T2-CPP/Mod Sources/Bullet/include/bullet/vectormath/sse/vec_aos.h

1431 lines
40 KiB
C++

/*
Copyright (C) 2006, 2007 Sony Computer Entertainment Inc.
All rights reserved.
Redistribution and use in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of the Sony Computer Entertainment Inc nor the names
of its contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef _VECTORMATH_VEC_AOS_CPP_H
#define _VECTORMATH_VEC_AOS_CPP_H
//-----------------------------------------------------------------------------
// Constants
// for permutes words are labeled [x,y,z,w] [a,b,c,d]
#define _VECTORMATH_PERM_X 0x00010203
#define _VECTORMATH_PERM_Y 0x04050607
#define _VECTORMATH_PERM_Z 0x08090a0b
#define _VECTORMATH_PERM_W 0x0c0d0e0f
#define _VECTORMATH_PERM_A 0x10111213
#define _VECTORMATH_PERM_B 0x14151617
#define _VECTORMATH_PERM_C 0x18191a1b
#define _VECTORMATH_PERM_D 0x1c1d1e1f
#define _VECTORMATH_PERM_XYZA (vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_X, _VECTORMATH_PERM_Y, _VECTORMATH_PERM_Z, _VECTORMATH_PERM_A }
#define _VECTORMATH_PERM_ZXYW (vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_Z, _VECTORMATH_PERM_X, _VECTORMATH_PERM_Y, _VECTORMATH_PERM_W }
#define _VECTORMATH_PERM_YZXW (vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_Y, _VECTORMATH_PERM_Z, _VECTORMATH_PERM_X, _VECTORMATH_PERM_W }
#define _VECTORMATH_PERM_YZAB (vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_Y, _VECTORMATH_PERM_Z, _VECTORMATH_PERM_A, _VECTORMATH_PERM_B }
#define _VECTORMATH_PERM_ZABC (vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_Z, _VECTORMATH_PERM_A, _VECTORMATH_PERM_B, _VECTORMATH_PERM_C }
#define _VECTORMATH_PERM_XYAW (vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_X, _VECTORMATH_PERM_Y, _VECTORMATH_PERM_A, _VECTORMATH_PERM_W }
#define _VECTORMATH_PERM_XAZW (vec_uchar16)(vec_uint4){ _VECTORMATH_PERM_X, _VECTORMATH_PERM_A, _VECTORMATH_PERM_Z, _VECTORMATH_PERM_W }
#define _VECTORMATH_MASK_0xF000 (vec_uint4){ 0xffffffff, 0, 0, 0 }
#define _VECTORMATH_MASK_0x0F00 (vec_uint4){ 0, 0xffffffff, 0, 0 }
#define _VECTORMATH_MASK_0x00F0 (vec_uint4){ 0, 0, 0xffffffff, 0 }
#define _VECTORMATH_MASK_0x000F (vec_uint4){ 0, 0, 0, 0xffffffff }
#define _VECTORMATH_UNIT_1000 _mm_setr_ps(1.0f,0.0f,0.0f,0.0f) // (__m128){ 1.0f, 0.0f, 0.0f, 0.0f }
#define _VECTORMATH_UNIT_0100 _mm_setr_ps(0.0f,1.0f,0.0f,0.0f) // (__m128){ 0.0f, 1.0f, 0.0f, 0.0f }
#define _VECTORMATH_UNIT_0010 _mm_setr_ps(0.0f,0.0f,1.0f,0.0f) // (__m128){ 0.0f, 0.0f, 1.0f, 0.0f }
#define _VECTORMATH_UNIT_0001 _mm_setr_ps(0.0f,0.0f,0.0f,1.0f) // (__m128){ 0.0f, 0.0f, 0.0f, 1.0f }
#define _VECTORMATH_SLERP_TOL 0.999f
//_VECTORMATH_SLERP_TOLF
//-----------------------------------------------------------------------------
// Definitions
#ifndef _VECTORMATH_INTERNAL_FUNCTIONS
#define _VECTORMATH_INTERNAL_FUNCTIONS
#define _vmath_shufps(a, b, immx, immy, immz, immw) _mm_shuffle_ps(a, b, _MM_SHUFFLE(immw, immz, immy, immx))
static __forceinline __m128 _vmathVfDot3( __m128 vec0, __m128 vec1 )
{
__m128 result = _mm_mul_ps( vec0, vec1);
return _mm_add_ps( vec_splat( result, 0 ), _mm_add_ps( vec_splat( result, 1 ), vec_splat( result, 2 ) ) );
}
static __forceinline __m128 _vmathVfDot4( __m128 vec0, __m128 vec1 )
{
__m128 result = _mm_mul_ps(vec0, vec1);
return _mm_add_ps(_mm_shuffle_ps(result, result, _MM_SHUFFLE(0,0,0,0)),
_mm_add_ps(_mm_shuffle_ps(result, result, _MM_SHUFFLE(1,1,1,1)),
_mm_add_ps(_mm_shuffle_ps(result, result, _MM_SHUFFLE(2,2,2,2)), _mm_shuffle_ps(result, result, _MM_SHUFFLE(3,3,3,3)))));
}
static __forceinline __m128 _vmathVfCross( __m128 vec0, __m128 vec1 )
{
__m128 tmp0, tmp1, tmp2, tmp3, result;
tmp0 = _mm_shuffle_ps( vec0, vec0, _MM_SHUFFLE(3,0,2,1) );
tmp1 = _mm_shuffle_ps( vec1, vec1, _MM_SHUFFLE(3,1,0,2) );
tmp2 = _mm_shuffle_ps( vec0, vec0, _MM_SHUFFLE(3,1,0,2) );
tmp3 = _mm_shuffle_ps( vec1, vec1, _MM_SHUFFLE(3,0,2,1) );
result = vec_mul( tmp0, tmp1 );
result = vec_nmsub( tmp2, tmp3, result );
return result;
}
/*
static __forceinline vec_uint4 _vmathVfToHalfFloatsUnpacked(__m128 v)
{
#if 0
vec_int4 bexp;
vec_uint4 mant, sign, hfloat;
vec_uint4 notZero, isInf;
const vec_uint4 hfloatInf = (vec_uint4)(0x00007c00u);
const vec_uint4 mergeMant = (vec_uint4)(0x000003ffu);
const vec_uint4 mergeSign = (vec_uint4)(0x00008000u);
sign = vec_sr((vec_uint4)v, (vec_uint4)16);
mant = vec_sr((vec_uint4)v, (vec_uint4)13);
bexp = vec_and(vec_sr((vec_int4)v, (vec_uint4)23), (vec_int4)0xff);
notZero = (vec_uint4)vec_cmpgt(bexp, (vec_int4)112);
isInf = (vec_uint4)vec_cmpgt(bexp, (vec_int4)142);
bexp = _mm_add_ps(bexp, (vec_int4)-112);
bexp = vec_sl(bexp, (vec_uint4)10);
hfloat = vec_sel((vec_uint4)bexp, mant, mergeMant);
hfloat = vec_sel((vec_uint4)(0), hfloat, notZero);
hfloat = vec_sel(hfloat, hfloatInf, isInf);
