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all float3 and float4 functions and isas
completed all options of float3 and float4 functions in isas and math_c neon still to be done but that will be on mac.
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16 changed files with 593 additions and 90 deletions
176
Engine/source/math/impl/math_c.cpp
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176
Engine/source/math/impl/math_c.cpp
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#include "math/public/float4_dispatch.h"
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#include "math/public/float3_dispatch.h"
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#include "math/mConstants.h"
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#include <cmath> // for sqrtf, etc.
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namespace math_backend::float4::dispatch
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{
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void install_scalar()
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{
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gFloat4.add = [](const float* a, const float* b, float* r) {
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for (int i = 0; i < 4; i++) r[i] = a[i] + b[i];
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};
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gFloat4.sub = [](const float* a, const float* b, float* r) {
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for (int i = 0; i < 4; i++) r[i] = a[i] - b[i];
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};
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gFloat4.mul = [](const float* a, const float* b, float* r) {
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for (int i = 0; i < 4; i++) r[i] = a[i] * b[i];
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};
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gFloat4.mul_scalar = [](const float* a, float s, float* r) {
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for (int i = 0; i < 4; i++) r[i] = a[i] * s;
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};
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gFloat4.div = [](const float* a, const float* b, float* r) {
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for (int i = 0; i < 4; i++) r[i] = a[i] / b[i];
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};
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gFloat4.div_scalar = [](const float* a, float s, float* r) {
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float denom = 1.0f / s;
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for (int i = 0; i < 4; i++) r[i] = a[i] * denom;
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};
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gFloat4.dot = [](const float* a, const float* b) {
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float sum = 0.f;
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for (int i = 0; i < 4; i++) sum += a[i] * b[i];
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return sum;
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};
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gFloat4.length = [](const float* a) {
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float sum = 0.f;
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for (int i = 0; i < 4; i++) sum += a[i] * a[i];
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return std::sqrt(sum);
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};
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gFloat4.lengthSquared = [](const float* a) {
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float sum = 0.f;
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for (int i = 0; i < 4; i++) sum += a[i] * a[i];
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return (sum);
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};
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gFloat4.normalize = [](float* a) {
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float len = gFloat4.length(a);
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if (len > POINT_EPSILON)
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{
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float denom = 1.0f / len;
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for (int i = 0; i < 4; i++)
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a[i] *= denom;
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}
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};
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gFloat4.normalize_mag = [](float* a, float f) {
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float len = gFloat4.length(a);
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if (len > POINT_EPSILON)
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{
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float denom = f / len;
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for (int i = 0; i < 4; i++) a[i] *= denom;
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}
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};
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gFloat4.lerp = [](const float* from, const float* to, float f, float* r) {
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for (int i = 0; i < 4; i++) r[i] = from[i] + (to[i] - from[i]) * f;
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};
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gFloat4.cross = [](const float* a, const float* b, float* r) {
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const float ax = a[0];
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const float ay = a[1];
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const float az = a[2];
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const float bx = b[0];
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const float by = b[1];
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const float bz = b[2];
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r[0] = ay * bz - az * by;
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r[1] = az * bx - ax * bz;
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r[2] = ax * by - ay * bx;
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};
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}
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}
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namespace math_backend::float3::dispatch
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{
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void install_scalar()
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{
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gFloat3.add = [](const float* a, const float* b, float* r) {
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for (int i = 0; i < 3; i++) r[i] = a[i] + b[i];
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};
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gFloat3.sub = [](const float* a, const float* b, float* r) {
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for (int i = 0; i < 3; i++) r[i] = a[i] - b[i];
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};
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gFloat3.mul = [](const float* a, const float* b, float* r) {
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for (int i = 0; i < 3; i++) r[i] = a[i] * b[i];
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};
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gFloat3.mul_scalar = [](const float* a, float s, float* r) {
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for (int i = 0; i < 3; i++) r[i] = a[i] * s;
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};
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gFloat3.div = [](const float* a, const float* b, float* r) {
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for (int i = 0; i < 3; i++) r[i] = a[i] / b[i];
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};
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gFloat3.div_scalar = [](const float* a, float s, float* r) {
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float denom = 1.0f / s;
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for (int i = 0; i < 3; i++) r[i] = a[i] * denom;
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};
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gFloat3.dot = [](const float* a, const float* b) {
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float sum = 0.f;
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for (int i = 0; i < 3; i++) sum += a[i] * b[i];
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return sum;
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};
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gFloat3.length = [](const float* a) {
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float sum = 0.f;
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for (int i = 0; i < 3; i++) sum += a[i] * a[i];
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return std::sqrt(sum);
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};
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gFloat3.lengthSquared = [](const float* a) {
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float sum = 0.f;
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for (int i = 0; i < 3; i++) sum += a[i] * a[i];
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return (sum);
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};
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gFloat3.normalize = [](float* a) {
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float len = gFloat3.length(a);
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if (len > POINT_EPSILON)
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{
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float denom = 1.0 / len;
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for (int i = 0; i < 3; i++) a[i] *= denom;
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}
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};
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gFloat3.normalize_mag = [](float* a, float f) {
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float len = gFloat3.length(a);
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if (len > POINT_EPSILON)
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{
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float denom = f / len;
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for (int i = 0; i < 3; i++) a[i] *= denom;
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}
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};
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gFloat3.lerp = [](const float* from, const float* to, float f, float* r) {
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for (int i = 0; i < 3; i++) r[i] = from[i] + (to[i] - from[i]) * f;
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};
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gFloat3.cross = [](const float* a, const float* b, float* r) {
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const float ax = a[0];
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const float ay = a[1];
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const float az = a[2];
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const float bx = b[0];
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const float by = b[1];
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const float bz = b[2];
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r[0] = ay * bz - az * by;
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r[1] = az * bx - ax * bz;
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r[2] = ax * by - ay * bx;
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};
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}
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}
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