Torque3D/Engine/source/math/impl/float4_impl.inl
marauder2k7 9ebcee420f moar changes
mac implementation had _mm_div (x86 intrinsic)
2026-03-05 18:55:32 +00:00

114 lines
2.8 KiB
C++

#pragma once
#include <cmath> // for sqrtf, etc.
#include "../mConstants.h"
namespace math_backend::float4
{
//----------------------------------------------------------
// Add two float4 vectors: r = a + b
inline void float4_add_impl(const float* a, const float* b, float* r)
{
f32x4 va = v_load(a);
f32x4 vb = v_load(b);
f32x4 vr = v_add(va, vb);
v_store(r, vr);
}
// Subtract: r = a - b
inline void float4_sub_impl(const float* a, const float* b, float* r)
{
f32x4 va = v_load(a);
f32x4 vb = v_load(b);
f32x4 vr = v_sub(va, vb);
v_store(r, vr);
}
// Multiply element-wise: r = a * b
inline void float4_mul_impl(const float* a, const float* b, float* r)
{
f32x4 va = v_load(a);
f32x4 vb = v_load(b);
f32x4 vr = v_mul(va, vb);
v_store(r, vr);
}
// Multiply by scalar: r = a * s
inline void float4_mul_scalar_impl(const float* a, float s, float* r)
{
f32x4 va = v_load(a);
f32x4 vs = v_set1(s);
f32x4 vr = v_mul(va, vs);
v_store(r, vr);
}
// Divide element-wise: r = a / b
inline void float4_div_impl(const float* a, const float* b, float* r)
{
f32x4 va = v_load(a);
f32x4 vb = v_load(b);
f32x4 vr = v_div(va, vb);
v_store(r, vr);
}
// Divide by scalar: r = a / s
inline void float4_div_scalar_impl(const float* a, float s, float* r)
{
f32x4 va = v_load(a);
f32x4 vs = v_set1(s);
f32x4 vr = v_div(va, vs);
v_store(r, vr);
}
// Dot product: returns scalar
inline float float4_dot_impl(const float* a, const float* b)
{
f32x4 va = v_load(a);
f32x4 vb = v_load(b);
f32x4 vmul = v_mul(va, vb);
return v_hadd4(vmul);
}
// Length squared
inline float float4_length_squared_impl(const float* a)
{
return float4_dot_impl(a, a);
}
// Length
inline float float4_length_impl(const float* a)
{
return std::sqrt(float4_length_squared_impl(a));
}
// Normalize in-place
inline void float4_normalize_impl(float* a)
{
float len = float4_length_impl(a);
if (len > POINT_EPSILON) // safe threshold
{
float4_mul_scalar_impl(a, 1.0f / len, a);
}
}
// Normalize with magnitude: r = normalize(a) * r
inline void float4_normalize_mag_impl(float* a, float r)
{
float len = float4_length_impl(a);
if (len > POINT_EPSILON)
{
float4_mul_scalar_impl(a, r / len, a);
}
}
// Linear interpolation: r = from + (to - from) * f
inline void float4_lerp_impl(const float* from, const float* to, float f, float* r)
{
f32x4 vfrom = v_load(from);
f32x4 vto = v_load(to);
f32x4 vf = v_set1(f);
f32x4 vr = v_add(vfrom, v_mul(vf, v_sub(vto, vfrom)));
v_store(r, vr);
}
} // namespace math_backend::float4