ruby-bullet 0.1.0-x86-linux → 0.1.1-x86-linux

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Files changed (284) hide show
  1. checksums.yaml +7 -0
  2. data/README.md +3 -0
  3. data/Rakefile +14 -2
  4. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btCollisionWorld.i +2 -2
  5. data/bindings/bullet/interface/bullet_wrap.cpp +17548 -6035
  6. data/bindings/bullet/interface/bullet_wrap.h +7 -7
  7. data/bindings/bullet/interface/bullet_wrap.o +0 -0
  8. data/lib/bullet.so +0 -0
  9. data/lib/ruby-bullet/version.rb +1 -1
  10. data/ruby-bullet.gemspec +0 -3
  11. metadata +169 -444
  12. data/deps/include/bullet/Bullet-C-Api.h +0 -176
  13. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btAxisSweep3.h +0 -1051
  14. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btBroadphaseInterface.h +0 -82
  15. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btBroadphaseProxy.h +0 -270
  16. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h +0 -80
  17. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btDbvt.h +0 -1257
  18. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btDbvtBroadphase.h +0 -146
  19. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btDispatcher.h +0 -110
  20. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btMultiSapBroadphase.h +0 -151
  21. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btOverlappingPairCache.h +0 -469
  22. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btOverlappingPairCallback.h +0 -40
  23. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btQuantizedBvh.h +0 -579
  24. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btSimpleBroadphase.h +0 -171
  25. data/deps/include/bullet/BulletCollision/CollisionDispatch/SphereTriangleDetector.h +0 -51
  26. data/deps/include/bullet/BulletCollision/CollisionDispatch/btActivatingCollisionAlgorithm.h +0 -36
  27. data/deps/include/bullet/BulletCollision/CollisionDispatch/btBox2dBox2dCollisionAlgorithm.h +0 -66
  28. data/deps/include/bullet/BulletCollision/CollisionDispatch/btBoxBoxCollisionAlgorithm.h +0 -66
  29. data/deps/include/bullet/BulletCollision/CollisionDispatch/btBoxBoxDetector.h +0 -44
  30. data/deps/include/bullet/BulletCollision/CollisionDispatch/btCollisionConfiguration.h +0 -48
  31. data/deps/include/bullet/BulletCollision/CollisionDispatch/btCollisionCreateFunc.h +0 -45
  32. data/deps/include/bullet/BulletCollision/CollisionDispatch/btCollisionDispatcher.h +0 -172
  33. data/deps/include/bullet/BulletCollision/CollisionDispatch/btCollisionObject.h +0 -524
  34. data/deps/include/bullet/BulletCollision/CollisionDispatch/btCollisionWorld.h +0 -509
  35. data/deps/include/bullet/BulletCollision/CollisionDispatch/btCompoundCollisionAlgorithm.h +0 -86
  36. data/deps/include/bullet/BulletCollision/CollisionDispatch/btConvex2dConvex2dAlgorithm.h +0 -95
  37. data/deps/include/bullet/BulletCollision/CollisionDispatch/btConvexConcaveCollisionAlgorithm.h +0 -116
  38. data/deps/include/bullet/BulletCollision/CollisionDispatch/btConvexConvexAlgorithm.h +0 -109
  39. data/deps/include/bullet/BulletCollision/CollisionDispatch/btConvexPlaneCollisionAlgorithm.h +0 -84
  40. data/deps/include/bullet/BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h +0 -137
  41. data/deps/include/bullet/BulletCollision/CollisionDispatch/btEmptyCollisionAlgorithm.h +0 -54
  42. data/deps/include/bullet/BulletCollision/CollisionDispatch/btGhostObject.h +0 -175
  43. data/deps/include/bullet/BulletCollision/CollisionDispatch/btInternalEdgeUtility.h +0 -46
  44. data/deps/include/bullet/BulletCollision/CollisionDispatch/btManifoldResult.h +0 -128
  45. data/deps/include/bullet/BulletCollision/CollisionDispatch/btSimulationIslandManager.h +0 -81
  46. data/deps/include/bullet/BulletCollision/CollisionDispatch/btSphereBoxCollisionAlgorithm.h +0 -75
  47. data/deps/include/bullet/BulletCollision/CollisionDispatch/btSphereSphereCollisionAlgorithm.h +0 -66
  48. data/deps/include/bullet/BulletCollision/CollisionDispatch/btSphereTriangleCollisionAlgorithm.h +0 -69
  49. data/deps/include/bullet/BulletCollision/CollisionDispatch/btUnionFind.h +0 -129
  50. data/deps/include/bullet/BulletCollision/CollisionShapes/btBox2dShape.h +0 -369
  51. data/deps/include/bullet/BulletCollision/CollisionShapes/btBoxShape.h +0 -312
  52. data/deps/include/bullet/BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h +0 -139
  53. data/deps/include/bullet/BulletCollision/CollisionShapes/btCapsuleShape.h +0 -173
  54. data/deps/include/bullet/BulletCollision/CollisionShapes/btCollisionMargin.h +0 -27
  55. data/deps/include/bullet/BulletCollision/CollisionShapes/btCollisionShape.h +0 -150
  56. data/deps/include/bullet/BulletCollision/CollisionShapes/btCompoundShape.h +0 -212
  57. data/deps/include/bullet/BulletCollision/CollisionShapes/btConcaveShape.h +0 -60
  58. data/deps/include/bullet/BulletCollision/CollisionShapes/btConeShape.h +0 -103
  59. data/deps/include/bullet/BulletCollision/CollisionShapes/btConvex2dShape.h +0 -80
  60. data/deps/include/bullet/BulletCollision/CollisionShapes/btConvexHullShape.h +0 -122
  61. data/deps/include/bullet/BulletCollision/CollisionShapes/btConvexInternalShape.h +0 -224
  62. data/deps/include/bullet/BulletCollision/CollisionShapes/btConvexPointCloudShape.h +0 -105
  63. data/deps/include/bullet/BulletCollision/CollisionShapes/btConvexPolyhedron.h +0 -62
  64. data/deps/include/bullet/BulletCollision/CollisionShapes/btConvexShape.h +0 -84
  65. data/deps/include/bullet/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.h +0 -75
  66. data/deps/include/bullet/BulletCollision/CollisionShapes/btCylinderShape.h +0 -200
  67. data/deps/include/bullet/BulletCollision/CollisionShapes/btEmptyShape.h +0 -70
  68. data/deps/include/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h +0 -161
  69. data/deps/include/bullet/BulletCollision/CollisionShapes/btMaterial.h +0 -35
  70. data/deps/include/bullet/BulletCollision/CollisionShapes/btMinkowskiSumShape.h +0 -60
  71. data/deps/include/bullet/BulletCollision/CollisionShapes/btMultiSphereShape.h +0 -99
  72. data/deps/include/bullet/BulletCollision/CollisionShapes/btMultimaterialTriangleMeshShape.h +0 -120
  73. data/deps/include/bullet/BulletCollision/CollisionShapes/btOptimizedBvh.h +0 -65
  74. data/deps/include/bullet/BulletCollision/CollisionShapes/btPolyhedralConvexShape.h +0 -112
  75. data/deps/include/bullet/BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.h +0 -93
  76. data/deps/include/bullet/BulletCollision/CollisionShapes/btShapeHull.h +0 -59
  77. data/deps/include/bullet/BulletCollision/CollisionShapes/btSphereShape.h +0 -73
  78. data/deps/include/bullet/BulletCollision/CollisionShapes/btStaticPlaneShape.h +0 -103
  79. data/deps/include/bullet/BulletCollision/CollisionShapes/btStridingMeshInterface.h +0 -162
  80. data/deps/include/bullet/BulletCollision/CollisionShapes/btTetrahedronShape.h +0 -74
  81. data/deps/include/bullet/BulletCollision/CollisionShapes/btTriangleBuffer.h +0 -69
  82. data/deps/include/bullet/BulletCollision/CollisionShapes/btTriangleCallback.h +0 -42
  83. data/deps/include/bullet/BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h +0 -133
  84. data/deps/include/bullet/BulletCollision/CollisionShapes/btTriangleIndexVertexMaterialArray.h +0 -84
  85. data/deps/include/bullet/BulletCollision/CollisionShapes/btTriangleInfoMap.h +0 -241
  86. data/deps/include/bullet/BulletCollision/CollisionShapes/btTriangleMesh.h +0 -69
  87. data/deps/include/bullet/BulletCollision/CollisionShapes/btTriangleMeshShape.h +0 -89
  88. data/deps/include/bullet/BulletCollision/CollisionShapes/btTriangleShape.h +0 -182
  89. data/deps/include/bullet/BulletCollision/CollisionShapes/btUniformScalingShape.h +0 -87
  90. data/deps/include/bullet/BulletCollision/Gimpact/btBoxCollision.h +0 -647
  91. data/deps/include/bullet/BulletCollision/Gimpact/btClipPolygon.h +0 -182
  92. data/deps/include/bullet/BulletCollision/Gimpact/btContactProcessing.h +0 -145
  93. data/deps/include/bullet/BulletCollision/Gimpact/btGImpactBvh.h +0 -396
  94. data/deps/include/bullet/BulletCollision/Gimpact/btGImpactCollisionAlgorithm.h +0 -306
  95. data/deps/include/bullet/BulletCollision/Gimpact/btGImpactMassUtil.h +0 -60
  96. data/deps/include/bullet/BulletCollision/Gimpact/btGImpactQuantizedBvh.h +0 -372
  97. data/deps/include/bullet/BulletCollision/Gimpact/btGImpactShape.h +0 -1171
  98. data/deps/include/bullet/BulletCollision/Gimpact/btGenericPoolAllocator.h +0 -163
  99. data/deps/include/bullet/BulletCollision/Gimpact/btGeometryOperations.h +0 -212
  100. data/deps/include/bullet/BulletCollision/Gimpact/btQuantization.h +0 -88
  101. data/deps/include/bullet/BulletCollision/Gimpact/btTriangleShapeEx.h +0 -180
  102. data/deps/include/bullet/BulletCollision/Gimpact/gim_array.h +0 -326
  103. data/deps/include/bullet/BulletCollision/Gimpact/gim_basic_geometry_operations.h +0 -543
  104. data/deps/include/bullet/BulletCollision/Gimpact/gim_bitset.h +0 -123
  105. data/deps/include/bullet/BulletCollision/Gimpact/gim_box_collision.h +0 -590
  106. data/deps/include/bullet/BulletCollision/Gimpact/gim_box_set.h +0 -674
  107. data/deps/include/bullet/BulletCollision/Gimpact/gim_clip_polygon.h +0 -210
  108. data/deps/include/bullet/BulletCollision/Gimpact/gim_contact.h +0 -164
  109. data/deps/include/bullet/BulletCollision/Gimpact/gim_geom_types.h +0 -97
  110. data/deps/include/bullet/BulletCollision/Gimpact/gim_geometry.h +0 -42
  111. data/deps/include/bullet/BulletCollision/Gimpact/gim_hash_table.h +0 -902
  112. data/deps/include/bullet/BulletCollision/Gimpact/gim_linear_math.h +0 -1573
  113. data/deps/include/bullet/BulletCollision/Gimpact/gim_math.h +0 -157
  114. data/deps/include/bullet/BulletCollision/Gimpact/gim_memory.h +0 -190
  115. data/deps/include/bullet/BulletCollision/Gimpact/gim_radixsort.h +0 -406
  116. data/deps/include/bullet/BulletCollision/Gimpact/gim_tri_collision.h +0 -379
  117. data/deps/include/bullet/BulletCollision/NarrowPhaseCollision/btContinuousConvexCollision.h +0 -59
  118. data/deps/include/bullet/BulletCollision/NarrowPhaseCollision/btConvexCast.h +0 -73
  119. data/deps/include/bullet/BulletCollision/NarrowPhaseCollision/btConvexPenetrationDepthSolver.h +0 -42
  120. data/deps/include/bullet/BulletCollision/NarrowPhaseCollision/btDiscreteCollisionDetectorInterface.h +0 -91
  121. data/deps/include/bullet/BulletCollision/NarrowPhaseCollision/btGjkConvexCast.h +0 -50
  122. data/deps/include/bullet/BulletCollision/NarrowPhaseCollision/btGjkEpa2.h +0 -75
  123. data/deps/include/bullet/BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h +0 -43
  124. data/deps/include/bullet/BulletCollision/NarrowPhaseCollision/btGjkPairDetector.h +0 -103
  125. data/deps/include/bullet/BulletCollision/NarrowPhaseCollision/btManifoldPoint.h +0 -158
  126. data/deps/include/bullet/BulletCollision/NarrowPhaseCollision/btMinkowskiPenetrationDepthSolver.h +0 -40
  127. data/deps/include/bullet/BulletCollision/NarrowPhaseCollision/btPersistentManifold.h +0 -228
  128. data/deps/include/bullet/BulletCollision/NarrowPhaseCollision/btPointCollector.h +0 -64
  129. data/deps/include/bullet/BulletCollision/NarrowPhaseCollision/btPolyhedralContactClipping.h +0 -46
  130. data/deps/include/bullet/BulletCollision/NarrowPhaseCollision/btRaycastCallback.h +0 -72
  131. data/deps/include/bullet/BulletCollision/NarrowPhaseCollision/btSimplexSolverInterface.h +0 -63
  132. data/deps/include/bullet/BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h +0 -50
  133. data/deps/include/bullet/BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.h +0 -179
  134. data/deps/include/bullet/BulletCollision/btBulletCollisionCommon.h +0 -69
  135. data/deps/include/bullet/BulletDynamics/Character/btCharacterControllerInterface.h +0 -46
  136. data/deps/include/bullet/BulletDynamics/Character/btKinematicCharacterController.h +0 -163
  137. data/deps/include/bullet/BulletDynamics/ConstraintSolver/btConeTwistConstraint.h +0 -346
  138. data/deps/include/bullet/BulletDynamics/ConstraintSolver/btConstraintSolver.h +0 -52
  139. data/deps/include/bullet/BulletDynamics/ConstraintSolver/btContactConstraint.h +0 -71
  140. data/deps/include/bullet/BulletDynamics/ConstraintSolver/btContactSolverInfo.h +0 -87
  141. data/deps/include/bullet/BulletDynamics/ConstraintSolver/btGeneric6DofConstraint.h +0 -614
  142. data/deps/include/bullet/BulletDynamics/ConstraintSolver/btGeneric6DofSpringConstraint.h +0 -99
  143. data/deps/include/bullet/BulletDynamics/ConstraintSolver/btHinge2Constraint.h +0 -58
  144. data/deps/include/bullet/BulletDynamics/ConstraintSolver/btHingeConstraint.h +0 -381
  145. data/deps/include/bullet/BulletDynamics/ConstraintSolver/btJacobianEntry.h +0 -156
  146. data/deps/include/bullet/BulletDynamics/ConstraintSolver/btPoint2PointConstraint.h +0 -161
  147. data/deps/include/bullet/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h +0 -130
  148. data/deps/include/bullet/BulletDynamics/ConstraintSolver/btSliderConstraint.h +0 -333
  149. data/deps/include/bullet/BulletDynamics/ConstraintSolver/btSolve2LinearConstraint.h +0 -107
  150. data/deps/include/bullet/BulletDynamics/ConstraintSolver/btSolverBody.h +0 -191
  151. data/deps/include/bullet/BulletDynamics/ConstraintSolver/btSolverConstraint.h +0 -98
  152. data/deps/include/bullet/BulletDynamics/ConstraintSolver/btTypedConstraint.h +0 -452
  153. data/deps/include/bullet/BulletDynamics/ConstraintSolver/btUniversalConstraint.h +0 -62
  154. data/deps/include/bullet/BulletDynamics/Dynamics/btActionInterface.h +0 -46
  155. data/deps/include/bullet/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h +0 -203
  156. data/deps/include/bullet/BulletDynamics/Dynamics/btDynamicsWorld.h +0 -151
  157. data/deps/include/bullet/BulletDynamics/Dynamics/btRigidBody.h +0 -691
  158. data/deps/include/bullet/BulletDynamics/Dynamics/btSimpleDynamicsWorld.h +0 -89
  159. data/deps/include/bullet/BulletDynamics/Vehicle/btRaycastVehicle.h +0 -236
  160. data/deps/include/bullet/BulletDynamics/Vehicle/btVehicleRaycaster.h +0 -35
  161. data/deps/include/bullet/BulletDynamics/Vehicle/btWheelInfo.h +0 -119
  162. data/deps/include/bullet/BulletDynamics/btBulletDynamicsCommon.h +0 -48
  163. data/deps/include/bullet/BulletMultiThreaded/GpuSoftBodySolvers/DX11/btSoftBodySolverBuffer_DX11.h +0 -323
  164. data/deps/include/bullet/BulletMultiThreaded/GpuSoftBodySolvers/DX11/btSoftBodySolverLinkData_DX11.h +0 -103
  165. data/deps/include/bullet/BulletMultiThreaded/GpuSoftBodySolvers/DX11/btSoftBodySolverLinkData_DX11SIMDAware.h +0 -173
