INLINE Matrix4 & operator *=( const Matrix4 & mat );
|
2125
|
+
|
2126
|
+
// Perform compound assignment and multiplication by a 3x4 transformation matrix
|
2127
|
+
//
|
2128
|
+
VECTORMATH_FORCE_INLINE Matrix4 & operator *=( const Transform3 & tfrm );
|
2129
|
+
|
2130
|
+
// Construct an identity 4x4 matrix
|
2131
|
+
//
|
2132
|
+
static VECTORMATH_FORCE_INLINE const Matrix4 identity( );
|
2133
|
+
|
2134
|
+
// Construct a 4x4 matrix to rotate around the x axis
|
2135
|
+
//
|
2136
|
+
static VECTORMATH_FORCE_INLINE const Matrix4 rotationX( float radians );
|
2137
|
+
|
2138
|
+
// Construct a 4x4 matrix to rotate around the y axis
|
2139
|
+
//
|
2140
|
+
static VECTORMATH_FORCE_INLINE const Matrix4 rotationY( float radians );
|
2141
|
+
|
2142
|
+
// Construct a 4x4 matrix to rotate around the z axis
|
2143
|
+
//
|
2144
|
+
static VECTORMATH_FORCE_INLINE const Matrix4 rotationZ( float radians );
|
2145
|
+
|
2146
|
+
// Construct a 4x4 matrix to rotate around the x axis (scalar data contained in vector data type)
|
2147
|
+
//
|
2148
|
+
static VECTORMATH_FORCE_INLINE const Matrix4 rotationX( const floatInVec &radians );
|
2149
|
+
|
2150
|
+
// Construct a 4x4 matrix to rotate around the y axis (scalar data contained in vector data type)
|
2151
|
+
//
|
2152
|
+
static VECTORMATH_FORCE_INLINE const Matrix4 rotationY( const floatInVec &radians );
|
2153
|
+
|
2154
|
+
// Construct a 4x4 matrix to rotate around the z axis (scalar data contained in vector data type)
|
2155
|
+
//
|
2156
|
+
static VECTORMATH_FORCE_INLINE const Matrix4 rotationZ( const floatInVec &radians );
|
2157
|
+
|
2158
|
+
// Construct a 4x4 matrix to rotate around the x, y, and z axes
|
2159
|
+
//
|
2160
|
+
static VECTORMATH_FORCE_INLINE const Matrix4 rotationZYX( const Vector3 &radiansXYZ );
|
2161
|
+
|
2162
|
+
// Construct a 4x4 matrix to rotate around a unit-length 3-D vector
|
2163
|
+
//
|
2164
|
+
static VECTORMATH_FORCE_INLINE const Matrix4 rotation( float radians, const Vector3 &unitVec );
|
2165
|
+
|
2166
|
+
// Construct a 4x4 matrix to rotate around a unit-length 3-D vector (scalar data contained in vector data type)
|
2167
|
+
//
|
2168
|
+
static VECTORMATH_FORCE_INLINE const Matrix4 rotation( const floatInVec &radians, const Vector3 &unitVec );
|
2169
|
+
|
2170
|
+
// Construct a rotation matrix from a unit-length quaternion
|
2171
|
+
//
|
2172
|
+
static VECTORMATH_FORCE_INLINE const Matrix4 rotation( const Quat &unitQuat );
|
2173
|
+
|
2174
|
+
// Construct a 4x4 matrix to perform scaling
|
2175
|
+
//
|
2176
|
+
static VECTORMATH_FORCE_INLINE const Matrix4 scale( const Vector3 &scaleVec );
|
2177
|
+
|
2178
|
+
// Construct a 4x4 matrix to perform translation
|
2179
|
+
//
|
2180
|
+
static VECTORMATH_FORCE_INLINE const Matrix4 translation( const Vector3 &translateVec );
|
2181
|
+
|
2182
|
+
// Construct viewing matrix based on eye, position looked at, and up direction
|
2183
|
+
//
|
2184
|
+