hfloat = vec_sel(hfloat, sign, mergeSign);
return hfloat;
#else
assert(0);
return _mm_setzero_ps();
#endif
}
static __forceinline vec_ushort8 _vmath2VfToHalfFloats(__m128 u, __m128 v)
{
#if 0
vec_uint4 hfloat_u, hfloat_v;
const vec_uchar16 pack = (vec_uchar16){2,3,6,7,10,11,14,15,18,19,22,23,26,27,30,31};
hfloat_u = _vmathVfToHalfFloatsUnpacked(u);
hfloat_v = _vmathVfToHalfFloatsUnpacked(v);
return (vec_ushort8)vec_perm(hfloat_u, hfloat_v, pack);
#else
assert(0);
return _mm_setzero_si128();
#endif
}
*/
static __forceinline __m128 _vmathVfInsert(__m128 dst, __m128 src, int slot)
{
SSEFloat s;
s.m128 = src;
SSEFloat d;
d.m128 = dst;
d.f[slot] = s.f[slot];
return d.m128;
}
#define _vmathVfSetElement(vec, scalar, slot) ((float *)&(vec))[slot] = scalar
static __forceinline __m128 _vmathVfSplatScalar(float scalar)
{
return _mm_set1_ps(scalar);
}
#endif
namespace Vectormath {
namespace Aos {
#ifdef _VECTORMATH_NO_SCALAR_CAST
__forceinline VecIdx::operator floatInVec() const
{
return floatInVec(ref, i);
}
__forceinline float VecIdx::getAsFloat() const
#else
__forceinline VecIdx::operator float() const
#endif
{
return ((float *)&ref)[i];
}
__forceinline float VecIdx::operator =( float scalar )
{
_vmathVfSetElement(ref, scalar, i);
return scalar;
}
__forceinline floatInVec VecIdx::operator =( const floatInVec &scalar )
{
ref = _vmathVfInsert(ref, scalar.get128(), i);
return scalar;
}
__forceinline floatInVec VecIdx::operator =( const VecIdx& scalar )
{
return *this = floatInVec(scalar.ref, scalar.i);
}
__forceinline floatInVec VecIdx::operator *=( float scalar )
{
return *this *= floatInVec(scalar);
}
__forceinline floatInVec VecIdx::operator *=( const floatInVec &scalar )
{
return *this = floatInVec(ref, i) * scalar;
}
__forceinline floatInVec VecIdx::operator /=( float scalar )
{
return *this /= floatInVec(scalar);
}
inline floatInVec VecIdx::operator /=( const floatInVec &scalar )
{
return *this = floatInVec(ref, i) / scalar;
}
__forceinline floatInVec VecIdx::operator +=( float scalar )
{
return *this += floatInVec(scalar);
}
__forceinline floatInVec VecIdx::operator +=( const floatInVec &scalar )
{
return *this = floatInVec(ref, i) + scalar;
}
__forceinline floatInVec VecIdx::operator -=( float scalar )
{
return *this -= floatInVec(scalar);
}
__forceinline floatInVec VecIdx::operator -=( const floatInVec &scalar )
{
return *this = floatInVec(ref, i) - scalar;
}
__forceinline Vector3::Vector3(const Vector3& vec)
{
set128(vec.get128());
}
__forceinline void Vector3::set128(vec_float4 vec)
{
mVec128 = vec;
}
__forceinline Vector3::Vector3( float _x, float _y, float _z )
{
mVec128 = _mm_setr_ps(_x, _y, _z, 0.0f);
}
__forceinline Vector3::Vector3( const floatInVec &_x, const floatInVec &_y, const floatInVec &_z )
{
__m128 xz = _mm_unpacklo_ps( _x.get128(), _z.get128() );
mVec128 = _mm_unpacklo_ps( xz, _y.get128() );
}
__forceinline Vector3::Vector3( const Point3 &pnt )
{
mVec128 = pnt.get128();
}
__forceinline Vector3::Vector3( float scalar )
{
mVec128 = floatInVec(scalar).get128();
}
__forceinline Vector3::Vector3( const floatInVec &scalar )
{
mVec128 = scalar.get128();
}
__forceinline Vector3::Vector3( __m128 vf4 )
{
mVec128 = vf4;
}
__forceinline const Vector3 Vector3::xAxis( )
{
return Vector3( _VECTORMATH_UNIT_1000 );
}
__forceinline const Vector3 Vector3::yAxis( )
{
return Vector3( _VECTORMATH_UNIT_0100 );
}
__forceinline const Vector3 Vector3::zAxis( )
{
return Vector3( _VECTORMATH_UNIT_0010 );
}
__forceinline const Vector3 lerp( float t, const Vector3 &vec0, const Vector3 &vec1 )
{
return lerp( floatInVec(t), vec0, vec1 );
}
__forceinline const Vector3 lerp( const floatInVec &t, const Vector3 &vec0, const Vector3 &vec1 )
{
return ( vec0 + ( ( vec1 - vec0 ) * t ) );
}
__forceinline const Vector3 slerp( float t, const Vector3 &unitVec0, const Vector3 &unitVec1 )
{
return slerp( floatInVec(t), unitVec0, unitVec1 );
}
__forceinline const Vector3 slerp( const floatInVec &t, const Vector3 &unitVec0, const Vector3 &unitVec1 )
{
__m128 scales, scale0, scale1, cosAngle, angle, tttt, oneMinusT, angles, sines;
cosAngle = _vmathVfDot3( unitVec0.get128(), unitVec1.get128() );
__m128 selectMask = _mm_cmpgt_ps( _mm_set1_ps(_VECTORMATH_SLERP_TOL), cosAngle );
angle = acosf4( cosAngle );
tttt = t.get128();
oneMinusT = _mm_sub_ps( _mm_set1_ps(1.0f), tttt );
angles = _mm_unpacklo_ps( _mm_set1_ps(1.0f), tttt ); // angles = 1, t, 1, t
angles = _mm_unpacklo_ps( angles, oneMinusT ); // angles = 1, 1-t, t, 1-t
angles = _mm_mul_ps( angles, angle );
sines = sinf4( angles );
scales = _mm_div_ps( sines, vec_splat( sines, 0 ) );
scale0 = vec_sel( oneMinusT, vec_splat( scales, 1 ), selectMask );
scale1 = vec_sel( tttt, vec_splat( scales, 2 ), selectMask );