  166. data/deps/include/bullet/BulletMultiThreaded/GpuSoftBodySolvers/DX11/btSoftBodySolverTriangleData_DX11.h +0 -96
  167. data/deps/include/bullet/BulletMultiThreaded/GpuSoftBodySolvers/DX11/btSoftBodySolverVertexBuffer_DX11.h +0 -107
  168. data/deps/include/bullet/BulletMultiThreaded/GpuSoftBodySolvers/DX11/btSoftBodySolverVertexData_DX11.h +0 -63
  169. data/deps/include/bullet/BulletMultiThreaded/GpuSoftBodySolvers/DX11/btSoftBodySolver_DX11.h +0 -691
  170. data/deps/include/bullet/BulletMultiThreaded/GpuSoftBodySolvers/DX11/btSoftBodySolver_DX11SIMDAware.h +0 -81
  171. data/deps/include/bullet/BulletMultiThreaded/GpuSoftBodySolvers/OpenCL/btSoftBodySolverBuffer_OpenCL.h +0 -209
  172. data/deps/include/bullet/BulletMultiThreaded/GpuSoftBodySolvers/OpenCL/btSoftBodySolverLinkData_OpenCL.h +0 -99
  173. data/deps/include/bullet/BulletMultiThreaded/GpuSoftBodySolvers/OpenCL/btSoftBodySolverLinkData_OpenCLSIMDAware.h +0 -169
  174. data/deps/include/bullet/BulletMultiThreaded/GpuSoftBodySolvers/OpenCL/btSoftBodySolverOutputCLtoGL.h +0 -62
  175. data/deps/include/bullet/BulletMultiThreaded/GpuSoftBodySolvers/OpenCL/btSoftBodySolverTriangleData_OpenCL.h +0 -84
  176. data/deps/include/bullet/BulletMultiThreaded/GpuSoftBodySolvers/OpenCL/btSoftBodySolverVertexBuffer_OpenGL.h +0 -166
  177. data/deps/include/bullet/BulletMultiThreaded/GpuSoftBodySolvers/OpenCL/btSoftBodySolverVertexData_OpenCL.h +0 -52
  178. data/deps/include/bullet/BulletMultiThreaded/GpuSoftBodySolvers/OpenCL/btSoftBodySolver_OpenCL.h +0 -527
  179. data/deps/include/bullet/BulletMultiThreaded/GpuSoftBodySolvers/OpenCL/btSoftBodySolver_OpenCLSIMDAware.h +0 -81
  180. data/deps/include/bullet/BulletMultiThreaded/GpuSoftBodySolvers/Shared/btSoftBodySolverData.h +0 -748
  181. data/deps/include/bullet/BulletMultiThreaded/HeapManager.h +0 -117
  182. data/deps/include/bullet/BulletMultiThreaded/PlatformDefinitions.h +0 -99
  183. data/deps/include/bullet/BulletMultiThreaded/PosixThreadSupport.h +0 -142
  184. data/deps/include/bullet/BulletMultiThreaded/PpuAddressSpace.h +0 -37
  185. data/deps/include/bullet/BulletMultiThreaded/SequentialThreadSupport.h +0 -96
  186. data/deps/include/bullet/BulletMultiThreaded/SpuCollisionObjectWrapper.h +0 -40
  187. data/deps/include/bullet/BulletMultiThreaded/SpuCollisionTaskProcess.h +0 -163
  188. data/deps/include/bullet/BulletMultiThreaded/SpuContactManifoldCollisionAlgorithm.h +0 -120
  189. data/deps/include/bullet/BulletMultiThreaded/SpuDoubleBuffer.h +0 -126
  190. data/deps/include/bullet/BulletMultiThreaded/SpuFakeDma.h +0 -135
  191. data/deps/include/bullet/BulletMultiThreaded/SpuGatheringCollisionDispatcher.h +0 -72
  192. data/deps/include/bullet/BulletMultiThreaded/SpuLibspe2Support.h +0 -180
  193. data/deps/include/bullet/BulletMultiThreaded/SpuNarrowPhaseCollisionTask/Box.h +0 -167
  194. data/deps/include/bullet/BulletMultiThreaded/SpuNarrowPhaseCollisionTask/SpuCollisionShapes.h +0 -128
  195. data/deps/include/bullet/BulletMultiThreaded/SpuNarrowPhaseCollisionTask/SpuContactResult.h +0 -106
  196. data/deps/include/bullet/BulletMultiThreaded/SpuNarrowPhaseCollisionTask/SpuConvexPenetrationDepthSolver.h +0 -51
  197. data/deps/include/bullet/BulletMultiThreaded/SpuNarrowPhaseCollisionTask/SpuGatheringCollisionTask.h +0 -140
  198. data/deps/include/bullet/BulletMultiThreaded/SpuNarrowPhaseCollisionTask/SpuLocalSupport.h +0 -19
  199. data/deps/include/bullet/BulletMultiThreaded/SpuNarrowPhaseCollisionTask/SpuMinkowskiPenetrationDepthSolver.h +0 -48
  200. data/deps/include/bullet/BulletMultiThreaded/SpuNarrowPhaseCollisionTask/SpuPreferredPenetrationDirections.h +0 -70
  201. data/deps/include/bullet/BulletMultiThreaded/SpuNarrowPhaseCollisionTask/boxBoxDistance.h +0 -65
  202. data/deps/include/bullet/BulletMultiThreaded/SpuSampleTask/SpuSampleTask.h +0 -54
  203. data/deps/include/bullet/BulletMultiThreaded/SpuSampleTaskProcess.h +0 -153
  204. data/deps/include/bullet/BulletMultiThreaded/SpuSync.h +0 -149
  205. data/deps/include/bullet/BulletMultiThreaded/TrbDynBody.h +0 -79
  206. data/deps/include/bullet/BulletMultiThreaded/TrbStateVec.h +0 -339
  207. data/deps/include/bullet/BulletMultiThreaded/Win32ThreadSupport.h +0 -138
  208. data/deps/include/bullet/BulletMultiThreaded/btGpu3DGridBroadphase.h +0 -138
  209. data/deps/include/bullet/BulletMultiThreaded/btGpu3DGridBroadphaseSharedCode.h +0 -430
  210. data/deps/include/bullet/BulletMultiThreaded/btGpu3DGridBroadphaseSharedDefs.h +0 -61
  211. data/deps/include/bullet/BulletMultiThreaded/btGpu3DGridBroadphaseSharedTypes.h +0 -67
  212. data/deps/include/bullet/BulletMultiThreaded/btGpuDefines.h +0 -211
  213. data/deps/include/bullet/BulletMultiThreaded/btGpuUtilsSharedCode.h +0 -55
  214. data/deps/include/bullet/BulletMultiThreaded/btGpuUtilsSharedDefs.h +0 -52
  215. data/deps/include/bullet/BulletMultiThreaded/btParallelConstraintSolver.h +0 -285
  216. data/deps/include/bullet/BulletMultiThreaded/btThreadSupportInterface.h +0 -85
  217. data/deps/include/bullet/BulletMultiThreaded/vectormath2bullet.h +0 -73
  218. data/deps/include/bullet/BulletSoftBody/btDefaultSoftBodySolver.h +0 -63
  219. data/deps/include/bullet/BulletSoftBody/btSoftBody.h +0 -987
  220. data/deps/include/bullet/BulletSoftBody/btSoftBodyConcaveCollisionAlgorithm.h +0 -153
  221. data/deps/include/bullet/BulletSoftBody/btSoftBodyData.h +0 -217
  222. data/deps/include/bullet/BulletSoftBody/btSoftBodyHelpers.h +0 -143
  223. data/deps/include/bullet/BulletSoftBody/btSoftBodyInternals.h +0 -930
  224. data/deps/include/bullet/BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h +0 -48
  225. data/deps/include/bullet/BulletSoftBody/btSoftBodySolverVertexBuffer.h +0 -165
  226. data/deps/include/bullet/BulletSoftBody/btSoftBodySolvers.h +0 -154
  227. data/deps/include/bullet/BulletSoftBody/btSoftRigidCollisionAlgorithm.h +0 -75
  228. data/deps/include/bullet/BulletSoftBody/btSoftRigidDynamicsWorld.h +0 -107
  229. data/deps/include/bullet/BulletSoftBody/btSoftSoftCollisionAlgorithm.h +0 -69
  230. data/deps/include/bullet/BulletSoftBody/btSparseSDF.h +0 -306
  231. data/deps/include/bullet/LinearMath/btAabbUtil2.h +0 -236
  232. data/deps/include/bullet/LinearMath/btAlignedAllocator.h +0 -107
  233. data/deps/include/bullet/LinearMath/btAlignedObjectArray.h +0 -494
  234. data/deps/include/bullet/LinearMath/btConvexHull.h +0 -241
  235. data/deps/include/bullet/LinearMath/btConvexHullComputer.h +0 -103
  236. data/deps/include/bullet/LinearMath/btDefaultMotionState.h +0 -40
  237. data/deps/include/bullet/LinearMath/btGeometryUtil.h +0 -42
  238. data/deps/include/bullet/LinearMath/btGrahamScan2dConvexHull.h +0 -110
  239. data/deps/include/bullet/LinearMath/btHashMap.h +0 -450
  240. data/deps/include/bullet/LinearMath/btIDebugDraw.h +0 -418
  241. data/deps/include/bullet/LinearMath/btList.h +0 -73
  242. data/deps/include/bullet/LinearMath/btMatrix3x3.h +0 -771
  243. data/deps/include/bullet/LinearMath/btMinMax.h +0 -71
  244. data/deps/include/bullet/LinearMath/btMotionState.h +0 -40
  245. data/deps/include/bullet/LinearMath/btPoolAllocator.h +0 -121
  246. data/deps/include/bullet/LinearMath/btQuadWord.h +0 -180
  247. data/deps/include/bullet/LinearMath/btQuaternion.h +0 -430
  248. data/deps/include/bullet/LinearMath/btQuickprof.h +0 -203
  249. data/deps/include/bullet/LinearMath/btRandom.h +0 -42
  250. data/deps/include/bullet/LinearMath/btScalar.h +0 -539
  251. data/deps/include/bullet/LinearMath/btSerializer.h +0 -639
  252. data/deps/include/bullet/LinearMath/btStackAlloc.h +0 -116
  253. data/deps/include/bullet/LinearMath/btTransform.h +0 -307
  254. data/deps/include/bullet/LinearMath/btTransformUtil.h +0 -228
  255. data/deps/include/bullet/LinearMath/btVector3.h +0 -766
  256. data/deps/include/bullet/MiniCL/MiniCLTask/MiniCLTask.h +0 -62
  257. data/deps/include/bullet/MiniCL/MiniCLTaskScheduler.h +0 -194
  258. data/deps/include/bullet/MiniCL/cl.h +0 -867
  259. data/deps/include/bullet/MiniCL/cl_MiniCL_Defs.h +0 -439
  260. data/deps/include/bullet/MiniCL/cl_gl.h +0 -113
  261. data/deps/include/bullet/MiniCL/cl_platform.h +0 -254
  262. data/deps/include/bullet/btBulletCollisionCommon.h +0 -69
  263. data/deps/include/bullet/btBulletDynamicsCommon.h +0 -48
  264. data/deps/include/bullet/vectormath/scalar/boolInVec.h +0 -225
  265. data/deps/include/bullet/vectormath/scalar/floatInVec.h +0 -343
  266. data/deps/include/bullet/vectormath/scalar/mat_aos.h +0 -1630
  267. data/deps/include/bullet/vectormath/scalar/quat_aos.h +0 -433
  268. data/deps/include/bullet/vectormath/scalar/vec_aos.h +0 -1426
  269. data/deps/include/bullet/vectormath/scalar/vectormath_aos.h +0 -1872
  270. data/deps/include/bullet/vectormath/sse/boolInVec.h +0 -247
  271. data/deps/include/bullet/vectormath/sse/floatInVec.h +0 -340
  272. data/deps/include/bullet/vectormath/sse/mat_aos.h +0 -2190
  273. data/deps/include/bullet/vectormath/sse/quat_aos.h +0 -579
  274. data/deps/include/bullet/vectormath/sse/vec_aos.h +0 -1455
  275. data/deps/include/bullet/vectormath/sse/vecidx_aos.h +0 -80
  276. data/deps/include/bullet/vectormath/sse/vectormath_aos.h +0 -2547
  277. data/deps/include/bullet/vectormath/vmInclude.h +0 -27
  278. data/deps/lib/libBulletCollision.a +0 -0
  279. data/deps/lib/libBulletDynamics.a +0 -0
  280. data/deps/lib/libBulletMultiThreaded.a +0 -0
  281. data/deps/lib/libBulletSoftBody.a +0 -0
  282. data/deps/lib/libBulletSoftBodySolvers_OpenCL_Mini.a +0 -0
  283. data/deps/lib/libLinearMath.a +0 -0
  284. data/deps/lib/libMiniCL.a +0 -0
@@ -1,2190 +0,0 @@
1
- /*
2
- Copyright (C) 2006, 2007 Sony Computer Entertainment Inc.
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- All rights reserved.
4
-
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- Redistribution and use in source and binary forms,
6
- with or without modification, are permitted provided that the
7
- following conditions are met:
8
- * Redistributions of source code must retain the above copyright
9
- 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.
13
- * Neither the name of the Sony Computer Entertainment Inc nor the names
14
- of its contributors may be used to endorse or promote products derived
15
- from this software without specific prior written permission.
16
-
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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
19
- 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
21
- LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
22
- CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
23
- 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
25
- 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
27
- POSSIBILITY OF SUCH DAMAGE.
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- */
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-
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-
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- #ifndef _VECTORMATH_MAT_AOS_CPP_H
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- #define _VECTORMATH_MAT_AOS_CPP_H
33
-
34
- namespace Vectormath {
35
- namespace Aos {
36
-
37
- //-----------------------------------------------------------------------------
38
- // Constants
39
- // for shuffles, words are labeled [x,y,z,w] [a,b,c,d]
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-
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- #define _VECTORMATH_PERM_ZBWX ((vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_Z, _VECTORMATH_PERM_B, _VECTORMATH_PERM_W, _VECTORMATH_PERM_X })
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- #define _VECTORMATH_PERM_XCYX ((vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_X, _VECTORMATH_PERM_C, _VECTORMATH_PERM_Y, _VECTORMATH_PERM_X })
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- #define _VECTORMATH_PERM_XYAB ((vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_X, _VECTORMATH_PERM_Y, _VECTORMATH_PERM_A, _VECTORMATH_PERM_B })
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- #define _VECTORMATH_PERM_ZWCD ((vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_Z, _VECTORMATH_PERM_W, _VECTORMATH_PERM_C, _VECTORMATH_PERM_D })
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- #define _VECTORMATH_PERM_XZBX ((vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_X, _VECTORMATH_PERM_Z, _VECTORMATH_PERM_B, _VECTORMATH_PERM_X })
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- #define _VECTORMATH_PERM_CXXX ((vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_C, _VECTORMATH_PERM_X, _VECTORMATH_PERM_X, _VECTORMATH_PERM_X })
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- #define _VECTORMATH_PERM_YAXX ((vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_Y, _VECTORMATH_PERM_A, _VECTORMATH_PERM_X, _VECTORMATH_PERM_X })
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- #define _VECTORMATH_PERM_XAZC ((vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_X, _VECTORMATH_PERM_A, _VECTORMATH_PERM_Z, _VECTORMATH_PERM_C })
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- #define _VECTORMATH_PERM_YXWZ ((vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_Y, _VECTORMATH_PERM_X, _VECTORMATH_PERM_W, _VECTORMATH_PERM_Z })
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- #define _VECTORMATH_PERM_YBWD ((vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_Y, _VECTORMATH_PERM_B, _VECTORMATH_PERM_W, _VECTORMATH_PERM_D })
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- #define _VECTORMATH_PERM_XYCX ((vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_X, _VECTORMATH_PERM_Y, _VECTORMATH_PERM_C, _VECTORMATH_PERM_X })
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- #define _VECTORMATH_PERM_YCXY ((vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_Y, _VECTORMATH_PERM_C, _VECTORMATH_PERM_X, _VECTORMATH_PERM_Y })
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- #define _VECTORMATH_PERM_CXYC ((vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_C, _VECTORMATH_PERM_X, _VECTORMATH_PERM_Y, _VECTORMATH_PERM_C })
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- #define _VECTORMATH_PERM_ZAYX ((vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_Z, _VECTORMATH_PERM_A, _VECTORMATH_PERM_Y, _VECTORMATH_PERM_X })
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- #define _VECTORMATH_PERM_BZXX ((vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_B, _VECTORMATH_PERM_Z, _VECTORMATH_PERM_X, _VECTORMATH_PERM_X })
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- #define _VECTORMATH_PERM_XZYA ((vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_X, _VECTORMATH_PERM_Z, _VECTORMATH_PERM_Y, _VECTORMATH_PERM_A })