static VECTORMATH_FORCE_INLINE const Matrix4 lookAt( const Point3 &eyePos, const Point3 &lookAtPos, const Vector3 &upVec );
|
2185
|
+
|
2186
|
+
// Construct a perspective projection matrix
|
2187
|
+
//
|
2188
|
+
static VECTORMATH_FORCE_INLINE const Matrix4 perspective( float fovyRadians, float aspect, float zNear, float zFar );
|
2189
|
+
|
2190
|
+
// Construct a perspective projection matrix based on frustum
|
2191
|
+
//
|
2192
|
+
static VECTORMATH_FORCE_INLINE const Matrix4 frustum( float left, float right, float bottom, float top, float zNear, float zFar );
|
2193
|
+
|
2194
|
+
// Construct an orthographic projection matrix
|
2195
|
+
//
|
2196
|
+
static VECTORMATH_FORCE_INLINE const Matrix4 orthographic( float left, float right, float bottom, float top, float zNear, float zFar );
|
2197
|
+
|
2198
|
+
};
|
2199
|
+
// Multiply a 4x4 matrix by a scalar
|
2200
|
+
//
|
2201
|
+
VECTORMATH_FORCE_INLINE const Matrix4 operator *( float scalar, const Matrix4 & mat );
|
2202
|
+
|
2203
|
+
// Multiply a 4x4 matrix by a scalar (scalar data contained in vector data type)
|
2204
|
+
//
|
2205
|
+
VECTORMATH_FORCE_INLINE const Matrix4 operator *( const floatInVec &scalar, const Matrix4 & mat );
|
2206
|
+
|
2207
|
+
// Append (post-multiply) a scale transformation to a 4x4 matrix
|
2208
|
+
// NOTE:
|
2209
|
+
// Faster than creating and multiplying a scale transformation matrix.
|
2210
|
+
//
|
2211
|
+
VECTORMATH_FORCE_INLINE const Matrix4 appendScale( const Matrix4 & mat, const Vector3 &scaleVec );
|
2212
|
+
|
2213
|
+
// Prepend (pre-multiply) a scale transformation to a 4x4 matrix
|
2214
|
+
// NOTE:
|
2215
|
+
// Faster than creating and multiplying a scale transformation matrix.
|
2216
|
+
//
|
2217
|
+
VECTORMATH_FORCE_INLINE const Matrix4 prependScale( const Vector3 &scaleVec, const Matrix4 & mat );
|
2218
|
+
|
2219
|
+
// Multiply two 4x4 matrices per element
|
2220
|
+
//
|
2221
|
+
VECTORMATH_FORCE_INLINE const Matrix4 mulPerElem( const Matrix4 & mat0, const Matrix4 & mat1 );
|
2222
|
+
|
2223
|
+
// Compute the absolute value of a 4x4 matrix per element
|
2224
|
+
//
|
2225
|
+
VECTORMATH_FORCE_INLINE const Matrix4 absPerElem( const Matrix4 & mat );
|
2226
|
+
|
2227
|
+
// Transpose of a 4x4 matrix
|
2228
|
+
//
|
2229
|
+
VECTORMATH_FORCE_INLINE const Matrix4 transpose( const Matrix4 & mat );
|
2230
|
+
|
2231
|
+
// Compute the inverse of a 4x4 matrix
|
2232
|
+
// NOTE:
|
2233
|
+
// Result is unpredictable when the determinant of mat is equal to or near 0.
|
2234
|
+
//
|
2235
|
+
VECTORMATH_FORCE_INLINE const Matrix4 inverse( const Matrix4 & mat );
|
2236
|
+
|
2237
|
+
// Compute the inverse of a 4x4 matrix, which is expected to be an affine matrix
|
2238
|
+
// NOTE:
|
2239
|
+
// This can be used to achieve better performance than a general inverse when the specified 4x4 matrix meets the given restrictions. The result is unpredictable when the determinant of mat is equal to or near 0.