return Vector3( vec_madd( unitVec0.get128(), scale0, _mm_mul_ps( unitVec1.get128(), scale1 ) ) );
}
__forceinline __m128 Vector3::get128( ) const
{
return mVec128;
}
__forceinline void loadXYZ(Vector3& vec, const float* fptr)
{
#ifdef USE_SSE2_LDDQU
vec = Vector3( SSEFloat(_mm_lddqu_si128((const __m128i*)((float*)(fptr)))).m128 );
#else
SSEFloat fl;
fl.f[0] = fptr[0];
fl.f[1] = fptr[1];
fl.f[2] = fptr[2];
fl.f[3] = fptr[3];
vec = Vector3( fl.m128);
#endif //USE_SSE2_LDDQU
}
__forceinline void storeXYZ( const Vector3 &vec, __m128 * quad )
{
__m128 dstVec = *quad;
__declspec(align(16)) unsigned int sw[4] = {0, 0, 0, 0xffffffff}; // TODO: Centralize
dstVec = vec_sel(vec.get128(), dstVec, sw);
*quad = dstVec;
}
__forceinline void storeXYZ(const Vector3& vec, float* fptr)
{
fptr[0] = vec.getX();
fptr[1] = vec.getY();
fptr[2] = vec.getZ();
}
__forceinline void loadXYZArray( Vector3 & vec0, Vector3 & vec1, Vector3 & vec2, Vector3 & vec3, const __m128 * threeQuads )
{
const float *quads = (float *)threeQuads;
vec0 = Vector3( _mm_load_ps(quads) );
vec1 = Vector3( _mm_loadu_ps(quads + 3) );
vec2 = Vector3( _mm_loadu_ps(quads + 6) );
vec3 = Vector3( _mm_loadu_ps(quads + 9) );
}
__forceinline void storeXYZArray( const Vector3 &vec0, const Vector3 &vec1, const Vector3 &vec2, const Vector3 &vec3, __m128 * threeQuads )
{
__m128 xxxx = _mm_shuffle_ps( vec1.get128(), vec1.get128(), _MM_SHUFFLE(0, 0, 0, 0) );
__m128 zzzz = _mm_shuffle_ps( vec2.get128(), vec2.get128(), _MM_SHUFFLE(2, 2, 2, 2) );
__declspec(align(16)) unsigned int xsw[4] = {0, 0, 0, 0xffffffff};
__declspec(align(16)) unsigned int zsw[4] = {0xffffffff, 0, 0, 0};
threeQuads[0] = vec_sel( vec0.get128(), xxxx, xsw );
threeQuads[1] = _mm_shuffle_ps( vec1.get128(), vec2.get128(), _MM_SHUFFLE(1, 0, 2, 1) );
threeQuads[2] = vec_sel( _mm_shuffle_ps( vec3.get128(), vec3.get128(), _MM_SHUFFLE(2, 1, 0, 3) ), zzzz, zsw );
}
/*
__forceinline void storeHalfFloats( const Vector3 &vec0, const Vector3 &vec1, const Vector3 &vec2, const Vector3 &vec3, const Vector3 &vec4, const Vector3 &vec5, const Vector3 &vec6, const Vector3 &vec7, vec_ushort8 * threeQuads )
{
assert(0);
#if 0
__m128 xyz0[3];
__m128 xyz1[3];
storeXYZArray( vec0, vec1, vec2, vec3, xyz0 );
storeXYZArray( vec4, vec5, vec6, vec7, xyz1 );
threeQuads[0] = _vmath2VfToHalfFloats(xyz0[0], xyz0[1]);
threeQuads[1] = _vmath2VfToHalfFloats(xyz0[2], xyz1[0]);
threeQuads[2] = _vmath2VfToHalfFloats(xyz1[1], xyz1[2]);
#endif
}
*/
__forceinline Vector3 & Vector3::operator =( const Vector3 &vec )
{
mVec128 = vec.mVec128;
return *this;
}
__forceinline Vector3 & Vector3::setX( float _x )
{
_vmathVfSetElement(mVec128, _x, 0);
return *this;
}
__forceinline Vector3 & Vector3::setX( const floatInVec &_x )
{
mVec128 = _vmathVfInsert(mVec128, _x.get128(), 0);
return *this;
}
__forceinline const floatInVec Vector3::getX( ) const
{
return floatInVec( mVec128, 0 );
}
__forceinline Vector3 & Vector3::setY( float _y )
{
_vmathVfSetElement(mVec128, _y, 1);
return *this;
}
__forceinline Vector3 & Vector3::setY( const floatInVec &_y )
{
mVec128 = _vmathVfInsert(mVec128, _y.get128(), 1);
return *this;
}
__forceinline const floatInVec Vector3::getY( ) const
{
return floatInVec( mVec128, 1 );
}
__forceinline Vector3 & Vector3::setZ( float _z )
{
_vmathVfSetElement(mVec128, _z, 2);
return *this;
}
__forceinline Vector3 & Vector3::setZ( const floatInVec &_z )
{
mVec128 = _vmathVfInsert(mVec128, _z.get128(), 2);
return *this;
}
__forceinline const floatInVec Vector3::getZ( ) const
{
return floatInVec( mVec128, 2 );
}
__forceinline Vector3 & Vector3::setElem( int idx, float value )
{
_vmathVfSetElement(mVec128, value, idx);
return *this;
}
__forceinline Vector3 & Vector3::setElem( int idx, const floatInVec &value )
{
mVec128 = _vmathVfInsert(mVec128, value.get128(), idx);
return *this;
}
__forceinline const floatInVec Vector3::getElem( int idx ) const
{
return floatInVec( mVec128, idx );
}
__forceinline VecIdx Vector3::operator []( int idx )
{
return VecIdx( mVec128, idx );
}
__forceinline const floatInVec Vector3::operator []( int idx ) const
{
return floatInVec( mVec128, idx );
}
__forceinline const Vector3 Vector3::operator +( const Vector3 &vec ) const
{
return Vector3( _mm_add_ps( mVec128, vec.mVec128 ) );
}
__forceinline const Vector3 Vector3::operator -( const Vector3 &vec ) const
{
return Vector3( _mm_sub_ps( mVec128, vec.mVec128 ) );
}
__forceinline const Point3 Vector3::operator +( const Point3 &pnt ) const
{
return Point3( _mm_add_ps( mVec128, pnt.get128() ) );
}
__forceinline const Vector3 Vector3::operator *( float scalar ) const
{
return *this * floatInVec(scalar);
}
__forceinline const Vector3 Vector3::operator *( const floatInVec &scalar ) const
{
return Vector3( _mm_mul_ps( mVec128, scalar.get128() ) );