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- #define _VECTORMATH_PERM_ZXXB ((vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_Z, _VECTORMATH_PERM_X, _VECTORMATH_PERM_X, _VECTORMATH_PERM_B })
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- #define _VECTORMATH_PERM_YXXC ((vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_Y, _VECTORMATH_PERM_X, _VECTORMATH_PERM_X, _VECTORMATH_PERM_C })
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- #define _VECTORMATH_PERM_BBYX ((vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_B, _VECTORMATH_PERM_B, _VECTORMATH_PERM_Y, _VECTORMATH_PERM_X })
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- #define _VECTORMATH_PI_OVER_2 1.570796327f
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-
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- //-----------------------------------------------------------------------------
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- // Definitions
64
-
65
- VECTORMATH_FORCE_INLINE Matrix3::Matrix3( const Matrix3 & mat )
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- {
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- mCol0 = mat.mCol0;
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- mCol1 = mat.mCol1;
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- mCol2 = mat.mCol2;
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- }
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-
72
- VECTORMATH_FORCE_INLINE Matrix3::Matrix3( float scalar )
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- {
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- mCol0 = Vector3( scalar );
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- mCol1 = Vector3( scalar );
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- mCol2 = Vector3( scalar );
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- }
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-
79
- VECTORMATH_FORCE_INLINE Matrix3::Matrix3( const floatInVec &scalar )
80
- {
81
- mCol0 = Vector3( scalar );
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- mCol1 = Vector3( scalar );
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- mCol2 = Vector3( scalar );
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- }
85
-
86
- VECTORMATH_FORCE_INLINE Matrix3::Matrix3( const Quat &unitQuat )
87
- {
88
- __m128 xyzw_2, wwww, yzxw, zxyw, yzxw_2, zxyw_2;
89
- __m128 tmp0, tmp1, tmp2, tmp3, tmp4, tmp5;
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- VM_ATTRIBUTE_ALIGN16 unsigned int sx[4] = {0xffffffff, 0, 0, 0};
91
- VM_ATTRIBUTE_ALIGN16 unsigned int sz[4] = {0, 0, 0xffffffff, 0};
92
- __m128 select_x = _mm_load_ps((float *)sx);
93
- __m128 select_z = _mm_load_ps((float *)sz);
94
-
95
- xyzw_2 = _mm_add_ps( unitQuat.get128(), unitQuat.get128() );
96
- wwww = _mm_shuffle_ps( unitQuat.get128(), unitQuat.get128(), _MM_SHUFFLE(3,3,3,3) );
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- yzxw = _mm_shuffle_ps( unitQuat.get128(), unitQuat.get128(), _MM_SHUFFLE(3,0,2,1) );
98
- zxyw = _mm_shuffle_ps( unitQuat.get128(), unitQuat.get128(), _MM_SHUFFLE(3,1,0,2) );
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- yzxw_2 = _mm_shuffle_ps( xyzw_2, xyzw_2, _MM_SHUFFLE(3,0,2,1) );
100
- zxyw_2 = _mm_shuffle_ps( xyzw_2, xyzw_2, _MM_SHUFFLE(3,1,0,2) );
101
-
102
- tmp0 = _mm_mul_ps( yzxw_2, wwww ); // tmp0 = 2yw, 2zw, 2xw, 2w2
103
- tmp1 = _mm_sub_ps( _mm_set1_ps(1.0f), _mm_mul_ps(yzxw, yzxw_2) ); // tmp1 = 1 - 2y2, 1 - 2z2, 1 - 2x2, 1 - 2w2
104
- tmp2 = _mm_mul_ps( yzxw, xyzw_2 ); // tmp2 = 2xy, 2yz, 2xz, 2w2
105
- tmp0 = _mm_add_ps( _mm_mul_ps(zxyw, xyzw_2), tmp0 ); // tmp0 = 2yw + 2zx, 2zw + 2xy, 2xw + 2yz, 2w2 + 2w2
106
- tmp1 = _mm_sub_ps( tmp1, _mm_mul_ps(zxyw, zxyw_2) ); // tmp1 = 1 - 2y2 - 2z2, 1 - 2z2 - 2x2, 1 - 2x2 - 2y2, 1 - 2w2 - 2w2
107
- tmp2 = _mm_sub_ps( tmp2, _mm_mul_ps(zxyw_2, wwww) ); // tmp2 = 2xy - 2zw, 2yz - 2xw, 2xz - 2yw, 2w2 -2w2
108
-
109
- tmp3 = vec_sel( tmp0, tmp1, select_x );
110
- tmp4 = vec_sel( tmp1, tmp2, select_x );
111
- tmp5 = vec_sel( tmp2, tmp0, select_x );
112
- mCol0 = Vector3( vec_sel( tmp3, tmp2, select_z ) );
113
- mCol1 = Vector3( vec_sel( tmp4, tmp0, select_z ) );
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- mCol2 = Vector3( vec_sel( tmp5, tmp1, select_z ) );
115
- }
116
-
117
- VECTORMATH_FORCE_INLINE Matrix3::Matrix3( const Vector3 &_col0, const Vector3 &_col1, const Vector3 &_col2 )
118
- {
119
- mCol0 = _col0;
120
- mCol1 = _col1;
121
- mCol2 = _col2;
122
- }
123
-
124
- VECTORMATH_FORCE_INLINE Matrix3 & Matrix3::setCol0( const Vector3 &_col0 )
125
- {
126
- mCol0 = _col0;
127
- return *this;
128
- }
129
-
130
- VECTORMATH_FORCE_INLINE Matrix3 & Matrix3::setCol1( const Vector3 &_col1 )
131
- {
132
- mCol1 = _col1;
133
- return *this;
134
- }
135
-
136
- VECTORMATH_FORCE_INLINE Matrix3 & Matrix3::setCol2( const Vector3 &_col2 )
137
- {
138
- mCol2 = _col2;
139
- return *this;
140
- }
141
-
142
- VECTORMATH_FORCE_INLINE Matrix3 & Matrix3::setCol( int col, const Vector3 &vec )
143
- {
144
- *(&mCol0 + col) = vec;
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- return *this;
146
- }
147
-
148
- VECTORMATH_FORCE_INLINE Matrix3 & Matrix3::setRow( int row, const Vector3 &vec )
149
- {
150
- mCol0.setElem( row, vec.getElem( 0 ) );
151
- mCol1.setElem( row, vec.getElem( 1 ) );
152
- mCol2.setElem( row, vec.getElem( 2 ) );
153
- return *this;
154
- }
155
-
156
- VECTORMATH_FORCE_INLINE Matrix3 & Matrix3::setElem( int col, int row, float val )
157
- {
158
- (*this)[col].setElem(row, val);
159
- return *this;
160
- }
161
-
162
- VECTORMATH_FORCE_INLINE Matrix3 & Matrix3::setElem( int col, int row, const floatInVec &val )
163
- {
164
- Vector3 tmpV3_0;
165
- tmpV3_0 = this->getCol( col );
166
- tmpV3_0.setElem( row, val );
167
- this->setCol( col, tmpV3_0 );
168
- return *this;
169
- }
170
-
171
- VECTORMATH_FORCE_INLINE const floatInVec Matrix3::getElem( int col, int row ) const
172
- {
173
- return this->getCol( col ).getElem( row );
174
- }
175
-
176
- VECTORMATH_FORCE_INLINE const Vector3 Matrix3::getCol0( ) const
177
- {
178
- return mCol0;
179
- }
180
-
181
- VECTORMATH_FORCE_INLINE const Vector3 Matrix3::getCol1( ) const
182
- {
183
- return mCol1;
184
- }
185
-
186
- VECTORMATH_FORCE_INLINE const Vector3 Matrix3::getCol2( ) const
187
- {
188
- return mCol2;
189
- }
190
-
191
- VECTORMATH_FORCE_INLINE const Vector3 Matrix3::getCol( int col ) const
192
- {
193
- return *(&mCol0 + col);
194
- }
195
-
196
- VECTORMATH_FORCE_INLINE const Vector3 Matrix3::getRow( int row ) const
197
- {
198
- return Vector3( mCol0.getElem( row ), mCol1.getElem( row ), mCol2.getElem( row ) );
199
- }
200
-
201
- VECTORMATH_FORCE_INLINE Vector3 & Matrix3::operator []( int col )
202
- {
203
- return *(&mCol0 + col);
204
- }
205
-
206
- VECTORMATH_FORCE_INLINE const Vector3 Matrix3::operator []( int col ) const
207
- {
208
- return *(&mCol0 + col);
209
- }
210
-
211
- VECTORMATH_FORCE_INLINE Matrix3 & Matrix3::operator =( const Matrix3 & mat )
212
- {
213
- mCol0 = mat.mCol0;
214
- mCol1 = mat.mCol1;
215
- mCol2 = mat.mCol2;
216
- return *this;
217
- }
218
-
219
- VECTORMATH_FORCE_INLINE const Matrix3 transpose( const Matrix3 & mat )
220
- {
221
- __m128 tmp0, tmp1, res0, res1, res2;
222
- tmp0 = vec_mergeh( mat.getCol0().get128(), mat.getCol2().get128() );
223
- tmp1 = vec_mergel( mat.getCol0().get128(), mat.getCol2().get128() );
224
- res0 = vec_mergeh( tmp0, mat.getCol1().get128() );
225
- //res1 = vec_perm( tmp0, mat.getCol1().get128(), _VECTORMATH_PERM_ZBWX );
226
- VM_ATTRIBUTE_ALIGN16 unsigned int select_y[4] = {0, 0xffffffff, 0, 0};
227
- res1 = _mm_shuffle_ps( tmp0, tmp0, _MM_SHUFFLE(0,3,2,2));
228
- res1 = vec_sel(res1, mat.getCol1().get128(), select_y);
229
- //res2 = vec_perm( tmp1, mat.getCol1().get128(), _VECTORMATH_PERM_XCYX );
230
- res2 = _mm_shuffle_ps( tmp1, tmp1, _MM_SHUFFLE(0,1,1,0));
231
- res2 = vec_sel(res2, vec_splat(mat.getCol1().get128(), 2), select_y);
232
- return Matrix3(
233
- Vector3( res0 ),
234
- Vector3( res1 ),
235
- Vector3( res2 )
236
- );
237
- }
238
-
239
- VECTORMATH_FORCE_INLINE const Matrix3 inverse( const Matrix3 & mat )
240
- {
241
- __m128 tmp0, tmp1, tmp2, tmp3, tmp4, dot, invdet, inv0, inv1, inv2;
242
- tmp2 = _vmathVfCross( mat.getCol0().get128(), mat.getCol1().get128() );
243
- tmp0 = _vmathVfCross( mat.getCol1().get128(), mat.getCol2().get128() );
244
- tmp1 = _vmathVfCross( mat.getCol2().get128(), mat.getCol0().get128() );
245
- dot = _vmathVfDot3( tmp2, mat.getCol2().get128() );
246
- dot = vec_splat( dot, 0 );
247
- invdet = recipf4( dot );
248
- tmp3 = vec_mergeh( tmp0, tmp2 );
249
- tmp4 = vec_mergel( tmp0, tmp2 );
250
- inv0 = vec_mergeh( tmp3, tmp1 );
251
- //inv1 = vec_perm( tmp3, tmp1, _VECTORMATH_PERM_ZBWX );
252
- VM_ATTRIBUTE_ALIGN16 unsigned int select_y[4] = {0, 0xffffffff, 0, 0};
253
- inv1 = _mm_shuffle_ps( tmp3, tmp3, _MM_SHUFFLE(0,3,2,2));
254
- inv1 = vec_sel(inv1, tmp1, select_y);
255
- //inv2 = vec_perm( tmp4, tmp1, _VECTORMATH_PERM_XCYX );
256
- inv2 = _mm_shuffle_ps( tmp4, tmp4, _MM_SHUFFLE(0,1,1,0));
257
- inv2 = vec_sel(inv2, vec_splat(tmp1, 2), select_y);
258
- inv0 = vec_mul( inv0, invdet );
259
- inv1 = vec_mul( inv1, invdet );
260
- inv2 = vec_mul( inv2, invdet );
261
- return Matrix3(
262
- Vector3( inv0 ),
263
- Vector3( inv1 ),
264
- Vector3( inv2 )
265
- );
266
- }
267
-
268
- VECTORMATH_FORCE_INLINE const floatInVec determinant( const Matrix3 & mat )
269
- {
270
- return dot( mat.getCol2(), cross( mat.getCol0(), mat.getCol1() ) );
271
- }
272
-
273
- VECTORMATH_FORCE_INLINE const Matrix3 Matrix3::operator +( const Matrix3 & mat ) const
274
- {
275
- return Matrix3(
276
- ( mCol0 + mat.mCol0 ),
277
- ( mCol1 + mat.mCol1 ),
278
- ( mCol2 + mat.mCol2 )
279
- );
280
- }
281
-
282
- VECTORMATH_FORCE_INLINE const Matrix3 Matrix3::operator -( const Matrix3 & mat ) const
283
- {
284
- return Matrix3(
285
- ( mCol0 - mat.mCol0 ),
286
- ( mCol1 - mat.mCol1 ),
287
- ( mCol2 - mat.mCol2 )
288
- );
289
- }
290
-
291
- VECTORMATH_FORCE_INLINE Matrix3 & Matrix3::operator +=( const Matrix3 & mat )
292
- {
293
- *this = *this + mat;
294
- return *this;
295
- }
296
-
297
- VECTORMATH_FORCE_INLINE Matrix3 & Matrix3::operator -=( const Matrix3 & mat )
298
- {
299
- *this = *this - mat;
300
- return *this;
301
- }
302
-
303
- VECTORMATH_FORCE_INLINE const Matrix3 Matrix3::operator -( ) const
304
- {
305
- return Matrix3(
306
- ( -mCol0 ),
307
- ( -mCol1 ),
308
- ( -mCol2 )
309
- );
310
- }
311
-
312
- VECTORMATH_FORCE_INLINE const Matrix3 absPerElem( const Matrix3 & mat )
313
- {
314
- return Matrix3(
315
- absPerElem( mat.getCol0() ),
316
- absPerElem( mat.getCol1() ),
317
- absPerElem( mat.getCol2() )
318
- );
319
- }
320
-
321
- VECTORMATH_FORCE_INLINE const Matrix3 Matrix3::operator *( float scalar ) const
322
- {
323
- return *this * floatInVec(scalar);
324
- }
325
-
326
- VECTORMATH_FORCE_INLINE const Matrix3 Matrix3::operator *( const floatInVec &scalar ) const
327
- {
328
- return Matrix3(
329
- ( mCol0 * scalar ),
330
- ( mCol1 * scalar ),
331
- ( mCol2 * scalar )
332
- );
333
- }
334
-
335
- VECTORMATH_FORCE_INLINE Matrix3 & Matrix3::operator *=( float scalar )
336
- {
337
- return *this *= floatInVec(scalar);
338
- }
339
-
340
- VECTORMATH_FORCE_INLINE Matrix3 & Matrix3::operator *=( const floatInVec &scalar )
341
- {
342
- *this = *this * scalar;
343
- return *this;
344
- }
345
-
346
- VECTORMATH_FORCE_INLINE const Matrix3 operator *( float scalar, const Matrix3 & mat )
347
- {
348
- return floatInVec(scalar) * mat;
349
- }
350
-
351
- VECTORMATH_FORCE_INLINE const Matrix3 operator *( const floatInVec &scalar, const Matrix3 & mat )
352
- {
353
- return mat * scalar;
354
- }
355
-
356
- VECTORMATH_FORCE_INLINE const Vector3 Matrix3::operator *( const Vector3 &vec ) const
357
- {
358
- __m128 res;
359
- __m128 xxxx, yyyy, zzzz;
360
- xxxx = vec_splat( vec.get128(), 0 );
361
- yyyy = vec_splat( vec.get128(), 1 );
362
- zzzz = vec_splat( vec.get128(), 2 );
363
- res = vec_mul( mCol0.get128(), xxxx );
364
- res = vec_madd( mCol1.get128(), yyyy, res );
365
- res = vec_madd( mCol2.get128(), zzzz, res );
366
- return Vector3( res );
367
- }
368
-
369
- VECTORMATH_FORCE_INLINE const Matrix3 Matrix3::operator *( const Matrix3 & mat ) const
370
- {
371
- return Matrix3(
372
- ( *this * mat.mCol0 ),
373
- ( *this * mat.mCol1 ),
374
- ( *this * mat.mCol2 )
375
- );
376
- }
377
-
378
- VECTORMATH_FORCE_INLINE Matrix3 & Matrix3::operator *=( const Matrix3 & mat )
379
- {
380
- *this = *this * mat;
381
- return *this;
382
- }
383
-
384
- VECTORMATH_FORCE_INLINE const Matrix3 mulPerElem( const Matrix3 & mat0, const Matrix3 & mat1 )
385
- {
386
- return Matrix3(
387
- mulPerElem( mat0.getCol0(), mat1.getCol0() ),
388
- mulPerElem( mat0.getCol1(), mat1.getCol1() ),
389
- mulPerElem( mat0.getCol2(), mat1.getCol2() )
390
- );
391
- }
392
-
393
- VECTORMATH_FORCE_INLINE const Matrix3 Matrix3::identity( )
394
- {
395
- return Matrix3(
396
- Vector3::xAxis( ),
397
- Vector3::yAxis( ),
398
- Vector3::zAxis( )
399
- );
400
- }
401
-
402
- VECTORMATH_FORCE_INLINE const Matrix3 Matrix3::rotationX( float radians )
403
- {
404
- return rotationX( floatInVec(radians) );
405
- }
406
-
407
- VECTORMATH_FORCE_INLINE const Matrix3 Matrix3::rotationX( const floatInVec &radians )
408
- {
409
- __m128 s, c, res1, res2;
410
- __m128 zero;
411
- VM_ATTRIBUTE_ALIGN16 unsigned int select_y[4] = {0, 0xffffffff, 0, 0};
412
- VM_ATTRIBUTE_ALIGN16 unsigned int select_z[4] = {0, 0, 0xffffffff, 0};
413
- zero = _mm_setzero_ps();
414
- sincosf4( radians.get128(), &s, &c );
415
- res1 = vec_sel( zero, c, select_y );
416
- res1 = vec_sel( res1, s, select_z );
417
- res2 = vec_sel( zero, negatef4(s), select_y );
418
- res2 = vec_sel( res2, c, select_z );
419
- return Matrix3(
420
- Vector3::xAxis( ),
421
- Vector3( res1 ),
422
- Vector3( res2 )
423
- );
424
- }
425
-
426
- VECTORMATH_FORCE_INLINE const Matrix3 Matrix3::rotationY( float radians )
427
- {
428
- return rotationY( floatInVec(radians) );
429
- }
430
-
431
- VECTORMATH_FORCE_INLINE const Matrix3 Matrix3::rotationY( const floatInVec &radians )
432
- {
433
- __m128 s, c, res0, res2;
434
- __m128 zero;
435
- VM_ATTRIBUTE_ALIGN16 unsigned int select_x[4] = {0xffffffff, 0, 0, 0};
436
- VM_ATTRIBUTE_ALIGN16 unsigned int select_z[4] = {0, 0, 0xffffffff, 0};
437
- zero = _mm_setzero_ps();
438
- sincosf4( radians.get128(), &s, &c );
439
- res0 = vec_sel( zero, c, select_x );
440
- res0 = vec_sel( res0, negatef4(s), select_z );
441
- res2 = vec_sel( zero, s, select_x );
442
- res2 = vec_sel( res2, c, select_z );
443
- return Matrix3(
444