|
2240
|
+
//
|
2241
|
+
VECTORMATH_FORCE_INLINE const Matrix4 affineInverse( const Matrix4 & mat );
|
2242
|
+
|
2243
|
+
// Compute the inverse of a 4x4 matrix, which is expected to be an affine matrix with an orthogonal upper-left 3x3 submatrix
|
2244
|
+
// NOTE:
|
2245
|
+
// This can be used to achieve better performance than a general inverse when the specified 4x4 matrix meets the given restrictions.
|
2246
|
+
//
|
2247
|
+
VECTORMATH_FORCE_INLINE const Matrix4 orthoInverse( const Matrix4 & mat );
|
2248
|
+
|
2249
|
+
// Determinant of a 4x4 matrix
|
2250
|
+
//
|
2251
|
+
VECTORMATH_FORCE_INLINE const floatInVec determinant( const Matrix4 & mat );
|
2252
|
+
|
2253
|
+
// Conditionally select between two 4x4 matrices
|
2254
|
+
// NOTE:
|
2255
|
+
// This function uses a conditional select instruction to avoid a branch.
|
2256
|
+
// However, the transfer of select1 to a VMX register may use more processing time than a branch.
|
2257
|
+
// Use the boolInVec version for better performance.
|
2258
|
+
//
|
2259
|
+
VECTORMATH_FORCE_INLINE const Matrix4 select( const Matrix4 & mat0, const Matrix4 & mat1, bool select1 );
|
2260
|
+
|
2261
|
+
// Conditionally select between two 4x4 matrices (scalar data contained in vector data type)
|
2262
|
+
// NOTE:
|
2263
|
+
// This function uses a conditional select instruction to avoid a branch.
|
2264
|
+
//
|
2265
|
+
VECTORMATH_FORCE_INLINE const Matrix4 select( const Matrix4 & mat0, const Matrix4 & mat1, const boolInVec &select1 );
|
2266
|
+
|
2267
|
+
#ifdef _VECTORMATH_DEBUG
|
2268
|
+
|
2269
|
+
// Print a 4x4 matrix
|
2270
|
+
// NOTE:
|
2271
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
2272
|
+
//
|
2273
|
+
VECTORMATH_FORCE_INLINE void print( const Matrix4 & mat );
|
2274
|
+
|
2275
|
+
// Print a 4x4 matrix and an associated string identifier
|
2276
|
+
// NOTE:
|
2277
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
2278
|
+
//
|
2279
|
+
VECTORMATH_FORCE_INLINE void print( const Matrix4 & mat, const char * name );
|
2280
|
+
|
2281
|
+
#endif
|
2282
|
+
|
2283
|
+
// A 3x4 transformation matrix in array-of-structures format
|
2284
|
+
//
|
2285
|
+
class Transform3
|
2286
|
+
{
|
2287
|
+
Vector3 mCol0;
|
2288
|
+
Vector3 mCol1;
|
2289
|
+
Vector3 mCol2;
|
2290
|
+
Vector3 mCol3;
|
2291
|
+
|
2292
|
+
public:
|
2293
|
+
// Default constructor; does no initialization
|
2294
|
+
//
|
2295
|
+
VECTORMATH_FORCE_INLINE Transform3( ) { };
|
2296
|
+
|
2297
|
+
// Copy a 3x4 transformation matrix
|
2298
|
+
//
|
2299
|
+
VECTORMATH_FORCE_INLINE Transform3( const Transform3 & tfrm );
|
2300
|
+
|
2301
|
+
// Construct a 3x4 transformation matrix containing the specified columns
|
2302
|
+
//
|
2303
|
+
VECTORMATH_FORCE_INLINE Transform3( const Vector3 &col0, const Vector3 &col1, const Vector3 &col2, const Vector3 &col3 );
|
2304
|
+
|
2305
|
+
// Construct a 3x4 transformation matrix from a 3x3 matrix and a 3-D vector
