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Diffstat (limited to 'extern/bullet2/BulletMultiThreaded/vectormath/scalar/cpp/vec_aos.h')
-rw-r--r-- | extern/bullet2/BulletMultiThreaded/vectormath/scalar/cpp/vec_aos.h | 1426 |
1 files changed, 0 insertions, 1426 deletions
diff --git a/extern/bullet2/BulletMultiThreaded/vectormath/scalar/cpp/vec_aos.h b/extern/bullet2/BulletMultiThreaded/vectormath/scalar/cpp/vec_aos.h deleted file mode 100644 index 46d4d6b3e5c..00000000000 --- a/extern/bullet2/BulletMultiThreaded/vectormath/scalar/cpp/vec_aos.h +++ /dev/null @@ -1,1426 +0,0 @@ -/* - Copyright (C) 2009 Sony Computer Entertainment Inc. - All rights reserved. - -This software is provided 'as-is', without any express or implied warranty. -In no event will the authors be held liable for any damages arising from the use of this software. -Permission is granted to anyone to use this software for any purpose, -including commercial applications, and to alter it and redistribute it freely, -subject to the following restrictions: - -1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. -2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. -3. This notice may not be removed or altered from any source distribution. - -*/ - -#ifndef _VECTORMATH_VEC_AOS_CPP_H -#define _VECTORMATH_VEC_AOS_CPP_H - -//----------------------------------------------------------------------------- -// Constants - -#define _VECTORMATH_SLERP_TOL 0.999f - -//----------------------------------------------------------------------------- -// Definitions - -#ifndef _VECTORMATH_INTERNAL_FUNCTIONS -#define _VECTORMATH_INTERNAL_FUNCTIONS - -#endif - -namespace Vectormath { -namespace Aos { - -inline Vector3::Vector3( const Vector3 & vec ) -{ - mX = vec.mX; - mY = vec.mY; - mZ = vec.mZ; -} - -inline Vector3::Vector3( float _x, float _y, float _z ) -{ - mX = _x; - mY = _y; - mZ = _z; -} - -inline Vector3::Vector3( const Point3 & pnt ) -{ - mX = pnt.getX(); - mY = pnt.getY(); - mZ = pnt.getZ(); -} - -inline Vector3::Vector3( float scalar ) -{ - mX = scalar; - mY = scalar; - mZ = scalar; -} - -inline const Vector3 Vector3::xAxis( ) -{ - return Vector3( 1.0f, 0.0f, 0.0f ); -} - -inline const Vector3 Vector3::yAxis( ) -{ - return Vector3( 0.0f, 1.0f, 0.0f ); -} - -inline const Vector3 Vector3::zAxis( ) -{ - return Vector3( 0.0f, 0.0f, 1.0f ); -} - -inline const Vector3 lerp( float t, const Vector3 & vec0, const Vector3 & vec1 ) -{ - return ( vec0 + ( ( vec1 - vec0 ) * t ) ); -} - -inline const Vector3 slerp( float t, const Vector3 & unitVec0, const Vector3 & unitVec1 ) -{ - float recipSinAngle, scale0, scale1, cosAngle, angle; - cosAngle = dot( unitVec0, unitVec1 ); - if ( cosAngle < _VECTORMATH_SLERP_TOL ) { - angle = acosf( cosAngle ); - recipSinAngle = ( 1.0f / sinf( angle ) ); - scale0 = ( sinf( ( ( 1.0f - t ) * angle ) ) * recipSinAngle ); - scale1 = ( sinf( ( t * angle ) ) * recipSinAngle ); - } else { - scale0 = ( 1.0f - t ); - scale1 = t; - } - return ( ( unitVec0 * scale0 ) + ( unitVec1 * scale1 ) ); -} - -inline void loadXYZ( Vector3 & vec, const float * fptr ) -{ - vec = Vector3( fptr[0], fptr[1], fptr[2] ); -} - -inline void storeXYZ( const Vector3 & vec, float * fptr ) -{ - fptr[0] = vec.getX(); - fptr[1] = vec.getY(); - fptr[2] = vec.getZ(); -} - -inline void loadHalfFloats( Vector3 & vec, const unsigned short * hfptr ) -{ - union Data32 { - unsigned int u32; - float f32; - }; - - for (int i = 0; i < 3; i++) { - unsigned short fp16 = hfptr[i]; - unsigned int sign = fp16 >> 15; - unsigned int exponent = (fp16 >> 10) & ((1 << 5) - 1); - unsigned int mantissa = fp16 & ((1 << 10) - 1); - - if (exponent == 0) { - // zero - mantissa = 0; - - } else if (exponent == 31) { - // infinity or nan -> infinity - exponent = 255; - mantissa = 0; - - } else { - exponent += 127 - 15; - mantissa <<= 13; - } - - Data32 d; - d.u32 = (sign << 31) | (exponent << 23) | mantissa; - vec[i] = d.f32; - } -} - -inline void storeHalfFloats( const Vector3 & vec, unsigned short * hfptr ) -{ - union Data32 { - unsigned int u32; - float f32; - }; - - for (int i = 0; i < 3; i++) { - Data32 d; - d.f32 = vec[i]; - - unsigned int sign = d.u32 >> 31; - unsigned int exponent = (d.u32 >> 23) & ((1 << 8) - 1); - unsigned int mantissa = d.u32 & ((1 << 23) - 1);; - - if (exponent == 0) { - // zero or denorm -> zero - mantissa = 0; - - } else if (exponent == 255 && mantissa != 0) { - // nan -> infinity - exponent = 31; - mantissa = 0; - - } else if (exponent >= 127 - 15 + 31) { - // overflow or infinity -> infinity - exponent = 31; - mantissa = 0; - - } else if (exponent <= 127 - 15) { - // underflow -> zero - exponent = 0; - mantissa = 0; - - } else { - exponent -= 127 - 15; - mantissa >>= 13; - } - - hfptr[i] = (unsigned short)((sign << 15) | (exponent << 10) | mantissa); - } -} - -inline Vector3 & Vector3::operator =( const Vector3 & vec ) -{ - mX = vec.mX; - mY = vec.mY; - mZ = vec.mZ; - return *this; -} - -inline Vector3 & Vector3::setX( float _x ) -{ - mX = _x; - return *this; -} - -inline float Vector3::getX( ) const -{ - return mX; -} - -inline Vector3 & Vector3::setY( float _y ) -{ - mY = _y; - return *this; -} - -inline float Vector3::getY( ) const -{ - return mY; -} - -inline Vector3 & Vector3::setZ( float _z ) -{ - mZ = _z; - return *this; -} - -inline float Vector3::getZ( ) const -{ - return mZ; -} - -inline Vector3 & Vector3::setElem( int idx, float value ) -{ - *(&mX + idx) = value; - return *this; -} - -inline float Vector3::getElem( int idx ) const -{ - return *(&mX + idx); -} - -inline float & Vector3::operator []( int idx ) -{ - return *(&mX + idx); -} - -inline float Vector3::operator []( int idx ) const -{ - return *(&mX + idx); -} - -inline const Vector3 Vector3::operator +( const Vector3 & vec ) const -{ - return Vector3( - ( mX + vec.mX ), - ( mY + vec.mY ), - ( mZ + vec.mZ ) - ); -} - -inline const Vector3 Vector3::operator -( const Vector3 & vec ) const -{ - return Vector3( - ( mX - vec.mX ), - ( mY - vec.mY ), - ( mZ - vec.mZ ) - ); -} - -inline const Point3 Vector3::operator +( const Point3 & pnt ) const -{ - return Point3( - ( mX + pnt.getX() ), - ( mY + pnt.getY() ), - ( mZ + pnt.getZ() ) - ); -} - -inline const Vector3 Vector3::operator *( float scalar ) const -{ - return Vector3( - ( mX * scalar ), - ( mY * scalar ), - ( mZ * scalar ) - ); -} - -inline Vector3 & Vector3::operator +=( const Vector3 & vec ) -{ - *this = *this + vec; - return *this; -} - -inline Vector3 & Vector3::operator -=( const Vector3 & vec ) -{ - *this = *this - vec; - return *this; -} - -inline Vector3 & Vector3::operator *=( float scalar ) -{ - *this = *this * scalar; - return *this; -} - -inline const Vector3 Vector3::operator /( float scalar ) const -{ - return Vector3( - ( mX / scalar ), - ( mY / scalar ), - ( mZ / scalar ) - ); -} - -inline Vector3 & Vector3::operator /=( float scalar ) -{ - *this = *this / scalar; - return *this; -} - -inline const Vector3 Vector3::operator -( ) const -{ - return Vector3( - -mX, - -mY, - -mZ - ); -} - -inline const Vector3 operator *( float scalar, const Vector3 & vec ) -{ - return vec * scalar; -} - -inline const Vector3 mulPerElem( const Vector3 & vec0, const Vector3 & vec1 ) -{ - return Vector3( - ( vec0.getX() * vec1.getX() ), - ( vec0.getY() * vec1.getY() ), - ( vec0.getZ() * vec1.getZ() ) - ); -} - -inline const Vector3 divPerElem( const Vector3 & vec0, const Vector3 & vec1 ) -{ - return Vector3( - ( vec0.getX() / vec1.getX() ), - ( vec0.getY() / vec1.getY() ), - ( vec0.getZ() / vec1.getZ() ) - ); -} - -inline const Vector3 recipPerElem( const Vector3 & vec ) -{ - return Vector3( - ( 1.0f / vec.getX() ), - ( 1.0f / vec.getY() ), - ( 1.0f / vec.getZ() ) - ); -} - -inline const Vector3 sqrtPerElem( const Vector3 & vec ) -{ - return Vector3( - sqrtf( vec.getX() ), - sqrtf( vec.getY() ), - sqrtf( vec.getZ() ) - ); -} - -inline const Vector3 rsqrtPerElem( const Vector3 & vec ) -{ - return Vector3( - ( 1.0f / sqrtf( vec.getX() ) ), - ( 1.0f / sqrtf( vec.getY() ) ), - ( 1.0f / sqrtf( vec.getZ() ) ) - ); -} - -inline const Vector3 absPerElem( const Vector3 & vec ) -{ - return Vector3( - fabsf( vec.getX() ), - fabsf( vec.getY() ), - fabsf( vec.getZ() ) - ); -} - -inline const Vector3 copySignPerElem( const Vector3 & vec0, const Vector3 & vec1 ) -{ - return Vector3( - ( vec1.getX() < 0.0f )? -fabsf( vec0.getX() ) : fabsf( vec0.getX() ), - ( vec1.getY() < 0.0f )? -fabsf( vec0.getY() ) : fabsf( vec0.getY() ), - ( vec1.getZ() < 0.0f )? -fabsf( vec0.getZ() ) : fabsf( vec0.getZ() ) - ); -} - -inline const Vector3 maxPerElem( const Vector3 & vec0, const Vector3 & vec1 ) -{ - return Vector3( - (vec0.getX() > vec1.getX())? vec0.getX() : vec1.getX(), - (vec0.getY() > vec1.getY())? vec0.getY() : vec1.getY(), - (vec0.getZ() > vec1.getZ())? vec0.getZ() : vec1.getZ() - ); -} - -inline float maxElem( const Vector3 & vec ) -{ - float result; - result = (vec.getX() > vec.getY())? vec.getX() : vec.getY(); - result = (vec.getZ() > result)? vec.getZ() : result; - return result; -} - -inline const Vector3 minPerElem( const Vector3 & vec0, const Vector3 & vec1 ) -{ - return Vector3( - (vec0.getX() < vec1.getX())? vec0.getX() : vec1.getX(), - (vec0.getY() < vec1.getY())? vec0.getY() : vec1.getY(), - (vec0.getZ() < vec1.getZ())? vec0.getZ() : vec1.getZ() - ); -} - -inline float minElem( const Vector3 & vec ) -{ - float result; - result = (vec.getX() < vec.getY())? vec.getX() : vec.getY(); - result = (vec.getZ() < result)? vec.getZ() : result; - return result; -} - -inline float sum( const Vector3 & vec ) -{ - float result; - result = ( vec.getX() + vec.getY() ); - result = ( result + vec.getZ() ); - return result; -} - -inline float dot( const Vector3 & vec0, const Vector3 & vec1 ) -{ - float result; - result = ( vec0.getX() * vec1.getX() ); - result = ( result + ( vec0.getY() * vec1.getY() ) ); - result = ( result + ( vec0.getZ() * vec1.getZ() ) ); - return result; -} - -inline float lengthSqr( const Vector3 & vec ) -{ - float result; - result = ( vec.getX() * vec.getX() ); - result = ( result + ( vec.getY() * vec.getY() ) ); - result = ( result + ( vec.getZ() * vec.getZ() ) ); - return result; -} - -inline float length( const Vector3 & vec ) -{ - return ::sqrtf( lengthSqr( vec ) ); -} - -inline const Vector3 normalize( const Vector3 & vec ) -{ - float lenSqr, lenInv; - lenSqr = lengthSqr( vec ); - lenInv = ( 1.0f / sqrtf( lenSqr ) ); - return Vector3( - ( vec.getX() * lenInv ), - ( vec.getY() * lenInv ), - ( vec.getZ() * lenInv ) - ); -} - -inline const Vector3 cross( const Vector3 & vec0, const Vector3 & vec1 ) -{ - return Vector3( - ( ( vec0.getY() * vec1.getZ() ) - ( vec0.getZ() * vec1.getY() ) ), - ( ( vec0.getZ() * vec1.getX() ) - ( vec0.getX() * vec1.getZ() ) ), - ( ( vec0.getX() * vec1.getY() ) - ( vec0.getY() * vec1.getX() ) ) - ); -} - -inline const Vector3 select( const Vector3 & vec0, const Vector3 & vec1, bool select1 ) -{ - return Vector3( - ( select1 )? vec1.getX() : vec0.getX(), - ( select1 )? vec1.getY() : vec0.getY(), - ( select1 )? vec1.getZ() : vec0.getZ() - ); -} - -#ifdef _VECTORMATH_DEBUG - -inline void print( const Vector3 & vec ) -{ - printf( "( %f %f %f )\n", vec.getX(), vec.getY(), vec.getZ() ); -} - -inline void print( const Vector3 & vec, const char * name ) -{ - printf( "%s: ( %f %f %f )\n", name, vec.getX(), vec.getY(), vec.getZ() ); -} - -#endif - -inline Vector4::Vector4( const Vector4 & vec ) -{ - mX = vec.mX; - mY = vec.mY; - mZ = vec.mZ; - mW = vec.mW; -} - -inline Vector4::Vector4( float _x, float _y, float _z, float _w ) -{ - mX = _x; - mY = _y; - mZ = _z; - mW = _w; -} - -inline Vector4::Vector4( const Vector3 & xyz, float _w ) -{ - this->setXYZ( xyz ); - this->setW( _w ); -} - -inline Vector4::Vector4( const Vector3 & vec ) -{ - mX = vec.getX(); - mY = vec.getY(); - mZ = vec.getZ(); - mW = 0.0f; -} - -inline Vector4::Vector4( const Point3 & pnt ) -{ - mX = pnt.getX(); - mY = pnt.getY(); - mZ = pnt.getZ(); - mW = 1.0f; -} - -inline Vector4::Vector4( const Quat & quat ) -{ - mX = quat.getX(); - mY = quat.getY(); - mZ = quat.getZ(); - mW = quat.getW(); -} - -inline Vector4::Vector4( float scalar ) -{ - mX = scalar; - mY = scalar; - mZ = scalar; - mW = scalar; -} - -inline const Vector4 Vector4::xAxis( ) -{ - return Vector4( 1.0f, 0.0f, 0.0f, 0.0f ); -} - -inline const Vector4 Vector4::yAxis( ) -{ - return Vector4( 0.0f, 1.0f, 0.0f, 0.0f ); -} - -inline const Vector4 Vector4::zAxis( ) -{ - return Vector4( 0.0f, 0.0f, 1.0f, 0.0f ); -} - -inline const Vector4 Vector4::wAxis( ) -{ - return Vector4( 0.0f, 0.0f, 0.0f, 1.0f ); -} - -inline const Vector4 lerp( float t, const Vector4 & vec0, const Vector4 & vec1 ) -{ - return ( vec0 + ( ( vec1 - vec0 ) * t ) ); -} - -inline const Vector4 slerp( float t, const Vector4 & unitVec0, const Vector4 & unitVec1 ) -{ - float recipSinAngle, scale0, scale1, cosAngle, angle; - cosAngle = dot( unitVec0, unitVec1 ); - if ( cosAngle < _VECTORMATH_SLERP_TOL ) { - angle = acosf( cosAngle ); - recipSinAngle = ( 1.0f / sinf( angle ) ); - scale0 = ( sinf( ( ( 1.0f - t ) * angle ) ) * recipSinAngle ); - scale1 = ( sinf( ( t * angle ) ) * recipSinAngle ); - } else { - scale0 = ( 1.0f - t ); - scale1 = t; - } - return ( ( unitVec0 * scale0 ) + ( unitVec1 * scale1 ) ); -} - -inline void loadXYZW( Vector4 & vec, const float * fptr ) -{ - vec = Vector4( fptr[0], fptr[1], fptr[2], fptr[3] ); -} - -inline void storeXYZW( const Vector4 & vec, float * fptr ) -{ - fptr[0] = vec.getX(); - fptr[1] = vec.getY(); - fptr[2] = vec.getZ(); - fptr[3] = vec.getW(); -} - -inline void loadHalfFloats( Vector4 & vec, const unsigned short * hfptr ) -{ - union Data32 { - unsigned int u32; - float f32; - }; - - for (int i = 0; i < 4; i++) { - unsigned short fp16 = hfptr[i]; - unsigned int sign = fp16 >> 15; - unsigned int exponent = (fp16 >> 10) & ((1 << 5) - 1); - unsigned int mantissa = fp16 & ((1 << 10) - 1); - - if (exponent == 0) { - // zero - mantissa = 0; - - } else if (exponent == 31) { - // infinity or nan -> infinity - exponent = 255; - mantissa = 0; - - } else { - exponent += 127 - 15; - mantissa <<= 13; - } - - Data32 d; - d.u32 = (sign << 31) | (exponent << 23) | mantissa; - vec[i] = d.f32; - } -} - -inline void storeHalfFloats( const Vector4 & vec, unsigned short * hfptr ) -{ - union Data32 { - unsigned int u32; - float f32; - }; - - for (int i = 0; i < 4; i++) { - Data32 d; - d.f32 = vec[i]; - - unsigned int sign = d.u32 >> 31; - unsigned int exponent = (d.u32 >> 23) & ((1 << 8) - 1); - unsigned int mantissa = d.u32 & ((1 << 23) - 1);; - - if (exponent == 0) { - // zero or denorm -> zero - mantissa = 0; - - } else if (exponent == 255 && mantissa != 0) { - // nan -> infinity - exponent = 31; - mantissa = 0; - - } else if (exponent >= 127 - 15 + 31) { - // overflow or infinity -> infinity - exponent = 31; - mantissa = 0; - - } else if (exponent <= 127 - 15) { - // underflow -> zero - exponent = 0; - mantissa = 0; - - } else { - exponent -= 127 - 15; - mantissa >>= 13; - } - - hfptr[i] = (unsigned short)((sign << 15) | (exponent << 10) | mantissa); - } -} - -inline Vector4 & Vector4::operator =( const Vector4 & vec ) -{ - mX = vec.mX; - mY = vec.mY; - mZ = vec.mZ; - mW = vec.mW; - return *this; -} - -inline Vector4 & Vector4::setXYZ( const Vector3 & vec ) -{ - mX = vec.getX(); - mY = vec.getY(); - mZ = vec.getZ(); - return *this; -} - -inline const Vector3 Vector4::getXYZ( ) const -{ - return Vector3( mX, mY, mZ ); -} - -inline Vector4 & Vector4::setX( float _x ) -{ - mX = _x; - return *this; -} - -inline float Vector4::getX( ) const -{ - return mX; -} - -inline Vector4 & Vector4::setY( float _y ) -{ - mY = _y; - return *this; -} - -inline float Vector4::getY( ) const -{ - return mY; -} - -inline Vector4 & Vector4::setZ( float _z ) -{ - mZ = _z; - return *this; -} - -inline float Vector4::getZ( ) const -{ - return mZ; -} - -inline Vector4 & Vector4::setW( float _w ) -{ - mW = _w; - return *this; -} - -inline float Vector4::getW( ) const -{ - return mW; -} - -inline