- Vector3( res0 ),
445
- Vector3::yAxis( ),
446
- Vector3( res2 )
447
- );
448
- }
449
-
450
- VECTORMATH_FORCE_INLINE const Matrix3 Matrix3::rotationZ( float radians )
451
- {
452
- return rotationZ( floatInVec(radians) );
453
- }
454
-
455
- VECTORMATH_FORCE_INLINE const Matrix3 Matrix3::rotationZ( const floatInVec &radians )
456
- {
457
- __m128 s, c, res0, res1;
458
- __m128 zero;
459
- VM_ATTRIBUTE_ALIGN16 unsigned int select_x[4] = {0xffffffff, 0, 0, 0};
460
- VM_ATTRIBUTE_ALIGN16 unsigned int select_y[4] = {0, 0xffffffff, 0, 0};
461
- zero = _mm_setzero_ps();
462
- sincosf4( radians.get128(), &s, &c );
463
- res0 = vec_sel( zero, c, select_x );
464
- res0 = vec_sel( res0, s, select_y );
465
- res1 = vec_sel( zero, negatef4(s), select_x );
466
- res1 = vec_sel( res1, c, select_y );
467
- return Matrix3(
468
- Vector3( res0 ),
469
- Vector3( res1 ),
470
- Vector3::zAxis( )
471
- );
472
- }
473
-
474
- VECTORMATH_FORCE_INLINE const Matrix3 Matrix3::rotationZYX( const Vector3 &radiansXYZ )
475
- {
476
- __m128 angles, s, negS, c, X0, X1, Y0, Y1, Z0, Z1, tmp;
477
- angles = Vector4( radiansXYZ, 0.0f ).get128();
478
- sincosf4( angles, &s, &c );
479
- negS = negatef4( s );
480
- Z0 = vec_mergel( c, s );
481
- Z1 = vec_mergel( negS, c );
482
- VM_ATTRIBUTE_ALIGN16 unsigned int select_xyz[4] = {0xffffffff, 0xffffffff, 0xffffffff, 0};
483
- Z1 = vec_and( Z1, _mm_load_ps( (float *)select_xyz ) );
484
- Y0 = _mm_shuffle_ps( c, negS, _MM_SHUFFLE(0,1,1,1) );
485
- Y1 = _mm_shuffle_ps( s, c, _MM_SHUFFLE(0,1,1,1) );
486
- X0 = vec_splat( s, 0 );
487
- X1 = vec_splat( c, 0 );
488
- tmp = vec_mul( Z0, Y1 );
489
- return Matrix3(
490
- Vector3( vec_mul( Z0, Y0 ) ),
491
- Vector3( vec_madd( Z1, X1, vec_mul( tmp, X0 ) ) ),
492
- Vector3( vec_nmsub( Z1, X0, vec_mul( tmp, X1 ) ) )
493
- );
494
- }
495
-
496
- VECTORMATH_FORCE_INLINE const Matrix3 Matrix3::rotation( float radians, const Vector3 &unitVec )
497
- {
498
- return rotation( floatInVec(radians), unitVec );
499
- }
500
-
501
- VECTORMATH_FORCE_INLINE const Matrix3 Matrix3::rotation( const floatInVec &radians, const Vector3 &unitVec )
502
- {
503
- __m128 axis, s, c, oneMinusC, axisS, negAxisS, xxxx, yyyy, zzzz, tmp0, tmp1, tmp2;
504
- axis = unitVec.get128();
505
- sincosf4( radians.get128(), &s, &c );
506
- xxxx = vec_splat( axis, 0 );
507
- yyyy = vec_splat( axis, 1 );
508
- zzzz = vec_splat( axis, 2 );
509
- oneMinusC = vec_sub( _mm_set1_ps(1.0f), c );
510
- axisS = vec_mul( axis, s );
511
- negAxisS = negatef4( axisS );
512
- VM_ATTRIBUTE_ALIGN16 unsigned int select_x[4] = {0xffffffff, 0, 0, 0};
513
- VM_ATTRIBUTE_ALIGN16 unsigned int select_y[4] = {0, 0xffffffff, 0, 0};
514
- VM_ATTRIBUTE_ALIGN16 unsigned int select_z[4] = {0, 0, 0xffffffff, 0};
515
- //tmp0 = vec_perm( axisS, negAxisS, _VECTORMATH_PERM_XZBX );
516
- tmp0 = _mm_shuffle_ps( axisS, axisS, _MM_SHUFFLE(0,0,2,0) );
517
- tmp0 = vec_sel(tmp0, vec_splat(negAxisS, 1), select_z);
518
- //tmp1 = vec_perm( axisS, negAxisS, _VECTORMATH_PERM_CXXX );
519
- tmp1 = vec_sel( vec_splat(axisS, 0), vec_splat(negAxisS, 2), select_x );
520
- //tmp2 = vec_perm( axisS, negAxisS, _VECTORMATH_PERM_YAXX );
521
- tmp2 = _mm_shuffle_ps( axisS, axisS, _MM_SHUFFLE(0,0,0,1) );
522
- tmp2 = vec_sel(tmp2, vec_splat(negAxisS, 0), select_y);
523
- tmp0 = vec_sel( tmp0, c, select_x );
524
- tmp1 = vec_sel( tmp1, c, select_y );
525
- tmp2 = vec_sel( tmp2, c, select_z );
526
- return Matrix3(
527
- Vector3( vec_madd( vec_mul( axis, xxxx ), oneMinusC, tmp0 ) ),
528
- Vector3( vec_madd( vec_mul( axis, yyyy ), oneMinusC, tmp1 ) ),
529
- Vector3( vec_madd( vec_mul( axis, zzzz ), oneMinusC, tmp2 ) )
530
- );
531
- }
532
-
533
- VECTORMATH_FORCE_INLINE const Matrix3 Matrix3::rotation( const Quat &unitQuat )
534
- {
535
- return Matrix3( unitQuat );
536
- }
537
-
538
- VECTORMATH_FORCE_INLINE const Matrix3 Matrix3::scale( const Vector3 &scaleVec )
539
- {
540
- __m128 zero = _mm_setzero_ps();
541
- VM_ATTRIBUTE_ALIGN16 unsigned int select_x[4] = {0xffffffff, 0, 0, 0};
542
- VM_ATTRIBUTE_ALIGN16 unsigned int select_y[4] = {0, 0xffffffff, 0, 0};
543
- VM_ATTRIBUTE_ALIGN16 unsigned int select_z[4] = {0, 0, 0xffffffff, 0};
544
- return Matrix3(
545
- Vector3( vec_sel( zero, scaleVec.get128(), select_x ) ),
546
- Vector3( vec_sel( zero, scaleVec.get128(), select_y ) ),
547
- Vector3( vec_sel( zero, scaleVec.get128(), select_z ) )
548
- );
549
- }
550
-
551
- VECTORMATH_FORCE_INLINE const Matrix3 appendScale( const Matrix3 & mat, const Vector3 &scaleVec )
552
- {
553
- return Matrix3(
554
- ( mat.getCol0() * scaleVec.getX( ) ),
555
- ( mat.getCol1() * scaleVec.getY( ) ),
556
- ( mat.getCol2() * scaleVec.getZ( ) )
557
- );
558
- }
559
-
560
- VECTORMATH_FORCE_INLINE const Matrix3 prependScale( const Vector3 &scaleVec, const Matrix3 & mat )
561
- {
562
- return Matrix3(
563
- mulPerElem( mat.getCol0(), scaleVec ),
564
- mulPerElem( mat.getCol1(), scaleVec ),
565
- mulPerElem( mat.getCol2(), scaleVec )
566
- );
567
- }
568
-
569
- VECTORMATH_FORCE_INLINE const Matrix3 select( const Matrix3 & mat0, const Matrix3 & mat1, bool select1 )
570
- {
571
- return Matrix3(
572
- select( mat0.getCol0(), mat1.getCol0(), select1 ),
573
- select( mat0.getCol1(), mat1.getCol1(), select1 ),
574
- select( mat0.getCol2(), mat1.getCol2(), select1 )
575
- );
576
- }
577
-
578
- VECTORMATH_FORCE_INLINE const Matrix3 select( const Matrix3 & mat0, const Matrix3 & mat1, const boolInVec &select1 )
579
- {
580
- return Matrix3(
581
- select( mat0.getCol0(), mat1.getCol0(), select1 ),
582
- select( mat0.getCol1(), mat1.getCol1(), select1 ),
583
- select( mat0.getCol2(), mat1.getCol2(), select1 )
584
- );
585
- }
586
-
587
- #ifdef _VECTORMATH_DEBUG
588
-
589
- VECTORMATH_FORCE_INLINE void print( const Matrix3 & mat )
590
- {
591
- print( mat.getRow( 0 ) );
592
- print( mat.getRow( 1 ) );
593
- print( mat.getRow( 2 ) );
594
- }
595
-
596
- VECTORMATH_FORCE_INLINE void print( const Matrix3 & mat, const char * name )
597
- {
598
- printf("%s:\n", name);
599
- print( mat );
600
- }
601
-
602
- #endif
603
-
604
- VECTORMATH_FORCE_INLINE Matrix4::Matrix4( const Matrix4 & mat )
605
- {
606
- mCol0 = mat.mCol0;
607
- mCol1 = mat.mCol1;
608
- mCol2 = mat.mCol2;
609
- mCol3 = mat.mCol3;
610
- }
611
-
612
- VECTORMATH_FORCE_INLINE Matrix4::Matrix4( float scalar )
613
- {
614
- mCol0 = Vector4( scalar );
615
- mCol1 = Vector4( scalar );
616
- mCol2 = Vector4( scalar );
617
- mCol3 = Vector4( scalar );
618
- }
619
-
620
- VECTORMATH_FORCE_INLINE Matrix4::Matrix4( const floatInVec &scalar )
621
- {
622
- mCol0 = Vector4( scalar );
623
- mCol1 = Vector4( scalar );
624
- mCol2 = Vector4( scalar );
625
- mCol3 = Vector4( scalar );
626
- }
627
-
628
- VECTORMATH_FORCE_INLINE Matrix4::Matrix4( const Transform3 & mat )
629
- {
630
- mCol0 = Vector4( mat.getCol0(), 0.0f );
631
- mCol1 = Vector4( mat.getCol1(), 0.0f );
632
- mCol2 = Vector4( mat.getCol2(), 0.0f );
633
- mCol3 = Vector4( mat.getCol3(), 1.0f );
634
- }
635
-
636
- VECTORMATH_FORCE_INLINE Matrix4::Matrix4( const Vector4 &_col0, const Vector4 &_col1, const Vector4 &_col2, const Vector4 &_col3 )
637
- {
638
- mCol0 = _col0;
639
- mCol1 = _col1;
640
- mCol2 = _col2;
641
- mCol3 = _col3;
642
- }
643
-
644
- VECTORMATH_FORCE_INLINE Matrix4::Matrix4( const Matrix3 & mat, const Vector3 &translateVec )
645
- {
646
- mCol0 = Vector4( mat.getCol0(), 0.0f );
647
- mCol1 = Vector4( mat.getCol1(), 0.0f );
648
- mCol2 = Vector4( mat.getCol2(), 0.0f );
649
- mCol3 = Vector4( translateVec, 1.0f );
650
- }
651
-
652
- VECTORMATH_FORCE_INLINE Matrix4::Matrix4( const Quat &unitQuat, const Vector3 &translateVec )
653
- {
654
- Matrix3 mat;
655
- mat = Matrix3( unitQuat );
656
- mCol0 = Vector4( mat.getCol0(), 0.0f );
657
- mCol1 = Vector4( mat.getCol1(), 0.0f );
658
- mCol2 = Vector4( mat.getCol2(), 0.0f );
659
- mCol3 = Vector4( translateVec, 1.0f );
660
- }
661
-
662
- VECTORMATH_FORCE_INLINE Matrix4 & Matrix4::setCol0( const Vector4 &_col0 )
663
- {
664
- mCol0 = _col0;
665
- return *this;
666
- }
667
-
668
- VECTORMATH_FORCE_INLINE Matrix4 & Matrix4::setCol1( const Vector4 &_col1 )
669
- {
670
- mCol1 = _col1;
671
- return *this;
672
- }
673
-
674
- VECTORMATH_FORCE_INLINE Matrix4 & Matrix4::setCol2( const Vector4 &_col2 )
675
- {
676
- mCol2 = _col2;
677
- return *this;
678
- }
679
-
680
- VECTORMATH_FORCE_INLINE Matrix4 & Matrix4::setCol3( const Vector4 &_col3 )
681
- {
682
- mCol3 = _col3;
683
- return *this;
684
- }
685
-
686
- VECTORMATH_FORCE_INLINE Matrix4 & Matrix4::setCol( int col, const Vector4 &vec )
687
- {
688
- *(&mCol0 + col) = vec;
689
- return *this;
690
- }
691
-
692
- VECTORMATH_FORCE_INLINE Matrix4 & Matrix4::setRow( int row, const Vector4 &vec )
693
- {
694
- mCol0.setElem( row, vec.getElem( 0 ) );
695
- mCol1.setElem( row, vec.getElem( 1 ) );
696
- mCol2.setElem( row, vec.getElem( 2 ) );
697
- mCol3.setElem( row, vec.getElem( 3 ) );
698
- return *this;
699
- }
700
-
701
- VECTORMATH_FORCE_INLINE Matrix4 & Matrix4::setElem( int col, int row, float val )
702
- {
703
- (*this)[col].setElem(row, val);
704
- return *this;
705
- }
706
-
707
- VECTORMATH_FORCE_INLINE Matrix4 & Matrix4::setElem( int col, int row, const floatInVec &val )
708
- {
709
- Vector4 tmpV3_0;
710
- tmpV3_0 = this->getCol( col );
711
- tmpV3_0.setElem( row, val );
712
- this->setCol( col, tmpV3_0 );
713
- return *this;
714
- }
715
-
716
- VECTORMATH_FORCE_INLINE const floatInVec Matrix4::getElem( int col, int row ) const
717
- {
718
- return this->getCol( col ).getElem( row );
719
- }
720
-
721
- VECTORMATH_FORCE_INLINE const Vector4 Matrix4::getCol0( ) const
722
- {
723
- return mCol0;
724
- }
725
-
726
- VECTORMATH_FORCE_INLINE const Vector4 Matrix4::getCol1( ) const
727
- {
728
- return mCol1;
729
- }
730
-
731
- VECTORMATH_FORCE_INLINE const Vector4 Matrix4::getCol2( ) const
732
- {
733
- return mCol2;
734
- }
735
-
736
- VECTORMATH_FORCE_INLINE const Vector4 Matrix4::getCol3( ) const
737
- {
738
- return mCol3;
739
- }
740
-
741
- VECTORMATH_FORCE_INLINE const Vector4 Matrix4::getCol( int col ) const
742
- {
743
- return *(&mCol0 + col);
744
- }
745
-
746
- VECTORMATH_FORCE_INLINE const Vector4 Matrix4::getRow( int row ) const
747
- {
748
- return Vector4( mCol0.getElem( row ), mCol1.getElem( row ), mCol2.getElem( row ), mCol3.getElem( row ) );
749
- }
750
-
751
- VECTORMATH_FORCE_INLINE Vector4 & Matrix4::operator []( int col )
752
- {
753
- return *(&mCol0 + col);
754
- }
755
-
756
- VECTORMATH_FORCE_INLINE const Vector4 Matrix4::operator []( int col ) const
757
- {
758
- return *(&mCol0 + col);
759
- }
760
-
761
- VECTORMATH_FORCE_INLINE Matrix4 & Matrix4::operator =( const Matrix4 & mat )
762
- {
763
- mCol0 = mat.mCol0;
764
- mCol1 = mat.mCol1;
765
- mCol2 = mat.mCol2;
766
- mCol3 = mat.mCol3;
767
- return *this;
768
- }
769
-
770
- VECTORMATH_FORCE_INLINE const Matrix4 transpose( const Matrix4 & mat )
771
- {
772
- __m128 tmp0, tmp1, tmp2, tmp3, res0, res1, res2, res3;
773
- tmp0 = vec_mergeh( mat.getCol0().get128(), mat.getCol2().get128() );
774
- tmp1 = vec_mergeh( mat.getCol1().get128(), mat.getCol3().get128() );
775
- tmp2 = vec_mergel( mat.getCol0().get128(), mat.getCol2().get128() );
776
- tmp3 = vec_mergel( mat.getCol1().get128(), mat.getCol3().get128() );
777
- res0 = vec_mergeh( tmp0, tmp1 );
778
- res1 = vec_mergel( tmp0, tmp1 );
779
- res2 = vec_mergeh( tmp2, tmp3 );
780
- res3 = vec_mergel( tmp2, tmp3 );
781
- return Matrix4(
782
- Vector4( res0 ),
783
- Vector4( res1 ),
784
- Vector4( res2 ),
785
- Vector4( res3 )
786
- );
787
- }
788
-
789
- // TODO: Tidy
790
- static VM_ATTRIBUTE_ALIGN16 const unsigned int _vmathPNPN[4] = {0x00000000, 0x80000000, 0x00000000, 0x80000000};
791
- static VM_ATTRIBUTE_ALIGN16 const unsigned int _vmathNPNP[4] = {0x80000000, 0x00000000, 0x80000000, 0x00000000};
792
- static VM_ATTRIBUTE_ALIGN16 const float _vmathZERONE[4] = {1.0f, 0.0f, 0.0f, 1.0f};
793
-
794
- VECTORMATH_FORCE_INLINE const Matrix4 inverse( const Matrix4 & mat )
795
- {
796
- __m128 Va,Vb,Vc;
797
- __m128 r1,r2,r3,tt,tt2;
798
- __m128 sum,Det,RDet;
799
- __m128 trns0,trns1,trns2,trns3;
800
-
801
- __m128 _L1 = mat.getCol0().get128();
802
- __m128 _L2 = mat.getCol1().get128();
803
- __m128 _L3 = mat.getCol2().get128();
804
- __m128 _L4 = mat.getCol3().get128();
805
- // Calculating the minterms for the first line.
806
-
807
- // _mm_ror_ps is just a macro using _mm_shuffle_ps().
808
- tt = _L4; tt2 = _mm_ror_ps(_L3,1);
809
- Vc = _mm_mul_ps(tt2,_mm_ror_ps(tt,0)); // V3'dot V4
810
- Va = _mm_mul_ps(tt2,_mm_ror_ps(tt,2)); // V3'dot V4"
811
- Vb = _mm_mul_ps(tt2,_mm_ror_ps(tt,3)); // V3' dot V4^
812
-
813
- r1 = _mm_sub_ps(_mm_ror_ps(Va,1),_mm_ror_ps(Vc,2)); // V3" dot V4^ - V3^ dot V4"
814
- r2 = _mm_sub_ps(_mm_ror_ps(Vb,2),_mm_ror_ps(Vb,0)); // V3^ dot V4' - V3' dot V4^
815
- r3 = _mm_sub_ps(_mm_ror_ps(Va,0),_mm_ror_ps(Vc,1)); // V3' dot V4" - V3" dot V4'
816
-
817
- tt = _L2;
818
- Va = _mm_ror_ps(tt,1); sum = _mm_mul_ps(Va,r1);
819
- Vb = _mm_ror_ps(tt,2); sum = _mm_add_ps(sum,_mm_mul_ps(Vb,r2));
820
- Vc = _mm_ror_ps(tt,3); sum = _mm_add_ps(sum,_mm_mul_ps(Vc,r3));
821
-
822
- // Calculating the determinant.
823
- Det = _mm_mul_ps(sum,_L1);
824
- Det = _mm_add_ps(Det,_mm_movehl_ps(Det,Det));
825
-
826
- const __m128 Sign_PNPN = _mm_load_ps((float *)_vmathPNPN);
827
- const __m128 Sign_NPNP = _mm_load_ps((float *)_vmathNPNP);
828
-
829
- __m128 mtL1 = _mm_xor_ps(sum,Sign_PNPN);
830
-
831
- // Calculating the minterms of the second line (using previous results).
832
- tt = _mm_ror_ps(_L1,1); sum = _mm_mul_ps(tt,r1);
833
- tt = _mm_ror_ps(tt,1); sum = _mm_add_ps(sum,_mm_mul_ps(tt,r2));
834
- tt = _mm_ror_ps(tt,1); sum = _mm_add_ps(sum,_mm_mul_ps(tt,r3));
835
- __m128 mtL2 = _mm_xor_ps(sum,Sign_NPNP);
836
-
837
- // Testing the determinant.
838
- Det = _mm_sub_ss(Det,_mm_shuffle_ps(Det,Det,1));
839
-
840
- // Calculating the minterms of the third line.
841
- tt = _mm_ror_ps(_L1,1);
842
- Va = _mm_mul_ps(tt,Vb); // V1' dot V2"
843
- Vb = _mm_mul_ps(tt,Vc); // V1' dot V2^
844
- Vc = _mm_mul_ps(tt,_L2); // V1' dot V2
845
-
846
- r1 = _mm_sub_ps(_mm_ror_ps(Va,1),_mm_ror_ps(Vc,2)); // V1" dot V2^ - V1^ dot V2"
847
- r2 = _mm_sub_ps(_mm_ror_ps(Vb,2),_mm_ror_ps(Vb,0)); // V1^ dot V2' - V1' dot V2^
848
- r3 = _mm_sub_ps(_mm_ror_ps(Va,0),_mm_ror_ps(Vc,1)); // V1' dot V2" - V1" dot V2'
849
-
850
- tt = _mm_ror_ps(_L4,1); sum = _mm_mul_ps(tt,r1);
851
- tt = _mm_ror_ps(tt,1); sum = _mm_add_ps(sum,_mm_mul_ps(tt,r2));
852
- tt = _mm_ror_ps(tt,1); sum = _mm_add_ps(sum,_mm_mul_ps(tt,r3));
853
- __m128 mtL3 = _mm_xor_ps(sum,Sign_PNPN);
854
-
855
- // Dividing is FASTER than rcp_nr! (Because rcp_nr causes many register-memory RWs).