|
2306
|
+
//
|
2307
|
+
VECTORMATH_FORCE_INLINE Transform3( const Matrix3 & tfrm, const Vector3 &translateVec );
|
2308
|
+
|
2309
|
+
// Construct a 3x4 transformation matrix from a unit-length quaternion and a 3-D vector
|
2310
|
+
//
|
2311
|
+
VECTORMATH_FORCE_INLINE Transform3( const Quat &unitQuat, const Vector3 &translateVec );
|
2312
|
+
|
2313
|
+
// Set all elements of a 3x4 transformation matrix to the same scalar value
|
2314
|
+
//
|
2315
|
+
explicit VECTORMATH_FORCE_INLINE Transform3( float scalar );
|
2316
|
+
|
2317
|
+
// Set all elements of a 3x4 transformation matrix to the same scalar value (scalar data contained in vector data type)
|
2318
|
+
//
|
2319
|
+
explicit VECTORMATH_FORCE_INLINE Transform3( const floatInVec &scalar );
|
2320
|
+
|
2321
|
+
// Assign one 3x4 transformation matrix to another
|
2322
|
+
//
|
2323
|
+
VECTORMATH_FORCE_INLINE Transform3 & operator =( const Transform3 & tfrm );
|
2324
|
+
|
2325
|
+
// Set the upper-left 3x3 submatrix
|
2326
|
+
//
|
2327
|
+
VECTORMATH_FORCE_INLINE Transform3 & setUpper3x3( const Matrix3 & mat3 );
|
2328
|
+
|
2329
|
+
// Get the upper-left 3x3 submatrix of a 3x4 transformation matrix
|
2330
|
+
//
|
2331
|
+
VECTORMATH_FORCE_INLINE const Matrix3 getUpper3x3( ) const;
|
2332
|
+
|
2333
|
+
// Set translation component
|
2334
|
+
//
|
2335
|
+
VECTORMATH_FORCE_INLINE Transform3 & setTranslation( const Vector3 &translateVec );
|
2336
|
+
|
2337
|
+
// Get the translation component of a 3x4 transformation matrix
|
2338
|
+
//
|
2339
|
+
VECTORMATH_FORCE_INLINE const Vector3 getTranslation( ) const;
|
2340
|
+
|
2341
|
+
// Set column 0 of a 3x4 transformation matrix
|
2342
|
+
//
|
2343
|
+
VECTORMATH_FORCE_INLINE Transform3 & setCol0( const Vector3 &col0 );
|
2344
|
+
|
2345
|
+
// Set column 1 of a 3x4 transformation matrix
|
2346
|
+
//
|
2347
|
+
VECTORMATH_FORCE_INLINE Transform3 & setCol1( const Vector3 &col1 );
|
2348
|
+
|
2349
|
+
// Set column 2 of a 3x4 transformation matrix
|
2350
|
+
//
|
2351
|
+
VECTORMATH_FORCE_INLINE Transform3 & setCol2( const Vector3 &col2 );
|
2352
|
+
|
2353
|
+
// Set column 3 of a 3x4 transformation matrix
|
2354
|
+
//
|
2355
|
+
VECTORMATH_FORCE_INLINE Transform3 & setCol3( const Vector3 &col3 );
|
2356
|
+
|
2357
|
+
// Get column 0 of a 3x4 transformation matrix
|
2358
|
+
//
|
2359
|
+
VECTORMATH_FORCE_INLINE const Vector3 getCol0( ) const;
|
2360
|
+
|
2361
|
+
// Get column 1 of a 3x4 transformation matrix
|
2362
|
+
//
|
2363
|
+
VECTORMATH_FORCE_INLINE const Vector3 getCol1( ) const;
|
2364
|
+
|
2365
|
+
// Get column 2 of a 3x4 transformation matrix
|
2366
|
+
//
|
2367
|
+
VECTORMATH_FORCE_INLINE const Vector3 getCol2( ) const;
|
2368
|
+
|
2369
|
+
// Get column 3 of a 3x4 transformation matrix
|
2370
|
+
//
|
2371
|
+
VECTORMATH_FORCE_INLINE const Vector3 getCol3( ) const;
|
2372
|
+
|
2373
|
+