}
__forceinline Vector3 & Vector3::operator +=( const Vector3 &vec )
{
*this = *this + vec;
return *this;
}
__forceinline Vector3 & Vector3::operator -=( const Vector3 &vec )
{
*this = *this - vec;
return *this;
}
__forceinline Vector3 & Vector3::operator *=( float scalar )
{
*this = *this * scalar;
return *this;
}
__forceinline Vector3 & Vector3::operator *=( const floatInVec &scalar )
{
*this = *this * scalar;
return *this;
}
__forceinline const Vector3 Vector3::operator /( float scalar ) const
{
return *this / floatInVec(scalar);
}
__forceinline const Vector3 Vector3::operator /( const floatInVec &scalar ) const
{
return Vector3( _mm_div_ps( mVec128, scalar.get128() ) );
}
__forceinline Vector3 & Vector3::operator /=( float scalar )
{
*this = *this / scalar;
return *this;
}
__forceinline Vector3 & Vector3::operator /=( const floatInVec &scalar )
{
*this = *this / scalar;
return *this;
}
__forceinline const Vector3 Vector3::operator -( ) const
{
//return Vector3(_mm_sub_ps( _mm_setzero_ps(), mVec128 ) );
__declspec(align(16)) static const int array[] = {0x80000000, 0x80000000, 0x80000000, 0x80000000};
__m128 NEG_MASK = SSEFloat(*(const vec_float4*)array).vf;
return Vector3(_mm_xor_ps(get128(),NEG_MASK));
}
__forceinline const Vector3 operator *( float scalar, const Vector3 &vec )
{
return floatInVec(scalar) * vec;
}
__forceinline const Vector3 operator *( const floatInVec &scalar, const Vector3 &vec )
{
return vec * scalar;
}
__forceinline const Vector3 mulPerElem( const Vector3 &vec0, const Vector3 &vec1 )
{
return Vector3( _mm_mul_ps( vec0.get128(), vec1.get128() ) );
}
__forceinline const Vector3 divPerElem( const Vector3 &vec0, const Vector3 &vec1 )
{
return Vector3( _mm_div_ps( vec0.get128(), vec1.get128() ) );
}
__forceinline const Vector3 recipPerElem( const Vector3 &vec )
{
return Vector3( _mm_rcp_ps( vec.get128() ) );
}
__forceinline const Vector3 absPerElem( const Vector3 &vec )
{
return Vector3( fabsf4( vec.get128() ) );
}
__forceinline const Vector3 copySignPerElem( const Vector3 &vec0, const Vector3 &vec1 )
{
__m128 vmask = toM128(0x7fffffff);
return Vector3( _mm_or_ps(
_mm_and_ps ( vmask, vec0.get128() ), // Value
_mm_andnot_ps( vmask, vec1.get128() ) ) ); // Signs
}
__forceinline const Vector3 maxPerElem( const Vector3 &vec0, const Vector3 &vec1 )
{
return Vector3( _mm_max_ps( vec0.get128(), vec1.get128() ) );
}
__forceinline const floatInVec maxElem( const Vector3 &vec )
{
return floatInVec( _mm_max_ps( _mm_max_ps( vec_splat( vec.get128(), 0 ), vec_splat( vec.get128(), 1 ) ), vec_splat( vec.get128(), 2 ) ) );
}
__forceinline const Vector3 minPerElem( const Vector3 &vec0, const Vector3 &vec1 )
{
return Vector3( _mm_min_ps( vec0.get128(), vec1.get128() ) );
}
__forceinline const floatInVec minElem( const Vector3 &vec )
{
return floatInVec( _mm_min_ps( _mm_min_ps( vec_splat( vec.get128(), 0 ), vec_splat( vec.get128(), 1 ) ), vec_splat( vec.get128(), 2 ) ) );
}
__forceinline const floatInVec sum( const Vector3 &vec )
{
return floatInVec( _mm_add_ps( _mm_add_ps( vec_splat( vec.get128(), 0 ), vec_splat( vec.get128(), 1 ) ), vec_splat( vec.get128(), 2 ) ) );
}
__forceinline const floatInVec dot( const Vector3 &vec0, const Vector3 &vec1 )
{
return floatInVec( _vmathVfDot3( vec0.get128(), vec1.get128() ), 0 );
}
__forceinline const floatInVec lengthSqr( const Vector3 &vec )
{
return floatInVec( _vmathVfDot3( vec.get128(), vec.get128() ), 0 );
}
__forceinline const floatInVec length( const Vector3 &vec )
{
return floatInVec( _mm_sqrt_ps(_vmathVfDot3( vec.get128(), vec.get128() )), 0 );
}
__forceinline const Vector3 normalizeApprox( const Vector3 &vec )
{
return Vector3( _mm_mul_ps( vec.get128(), _mm_rsqrt_ps( _vmathVfDot3( vec.get128(), vec.get128() ) ) ) );
}
__forceinline const Vector3 normalize( const Vector3 &vec )
{
return Vector3( _mm_mul_ps( vec.get128(), newtonrapson_rsqrt4( _vmathVfDot3( vec.get128(), vec.get128() ) ) ) );
}
__forceinline const Vector3 cross( const Vector3 &vec0, const Vector3 &vec1 )
{
return Vector3( _vmathVfCross( vec0.get128(), vec1.get128() ) );
}
__forceinline const Vector3 select( const Vector3 &vec0, const Vector3 &vec1, bool select1 )
{
return select( vec0, vec1, boolInVec(select1) );
}
__forceinline const Vector4 select(const Vector4& vec0, const Vector4& vec1, const boolInVec& select1)
{
return Vector4(vec_sel(vec0.get128(), vec1.get128(), select1.get128()));
}
#ifdef _VECTORMATH_DEBUG
__forceinline void print( const Vector3 &vec )
{
union { __m128 v; float s[4]; } tmp;
tmp.v = vec.get128();
printf( "( %f %f %f )\n", tmp.s[0], tmp.s[1], tmp.s[2] );
}
__forceinline void print( const Vector3 &vec, const char * name )
{
union { __m128 v; float s[4]; } tmp;
tmp.v = vec.get128();