856
- RDet = _mm_div_ss(_mm_load_ss((float *)&_vmathZERONE), Det); // TODO: just 1.0f?
857
- RDet = _mm_shuffle_ps(RDet,RDet,0x00);
858
-
859
- // Devide the first 12 minterms with the determinant.
860
- mtL1 = _mm_mul_ps(mtL1, RDet);
861
- mtL2 = _mm_mul_ps(mtL2, RDet);
862
- mtL3 = _mm_mul_ps(mtL3, RDet);
863
-
864
- // Calculate the minterms of the forth line and devide by the determinant.
865
- tt = _mm_ror_ps(_L3,1); sum = _mm_mul_ps(tt,r1);
866
- tt = _mm_ror_ps(tt,1); sum = _mm_add_ps(sum,_mm_mul_ps(tt,r2));
867
- tt = _mm_ror_ps(tt,1); sum = _mm_add_ps(sum,_mm_mul_ps(tt,r3));
868
- __m128 mtL4 = _mm_xor_ps(sum,Sign_NPNP);
869
- mtL4 = _mm_mul_ps(mtL4, RDet);
870
-
871
- // Now we just have to transpose the minterms matrix.
872
- trns0 = _mm_unpacklo_ps(mtL1,mtL2);
873
- trns1 = _mm_unpacklo_ps(mtL3,mtL4);
874
- trns2 = _mm_unpackhi_ps(mtL1,mtL2);
875
- trns3 = _mm_unpackhi_ps(mtL3,mtL4);
876
- _L1 = _mm_movelh_ps(trns0,trns1);
877
- _L2 = _mm_movehl_ps(trns1,trns0);
878
- _L3 = _mm_movelh_ps(trns2,trns3);
879
- _L4 = _mm_movehl_ps(trns3,trns2);
880
-
881
- return Matrix4(
882
- Vector4( _L1 ),
883
- Vector4( _L2 ),
884
- Vector4( _L3 ),
885
- Vector4( _L4 )
886
- );
887
- }
888
-
889
- VECTORMATH_FORCE_INLINE const Matrix4 affineInverse( const Matrix4 & mat )
890
- {
891
- Transform3 affineMat;
892
- affineMat.setCol0( mat.getCol0().getXYZ( ) );
893
- affineMat.setCol1( mat.getCol1().getXYZ( ) );
894
- affineMat.setCol2( mat.getCol2().getXYZ( ) );
895
- affineMat.setCol3( mat.getCol3().getXYZ( ) );
896
- return Matrix4( inverse( affineMat ) );
897
- }
898
-
899
- VECTORMATH_FORCE_INLINE const Matrix4 orthoInverse( const Matrix4 & mat )
900
- {
901
- Transform3 affineMat;
902
- affineMat.setCol0( mat.getCol0().getXYZ( ) );
903
- affineMat.setCol1( mat.getCol1().getXYZ( ) );
904
- affineMat.setCol2( mat.getCol2().getXYZ( ) );
905
- affineMat.setCol3( mat.getCol3().getXYZ( ) );
906
- return Matrix4( orthoInverse( affineMat ) );
907
- }
908
-
909
- VECTORMATH_FORCE_INLINE const floatInVec determinant( const Matrix4 & mat )
910
- {
911
- __m128 Va,Vb,Vc;
912
- __m128 r1,r2,r3,tt,tt2;
913
- __m128 sum,Det;
914
-
915
- __m128 _L1 = mat.getCol0().get128();
916
- __m128 _L2 = mat.getCol1().get128();
917
- __m128 _L3 = mat.getCol2().get128();
918
- __m128 _L4 = mat.getCol3().get128();
919
- // Calculating the minterms for the first line.
920
-
921
- // _mm_ror_ps is just a macro using _mm_shuffle_ps().
922
- tt = _L4; tt2 = _mm_ror_ps(_L3,1);
923
- Vc = _mm_mul_ps(tt2,_mm_ror_ps(tt,0)); // V3' dot V4
924
- Va = _mm_mul_ps(tt2,_mm_ror_ps(tt,2)); // V3' dot V4"
925
- Vb = _mm_mul_ps(tt2,_mm_ror_ps(tt,3)); // V3' dot V4^
926
-
927
- r1 = _mm_sub_ps(_mm_ror_ps(Va,1),_mm_ror_ps(Vc,2)); // V3" dot V4^ - V3^ dot V4"
928
- r2 = _mm_sub_ps(_mm_ror_ps(Vb,2),_mm_ror_ps(Vb,0)); // V3^ dot V4' - V3' dot V4^
929
- r3 = _mm_sub_ps(_mm_ror_ps(Va,0),_mm_ror_ps(Vc,1)); // V3' dot V4" - V3" dot V4'
930
-
931
- tt = _L2;
932
- Va = _mm_ror_ps(tt,1); sum = _mm_mul_ps(Va,r1);
933
- Vb = _mm_ror_ps(tt,2); sum = _mm_add_ps(sum,_mm_mul_ps(Vb,r2));
934
- Vc = _mm_ror_ps(tt,3); sum = _mm_add_ps(sum,_mm_mul_ps(Vc,r3));
935
-
936
- // Calculating the determinant.
937
- Det = _mm_mul_ps(sum,_L1);
938
- Det = _mm_add_ps(Det,_mm_movehl_ps(Det,Det));
939
-
940
- // Calculating the minterms of the second line (using previous results).
941
- tt = _mm_ror_ps(_L1,1); sum = _mm_mul_ps(tt,r1);
942
- tt = _mm_ror_ps(tt,1); sum = _mm_add_ps(sum,_mm_mul_ps(tt,r2));
943
- tt = _mm_ror_ps(tt,1); sum = _mm_add_ps(sum,_mm_mul_ps(tt,r3));
944
-
945
- // Testing the determinant.
946
- Det = _mm_sub_ss(Det,_mm_shuffle_ps(Det,Det,1));
947
- return floatInVec(Det, 0);
948
- }
949
-
950
- VECTORMATH_FORCE_INLINE const Matrix4 Matrix4::operator +( const Matrix4 & mat ) const
951
- {
952
- return Matrix4(
953
- ( mCol0 + mat.mCol0 ),
954
- ( mCol1 + mat.mCol1 ),
955
- ( mCol2 + mat.mCol2 ),
956
- ( mCol3 + mat.mCol3 )
957
- );
958
- }
959
-
960
- VECTORMATH_FORCE_INLINE const Matrix4 Matrix4::operator -( const Matrix4 & mat ) const
961
- {
962
- return Matrix4(
963
- ( mCol0 - mat.mCol0 ),
964
- ( mCol1 - mat.mCol1 ),
965
- ( mCol2 - mat.mCol2 ),
966
- ( mCol3 - mat.mCol3 )
967
- );
968
- }
969
-
970
- VECTORMATH_FORCE_INLINE Matrix4 & Matrix4::operator +=( const Matrix4 & mat )
971
- {
972
- *this = *this + mat;
973
- return *this;
974
- }
975
-
976
- VECTORMATH_FORCE_INLINE Matrix4 & Matrix4::operator -=( const Matrix4 & mat )
977
- {
978
- *this = *this - mat;
979
- return *this;
980
- }
981
-
982
- VECTORMATH_FORCE_INLINE const Matrix4 Matrix4::operator -( ) const
983
- {
984
- return Matrix4(
985
- ( -mCol0 ),
986
- ( -mCol1 ),
987
- ( -mCol2 ),
988
- ( -mCol3 )
989
- );
990
- }
991
-
992
- VECTORMATH_FORCE_INLINE const Matrix4 absPerElem( const Matrix4 & mat )
993
- {
994
- return Matrix4(
995
- absPerElem( mat.getCol0() ),
996
- absPerElem( mat.getCol1() ),
997
- absPerElem( mat.getCol2() ),
998
- absPerElem( mat.getCol3() )
999
- );
1000
- }
1001
-
1002
- VECTORMATH_FORCE_INLINE const Matrix4 Matrix4::operator *( float scalar ) const
1003
- {
1004
- return *this * floatInVec(scalar);
1005
- }
1006
-
1007
- VECTORMATH_FORCE_INLINE const Matrix4 Matrix4::operator *( const floatInVec &scalar ) const
1008
- {
1009
- return Matrix4(
1010
- ( mCol0 * scalar ),
1011
- ( mCol1 * scalar ),
1012
- ( mCol2 * scalar ),
1013
- ( mCol3 * scalar )
1014
- );
1015
- }
1016
-
1017
- VECTORMATH_FORCE_INLINE Matrix4 & Matrix4::operator *=( float scalar )
1018
- {
1019
- return *this *= floatInVec(scalar);
1020
- }
1021
-
1022
- VECTORMATH_FORCE_INLINE Matrix4 & Matrix4::operator *=( const floatInVec &scalar )
1023
- {
1024
- *this = *this * scalar;
1025
- return *this;
1026
- }
1027
-
1028
- VECTORMATH_FORCE_INLINE const Matrix4 operator *( float scalar, const Matrix4 & mat )
1029
- {
1030
- return floatInVec(scalar) * mat;
1031
- }
1032
-
1033
- VECTORMATH_FORCE_INLINE const Matrix4 operator *( const floatInVec &scalar, const Matrix4 & mat )
1034
- {
1035
- return mat * scalar;
1036
- }
1037
-
1038
- VECTORMATH_FORCE_INLINE const Vector4 Matrix4::operator *( const Vector4 &vec ) const
1039
- {
1040
- return Vector4(
1041
- _mm_add_ps(
1042
- _mm_add_ps(_mm_mul_ps(mCol0.get128(), _mm_shuffle_ps(vec.get128(), vec.get128(), _MM_SHUFFLE(0,0,0,0))), _mm_mul_ps(mCol1.get128(), _mm_shuffle_ps(vec.get128(), vec.get128(), _MM_SHUFFLE(1,1,1,1)))),
1043
- _mm_add_ps(_mm_mul_ps(mCol2.get128(), _mm_shuffle_ps(vec.get128(), vec.get128(), _MM_SHUFFLE(2,2,2,2))), _mm_mul_ps(mCol3.get128(), _mm_shuffle_ps(vec.get128(), vec.get128(), _MM_SHUFFLE(3,3,3,3)))))
1044
- );
1045
- }
1046
-
1047
- VECTORMATH_FORCE_INLINE const Vector4 Matrix4::operator *( const Vector3 &vec ) const
1048
- {
1049
- return Vector4(
1050
- _mm_add_ps(
1051
- _mm_add_ps(_mm_mul_ps(mCol0.get128(), _mm_shuffle_ps(vec.get128(), vec.get128(), _MM_SHUFFLE(0,0,0,0))), _mm_mul_ps(mCol1.get128(), _mm_shuffle_ps(vec.get128(), vec.get128(), _MM_SHUFFLE(1,1,1,1)))),
1052
- _mm_mul_ps(mCol2.get128(), _mm_shuffle_ps(vec.get128(), vec.get128(), _MM_SHUFFLE(2,2,2,2))))
1053
- );
1054
- }
1055
-
1056
- VECTORMATH_FORCE_INLINE const Vector4 Matrix4::operator *( const Point3 &pnt ) const
1057
- {
1058
- return Vector4(
1059
- _mm_add_ps(
1060
- _mm_add_ps(_mm_mul_ps(mCol0.get128(), _mm_shuffle_ps(pnt.get128(), pnt.get128(), _MM_SHUFFLE(0,0,0,0))), _mm_mul_ps(mCol1.get128(), _mm_shuffle_ps(pnt.get128(), pnt.get128(), _MM_SHUFFLE(1,1,1,1)))),
1061
- _mm_add_ps(_mm_mul_ps(mCol2.get128(), _mm_shuffle_ps(pnt.get128(), pnt.get128(), _MM_SHUFFLE(2,2,2,2))), mCol3.get128()))
1062
- );
1063
- }
1064
-
1065
- VECTORMATH_FORCE_INLINE const Matrix4 Matrix4::operator *( const Matrix4 & mat ) const
1066
- {
1067
- return Matrix4(
1068
- ( *this * mat.mCol0 ),
1069
- ( *this * mat.mCol1 ),
1070
- ( *this * mat.mCol2 ),
1071
- ( *this * mat.mCol3 )
1072
- );
1073
- }
1074
-
1075
- VECTORMATH_FORCE_INLINE Matrix4 & Matrix4::operator *=( const Matrix4 & mat )
1076
- {
1077
- *this = *this * mat;
1078
- return *this;
1079
- }
1080
-
1081
- VECTORMATH_FORCE_INLINE const Matrix4 Matrix4::operator *( const Transform3 & tfrm ) const
1082
- {
1083
- return Matrix4(
1084
- ( *this * tfrm.getCol0() ),
1085
- ( *this * tfrm.getCol1() ),
1086
- ( *this * tfrm.getCol2() ),
1087
- ( *this * Point3( tfrm.getCol3() ) )
1088
- );
1089
- }
1090
-
1091
- VECTORMATH_FORCE_INLINE Matrix4 & Matrix4::operator *=( const Transform3 & tfrm )
1092
- {
1093
- *this = *this * tfrm;
1094
- return *this;
1095
- }
1096
-
1097
- VECTORMATH_FORCE_INLINE const Matrix4 mulPerElem( const Matrix4 & mat0, const Matrix4 & mat1 )
1098
- {
1099
- return Matrix4(
1100
- mulPerElem( mat0.getCol0(), mat1.getCol0() ),
1101
- mulPerElem( mat0.getCol1(), mat1.getCol1() ),
1102
- mulPerElem( mat0.getCol2(), mat1.getCol2() ),
1103
- mulPerElem( mat0.getCol3(), mat1.getCol3() )
1104
- );
1105
- }
1106
-
1107
- VECTORMATH_FORCE_INLINE const Matrix4 Matrix4::identity( )
1108
- {
1109
- return Matrix4(
1110
- Vector4::xAxis( ),
1111
- Vector4::yAxis( ),
1112
- Vector4::zAxis( ),
1113
- Vector4::wAxis( )
1114
- );
1115
- }
1116
-
1117
- VECTORMATH_FORCE_INLINE Matrix4 & Matrix4::setUpper3x3( const Matrix3 & mat3 )
1118
- {
1119
- mCol0.setXYZ( mat3.getCol0() );
1120
- mCol1.setXYZ( mat3.getCol1() );
1121
- mCol2.setXYZ( mat3.getCol2() );
1122
- return *this;
1123
- }
1124
-
1125
- VECTORMATH_FORCE_INLINE const Matrix3 Matrix4::getUpper3x3( ) const
1126
- {
1127
- return Matrix3(
1128
- mCol0.getXYZ( ),
1129
- mCol1.getXYZ( ),
1130
- mCol2.getXYZ( )
1131
- );
1132
- }
1133
-
1134
- VECTORMATH_FORCE_INLINE Matrix4 & Matrix4::setTranslation( const Vector3 &translateVec )
1135
- {
1136
- mCol3.setXYZ( translateVec );
1137
- return *this;
1138
- }
1139
-
1140
- VECTORMATH_FORCE_INLINE const Vector3 Matrix4::getTranslation( ) const
1141
- {
1142
- return mCol3.getXYZ( );
1143
- }
1144
-
1145
- VECTORMATH_FORCE_INLINE const Matrix4 Matrix4::rotationX( float radians )
1146
- {
1147
- return rotationX( floatInVec(radians) );
1148
- }
1149
-
1150
- VECTORMATH_FORCE_INLINE const Matrix4 Matrix4::rotationX( const floatInVec &radians )
1151
- {
1152
- __m128 s, c, res1, res2;
1153
- __m128 zero;
1154
- VM_ATTRIBUTE_ALIGN16 unsigned int select_y[4] = {0, 0xffffffff, 0, 0};
1155
- VM_ATTRIBUTE_ALIGN16 unsigned int select_z[4] = {0, 0, 0xffffffff, 0};
1156
- zero = _mm_setzero_ps();
1157
- sincosf4( radians.get128(), &s, &c );
1158
- res1 = vec_sel( zero, c, select_y );
1159
- res1 = vec_sel( res1, s, select_z );
1160
- res2 = vec_sel( zero, negatef4(s), select_y );
1161
- res2 = vec_sel( res2, c, select_z );
1162
- return Matrix4(
1163
- Vector4::xAxis( ),
1164
- Vector4( res1 ),
1165
- Vector4( res2 ),
1166
- Vector4::wAxis( )
1167
- );
1168
- }
1169
-
1170
- VECTORMATH_FORCE_INLINE const Matrix4 Matrix4::rotationY( float radians )
1171
- {
1172
- return rotationY( floatInVec(radians) );
1173
- }
1174
-
1175
- VECTORMATH_FORCE_INLINE const Matrix4 Matrix4::rotationY( const floatInVec &radians )
1176
- {
1177
- __m128 s, c, res0, res2;
1178
- __m128 zero;
1179
- VM_ATTRIBUTE_ALIGN16 unsigned int select_x[4] = {0xffffffff, 0, 0, 0};
1180
- VM_ATTRIBUTE_ALIGN16 unsigned int select_z[4] = {0, 0, 0xffffffff, 0};
1181
- zero = _mm_setzero_ps();
1182
- sincosf4( radians.get128(), &s, &c );
1183
- res0 = vec_sel( zero, c, select_x );
1184
- res0 = vec_sel( res0, negatef4(s), select_z );
1185
- res2 = vec_sel( zero, s, select_x );
1186
- res2 = vec_sel( res2, c, select_z );
1187
- return Matrix4(
1188
- Vector4( res0 ),
1189
- Vector4::yAxis( ),
1190
- Vector4( res2 ),
1191
- Vector4::wAxis( )
1192
- );
1193
- }
1194
-
1195
- VECTORMATH_FORCE_INLINE const Matrix4 Matrix4::rotationZ( float radians )
1196
- {
1197
- return rotationZ( floatInVec(radians) );
1198
- }
1199
-
1200
- VECTORMATH_FORCE_INLINE const Matrix4 Matrix4::rotationZ( const floatInVec &radians )
1201
- {
1202
- __m128 s, c, res0, res1;
1203
- __m128 zero;
1204
- VM_ATTRIBUTE_ALIGN16 unsigned int select_x[4] = {0xffffffff, 0, 0, 0};
1205
- VM_ATTRIBUTE_ALIGN16 unsigned int select_y[4] = {0, 0xffffffff, 0, 0};
1206
- zero = _mm_setzero_ps();
1207
- sincosf4( radians.get128(), &s, &c );
1208
- res0 = vec_sel( zero, c, select_x );
1209
- res0 = vec_sel( res0, s, select_y );
1210
- res1 = vec_sel( zero, negatef4(s), select_x );
1211
- res1 = vec_sel( res1, c, select_y );
1212
- return Matrix4(
1213
- Vector4( res0 ),
1214
- Vector4( res1 ),
1215
- Vector4::zAxis( ),
1216
- Vector4::wAxis( )
1217
- );
1218
- }
1219
-
1220
- VECTORMATH_FORCE_INLINE const Matrix4 Matrix4::rotationZYX( const Vector3 &radiansXYZ )