// Set the column of a 3x4 transformation matrix referred to by the specified index
|
2374
|
+
//
|
2375
|
+
VECTORMATH_FORCE_INLINE Transform3 & setCol( int col, const Vector3 &vec );
|
2376
|
+
|
2377
|
+
// Set the row of a 3x4 transformation matrix referred to by the specified index
|
2378
|
+
//
|
2379
|
+
VECTORMATH_FORCE_INLINE Transform3 & setRow( int row, const Vector4 &vec );
|
2380
|
+
|
2381
|
+
// Get the column of a 3x4 transformation matrix referred to by the specified index
|
2382
|
+
//
|
2383
|
+
VECTORMATH_FORCE_INLINE const Vector3 getCol( int col ) const;
|
2384
|
+
|
2385
|
+
// Get the row of a 3x4 transformation matrix referred to by the specified index
|
2386
|
+
//
|
2387
|
+
VECTORMATH_FORCE_INLINE const Vector4 getRow( int row ) const;
|
2388
|
+
|
2389
|
+
// Subscripting operator to set or get a column
|
2390
|
+
//
|
2391
|
+
VECTORMATH_FORCE_INLINE Vector3 & operator []( int col );
|
2392
|
+
|
2393
|
+
// Subscripting operator to get a column
|
2394
|
+
//
|
2395
|
+
VECTORMATH_FORCE_INLINE const Vector3 operator []( int col ) const;
|
2396
|
+
|
2397
|
+
// Set the element of a 3x4 transformation matrix referred to by column and row indices
|
2398
|
+
//
|
2399
|
+
VECTORMATH_FORCE_INLINE Transform3 & setElem( int col, int row, float val );
|
2400
|
+
|
2401
|
+
// Set the element of a 3x4 transformation matrix referred to by column and row indices (scalar data contained in vector data type)
|
2402
|
+
//
|
2403
|
+
VECTORMATH_FORCE_INLINE Transform3 & setElem( int col, int row, const floatInVec &val );
|
2404
|
+
|
2405
|
+
// Get the element of a 3x4 transformation matrix referred to by column and row indices
|
2406
|
+
//
|
2407
|
+
VECTORMATH_FORCE_INLINE const floatInVec getElem( int col, int row ) const;
|
2408
|
+
|
2409
|
+
// Multiply a 3x4 transformation matrix by a 3-D vector
|
2410
|
+
//
|
2411
|
+
VECTORMATH_FORCE_INLINE const Vector3 operator *( const Vector3 &vec ) const;
|
2412
|
+
|
2413
|
+
// Multiply a 3x4 transformation matrix by a 3-D point
|
2414
|
+
//
|
2415
|
+
VECTORMATH_FORCE_INLINE const Point3 operator *( const Point3 &pnt ) const;
|
2416
|
+
|
2417
|
+
// Multiply two 3x4 transformation matrices
|
2418
|
+
//
|
2419
|
+
VECTORMATH_FORCE_INLINE const Transform3 operator *( const Transform3 & tfrm ) const;
|
2420
|
+
|
2421
|
+
// Perform compound assignment and multiplication by a 3x4 transformation matrix
|
2422
|
+
//
|
2423
|
+
VECTORMATH_FORCE_INLINE Transform3 & operator *=( const Transform3 & tfrm );
|
2424
|
+
|
2425
|
+
// Construct an identity 3x4 transformation matrix
|
2426
|
+
//
|
2427
|
+
static VECTORMATH_FORCE_INLINE const Transform3 identity( );
|
2428
|
+
|
2429
|
+
// Construct a 3x4 transformation matrix to rotate around the x axis
|
2430
|
+
//
|
2431
|
+
static VECTORMATH_FORCE_INLINE const Transform3 rotationX( float radians );
|
2432
|
+
|
2433
|
+
// Construct a 3x4 transformation matrix to rotate around the y axis