printf( "%s: ( %f %f %f )\n", name, tmp.s[0], tmp.s[1], tmp.s[2] );
}
#endif
__forceinline Vector4::Vector4( float _x, float _y, float _z, float _w )
{
mVec128 = _mm_setr_ps(_x, _y, _z, _w);
}
__forceinline Vector4::Vector4( const floatInVec &_x, const floatInVec &_y, const floatInVec &_z, const floatInVec &_w )
{
mVec128 = _mm_unpacklo_ps(
_mm_unpacklo_ps( _x.get128(), _z.get128() ),
_mm_unpacklo_ps( _y.get128(), _w.get128() ) );
}
__forceinline Vector4::Vector4( const Vector3 &xyz, float _w )
{
mVec128 = xyz.get128();
_vmathVfSetElement(mVec128, _w, 3);
}
__forceinline Vector4::Vector4( const Vector3 &xyz, const floatInVec &_w )
{
mVec128 = xyz.get128();
mVec128 = _vmathVfInsert(mVec128, _w.get128(), 3);
}
__forceinline Vector4::Vector4( const Vector3 &vec )
{
mVec128 = vec.get128();
mVec128 = _vmathVfInsert(mVec128, _mm_setzero_ps(), 3);
}
__forceinline Vector4::Vector4( const Point3 &pnt )
{
mVec128 = pnt.get128();
mVec128 = _vmathVfInsert(mVec128, _mm_set1_ps(1.0f), 3);
}
__forceinline Vector4::Vector4( const Quat &quat )
{
mVec128 = quat.get128();
}
__forceinline Vector4::Vector4( float scalar )
{
mVec128 = floatInVec(scalar).get128();
}
__forceinline Vector4::Vector4( const floatInVec &scalar )
{
mVec128 = scalar.get128();
}
__forceinline Vector4::Vector4( __m128 vf4 )
{
mVec128 = vf4;
}
__forceinline const Vector4 Vector4::xAxis( )
{
return Vector4( _VECTORMATH_UNIT_1000 );
}
__forceinline const Vector4 Vector4::yAxis( )
{
return Vector4( _VECTORMATH_UNIT_0100 );
}
__forceinline const Vector4 Vector4::zAxis( )
{
return Vector4( _VECTORMATH_UNIT_0010 );
}
__forceinline const Vector4 Vector4::wAxis( )
{
return Vector4( _VECTORMATH_UNIT_0001 );
}
__forceinline const Vector4 lerp( float t, const Vector4 &vec0, const Vector4 &vec1 )
{
return lerp( floatInVec(t), vec0, vec1 );
}
__forceinline const Vector4 lerp( const floatInVec &t, const Vector4 &vec0, const Vector4 &vec1 )
{
return ( vec0 + ( ( vec1 - vec0 ) * t ) );
}
__forceinline const Vector4 slerp( float t, const Vector4 &unitVec0, const Vector4 &unitVec1 )
{
return slerp( floatInVec(t), unitVec0, unitVec1 );
}
__forceinline const Vector4 slerp( const floatInVec &t, const Vector4 &unitVec0, const Vector4 &unitVec1 )
{
__m128 scales, scale0, scale1, cosAngle, angle, tttt, oneMinusT, angles, sines;
cosAngle = _vmathVfDot4( unitVec0.get128(), unitVec1.get128() );
__m128 selectMask = _mm_cmpgt_ps( _mm_set1_ps(_VECTORMATH_SLERP_TOL), cosAngle );
angle = acosf4( cosAngle );
tttt = t.get128();
oneMinusT = _mm_sub_ps( _mm_set1_ps(1.0f), tttt );
angles = _mm_unpacklo_ps( _mm_set1_ps(1.0f), tttt ); // angles = 1, t, 1, t
angles = _mm_unpacklo_ps( angles, oneMinusT ); // angles = 1, 1-t, t, 1-t
angles = _mm_mul_ps( angles, angle );
sines = sinf4( angles );
scales = _mm_div_ps( sines, vec_splat( sines, 0 ) );
scale0 = vec_sel( oneMinusT, vec_splat( scales, 1 ), selectMask );
scale1 = vec_sel( tttt, vec_splat( scales, 2 ), selectMask );
return Vector4( vec_madd( unitVec0.get128(), scale0, _mm_mul_ps( unitVec1.get128(), scale1 ) ) );
}
__forceinline __m128 Vector4::get128( ) const
{
return mVec128;
}
/*
__forceinline void storeHalfFloats( const Vector4 &vec0, const Vector4 &vec1, const Vector4 &vec2, const Vector4 &vec3, vec_ushort8 * twoQuads )
{
twoQuads[0] = _vmath2VfToHalfFloats(vec0.get128(), vec1.get128());
twoQuads[1] = _vmath2VfToHalfFloats(vec2.get128(), vec3.get128());
}
*/
__forceinline Vector4 & Vector4::operator =( const Vector4 &vec )
{
mVec128 = vec.mVec128;
return *this;
}
__forceinline Vector4 & Vector4::setXYZ( const Vector3 &vec )
{
__declspec(align(16)) unsigned int sw[4] = {0, 0, 0, 0xffffffff};
mVec128 = vec_sel( vec.get128(), mVec128, sw );
return *this;
}
__forceinline const Vector3 Vector4::getXYZ( ) const
{
return Vector3( mVec128 );
}
__forceinline Vector4 & Vector4::setX( float _x )
{
_vmathVfSetElement(mVec128, _x, 0);
return *this;
}
__forceinline Vector4 & Vector4::setX( const floatInVec &_x )
{
mVec128 = _vmathVfInsert(mVec128, _x.get128(), 0);
return *this;
}
__forceinline const floatInVec Vector4::getX( ) const
{
return floatInVec( mVec128, 0 );
}
__forceinline Vector4 & Vector4::setY( float _y )
{
_vmathVfSetElement(mVec128, _y, 1);
return *this;
}
__forceinline Vector4 & Vector4::setY( const floatInVec &_y )
{
mVec128 = _vmathVfInsert(mVec128, _y.get128(), 1);
return *this;
}
__forceinline const floatInVec Vector4::getY( ) const
{
return floatInVec( mVec128, 1 );
}
__forceinline Vector4 & Vector4::setZ( float _z )
{
_vmathVfSetElement(mVec128, _z, 2);
return *this;
}
__forceinline Vector4 & Vector4::setZ( const floatInVec &_z )
{
mVec128 = _vmathVfInsert(mVec128, _z.get128(), 2);
return *this;
}
__forceinline const floatInVec Vector4::getZ( ) const
{
return floatInVec( mVec128, 2 );
}