1221
- {
1222
- __m128 angles, s, negS, c, X0, X1, Y0, Y1, Z0, Z1, tmp;
1223
- angles = Vector4( radiansXYZ, 0.0f ).get128();
1224
- sincosf4( angles, &s, &c );
1225
- negS = negatef4( s );
1226
- Z0 = vec_mergel( c, s );
1227
- Z1 = vec_mergel( negS, c );
1228
- VM_ATTRIBUTE_ALIGN16 unsigned int select_xyz[4] = {0xffffffff, 0xffffffff, 0xffffffff, 0};
1229
- Z1 = vec_and( Z1, _mm_load_ps( (float *)select_xyz ) );
1230
- Y0 = _mm_shuffle_ps( c, negS, _MM_SHUFFLE(0,1,1,1) );
1231
- Y1 = _mm_shuffle_ps( s, c, _MM_SHUFFLE(0,1,1,1) );
1232
- X0 = vec_splat( s, 0 );
1233
- X1 = vec_splat( c, 0 );
1234
- tmp = vec_mul( Z0, Y1 );
1235
- return Matrix4(
1236
- Vector4( vec_mul( Z0, Y0 ) ),
1237
- Vector4( vec_madd( Z1, X1, vec_mul( tmp, X0 ) ) ),
1238
- Vector4( vec_nmsub( Z1, X0, vec_mul( tmp, X1 ) ) ),
1239
- Vector4::wAxis( )
1240
- );
1241
- }
1242
-
1243
- VECTORMATH_FORCE_INLINE const Matrix4 Matrix4::rotation( float radians, const Vector3 &unitVec )
1244
- {
1245
- return rotation( floatInVec(radians), unitVec );
1246
- }
1247
-
1248
- VECTORMATH_FORCE_INLINE const Matrix4 Matrix4::rotation( const floatInVec &radians, const Vector3 &unitVec )
1249
- {
1250
- __m128 axis, s, c, oneMinusC, axisS, negAxisS, xxxx, yyyy, zzzz, tmp0, tmp1, tmp2;
1251
- axis = unitVec.get128();
1252
- sincosf4( radians.get128(), &s, &c );
1253
- xxxx = vec_splat( axis, 0 );
1254
- yyyy = vec_splat( axis, 1 );
1255
- zzzz = vec_splat( axis, 2 );
1256
- oneMinusC = vec_sub( _mm_set1_ps(1.0f), c );
1257
- axisS = vec_mul( axis, s );
1258
- negAxisS = negatef4( axisS );
1259
- VM_ATTRIBUTE_ALIGN16 unsigned int select_x[4] = {0xffffffff, 0, 0, 0};
1260
- VM_ATTRIBUTE_ALIGN16 unsigned int select_y[4] = {0, 0xffffffff, 0, 0};
1261
- VM_ATTRIBUTE_ALIGN16 unsigned int select_z[4] = {0, 0, 0xffffffff, 0};
1262
- //tmp0 = vec_perm( axisS, negAxisS, _VECTORMATH_PERM_XZBX );
1263
- tmp0 = _mm_shuffle_ps( axisS, axisS, _MM_SHUFFLE(0,0,2,0) );
1264
- tmp0 = vec_sel(tmp0, vec_splat(negAxisS, 1), select_z);
1265
- //tmp1 = vec_perm( axisS, negAxisS, _VECTORMATH_PERM_CXXX );
1266
- tmp1 = vec_sel( vec_splat(axisS, 0), vec_splat(negAxisS, 2), select_x );
1267
- //tmp2 = vec_perm( axisS, negAxisS, _VECTORMATH_PERM_YAXX );
1268
- tmp2 = _mm_shuffle_ps( axisS, axisS, _MM_SHUFFLE(0,0,0,1) );
1269
- tmp2 = vec_sel(tmp2, vec_splat(negAxisS, 0), select_y);
1270
- tmp0 = vec_sel( tmp0, c, select_x );
1271
- tmp1 = vec_sel( tmp1, c, select_y );
1272
- tmp2 = vec_sel( tmp2, c, select_z );
1273
- VM_ATTRIBUTE_ALIGN16 unsigned int select_xyz[4] = {0xffffffff, 0xffffffff, 0xffffffff, 0};
1274
- axis = vec_and( axis, _mm_load_ps( (float *)select_xyz ) );
1275
- tmp0 = vec_and( tmp0, _mm_load_ps( (float *)select_xyz ) );
1276
- tmp1 = vec_and( tmp1, _mm_load_ps( (float *)select_xyz ) );
1277
- tmp2 = vec_and( tmp2, _mm_load_ps( (float *)select_xyz ) );
1278
- return Matrix4(
1279
- Vector4( vec_madd( vec_mul( axis, xxxx ), oneMinusC, tmp0 ) ),
1280
- Vector4( vec_madd( vec_mul( axis, yyyy ), oneMinusC, tmp1 ) ),
1281
- Vector4( vec_madd( vec_mul( axis, zzzz ), oneMinusC, tmp2 ) ),
1282
- Vector4::wAxis( )
1283
- );
1284
- }
1285
-
1286
- VECTORMATH_FORCE_INLINE const Matrix4 Matrix4::rotation( const Quat &unitQuat )
1287
- {
1288
- return Matrix4( Transform3::rotation( unitQuat ) );
1289
- }
1290
-
1291
- VECTORMATH_FORCE_INLINE const Matrix4 Matrix4::scale( const Vector3 &scaleVec )
1292
- {
1293
- __m128 zero = _mm_setzero_ps();
1294
- VM_ATTRIBUTE_ALIGN16 unsigned int select_x[4] = {0xffffffff, 0, 0, 0};
1295
- VM_ATTRIBUTE_ALIGN16 unsigned int select_y[4] = {0, 0xffffffff, 0, 0};
1296
- VM_ATTRIBUTE_ALIGN16 unsigned int select_z[4] = {0, 0, 0xffffffff, 0};
1297
- return Matrix4(
1298
- Vector4( vec_sel( zero, scaleVec.get128(), select_x ) ),
1299
- Vector4( vec_sel( zero, scaleVec.get128(), select_y ) ),
1300
- Vector4( vec_sel( zero, scaleVec.get128(), select_z ) ),
1301
- Vector4::wAxis( )
1302
- );
1303
- }
1304
-
1305
- VECTORMATH_FORCE_INLINE const Matrix4 appendScale( const Matrix4 & mat, const Vector3 &scaleVec )
1306
- {
1307
- return Matrix4(
1308
- ( mat.getCol0() * scaleVec.getX( ) ),
1309
- ( mat.getCol1() * scaleVec.getY( ) ),
1310
- ( mat.getCol2() * scaleVec.getZ( ) ),
1311
- mat.getCol3()
1312
- );
1313
- }
1314
-
1315
- VECTORMATH_FORCE_INLINE const Matrix4 prependScale( const Vector3 &scaleVec, const Matrix4 & mat )
1316
- {
1317
- Vector4 scale4;
1318
- scale4 = Vector4( scaleVec, 1.0f );
1319
- return Matrix4(
1320
- mulPerElem( mat.getCol0(), scale4 ),
1321
- mulPerElem( mat.getCol1(), scale4 ),
1322
- mulPerElem( mat.getCol2(), scale4 ),
1323
- mulPerElem( mat.getCol3(), scale4 )
1324
- );
1325
- }
1326
-
1327
- VECTORMATH_FORCE_INLINE const Matrix4 Matrix4::translation( const Vector3 &translateVec )
1328
- {
1329
- return Matrix4(
1330
- Vector4::xAxis( ),
1331
- Vector4::yAxis( ),
1332
- Vector4::zAxis( ),
1333
- Vector4( translateVec, 1.0f )
1334
- );
1335
- }
1336
-
1337
- VECTORMATH_FORCE_INLINE const Matrix4 Matrix4::lookAt( const Point3 &eyePos, const Point3 &lookAtPos, const Vector3 &upVec )
1338
- {
1339
- Matrix4 m4EyeFrame;
1340
- Vector3 v3X, v3Y, v3Z;
1341
- v3Y = normalize( upVec );
1342
- v3Z = normalize( ( eyePos - lookAtPos ) );
1343
- v3X = normalize( cross( v3Y, v3Z ) );
1344
- v3Y = cross( v3Z, v3X );
1345
- m4EyeFrame = Matrix4( Vector4( v3X ), Vector4( v3Y ), Vector4( v3Z ), Vector4( eyePos ) );
1346
- return orthoInverse( m4EyeFrame );
1347
- }
1348
-
1349
- VECTORMATH_FORCE_INLINE const Matrix4 Matrix4::perspective( float fovyRadians, float aspect, float zNear, float zFar )
1350
- {
1351
- float f, rangeInv;
1352
- __m128 zero, col0, col1, col2, col3;
1353
- union { __m128 v; float s[4]; } tmp;
1354
- f = tanf( _VECTORMATH_PI_OVER_2 - fovyRadians * 0.5f );
1355
- rangeInv = 1.0f / ( zNear - zFar );
1356
- zero = _mm_setzero_ps();
1357
- tmp.v = zero;
1358
- tmp.s[0] = f / aspect;
1359
- col0 = tmp.v;
1360
- tmp.v = zero;
1361
- tmp.s[1] = f;
1362
- col1 = tmp.v;
1363
- tmp.v = zero;
1364
- tmp.s[2] = ( zNear + zFar ) * rangeInv;
1365
- tmp.s[3] = -1.0f;
1366
- col2 = tmp.v;
1367
- tmp.v = zero;
1368
- tmp.s[2] = zNear * zFar * rangeInv * 2.0f;
1369
- col3 = tmp.v;
1370
- return Matrix4(
1371
- Vector4( col0 ),
1372
- Vector4( col1 ),
1373
- Vector4( col2 ),
1374
- Vector4( col3 )
1375
- );
1376
- }
1377
-
1378
- VECTORMATH_FORCE_INLINE const Matrix4 Matrix4::frustum( float left, float right, float bottom, float top, float zNear, float zFar )
1379
- {
1380
- /* function implementation based on code from STIDC SDK: */
1381
- /* -------------------------------------------------------------- */
1382
- /* PLEASE DO NOT MODIFY THIS SECTION */
1383
- /* This prolog section is automatically generated. */
1384
- /* */
1385
- /* (C)Copyright */
1386
- /* Sony Computer Entertainment, Inc., */
1387
- /* Toshiba Corporation, */
1388
- /* International Business Machines Corporation, */
1389
- /* 2001,2002. */
1390
- /* S/T/I Confidential Information */
1391
- /* -------------------------------------------------------------- */
1392
- __m128 lbf, rtn;
1393
- __m128 diff, sum, inv_diff;
1394
- __m128 diagonal, column, near2;
1395
- __m128 zero = _mm_setzero_ps();
1396
- union { __m128 v; float s[4]; } l, f, r, n, b, t; // TODO: Union?
1397
- l.s[0] = left;
1398
- f.s[0] = zFar;
1399
- r.s[0] = right;
1400
- n.s[0] = zNear;
1401
- b.s[0] = bottom;
1402
- t.s[0] = top;
1403
- lbf = vec_mergeh( l.v, f.v );
1404
- rtn = vec_mergeh( r.v, n.v );
1405
- lbf = vec_mergeh( lbf, b.v );
1406
- rtn = vec_mergeh( rtn, t.v );
1407
- diff = vec_sub( rtn, lbf );
1408
- sum = vec_add( rtn, lbf );
1409
- inv_diff = recipf4( diff );
1410
- near2 = vec_splat( n.v, 0 );
1411
- near2 = vec_add( near2, near2 );
1412
- diagonal = vec_mul( near2, inv_diff );
1413
- column = vec_mul( sum, inv_diff );
1414
- VM_ATTRIBUTE_ALIGN16 unsigned int select_x[4] = {0xffffffff, 0, 0, 0};
1415
- VM_ATTRIBUTE_ALIGN16 unsigned int select_y[4] = {0, 0xffffffff, 0, 0};
1416
- VM_ATTRIBUTE_ALIGN16 unsigned int select_z[4] = {0, 0, 0xffffffff, 0};
1417
- VM_ATTRIBUTE_ALIGN16 unsigned int select_w[4] = {0, 0, 0, 0xffffffff};
1418
- return Matrix4(
1419
- Vector4( vec_sel( zero, diagonal, select_x ) ),
1420
- Vector4( vec_sel( zero, diagonal, select_y ) ),
1421
- Vector4( vec_sel( column, _mm_set1_ps(-1.0f), select_w ) ),
1422
- Vector4( vec_sel( zero, vec_mul( diagonal, vec_splat( f.v, 0 ) ), select_z ) )
1423
- );
1424
- }
1425
-
1426
- VECTORMATH_FORCE_INLINE const Matrix4 Matrix4::orthographic( float left, float right, float bottom, float top, float zNear, float zFar )
1427
- {
1428
- /* function implementation based on code from STIDC SDK: */
1429
- /* -------------------------------------------------------------- */
1430
- /* PLEASE DO NOT MODIFY THIS SECTION */
1431
- /* This prolog section is automatically generated. */
1432
- /* */
1433
- /* (C)Copyright */
1434
- /* Sony Computer Entertainment, Inc., */
1435
- /* Toshiba Corporation, */
1436
- /* International Business Machines Corporation, */
1437
- /* 2001,2002. */
1438
- /* S/T/I Confidential Information */
1439
- /* -------------------------------------------------------------- */
1440
- __m128 lbf, rtn;
1441
- __m128 diff, sum, inv_diff, neg_inv_diff;
1442
- __m128 diagonal, column;
1443
- __m128 zero = _mm_setzero_ps();
1444
- union { __m128 v; float s[4]; } l, f, r, n, b, t;
1445
- l.s[0] = left;
1446
- f.s[0] = zFar;
1447
- r.s[0] = right;
1448
- n.s[0] = zNear;
1449
- b.s[0] = bottom;
1450
- t.s[0] = top;
1451
- lbf = vec_mergeh( l.v, f.v );
1452
- rtn = vec_mergeh( r.v, n.v );
1453
- lbf = vec_mergeh( lbf, b.v );
1454
- rtn = vec_mergeh( rtn, t.v );
1455
- diff = vec_sub( rtn, lbf );
1456
- sum = vec_add( rtn, lbf );
1457
- inv_diff = recipf4( diff );
1458
- neg_inv_diff = negatef4( inv_diff );
1459
- diagonal = vec_add( inv_diff, inv_diff );
1460
- VM_ATTRIBUTE_ALIGN16 unsigned int select_x[4] = {0xffffffff, 0, 0, 0};
1461
- VM_ATTRIBUTE_ALIGN16 unsigned int select_y[4] = {0, 0xffffffff, 0, 0};
1462
- VM_ATTRIBUTE_ALIGN16 unsigned int select_z[4] = {0, 0, 0xffffffff, 0};
1463
- VM_ATTRIBUTE_ALIGN16 unsigned int select_w[4] = {0, 0, 0, 0xffffffff};
1464
- column = vec_mul( sum, vec_sel( neg_inv_diff, inv_diff, select_z ) ); // TODO: no madds with zero
1465
- return Matrix4(
1466
- Vector4( vec_sel( zero, diagonal, select_x ) ),
1467
- Vector4( vec_sel( zero, diagonal, select_y ) ),
1468
- Vector4( vec_sel( zero, diagonal, select_z ) ),
1469
- Vector4( vec_sel( column, _mm_set1_ps(1.0f), select_w ) )
1470
- );
1471
- }
1472
-
1473
- VECTORMATH_FORCE_INLINE const Matrix4 select( const Matrix4 & mat0, const Matrix4 & mat1, bool select1 )
1474
- {
1475
- return Matrix4(
1476
- select( mat0.getCol0(), mat1.getCol0(), select1 ),
1477
- select( mat0.getCol1(), mat1.getCol1(), select1 ),
1478
- select( mat0.getCol2(), mat1.getCol2(), select1 ),
1479
- select( mat0.getCol3(), mat1.getCol3(), select1 )
1480
- );
1481
- }
1482
-
1483
- VECTORMATH_FORCE_INLINE const Matrix4 select( const Matrix4 & mat0, const Matrix4 & mat1, const boolInVec &select1 )
1484
- {
1485
- return Matrix4(
1486
- select( mat0.getCol0(), mat1.getCol0(), select1 ),
1487
- select( mat0.getCol1(), mat1.getCol1(), select1 ),
1488
- select( mat0.getCol2(), mat1.getCol2(), select1 ),
1489
- select( mat0.getCol3(), mat1.getCol3(), select1 )
1490
- );
1491
- }
1492
-
1493
- #ifdef _VECTORMATH_DEBUG
1494
-
1495
- VECTORMATH_FORCE_INLINE void print( const Matrix4 & mat )
1496
- {
1497
- print( mat.getRow( 0 ) );
1498
- print( mat.getRow( 1 ) );
1499
- print( mat.getRow( 2 ) );
1500
- print( mat.getRow( 3 ) );
1501
- }
1502
-
1503
- VECTORMATH_FORCE_INLINE void print( const Matrix4 & mat, const char * name )
1504
- {
1505
- printf("%s:\n", name);
1506
- print( mat );
1507
- }
1508
-
1509
- #endif
1510
-
1511
- VECTORMATH_FORCE_INLINE Transform3::Transform3( const Transform3 & tfrm )
1512
- {
1513
- mCol0 = tfrm.mCol0;
1514
- mCol1 = tfrm.mCol1;
1515
- mCol2 = tfrm.mCol2;
1516
- mCol3 = tfrm.mCol3;
1517
- }
1518
-
1519
- VECTORMATH_FORCE_INLINE Transform3::Transform3( float scalar )
1520
- {
1521
- mCol0 = Vector3( scalar );
1522
- mCol1 = Vector3( scalar );
1523
- mCol2 = Vector3( scalar );
1524
- mCol3 = Vector3( scalar );
1525
- }
1526
-
1527
- VECTORMATH_FORCE_INLINE Transform3::Transform3( const floatInVec &scalar )
1528
- {
1529
- mCol0 = Vector3( scalar );
1530
- mCol1 = Vector3( scalar );
1531
- mCol2 = Vector3( scalar );
1532
- mCol3 = Vector3( scalar );
1533
- }
1534
-
1535