|
2434
|
+
//
|
2435
|
+
static VECTORMATH_FORCE_INLINE const Transform3 rotationY( float radians );
|
2436
|
+
|
2437
|
+
// Construct a 3x4 transformation matrix to rotate around the z axis
|
2438
|
+
//
|
2439
|
+
static VECTORMATH_FORCE_INLINE const Transform3 rotationZ( float radians );
|
2440
|
+
|
2441
|
+
// Construct a 3x4 transformation matrix to rotate around the x axis (scalar data contained in vector data type)
|
2442
|
+
//
|
2443
|
+
static VECTORMATH_FORCE_INLINE const Transform3 rotationX( const floatInVec &radians );
|
2444
|
+
|
2445
|
+
// Construct a 3x4 transformation matrix to rotate around the y axis (scalar data contained in vector data type)
|
2446
|
+
//
|
2447
|
+
static VECTORMATH_FORCE_INLINE const Transform3 rotationY( const floatInVec &radians );
|
2448
|
+
|
2449
|
+
// Construct a 3x4 transformation matrix to rotate around the z axis (scalar data contained in vector data type)
|
2450
|
+
//
|
2451
|
+
static VECTORMATH_FORCE_INLINE const Transform3 rotationZ( const floatInVec &radians );
|
2452
|
+
|
2453
|
+
// Construct a 3x4 transformation matrix to rotate around the x, y, and z axes
|
2454
|
+
//
|
2455
|
+
static VECTORMATH_FORCE_INLINE const Transform3 rotationZYX( const Vector3 &radiansXYZ );
|
2456
|
+
|
2457
|
+
// Construct a 3x4 transformation matrix to rotate around a unit-length 3-D vector
|
2458
|
+
//
|
2459
|
+
static VECTORMATH_FORCE_INLINE const Transform3 rotation( float radians, const Vector3 &unitVec );
|
2460
|
+
|
2461
|
+
// Construct a 3x4 transformation matrix to rotate around a unit-length 3-D vector (scalar data contained in vector data type)
|
2462
|
+
//
|
2463
|
+
static VECTORMATH_FORCE_INLINE const Transform3 rotation( const floatInVec &radians, const Vector3 &unitVec );
|
2464
|
+
|
2465
|
+
// Construct a rotation matrix from a unit-length quaternion
|
2466
|
+
//
|
2467
|
+
static VECTORMATH_FORCE_INLINE const Transform3 rotation( const Quat &unitQuat );
|
2468
|
+
|
2469
|
+
// Construct a 3x4 transformation matrix to perform scaling
|
2470
|
+
//
|
2471
|
+
static VECTORMATH_FORCE_INLINE const Transform3 scale( const Vector3 &scaleVec );
|
2472
|
+
|
2473
|
+
// Construct a 3x4 transformation matrix to perform translation
|
2474
|
+
//
|
2475
|
+
static VECTORMATH_FORCE_INLINE const Transform3 translation( const Vector3 &translateVec );
|
2476
|
+
|
2477
|
+
};
|
2478
|
+
// Append (post-multiply) a scale transformation to a 3x4 transformation matrix
|
2479
|
+
// NOTE:
|
2480
|
+
// Faster than creating and multiplying a scale transformation matrix.
|
2481
|
+
//
|
2482
|
+
VECTORMATH_FORCE_INLINE const Transform3 appendScale( const Transform3 & tfrm, const Vector3 &scaleVec );
|
2483
|
+
|
2484
|
+
// Prepend (pre-multiply) a scale transformation to a 3x4 transformation matrix
|
2485
|
+
// NOTE:
|
2486
|
+
// Faster than creating and multiplying a scale transformation matrix.