__forceinline Vector4 & Vector4::setW( float _w )
{
_vmathVfSetElement(mVec128, _w, 3);
return *this;
}
__forceinline Vector4 & Vector4::setW( const floatInVec &_w )
{
mVec128 = _vmathVfInsert(mVec128, _w.get128(), 3);
return *this;
}
__forceinline const floatInVec Vector4::getW( ) const
{
return floatInVec( mVec128, 3 );
}
__forceinline Vector4 & Vector4::setElem( int idx, float value )
{
_vmathVfSetElement(mVec128, value, idx);
return *this;
}
__forceinline Vector4 & Vector4::setElem( int idx, const floatInVec &value )
{
mVec128 = _vmathVfInsert(mVec128, value.get128(), idx);
return *this;
}
__forceinline const floatInVec Vector4::getElem( int idx ) const
{
return floatInVec( mVec128, idx );
}
__forceinline VecIdx Vector4::operator []( int idx )
{
return VecIdx( mVec128, idx );
}
__forceinline const floatInVec Vector4::operator []( int idx ) const
{
return floatInVec( mVec128, idx );
}
__forceinline const Vector4 Vector4::operator +( const Vector4 &vec ) const
{
return Vector4( _mm_add_ps( mVec128, vec.mVec128 ) );
}
__forceinline const Vector4 Vector4::operator -( const Vector4 &vec ) const
{
return Vector4( _mm_sub_ps( mVec128, vec.mVec128 ) );
}
__forceinline const Vector4 Vector4::operator *( float scalar ) const
{
return *this * floatInVec(scalar);
}
__forceinline const Vector4 Vector4::operator *( const floatInVec &scalar ) const
{
return Vector4( _mm_mul_ps( mVec128, scalar.get128() ) );
}
__forceinline Vector4 & Vector4::operator +=( const Vector4 &vec )
{
*this = *this + vec;
return *this;
}
__forceinline Vector4 & Vector4::operator -=( const Vector4 &vec )
{
*this = *this - vec;
return *this;
}
__forceinline Vector4 & Vector4::operator *=( float scalar )
{
*this = *this * scalar;
return *this;
}
__forceinline Vector4 & Vector4::operator *=( const floatInVec &scalar )
{
*this = *this * scalar;
return *this;
}
__forceinline const Vector4 Vector4::operator /( float scalar ) const
{
return *this / floatInVec(scalar);
}
__forceinline const Vector4 Vector4::operator /( const floatInVec &scalar ) const
{
return Vector4( _mm_div_ps( mVec128, scalar.get128() ) );
}
__forceinline Vector4 & Vector4::operator /=( float scalar )
{
*this = *this / scalar;
return *this;
}
__forceinline Vector4 & Vector4::operator /=( const floatInVec &scalar )
{
*this = *this / scalar;
return *this;
}
__forceinline const Vector4 Vector4::operator -( ) const
{
return Vector4(_mm_sub_ps( _mm_setzero_ps(), mVec128 ) );
}
__forceinline const Vector4 operator *( float scalar, const Vector4 &vec )
{
return floatInVec(scalar) * vec;
}
__forceinline const Vector4 operator *( const floatInVec &scalar, const Vector4 &vec )
{
return vec * scalar;
}
__forceinline const Vector4 mulPerElem( const Vector4 &vec0, const Vector4 &vec1 )
{
return Vector4( _mm_mul_ps( vec0.get128(), vec1.get128() ) );
}
__forceinline const Vector4 divPerElem( const Vector4 &vec0, const Vector4 &vec1 )
{
return Vector4( _mm_div_ps( vec0.get128(), vec1.get128() ) );
}
__forceinline const Vector4 recipPerElem( const Vector4 &vec )
{
return Vector4( _mm_rcp_ps( vec.get128() ) );
}
__forceinline const Vector4 absPerElem( const Vector4 &vec )
{
return Vector4( fabsf4( vec.get128() ) );
}
__forceinline const Vector4 copySignPerElem( const Vector4 &vec0, const Vector4 &vec1 )
{
__m128 vmask = toM128(0x7fffffff);
return Vector4( _mm_or_ps(
_mm_and_ps ( vmask, vec0.get128() ), // Value
_mm_andnot_ps( vmask, vec1.get128() ) ) ); // Signs
}
__forceinline const Vector4 maxPerElem( const Vector4 &vec0, const Vector4 &vec1 )
{
return Vector4( _mm_max_ps( vec0.get128(), vec1.get128() ) );
}
__forceinline const floatInVec maxElem( const Vector4 &vec )
{
return floatInVec( _mm_max_ps(
_mm_max_ps( vec_splat( vec.get128(), 0 ), vec_splat( vec.get128(), 1 ) ),
_mm_max_ps( vec_splat( vec.get128(), 2 ), vec_splat( vec.get128(), 3 ) ) ) );
}
__forceinline const Vector4 minPerElem( const Vector4 &vec0, const Vector4 &vec1 )
{
return Vector4( _mm_min_ps( vec0.get128(), vec1.get128() ) );
}
__forceinline const floatInVec minElem( const Vector4 &vec )
{
return floatInVec( _mm_min_ps(
_mm_min_ps( vec_splat( vec.get128(), 0 ), vec_splat( vec.get128(), 1 ) ),
_mm_min_ps( vec_splat( vec.get128(), 2 ), vec_splat( vec.get128(), 3 ) ) ) );
}
__forceinline const floatInVec sum( const Vector4 &vec )
{
return floatInVec( _mm_add_ps(
_mm_add_ps( vec_splat( vec.get128(), 0 ), vec_splat( vec.get128(), 1 ) ),
_mm_add_ps( vec_splat( vec.get128(), 2 ), vec_splat( vec.get128(), 3 ) ) ) );
}
__forceinline const floatInVec dot( const Vector4 &vec0, const Vector4 &vec1 )
{
return floatInVec( _vmathVfDot4( vec0.get128(), vec1.get128() ), 0 );
}
__forceinline const floatInVec lengthSqr( const Vector4 &vec )
{
return floatInVec( _vmathVfDot4( vec.get128(), vec.get128() ), 0 );
}
