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https://github.com/TorqueGameEngines/Torque3D.git
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114 lines
2.8 KiB
C++
114 lines
2.8 KiB
C++
#pragma once
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#include <cmath> // for sqrtf, etc.
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#include "../mConstants.h"
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namespace math_backend::float4
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{
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//----------------------------------------------------------
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// Add two float4 vectors: r = a + b
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inline void float4_add_impl(const float* a, const float* b, float* r)
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{
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f32x4 va = v_load(a);
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f32x4 vb = v_load(b);
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f32x4 vr = v_add(va, vb);
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v_store(r, vr);
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}
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// Subtract: r = a - b
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inline void float4_sub_impl(const float* a, const float* b, float* r)
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{
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f32x4 va = v_load(a);
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f32x4 vb = v_load(b);
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f32x4 vr = v_sub(va, vb);
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v_store(r, vr);
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}
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// Multiply element-wise: r = a * b
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inline void float4_mul_impl(const float* a, const float* b, float* r)
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{
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f32x4 va = v_load(a);
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f32x4 vb = v_load(b);
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f32x4 vr = v_mul(va, vb);
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v_store(r, vr);
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}
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// Multiply by scalar: r = a * s
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inline void float4_mul_scalar_impl(const float* a, float s, float* r)
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{
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f32x4 va = v_load(a);
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f32x4 vs = v_set1(s);
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f32x4 vr = v_mul(va, vs);
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v_store(r, vr);
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}
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// Divide element-wise: r = a / b
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inline void float4_div_impl(const float* a, const float* b, float* r)
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{
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f32x4 va = v_load(a);
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f32x4 vb = v_load(b);
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f32x4 vr = v_div(va, vb);
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v_store(r, vr);
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}
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// Divide by scalar: r = a / s
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inline void float4_div_scalar_impl(const float* a, float s, float* r)
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{
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f32x4 va = v_load(a);
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f32x4 vs = v_set1(s);
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f32x4 vr = v_div(va, vs);
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v_store(r, vr);
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}
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// Dot product: returns scalar
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inline float float4_dot_impl(const float* a, const float* b)
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{
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f32x4 va = v_load(a);
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f32x4 vb = v_load(b);
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f32x4 vmul = v_mul(va, vb);
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return v_hadd4(vmul);
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}
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// Length squared
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inline float float4_length_squared_impl(const float* a)
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{
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return float4_dot_impl(a, a);
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}
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// Length
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inline float float4_length_impl(const float* a)
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{
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return std::sqrt(float4_length_squared_impl(a));
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}
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// Normalize in-place
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inline void float4_normalize_impl(float* a)
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{
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float len = float4_length_impl(a);
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if (len > POINT_EPSILON) // safe threshold
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{
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float4_mul_scalar_impl(a, 1.0f / len, a);
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}
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}
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// Normalize with magnitude: r = normalize(a) * r
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inline void float4_normalize_mag_impl(float* a, float r)
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{
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float len = float4_length_impl(a);
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if (len > POINT_EPSILON)
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{
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float4_mul_scalar_impl(a, r / len, a);
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}
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}
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// Linear interpolation: r = from + (to - from) * f
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inline void float4_lerp_impl(const float* from, const float* to, float f, float* r)
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{
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f32x4 vfrom = v_load(from);
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f32x4 vto = v_load(to);
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f32x4 vf = v_set1(f);
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f32x4 vr = v_add(vfrom, v_mul(vf, v_sub(vto, vfrom)));
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v_store(r, vr);
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}
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} // namespace math_backend::float4
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