- VECTORMATH_FORCE_INLINE Transform3::Transform3( const Vector3 &_col0, const Vector3 &_col1, const Vector3 &_col2, const Vector3 &_col3 )
1536
- {
1537
- mCol0 = _col0;
1538
- mCol1 = _col1;
1539
- mCol2 = _col2;
1540
- mCol3 = _col3;
1541
- }
1542
-
1543
- VECTORMATH_FORCE_INLINE Transform3::Transform3( const Matrix3 & tfrm, const Vector3 &translateVec )
1544
- {
1545
- this->setUpper3x3( tfrm );
1546
- this->setTranslation( translateVec );
1547
- }
1548
-
1549
- VECTORMATH_FORCE_INLINE Transform3::Transform3( const Quat &unitQuat, const Vector3 &translateVec )
1550
- {
1551
- this->setUpper3x3( Matrix3( unitQuat ) );
1552
- this->setTranslation( translateVec );
1553
- }
1554
-
1555
- VECTORMATH_FORCE_INLINE Transform3 & Transform3::setCol0( const Vector3 &_col0 )
1556
- {
1557
- mCol0 = _col0;
1558
- return *this;
1559
- }
1560
-
1561
- VECTORMATH_FORCE_INLINE Transform3 & Transform3::setCol1( const Vector3 &_col1 )
1562
- {
1563
- mCol1 = _col1;
1564
- return *this;
1565
- }
1566
-
1567
- VECTORMATH_FORCE_INLINE Transform3 & Transform3::setCol2( const Vector3 &_col2 )
1568
- {
1569
- mCol2 = _col2;
1570
- return *this;
1571
- }
1572
-
1573
- VECTORMATH_FORCE_INLINE Transform3 & Transform3::setCol3( const Vector3 &_col3 )
1574
- {
1575
- mCol3 = _col3;
1576
- return *this;
1577
- }
1578
-
1579
- VECTORMATH_FORCE_INLINE Transform3 & Transform3::setCol( int col, const Vector3 &vec )
1580
- {
1581
- *(&mCol0 + col) = vec;
1582
- return *this;
1583
- }
1584
-
1585
- VECTORMATH_FORCE_INLINE Transform3 & Transform3::setRow( int row, const Vector4 &vec )
1586
- {
1587
- mCol0.setElem( row, vec.getElem( 0 ) );
1588
- mCol1.setElem( row, vec.getElem( 1 ) );
1589
- mCol2.setElem( row, vec.getElem( 2 ) );
1590
- mCol3.setElem( row, vec.getElem( 3 ) );
1591
- return *this;
1592
- }
1593
-
1594
- VECTORMATH_FORCE_INLINE Transform3 & Transform3::setElem( int col, int row, float val )
1595
- {
1596
- (*this)[col].setElem(row, val);
1597
- return *this;
1598
- }
1599
-
1600
- VECTORMATH_FORCE_INLINE Transform3 & Transform3::setElem( int col, int row, const floatInVec &val )
1601
- {
1602
- Vector3 tmpV3_0;
1603
- tmpV3_0 = this->getCol( col );
1604
- tmpV3_0.setElem( row, val );
1605
- this->setCol( col, tmpV3_0 );
1606
- return *this;
1607
- }
1608
-
1609
- VECTORMATH_FORCE_INLINE const floatInVec Transform3::getElem( int col, int row ) const
1610
- {
1611
- return this->getCol( col ).getElem( row );
1612
- }
1613
-
1614
- VECTORMATH_FORCE_INLINE const Vector3 Transform3::getCol0( ) const
1615
- {
1616
- return mCol0;
1617
- }
1618
-
1619
- VECTORMATH_FORCE_INLINE const Vector3 Transform3::getCol1( ) const
1620
- {
1621
- return mCol1;
1622
- }
1623
-
1624
- VECTORMATH_FORCE_INLINE const Vector3 Transform3::getCol2( ) const
1625
- {
1626
- return mCol2;
1627
- }
1628
-
1629
- VECTORMATH_FORCE_INLINE const Vector3 Transform3::getCol3( ) const
1630
- {
1631
- return mCol3;
1632
- }
1633
-
1634
- VECTORMATH_FORCE_INLINE const Vector3 Transform3::getCol( int col ) const
1635
- {
1636
- return *(&mCol0 + col);
1637
- }
1638
-
1639
- VECTORMATH_FORCE_INLINE const Vector4 Transform3::getRow( int row ) const
1640
- {
1641
- return Vector4( mCol0.getElem( row ), mCol1.getElem( row ), mCol2.getElem( row ), mCol3.getElem( row ) );
1642
- }
1643
-
1644
- VECTORMATH_FORCE_INLINE Vector3 & Transform3::operator []( int col )
1645
- {
1646
- return *(&mCol0 + col);
1647
- }
1648
-
1649
- VECTORMATH_FORCE_INLINE const Vector3 Transform3::operator []( int col ) const
1650
- {
1651
- return *(&mCol0 + col);
1652
- }
1653
-
1654
- VECTORMATH_FORCE_INLINE Transform3 & Transform3::operator =( const Transform3 & tfrm )
1655
- {
1656
- mCol0 = tfrm.mCol0;
1657
- mCol1 = tfrm.mCol1;
1658
- mCol2 = tfrm.mCol2;
1659
- mCol3 = tfrm.mCol3;
1660
- return *this;
1661
- }
1662
-
1663
- VECTORMATH_FORCE_INLINE const Transform3 inverse( const Transform3 & tfrm )
1664
- {
1665
- __m128 inv0, inv1, inv2, inv3;
1666
- __m128 tmp0, tmp1, tmp2, tmp3, tmp4, dot, invdet;
1667
- __m128 xxxx, yyyy, zzzz;
1668
- tmp2 = _vmathVfCross( tfrm.getCol0().get128(), tfrm.getCol1().get128() );
1669
- tmp0 = _vmathVfCross( tfrm.getCol1().get128(), tfrm.getCol2().get128() );
1670
- tmp1 = _vmathVfCross( tfrm.getCol2().get128(), tfrm.getCol0().get128() );
1671
- inv3 = negatef4( tfrm.getCol3().get128() );
1672
- dot = _vmathVfDot3( tmp2, tfrm.getCol2().get128() );
1673
- dot = vec_splat( dot, 0 );
1674
- invdet = recipf4( dot );
1675
- tmp3 = vec_mergeh( tmp0, tmp2 );
1676
- tmp4 = vec_mergel( tmp0, tmp2 );
1677
- inv0 = vec_mergeh( tmp3, tmp1 );
1678
- xxxx = vec_splat( inv3, 0 );
1679
- //inv1 = vec_perm( tmp3, tmp1, _VECTORMATH_PERM_ZBWX );
1680
- VM_ATTRIBUTE_ALIGN16 unsigned int select_y[4] = {0, 0xffffffff, 0, 0};
1681
- inv1 = _mm_shuffle_ps( tmp3, tmp3, _MM_SHUFFLE(0,3,2,2));
1682
- inv1 = vec_sel(inv1, tmp1, select_y);
1683
- //inv2 = vec_perm( tmp4, tmp1, _VECTORMATH_PERM_XCYX );
1684
- inv2 = _mm_shuffle_ps( tmp4, tmp4, _MM_SHUFFLE(0,1,1,0));
1685
- inv2 = vec_sel(inv2, vec_splat(tmp1, 2), select_y);
1686
- yyyy = vec_splat( inv3, 1 );
1687
- zzzz = vec_splat( inv3, 2 );
1688
- inv3 = vec_mul( inv0, xxxx );
1689
- inv3 = vec_madd( inv1, yyyy, inv3 );
1690
- inv3 = vec_madd( inv2, zzzz, inv3 );
1691
- inv0 = vec_mul( inv0, invdet );
1692
- inv1 = vec_mul( inv1, invdet );
1693
- inv2 = vec_mul( inv2, invdet );
1694
- inv3 = vec_mul( inv3, invdet );
1695
- return Transform3(
1696
- Vector3( inv0 ),
1697
- Vector3( inv1 ),
1698
- Vector3( inv2 ),
1699
- Vector3( inv3 )
1700
- );
1701
- }
1702
-
1703
- VECTORMATH_FORCE_INLINE const Transform3 orthoInverse( const Transform3 & tfrm )
1704
- {
1705
- __m128 inv0, inv1, inv2, inv3;
1706
- __m128 tmp0, tmp1;
1707
- __m128 xxxx, yyyy, zzzz;
1708
- tmp0 = vec_mergeh( tfrm.getCol0().get128(), tfrm.getCol2().get128() );
1709
- tmp1 = vec_mergel( tfrm.getCol0().get128(), tfrm.getCol2().get128() );
1710
- inv3 = negatef4( tfrm.getCol3().get128() );
1711
- inv0 = vec_mergeh( tmp0, tfrm.getCol1().get128() );
1712
- xxxx = vec_splat( inv3, 0 );
1713
- //inv1 = vec_perm( tmp0, tfrm.getCol1().get128(), _VECTORMATH_PERM_ZBWX );
1714
- VM_ATTRIBUTE_ALIGN16 unsigned int select_y[4] = {0, 0xffffffff, 0, 0};
1715
- inv1 = _mm_shuffle_ps( tmp0, tmp0, _MM_SHUFFLE(0,3,2,2));
1716
- inv1 = vec_sel(inv1, tfrm.getCol1().get128(), select_y);
1717
- //inv2 = vec_perm( tmp1, tfrm.getCol1().get128(), _VECTORMATH_PERM_XCYX );
1718
- inv2 = _mm_shuffle_ps( tmp1, tmp1, _MM_SHUFFLE(0,1,1,0));
1719
- inv2 = vec_sel(inv2, vec_splat(tfrm.getCol1().get128(), 2), select_y);
1720
- yyyy = vec_splat( inv3, 1 );
1721
- zzzz = vec_splat( inv3, 2 );
1722
- inv3 = vec_mul( inv0, xxxx );
1723
- inv3 = vec_madd( inv1, yyyy, inv3 );
1724
- inv3 = vec_madd( inv2, zzzz, inv3 );
1725
- return Transform3(
1726
- Vector3( inv0 ),
1727
- Vector3( inv1 ),
1728
- Vector3( inv2 ),
1729
- Vector3( inv3 )
1730
- );
1731
- }
1732
-
1733
- VECTORMATH_FORCE_INLINE const Transform3 absPerElem( const Transform3 & tfrm )
1734
- {
1735
- return Transform3(
1736
- absPerElem( tfrm.getCol0() ),
1737
- absPerElem( tfrm.getCol1() ),
1738
- absPerElem( tfrm.getCol2() ),
1739
- absPerElem( tfrm.getCol3() )
1740
- );
1741
- }
1742
-
1743
- VECTORMATH_FORCE_INLINE const Vector3 Transform3::operator *( const Vector3 &vec ) const
1744
- {
1745
- __m128 res;
1746
- __m128 xxxx, yyyy, zzzz;
1747
- xxxx = vec_splat( vec.get128(), 0 );
1748
- yyyy = vec_splat( vec.get128(), 1 );
1749
- zzzz = vec_splat( vec.get128(), 2 );
1750
- res = vec_mul( mCol0.get128(), xxxx );
1751
- res = vec_madd( mCol1.get128(), yyyy, res );
1752
- res = vec_madd( mCol2.get128(), zzzz, res );
1753
- return Vector3( res );
1754
- }
1755
-
1756
- VECTORMATH_FORCE_INLINE const Point3 Transform3::operator *( const Point3 &pnt ) const
1757
- {
1758
- __m128 tmp0, tmp1, res;
1759
- __m128 xxxx, yyyy, zzzz;
1760
- xxxx = vec_splat( pnt.get128(), 0 );
1761
- yyyy = vec_splat( pnt.get128(), 1 );
1762
- zzzz = vec_splat( pnt.get128(), 2 );
1763
- tmp0 = vec_mul( mCol0.get128(), xxxx );
1764
- tmp1 = vec_mul( mCol1.get128(), yyyy );
1765
- tmp0 = vec_madd( mCol2.get128(), zzzz, tmp0 );
1766
- tmp1 = vec_add( mCol3.get128(), tmp1 );
1767
- res = vec_add( tmp0, tmp1 );
1768
- return Point3( res );
1769
- }
1770
-
1771
- VECTORMATH_FORCE_INLINE const Transform3 Transform3::operator *( const Transform3 & tfrm ) const
1772
- {
1773
- return Transform3(
1774
- ( *this * tfrm.mCol0 ),
1775
- ( *this * tfrm.mCol1 ),
1776
- ( *this * tfrm.mCol2 ),
1777
- Vector3( ( *this * Point3( tfrm.mCol3 ) ) )
1778
- );
1779
- }
1780
-
1781
- VECTORMATH_FORCE_INLINE Transform3 & Transform3::operator *=( const Transform3 & tfrm )
1782
- {
1783
- *this = *this * tfrm;
1784
- return *this;
1785
- }
1786
-
1787
- VECTORMATH_FORCE_INLINE const Transform3 mulPerElem( const Transform3 & tfrm0, const Transform3 & tfrm1 )
1788
- {
1789
- return Transform3(
1790
- mulPerElem( tfrm0.getCol0(), tfrm1.getCol0() ),
1791
- mulPerElem( tfrm0.getCol1(), tfrm1.getCol1() ),
1792
- mulPerElem( tfrm0.getCol2(), tfrm1.getCol2() ),
1793
- mulPerElem( tfrm0.getCol3(), tfrm1.getCol3() )
1794
- );
1795
- }
1796
-
1797
- VECTORMATH_FORCE_INLINE const Transform3 Transform3::identity( )
1798
- {
1799
- return Transform3(
1800
- Vector3::xAxis( ),
1801
- Vector3::yAxis( ),
1802
- Vector3::zAxis( ),
1803
- Vector3( 0.0f )
1804
- );
1805
- }
1806
-
1807
- VECTORMATH_FORCE_INLINE Transform3 & Transform3::setUpper3x3( const Matrix3 & tfrm )
1808
- {
1809
- mCol0 = tfrm.getCol0();
1810
- mCol1 = tfrm.getCol1();
1811
- mCol2 = tfrm.getCol2();
1812
- return *this;
1813
- }
1814
-
1815
- VECTORMATH_FORCE_INLINE const Matrix3 Transform3::getUpper3x3( ) const
1816
- {
1817
- return Matrix3( mCol0, mCol1, mCol2 );
1818
- }
1819
-
1820
- VECTORMATH_FORCE_INLINE Transform3 & Transform3::setTranslation( const Vector3 &translateVec )
1821
- {
1822
- mCol3 = translateVec;
1823
- return *this;
1824
- }
1825
-
1826
- VECTORMATH_FORCE_INLINE const Vector3 Transform3::getTranslation( ) const
1827
- {
1828
- return mCol3;
1829
- }
1830
-
1831
- VECTORMATH_FORCE_INLINE const Transform3 Transform3::rotationX( float radians )
1832
- {
1833
- return rotationX( floatInVec(radians) );
1834
- }
1835
-
1836
- VECTORMATH_FORCE_INLINE const Transform3 Transform3::rotationX( const floatInVec &radians )
1837
- {
1838
- __m128 s, c, res1, res2;
1839
- __m128 zero;
1840
- VM_ATTRIBUTE_ALIGN16 unsigned int select_y[4] = {0, 0xffffffff, 0, 0};
1841
- VM_ATTRIBUTE_ALIGN16 unsigned int select_z[4] = {0, 0, 0xffffffff, 0};
1842
- zero = _mm_setzero_ps();
1843
- sincosf4( radians.get128(), &s, &c );
1844
- res1 = vec_sel( zero, c, select_y );
1845
- res1 = vec_sel( res1, s, select_z );
1846
- res2 = vec_sel( zero, negatef4(s), select_y );
1847
- res2 = vec_sel( res2, c, select_z );
1848
- return Transform3(
1849
- Vector3::xAxis( ),
1850
- Vector3( res1 ),
1851
- Vector3( res2 ),
1852
- Vector3( _mm_setzero_ps() )
1853
- );
1854
- }
1855
-
1856
- VECTORMATH_FORCE_INLINE const Transform3 Transform3::rotationY( float radians )
1857
- {
1858
- return rotationY( floatInVec(radians) );
1859
- }
1860
-
1861
- VECTORMATH_FORCE_INLINE const Transform3 Transform3::rotationY( const floatInVec &radians )
1862
- {
1863
- __m128 s, c, res0, res2;
1864
- __m128 zero;
1865
- VM_ATTRIBUTE_ALIGN16 unsigned int select_x[4] = {0xffffffff, 0, 0, 0};
1866
- VM_ATTRIBUTE_ALIGN16 unsigned int select_z[4] = {0, 0, 0xffffffff, 0};
1867
- zero = _mm_setzero_ps();
1868
- sincosf4( radians.get128(), &s, &c );
1869
- res0 = vec_sel( zero, c, select_x );
1870
- res0 = vec_sel( res0, negatef4(s), select_z );
1871
- res2 = vec_sel( zero, s, select_x );
1872
- res2 = vec_sel( res2, c, select_z );
1873
- return Transform3(
1874
- Vector3( res0 ),
1875
- Vector3::yAxis( ),
1876
- Vector3( res2 ),
1877
- Vector3( 0.0f )
1878
- );
1879
- }
1880
-
1881
- VECTORMATH_FORCE_INLINE const Transform3 Transform3::rotationZ( float radians )
1882
- {
1883
- return rotationZ( floatInVec(radians) );
1884
- }
1885
-
1886
- VECTORMATH_FORCE_INLINE const Transform3 Transform3::rotationZ( const floatInVec &radians )
1887
- {
1888
- __m128 s, c, res0, res1;
1889
- VM_ATTRIBUTE_ALIGN16 unsigned int select_x[4] = {0xffffffff, 0, 0, 0};
1890
- VM_ATTRIBUTE_ALIGN16 unsigned int select_y[4] = {0, 0xffffffff, 0, 0};
1891
- __m128 zero = _mm_setzero_ps();
1892
- sincosf4( radians.get128(), &s, &c );
1893
- res0 = vec_sel( zero, c, select_x );
1894
- res0 = vec_sel( res0, s, select_y );
1895
- res1 = vec_sel( zero, negatef4(s), select_x );
1896
- res1 = vec_sel( res1, c, select_y );
1897
- return Transform3(
1898