__forceinline const floatInVec length( const Vector4 &vec )
{
return floatInVec( _mm_sqrt_ps(_vmathVfDot4( vec.get128(), vec.get128() )), 0 );
}
__forceinline const Vector4 normalizeApprox( const Vector4 &vec )
{
return Vector4( _mm_mul_ps( vec.get128(), _mm_rsqrt_ps( _vmathVfDot4( vec.get128(), vec.get128() ) ) ) );
}
__forceinline const Vector4 normalize( const Vector4 &vec )
{
return Vector4( _mm_mul_ps( vec.get128(), newtonrapson_rsqrt4( _vmathVfDot4( vec.get128(), vec.get128() ) ) ) );
}
__forceinline const Vector4 select( const Vector4 &vec0, const Vector4 &vec1, bool select1 )
{
return select( vec0, vec1, boolInVec(select1) );
}
#ifdef _VECTORMATH_DEBUG
__forceinline void print( const Vector4 &vec )
{
union { __m128 v; float s[4]; } tmp;
tmp.v = vec.get128();
printf( "( %f %f %f %f )\n", tmp.s[0], tmp.s[1], tmp.s[2], tmp.s[3] );
}
__forceinline void print( const Vector4 &vec, const char * name )
{
union { __m128 v; float s[4]; } tmp;
tmp.v = vec.get128();
printf( "%s: ( %f %f %f %f )\n", name, tmp.s[0], tmp.s[1], tmp.s[2], tmp.s[3] );
}
#endif
__forceinline Point3::Point3( float _x, float _y, float _z )
{
mVec128 = _mm_setr_ps(_x, _y, _z, 0.0f);
}
__forceinline Point3::Point3( const floatInVec &_x, const floatInVec &_y, const floatInVec &_z )
{
mVec128 = _mm_unpacklo_ps( _mm_unpacklo_ps( _x.get128(), _z.get128() ), _y.get128() );
}
__forceinline Point3::Point3( const Vector3 &vec )
{
mVec128 = vec.get128();
}
__forceinline Point3::Point3( float scalar )
{
mVec128 = floatInVec(scalar).get128();
}
__forceinline Point3::Point3( const floatInVec &scalar )
{
mVec128 = scalar.get128();
}
__forceinline Point3::Point3( __m128 vf4 )
{
mVec128 = vf4;
}
__forceinline const Point3 lerp( float t, const Point3 &pnt0, const Point3 &pnt1 )
{
return lerp( floatInVec(t), pnt0, pnt1 );
}
__forceinline const Point3 lerp( const floatInVec &t, const Point3 &pnt0, const Point3 &pnt1 )
{
return ( pnt0 + ( ( pnt1 - pnt0 ) * t ) );
}
__forceinline __m128 Point3::get128( ) const
{
return mVec128;
}
__forceinline void storeXYZ( const Point3 &pnt, __m128 * quad )
{
__m128 dstVec = *quad;
__declspec(align(16)) unsigned int sw[4] = {0, 0, 0, 0xffffffff}; // TODO: Centralize
dstVec = vec_sel(pnt.get128(), dstVec, sw);
*quad = dstVec;
}
__forceinline void loadXYZArray( Point3 & pnt0, Point3 & pnt1, Point3 & pnt2, Point3 & pnt3, const __m128 * threeQuads )
{
const float *quads = (float *)threeQuads;
pnt0 = Point3( _mm_load_ps(quads) );
pnt1 = Point3( _mm_loadu_ps(quads + 3) );
pnt2 = Point3( _mm_loadu_ps(quads + 6) );
pnt3 = Point3( _mm_loadu_ps(quads + 9) );
}
__forceinline void storeXYZArray( const Point3 &pnt0, const Point3 &pnt1, const Point3 &pnt2, const Point3 &pnt3, __m128 * threeQuads )
{
__m128 xxxx = _mm_shuffle_ps( pnt1.get128(), pnt1.get128(), _MM_SHUFFLE(0, 0, 0, 0) );
__m128 zzzz = _mm_shuffle_ps( pnt2.get128(), pnt2.get128(), _MM_SHUFFLE(2, 2, 2, 2) );
__declspec(align(16)) unsigned int xsw[4] = {0, 0, 0, 0xffffffff};
__declspec(align(16)) unsigned int zsw[4] = {0xffffffff, 0, 0, 0};
threeQuads[0] = vec_sel( pnt0.get128(), xxxx, xsw );
threeQuads[1] = _mm_shuffle_ps( pnt1.get128(), pnt2.get128(), _MM_SHUFFLE(1, 0, 2, 1) );
threeQuads[2] = vec_sel( _mm_shuffle_ps( pnt3.get128(), pnt3.get128(), _MM_SHUFFLE(2, 1, 0, 3) ), zzzz, zsw );
}
/*
__forceinline void storeHalfFloats( const Point3 &pnt0, const Point3 &pnt1, const Point3 &pnt2, const Point3 &pnt3, const Point3 &pnt4, const Point3 &pnt5, const Point3 &pnt6, const Point3 &pnt7, vec_ushort8 * threeQuads )
{
#if 0
__m128 xyz0[3];
__m128 xyz1[3];
storeXYZArray( pnt0, pnt1, pnt2, pnt3, xyz0 );
storeXYZArray( pnt4, pnt5, pnt6, pnt7, xyz1 );
threeQuads[0] = _vmath2VfToHalfFloats(xyz0[0], xyz0[1]);
threeQuads[1] = _vmath2VfToHalfFloats(xyz0[2], xyz1[0]);
threeQuads[2] = _vmath2VfToHalfFloats(xyz1[1], xyz1[2]);
#else
assert(0);
#endif
}
*/
__forceinline Point3 & Point3::operator =( const Point3 &pnt )
{
mVec128 = pnt.mVec128;
return *this;
}
__forceinline Point3 & Point3::setX( float _x )
{
_vmathVfSetElement(mVec128, _x, 0);
return *this;
}
__forceinline Point3 & Point3::setX( const floatInVec &_x )
{
mVec128 = _vmathVfInsert(mVec128, _x.get128(), 0);
return *this;
}
__forceinline const floatInVec Point3::getX( ) const
{
return floatInVec( mVec128, 0 );
}
__forceinline Point3 & Point3::setY( float _y )
{
_vmathVfSetElement(mVec128, _y, 1);
return *this;
}
__forceinline Point3 & Point3::setY( const floatInVec &_y )
{
mVec128 = _vmathVfInsert(mVec128, _y.get128(), 1);
return *this;
}
__forceinline const floatInVec Point3::getY( ) const
{
return floatInVec( mVec128, 1 );
}
__forceinline Point3 & Point3::setZ( float _z )
{
_vmathVfSetElement(mVec128, _z, 2);
return *this;
}
__forceinline Point3 & Point3::setZ( const floatInVec &_z )
{