|
2487
|
+
//
|
2488
|
+
VECTORMATH_FORCE_INLINE const Transform3 prependScale( const Vector3 &scaleVec, const Transform3 & tfrm );
|
2489
|
+
|
2490
|
+
// Multiply two 3x4 transformation matrices per element
|
2491
|
+
//
|
2492
|
+
VECTORMATH_FORCE_INLINE const Transform3 mulPerElem( const Transform3 & tfrm0, const Transform3 & tfrm1 );
|
2493
|
+
|
2494
|
+
// Compute the absolute value of a 3x4 transformation matrix per element
|
2495
|
+
//
|
2496
|
+
VECTORMATH_FORCE_INLINE const Transform3 absPerElem( const Transform3 & tfrm );
|
2497
|
+
|
2498
|
+
// Inverse of a 3x4 transformation matrix
|
2499
|
+
// NOTE:
|
2500
|
+
// Result is unpredictable when the determinant of the left 3x3 submatrix is equal to or near 0.
|
2501
|
+
//
|
2502
|
+
VECTORMATH_FORCE_INLINE const Transform3 inverse( const Transform3 & tfrm );
|
2503
|
+
|
2504
|
+
// Compute the inverse of a 3x4 transformation matrix, expected to have an orthogonal upper-left 3x3 submatrix
|
2505
|
+
// NOTE:
|
2506
|
+
// This can be used to achieve better performance than a general inverse when the specified 3x4 transformation matrix meets the given restrictions.
|
2507
|
+
//
|
2508
|
+
VECTORMATH_FORCE_INLINE const Transform3 orthoInverse( const Transform3 & tfrm );
|
2509
|
+
|
2510
|
+
// Conditionally select between two 3x4 transformation matrices
|
2511
|
+
// NOTE:
|
2512
|
+
// This function uses a conditional select instruction to avoid a branch.
|
2513
|
+
// However, the transfer of select1 to a VMX register may use more processing time than a branch.
|
2514
|
+
// Use the boolInVec version for better performance.
|
2515
|
+
//
|
2516
|
+
VECTORMATH_FORCE_INLINE const Transform3 select( const Transform3 & tfrm0, const Transform3 & tfrm1, bool select1 );
|
2517
|
+
|
2518
|
+
// Conditionally select between two 3x4 transformation matrices (scalar data contained in vector data type)
|
2519
|
+
// NOTE:
|
2520
|
+
// This function uses a conditional select instruction to avoid a branch.
|
2521
|
+
//
|
2522
|
+
VECTORMATH_FORCE_INLINE const Transform3 select( const Transform3 & tfrm0, const Transform3 & tfrm1, const boolInVec &select1 );
|
2523
|
+
|
2524
|
+
#ifdef _VECTORMATH_DEBUG
|
2525
|
+
|
2526
|
+
// Print a 3x4 transformation matrix
|
2527
|
+
// NOTE:
|
2528
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
2529
|
+
//
|
2530
|
+
VECTORMATH_FORCE_INLINE void print( const Transform3 & tfrm );
|
2531
|
+
|
2532
|
+
// Print a 3x4 transformation matrix and an associated string identifier
|
2533
|
+
// NOTE:
|
2534
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
2535
|
+
//
|
2536
|
+
VECTORMATH_FORCE_INLINE void print( const Transform3 & tfrm, const char * name );
|
2537
|
+
|
2538
|
+
#endif
|
2539
|
+
|
2540
|
+
} // namespace Aos
|
2541
|
+
} // namespace Vectormath
|
2542
|
+
|
2543
|
+
#include "vec_aos.h"
|
2544
|
+
#include "quat_aos.h"
|
2545
|
+
#include "mat_aos.h"
|
2546
|
+
|
2547
|
+
#endif
|