- Vector3( res0 ),
1899
- Vector3( res1 ),
1900
- Vector3::zAxis( ),
1901
- Vector3( 0.0f )
1902
- );
1903
- }
1904
-
1905
- VECTORMATH_FORCE_INLINE const Transform3 Transform3::rotationZYX( const Vector3 &radiansXYZ )
1906
- {
1907
- __m128 angles, s, negS, c, X0, X1, Y0, Y1, Z0, Z1, tmp;
1908
- angles = Vector4( radiansXYZ, 0.0f ).get128();
1909
- sincosf4( angles, &s, &c );
1910
- negS = negatef4( s );
1911
- Z0 = vec_mergel( c, s );
1912
- Z1 = vec_mergel( negS, c );
1913
- VM_ATTRIBUTE_ALIGN16 unsigned int select_xyz[4] = {0xffffffff, 0xffffffff, 0xffffffff, 0};
1914
- Z1 = vec_and( Z1, _mm_load_ps( (float *)select_xyz ) );
1915
- Y0 = _mm_shuffle_ps( c, negS, _MM_SHUFFLE(0,1,1,1) );
1916
- Y1 = _mm_shuffle_ps( s, c, _MM_SHUFFLE(0,1,1,1) );
1917
- X0 = vec_splat( s, 0 );
1918
- X1 = vec_splat( c, 0 );
1919
- tmp = vec_mul( Z0, Y1 );
1920
- return Transform3(
1921
- Vector3( vec_mul( Z0, Y0 ) ),
1922
- Vector3( vec_madd( Z1, X1, vec_mul( tmp, X0 ) ) ),
1923
- Vector3( vec_nmsub( Z1, X0, vec_mul( tmp, X1 ) ) ),
1924
- Vector3( 0.0f )
1925
- );
1926
- }
1927
-
1928
- VECTORMATH_FORCE_INLINE const Transform3 Transform3::rotation( float radians, const Vector3 &unitVec )
1929
- {
1930
- return rotation( floatInVec(radians), unitVec );
1931
- }
1932
-
1933
- VECTORMATH_FORCE_INLINE const Transform3 Transform3::rotation( const floatInVec &radians, const Vector3 &unitVec )
1934
- {
1935
- return Transform3( Matrix3::rotation( radians, unitVec ), Vector3( 0.0f ) );
1936
- }
1937
-
1938
- VECTORMATH_FORCE_INLINE const Transform3 Transform3::rotation( const Quat &unitQuat )
1939
- {
1940
- return Transform3( Matrix3( unitQuat ), Vector3( 0.0f ) );
1941
- }
1942
-
1943
- VECTORMATH_FORCE_INLINE const Transform3 Transform3::scale( const Vector3 &scaleVec )
1944
- {
1945
- __m128 zero = _mm_setzero_ps();
1946
- VM_ATTRIBUTE_ALIGN16 unsigned int select_x[4] = {0xffffffff, 0, 0, 0};
1947
- VM_ATTRIBUTE_ALIGN16 unsigned int select_y[4] = {0, 0xffffffff, 0, 0};
1948
- VM_ATTRIBUTE_ALIGN16 unsigned int select_z[4] = {0, 0, 0xffffffff, 0};
1949
- return Transform3(
1950
- Vector3( vec_sel( zero, scaleVec.get128(), select_x ) ),
1951
- Vector3( vec_sel( zero, scaleVec.get128(), select_y ) ),
1952
- Vector3( vec_sel( zero, scaleVec.get128(), select_z ) ),
1953
- Vector3( 0.0f )
1954
- );
1955
- }
1956
-
1957
- VECTORMATH_FORCE_INLINE const Transform3 appendScale( const Transform3 & tfrm, const Vector3 &scaleVec )
1958
- {
1959
- return Transform3(
1960
- ( tfrm.getCol0() * scaleVec.getX( ) ),
1961
- ( tfrm.getCol1() * scaleVec.getY( ) ),
1962
- ( tfrm.getCol2() * scaleVec.getZ( ) ),
1963
- tfrm.getCol3()
1964
- );
1965
- }
1966
-
1967
- VECTORMATH_FORCE_INLINE const Transform3 prependScale( const Vector3 &scaleVec, const Transform3 & tfrm )
1968
- {
1969
- return Transform3(
1970
- mulPerElem( tfrm.getCol0(), scaleVec ),
1971
- mulPerElem( tfrm.getCol1(), scaleVec ),
1972
- mulPerElem( tfrm.getCol2(), scaleVec ),
1973
- mulPerElem( tfrm.getCol3(), scaleVec )
1974
- );
1975
- }
1976
-
1977
- VECTORMATH_FORCE_INLINE const Transform3 Transform3::translation( const Vector3 &translateVec )
1978
- {
1979
- return Transform3(
1980
- Vector3::xAxis( ),
1981
- Vector3::yAxis( ),
1982
- Vector3::zAxis( ),
1983
- translateVec
1984
- );
1985
- }
1986
-
1987
- VECTORMATH_FORCE_INLINE const Transform3 select( const Transform3 & tfrm0, const Transform3 & tfrm1, bool select1 )
1988
- {
1989
- return Transform3(
1990
- select( tfrm0.getCol0(), tfrm1.getCol0(), select1 ),
1991
- select( tfrm0.getCol1(), tfrm1.getCol1(), select1 ),
1992
- select( tfrm0.getCol2(), tfrm1.getCol2(), select1 ),
1993
- select( tfrm0.getCol3(), tfrm1.getCol3(), select1 )
1994
- );
1995
- }
1996
-
1997
- VECTORMATH_FORCE_INLINE const Transform3 select( const Transform3 & tfrm0, const Transform3 & tfrm1, const boolInVec &select1 )
1998
- {
1999
- return Transform3(
2000
- select( tfrm0.getCol0(), tfrm1.getCol0(), select1 ),
2001
- select( tfrm0.getCol1(), tfrm1.getCol1(), select1 ),
2002
- select( tfrm0.getCol2(), tfrm1.getCol2(), select1 ),
2003
- select( tfrm0.getCol3(), tfrm1.getCol3(), select1 )
2004
- );
2005
- }
2006
-
2007
- #ifdef _VECTORMATH_DEBUG
2008
-
2009
- VECTORMATH_FORCE_INLINE void print( const Transform3 & tfrm )
2010
- {
2011
- print( tfrm.getRow( 0 ) );
2012
- print( tfrm.getRow( 1 ) );
2013
- print( tfrm.getRow( 2 ) );
2014
- }
2015
-
2016
- VECTORMATH_FORCE_INLINE void print( const Transform3 & tfrm, const char * name )
2017
- {
2018
- printf("%s:\n", name);
2019
- print( tfrm );
2020
- }
2021
-
2022
- #endif
2023
-
2024
- VECTORMATH_FORCE_INLINE Quat::Quat( const Matrix3 & tfrm )
2025
- {
2026
- __m128 res;
2027
- __m128 col0, col1, col2;
2028
- __m128 xx_yy, xx_yy_zz_xx, yy_zz_xx_yy, zz_xx_yy_zz, diagSum, diagDiff;
2029
- __m128 zy_xz_yx, yz_zx_xy, sum, diff;
2030
- __m128 radicand, invSqrt, scale;
2031
- __m128 res0, res1, res2, res3;
2032
- __m128 xx, yy, zz;
2033
- VM_ATTRIBUTE_ALIGN16 unsigned int select_x[4] = {0xffffffff, 0, 0, 0};
2034
- VM_ATTRIBUTE_ALIGN16 unsigned int select_y[4] = {0, 0xffffffff, 0, 0};
2035
- VM_ATTRIBUTE_ALIGN16 unsigned int select_z[4] = {0, 0, 0xffffffff, 0};
2036
- VM_ATTRIBUTE_ALIGN16 unsigned int select_w[4] = {0, 0, 0, 0xffffffff};
2037
-
2038
- col0 = tfrm.getCol0().get128();
2039
- col1 = tfrm.getCol1().get128();
2040
- col2 = tfrm.getCol2().get128();
2041
-
2042
- /* four cases: */
2043
- /* trace > 0 */
2044
- /* else */
2045
- /* xx largest diagonal element */
2046
- /* yy largest diagonal element */
2047
- /* zz largest diagonal element */
2048
-
2049
- /* compute quaternion for each case */
2050
-
2051
- xx_yy = vec_sel( col0, col1, select_y );
2052
- //xx_yy_zz_xx = vec_perm( xx_yy, col2, _VECTORMATH_PERM_XYCX );
2053
- //yy_zz_xx_yy = vec_perm( xx_yy, col2, _VECTORMATH_PERM_YCXY );
2054
- //zz_xx_yy_zz = vec_perm( xx_yy, col2, _VECTORMATH_PERM_CXYC );
2055
- xx_yy_zz_xx = _mm_shuffle_ps( xx_yy, xx_yy, _MM_SHUFFLE(0,0,1,0) );
2056
- xx_yy_zz_xx = vec_sel( xx_yy_zz_xx, col2, select_z ); // TODO: Ck
2057
- yy_zz_xx_yy = _mm_shuffle_ps( xx_yy_zz_xx, xx_yy_zz_xx, _MM_SHUFFLE(1,0,2,1) );
2058
- zz_xx_yy_zz = _mm_shuffle_ps( xx_yy_zz_xx, xx_yy_zz_xx, _MM_SHUFFLE(2,1,0,2) );
2059
-
2060
- diagSum = vec_add( vec_add( xx_yy_zz_xx, yy_zz_xx_yy ), zz_xx_yy_zz );
2061
- diagDiff = vec_sub( vec_sub( xx_yy_zz_xx, yy_zz_xx_yy ), zz_xx_yy_zz );
2062
- radicand = vec_add( vec_sel( diagDiff, diagSum, select_w ), _mm_set1_ps(1.0f) );
2063
- // invSqrt = rsqrtf4( radicand );
2064
- invSqrt = newtonrapson_rsqrt4( radicand );
2065
-
2066
-
2067
-
2068
- zy_xz_yx = vec_sel( col0, col1, select_z ); // zy_xz_yx = 00 01 12 03
2069
- //zy_xz_yx = vec_perm( zy_xz_yx, col2, _VECTORMATH_PERM_ZAYX );
2070
- zy_xz_yx = _mm_shuffle_ps( zy_xz_yx, zy_xz_yx, _MM_SHUFFLE(0,1,2,2) ); // zy_xz_yx = 12 12 01 00
2071
- zy_xz_yx = vec_sel( zy_xz_yx, vec_splat(col2, 0), select_y ); // zy_xz_yx = 12 20 01 00
2072
- yz_zx_xy = vec_sel( col0, col1, select_x ); // yz_zx_xy = 10 01 02 03
2073
- //yz_zx_xy = vec_perm( yz_zx_xy, col2, _VECTORMATH_PERM_BZXX );
2074
- yz_zx_xy = _mm_shuffle_ps( yz_zx_xy, yz_zx_xy, _MM_SHUFFLE(0,0,2,0) ); // yz_zx_xy = 10 02 10 10
2075
- yz_zx_xy = vec_sel( yz_zx_xy, vec_splat(col2, 1), select_x ); // yz_zx_xy = 21 02 10 10
2076
-
2077
- sum = vec_add( zy_xz_yx, yz_zx_xy );
2078
- diff = vec_sub( zy_xz_yx, yz_zx_xy );
2079
-
2080
- scale = vec_mul( invSqrt, _mm_set1_ps(0.5f) );
2081
-
2082
- //res0 = vec_perm( sum, diff, _VECTORMATH_PERM_XZYA );
2083
- res0 = _mm_shuffle_ps( sum, sum, _MM_SHUFFLE(0,1,2,0) );
2084
- res0 = vec_sel( res0, vec_splat(diff, 0), select_w ); // TODO: Ck
2085
- //res1 = vec_perm( sum, diff, _VECTORMATH_PERM_ZXXB );
2086
- res1 = _mm_shuffle_ps( sum, sum, _MM_SHUFFLE(0,0,0,2) );
2087
- res1 = vec_sel( res1, vec_splat(diff, 1), select_w ); // TODO: Ck
2088
- //res2 = vec_perm( sum, diff, _VECTORMATH_PERM_YXXC );
2089
- res2 = _mm_shuffle_ps( sum, sum, _MM_SHUFFLE(0,0,0,1) );
2090
- res2 = vec_sel( res2, vec_splat(diff, 2), select_w ); // TODO: Ck
2091
- res3 = diff;
2092
- res0 = vec_sel( res0, radicand, select_x );
2093
- res1 = vec_sel( res1, radicand, select_y );
2094
- res2 = vec_sel( res2, radicand, select_z );
2095
- res3 = vec_sel( res3, radicand, select_w );
2096
- res0 = vec_mul( res0, vec_splat( scale, 0 ) );
2097
- res1 = vec_mul( res1, vec_splat( scale, 1 ) );
2098
- res2 = vec_mul( res2, vec_splat( scale, 2 ) );
2099
- res3 = vec_mul( res3, vec_splat( scale, 3 ) );
2100
-
2101
- /* determine case and select answer */
2102
-
2103
- xx = vec_splat( col0, 0 );
2104
- yy = vec_splat( col1, 1 );
2105
- zz = vec_splat( col2, 2 );
2106
- res = vec_sel( res0, res1, vec_cmpgt( yy, xx ) );
2107
- res = vec_sel( res, res2, vec_and( vec_cmpgt( zz, xx ), vec_cmpgt( zz, yy ) ) );
2108
- res = vec_sel( res, res3, vec_cmpgt( vec_splat( diagSum, 0 ), _mm_setzero_ps() ) );
2109
- mVec128 = res;
2110
- }
2111
-
2112
- VECTORMATH_FORCE_INLINE const Matrix3 outer( const Vector3 &tfrm0, const Vector3 &tfrm1 )
2113
- {
2114
- return Matrix3(
2115
- ( tfrm0 * tfrm1.getX( ) ),
2116
- ( tfrm0 * tfrm1.getY( ) ),
2117
- ( tfrm0 * tfrm1.getZ( ) )
2118
- );
2119
- }
2120
-
2121
- VECTORMATH_FORCE_INLINE const Matrix4 outer( const Vector4 &tfrm0, const Vector4 &tfrm1 )
2122
- {
2123
- return Matrix4(
2124
- ( tfrm0 * tfrm1.getX( ) ),
2125
- ( tfrm0 * tfrm1.getY( ) ),
2126
- ( tfrm0 * tfrm1.getZ( ) ),
2127
- ( tfrm0 * tfrm1.getW( ) )
2128
- );
2129
- }
2130
-
2131
- VECTORMATH_FORCE_INLINE const Vector3 rowMul( const Vector3 &vec, const Matrix3 & mat )
2132
- {
2133
- __m128 tmp0, tmp1, mcol0, mcol1, mcol2, res;
2134
- __m128 xxxx, yyyy, zzzz;
2135
- tmp0 = vec_mergeh( mat.getCol0().get128(), mat.getCol2().get128() );
2136
- tmp1 = vec_mergel( mat.getCol0().get128(), mat.getCol2().get128() );
2137
- xxxx = vec_splat( vec.get128(), 0 );
2138
- mcol0 = vec_mergeh( tmp0, mat.getCol1().get128() );
2139
- //mcol1 = vec_perm( tmp0, mat.getCol1().get128(), _VECTORMATH_PERM_ZBWX );
2140
- VM_ATTRIBUTE_ALIGN16 unsigned int select_y[4] = {0, 0xffffffff, 0, 0};
2141
- mcol1 = _mm_shuffle_ps( tmp0, tmp0, _MM_SHUFFLE(0,3,2,2));
2142
- mcol1 = vec_sel(mcol1, mat.getCol1().get128(), select_y);
2143
- //mcol2 = vec_perm( tmp1, mat.getCol1().get128(), _VECTORMATH_PERM_XCYX );
2144
- mcol2 = _mm_shuffle_ps( tmp1, tmp1, _MM_SHUFFLE(0,1,1,0));
2145
- mcol2 = vec_sel(mcol2, vec_splat(mat.getCol1().get128(), 2), select_y);
2146
- yyyy = vec_splat( vec.get128(), 1 );
2147
- res = vec_mul( mcol0, xxxx );
2148
- zzzz = vec_splat( vec.get128(), 2 );
2149
- res = vec_madd( mcol1, yyyy, res );
2150
- res = vec_madd( mcol2, zzzz, res );
2151
- return Vector3( res );
2152
- }
2153
-
2154
- VECTORMATH_FORCE_INLINE const Matrix3 crossMatrix( const Vector3 &vec )
2155
- {
2156
- __m128 neg, res0, res1, res2;
2157
- neg = negatef4( vec.get128() );
2158
- VM_ATTRIBUTE_ALIGN16 unsigned int select_x[4] = {0xffffffff, 0, 0, 0};
2159
- VM_ATTRIBUTE_ALIGN16 unsigned int select_y[4] = {0, 0xffffffff, 0, 0};
2160
- VM_ATTRIBUTE_ALIGN16 unsigned int select_z[4] = {0, 0, 0xffffffff, 0};
2161
- //res0 = vec_perm( vec.get128(), neg, _VECTORMATH_PERM_XZBX );
2162
- res0 = _mm_shuffle_ps( vec.get128(), vec.get128(), _MM_SHUFFLE(0,2,2,0) );
2163
- res0 = vec_sel(res0, vec_splat(neg, 1), select_z);
2164
- //res1 = vec_perm( vec.get128(), neg, _VECTORMATH_PERM_CXXX );
2165
- res1 = vec_sel(vec_splat(vec.get128(), 0), vec_splat(neg, 2), select_x);
2166
- //res2 = vec_perm( vec.get128(), neg, _VECTORMATH_PERM_YAXX );
2167
- res2 = _mm_shuffle_ps( vec.get128(), vec.get128(), _MM_SHUFFLE(0,0,1,1) );
2168
- res2 = vec_sel(res2, vec_splat(neg, 0), select_y);
2169
- VM_ATTRIBUTE_ALIGN16 unsigned int filter_x[4] = {0, 0xffffffff, 0xffffffff, 0xffffffff};
2170
- VM_ATTRIBUTE_ALIGN16 unsigned int filter_y[4] = {0xffffffff, 0, 0xffffffff, 0xffffffff};
2171
- VM_ATTRIBUTE_ALIGN16 unsigned int filter_z[4] = {0xffffffff, 0xffffffff, 0, 0xffffffff};
2172
- res0 = vec_and( res0, _mm_load_ps((float *)filter_x ) );
2173
- res1 = vec_and( res1, _mm_load_ps((float *)filter_y ) );
2174
- res2 = vec_and( res2, _mm_load_ps((float *)filter_z ) ); // TODO: Use selects?
2175
- return Matrix3(
2176
- Vector3( res0 ),
2177
- Vector3( res1 ),
2178
- Vector3( res2 )
2179
- );
2180
- }
2181
-
2182
- VECTORMATH_FORCE_INLINE const Matrix3 crossMatrixMul( const Vector3 &vec, const Matrix3 & mat )
2183
- {
2184
- return Matrix3( cross( vec, mat.getCol0() ), cross( vec, mat.getCol1() ), cross( vec, mat.getCol2() ) );
2185
- }
2186
-
2187
- } // namespace Aos
2188
- } // namespace Vectormath
2189
-
2190
- #endif