mVec128 = _vmathVfInsert(mVec128, _z.get128(), 2);
return *this;
}
__forceinline const floatInVec Point3::getZ( ) const
{
return floatInVec( mVec128, 2 );
}
__forceinline Point3 & Point3::setElem( int idx, float value )
{
_vmathVfSetElement(mVec128, value, idx);
return *this;
}
__forceinline Point3 & Point3::setElem( int idx, const floatInVec &value )
{
mVec128 = _vmathVfInsert(mVec128, value.get128(), idx);
return *this;
}
__forceinline const floatInVec Point3::getElem( int idx ) const
{
return floatInVec( mVec128, idx );
}
__forceinline VecIdx Point3::operator []( int idx )
{
return VecIdx( mVec128, idx );
}
__forceinline const floatInVec Point3::operator []( int idx ) const
{
return floatInVec( mVec128, idx );
}
__forceinline const Vector3 Point3::operator -( const Point3 &pnt ) const
{
return Vector3( _mm_sub_ps( mVec128, pnt.mVec128 ) );
}
__forceinline const Point3 Point3::operator +( const Vector3 &vec ) const
{
return Point3( _mm_add_ps( mVec128, vec.get128() ) );
}
__forceinline const Point3 Point3::operator -( const Vector3 &vec ) const
{
return Point3( _mm_sub_ps( mVec128, vec.get128() ) );
}
__forceinline Point3 & Point3::operator +=( const Vector3 &vec )
{
*this = *this + vec;
return *this;
}
__forceinline Point3 & Point3::operator -=( const Vector3 &vec )
{
*this = *this - vec;
return *this;
}
__forceinline const Point3 mulPerElem( const Point3 &pnt0, const Point3 &pnt1 )
{
return Point3( _mm_mul_ps( pnt0.get128(), pnt1.get128() ) );
}
__forceinline const Point3 divPerElem( const Point3 &pnt0, const Point3 &pnt1 )
{
return Point3( _mm_div_ps( pnt0.get128(), pnt1.get128() ) );
}
__forceinline const Point3 recipPerElem( const Point3 &pnt )
{
return Point3( _mm_rcp_ps( pnt.get128() ) );
}
__forceinline const Point3 absPerElem( const Point3 &pnt )
{
return Point3( fabsf4( pnt.get128() ) );
}
__forceinline const Point3 copySignPerElem( const Point3 &pnt0, const Point3 &pnt1 )
{
__m128 vmask = toM128(0x7fffffff);
return Point3( _mm_or_ps(
_mm_and_ps ( vmask, pnt0.get128() ), // Value
_mm_andnot_ps( vmask, pnt1.get128() ) ) ); // Signs
}
__forceinline const Point3 maxPerElem( const Point3 &pnt0, const Point3 &pnt1 )
{
return Point3( _mm_max_ps( pnt0.get128(), pnt1.get128() ) );
}
__forceinline const floatInVec maxElem( const Point3 &pnt )
{
return floatInVec( _mm_max_ps( _mm_max_ps( vec_splat( pnt.get128(), 0 ), vec_splat( pnt.get128(), 1 ) ), vec_splat( pnt.get128(), 2 ) ) );
}
__forceinline const Point3 minPerElem( const Point3 &pnt0, const Point3 &pnt1 )
{
return Point3( _mm_min_ps( pnt0.get128(), pnt1.get128() ) );
}
__forceinline const floatInVec minElem( const Point3 &pnt )
{
return floatInVec( _mm_min_ps( _mm_min_ps( vec_splat( pnt.get128(), 0 ), vec_splat( pnt.get128(), 1 ) ), vec_splat( pnt.get128(), 2 ) ) );
}
__forceinline const floatInVec sum( const Point3 &pnt )
{
return floatInVec( _mm_add_ps( _mm_add_ps( vec_splat( pnt.get128(), 0 ), vec_splat( pnt.get128(), 1 ) ), vec_splat( pnt.get128(), 2 ) ) );
}
__forceinline const Point3 scale( const Point3 &pnt, float scaleVal )
{
return scale( pnt, floatInVec( scaleVal ) );
}
__forceinline const Point3 scale( const Point3 &pnt, const floatInVec &scaleVal )
{
return mulPerElem( pnt, Point3( scaleVal ) );
}
__forceinline const Point3 scale( const Point3 &pnt, const Vector3 &scaleVec )
{
return mulPerElem( pnt, Point3( scaleVec ) );
}
__forceinline const floatInVec projection( const Point3 &pnt, const Vector3 &unitVec )
{
return floatInVec( _vmathVfDot3( pnt.get128(), unitVec.get128() ), 0 );
}
__forceinline const floatInVec distSqrFromOrigin( const Point3 &pnt )
{
return lengthSqr( Vector3( pnt ) );
}
__forceinline const floatInVec distFromOrigin( const Point3 &pnt )
{
return length( Vector3( pnt ) );
}
__forceinline const floatInVec distSqr( const Point3 &pnt0, const Point3 &pnt1 )
{
return lengthSqr( ( pnt1 - pnt0 ) );
}
__forceinline const floatInVec dist( const Point3 &pnt0, const Point3 &pnt1 )
{
return length( ( pnt1 - pnt0 ) );
}
__forceinline const Point3 select( const Point3 &pnt0, const Point3 &pnt1, bool select1 )
{
return select( pnt0, pnt1, boolInVec(select1) );
}
__forceinline const Point3 select( const Point3 &pnt0, const Point3 &pnt1, const boolInVec &select1 )
{
return Point3( vec_sel( pnt0.get128(), pnt1.get128(), select1.get128() ) );
}
#ifdef _VECTORMATH_DEBUG
__forceinline void print( const Point3 &pnt )
{
union { __m128 v; float s[4]; } tmp;
tmp.v = pnt.get128();
printf( "( %f %f %f )\n", tmp.s[0], tmp.s[1], tmp.s[2] );
}
__forceinline void print( const Point3 &pnt, const char * name )
{
union { __m128 v; float s[4]; } tmp;
tmp.v = pnt.get128();
printf( "%s: ( %f %f %f )\n", name, tmp.s[0], tmp.s[1], tmp.s[2] );
}
#endif
} // namespace Aos
} // namespace Vectormath
#endif