Vector4 & Vector4::setElem( int idx, float value ) -{ - *(&mX + idx) = value; - return *this; -} - -inline float Vector4::getElem( int idx ) const -{ - return *(&mX + idx); -} - -inline float & Vector4::operator []( int idx ) -{ - return *(&mX + idx); -} - -inline float Vector4::operator []( int idx ) const -{ - return *(&mX + idx); -} - -inline const Vector4 Vector4::operator +( const Vector4 & vec ) const -{ - return Vector4( - ( mX + vec.mX ), - ( mY + vec.mY ), - ( mZ + vec.mZ ), - ( mW + vec.mW ) - ); -} - -inline const Vector4 Vector4::operator -( const Vector4 & vec ) const -{ - return Vector4( - ( mX - vec.mX ), - ( mY - vec.mY ), - ( mZ - vec.mZ ), - ( mW - vec.mW ) - ); -} - -inline const Vector4 Vector4::operator *( float scalar ) const -{ - return Vector4( - ( mX * scalar ), - ( mY * scalar ), - ( mZ * scalar ), - ( mW * scalar ) - ); -} - -inline Vector4 & Vector4::operator +=( const Vector4 & vec ) -{ - *this = *this + vec; - return *this; -} - -inline Vector4 & Vector4::operator -=( const Vector4 & vec ) -{ - *this = *this - vec; - return *this; -} - -inline Vector4 & Vector4::operator *=( float scalar ) -{ - *this = *this * scalar; - return *this; -} - -inline const Vector4 Vector4::operator /( float scalar ) const -{ - return Vector4( - ( mX / scalar ), - ( mY / scalar ), - ( mZ / scalar ), - ( mW / scalar ) - ); -} - -inline Vector4 & Vector4::operator /=( float scalar ) -{ - *this = *this / scalar; - return *this; -} - -inline const Vector4 Vector4::operator -( ) const -{ - return Vector4( - -mX, - -mY, - -mZ, - -mW - ); -} - -inline const Vector4 operator *( float scalar, const Vector4 & vec ) -{ - return vec * scalar; -} - -inline const Vector4 mulPerElem( const Vector4 & vec0, const Vector4 & vec1 ) -{ - return Vector4( - ( vec0.getX() * vec1.getX() ), - ( vec0.getY() * vec1.getY() ), - ( vec0.getZ() * vec1.getZ() ), - ( vec0.getW() * vec1.getW() ) - ); -} - -inline const Vector4 divPerElem( const Vector4 & vec0, const Vector4 & vec1 ) -{ - return Vector4( - ( vec0.getX() / vec1.getX() ), - ( vec0.getY() / vec1.getY() ), - ( vec0.getZ() / vec1.getZ() ), - ( vec0.getW() / vec1.getW() ) - ); -} - -inline const Vector4 recipPerElem( const Vector4 & vec ) -{ - return Vector4( - ( 1.0f / vec.getX() ), - ( 1.0f / vec.getY() ), - ( 1.0f / vec.getZ() ), - ( 1.0f / vec.getW() ) - ); -} - -inline const Vector4 sqrtPerElem( const Vector4 & vec ) -{ - return Vector4( - sqrtf( vec.getX() ), - sqrtf( vec.getY() ), - sqrtf( vec.getZ() ), - sqrtf( vec.getW() ) - ); -} - -inline const Vector4 rsqrtPerElem( const Vector4 & vec ) -{ - return Vector4( - ( 1.0f / sqrtf( vec.getX() ) ), - ( 1.0f / sqrtf( vec.getY() ) ), - ( 1.0f / sqrtf( vec.getZ() ) ), - ( 1.0f / sqrtf( vec.getW() ) ) - ); -} - -inline const Vector4 absPerElem( const Vector4 & vec ) -{ - return Vector4( - fabsf( vec.getX() ), - fabsf( vec.getY() ), - fabsf( vec.getZ() ), - fabsf( vec.getW() ) - ); -} - -inline const Vector4 copySignPerElem( const Vector4 & vec0, const Vector4 & vec1 ) -{ - return Vector4( - ( vec1.getX() < 0.0f )? -fabsf( vec0.getX() ) : fabsf( vec0.getX() ), - ( vec1.getY() < 0.0f )? -fabsf( vec0.getY() ) : fabsf( vec0.getY() ), - ( vec1.getZ() < 0.0f )? -fabsf( vec0.getZ() ) : fabsf( vec0.getZ() ), - ( vec1.getW() < 0.0f )? -fabsf( vec0.getW() ) : fabsf( vec0.getW() ) - ); -} - -inline const Vector4 maxPerElem( const Vector4 & vec0, const Vector4 & vec1 ) -{ - return Vector4( - (vec0.getX() > vec1.getX())? vec0.getX() : vec1.getX(), - (vec0.getY() > vec1.getY())? vec0.getY() : vec1.getY(), - (vec0.getZ() > vec1.getZ())? vec0.getZ() : vec1.getZ(), - (vec0.getW() > vec1.getW())? vec0.getW() : vec1.getW() - ); -} - -inline float maxElem( const Vector4 & vec ) -{ - float result; - result = (vec.getX() > vec.getY())? vec.getX() : vec.getY(); - result = (vec.getZ() > result)? vec.getZ() : result; - result = (vec.getW() > result)? vec.getW() : result; - return result; -} - -inline const Vector4 minPerElem( const Vector4 & vec0, const Vector4 & vec1 ) -{ - return Vector4( - (vec0.getX() < vec1.getX())? vec0.getX() : vec1.getX(), - (vec0.getY() < vec1.getY())? vec0.getY() : vec1.getY(), - (vec0.getZ() < vec1.getZ())? vec0.getZ() : vec1.getZ(), - (vec0.getW() < vec1.getW())? vec0.getW() : vec1.getW() - ); -} - -inline float minElem( const Vector4 & vec ) -{ - float result; - result = (vec.getX() < vec.getY())? vec.getX() : vec.getY(); - result = (vec.getZ() < result)? vec.getZ() : result; - result = (vec.getW() < result)? vec.getW() : result; - return result; -} - -inline float sum( const Vector4 & vec ) -{ - float result; - result = ( vec.getX() + vec.getY() ); - result = ( result + vec.getZ() ); - result = ( result + vec.getW() ); - return result; -} - -inline float dot( const Vector4 & vec0, const Vector4 & vec1 ) -{ - float result; - result = ( vec0.getX() * vec1.getX() ); - result = ( result + ( vec0.getY() * vec1.getY() ) ); - result = ( result + ( vec0.getZ() * vec1.getZ() ) ); - result = ( result + ( vec0.getW() * vec1.getW() ) ); - return result; -} - -inline float lengthSqr( const Vector4 & vec ) -{ - float result; - result = ( vec.getX() * vec.getX() ); - result = ( result + ( vec.getY() * vec.getY() ) ); - result = ( result + ( vec.getZ() * vec.getZ() ) ); - result = ( result + ( vec.getW() * vec.getW() ) ); - return result; -} - -inline float length( const Vector4 & vec ) -{ - return ::sqrtf( lengthSqr( vec ) ); -} - -inline const Vector4 normalize( const Vector4 & vec ) -{ - float lenSqr, lenInv; - lenSqr = lengthSqr( vec ); - lenInv = ( 1.0f / sqrtf( lenSqr ) ); - return Vector4( - ( vec.getX() * lenInv ), - ( vec.getY() * lenInv ), - ( vec.getZ() * lenInv ), - ( vec.getW() * lenInv ) - ); -} - -inline const Vector4 select( const Vector4 & vec0, const Vector4 & vec1, bool select1 ) -{ - return Vector4( - ( select1 )? vec1.getX() : vec0.getX(), - ( select1 )? vec1.getY() : vec0.getY(), - ( select1 )? vec1.getZ() : vec0.getZ(), - ( select1 )? vec1.getW() : vec0.getW() - ); -} - -#ifdef _VECTORMATH_DEBUG - -inline void print( const Vector4 & vec ) -{ - printf( "( %f %f %f %f )\n", vec.getX(), vec.getY(), vec.getZ(), vec.getW() ); -} - -inline void print( const Vector4 & vec, const char * name ) -{ - printf( "%s: ( %f %f %f %f )\n", name, vec.getX(), vec.getY(), vec.getZ(), vec.getW() ); -} - -#endif - -inline Point3::Point3( const Point3 & pnt ) -{ - mX = pnt.mX; - mY = pnt.mY; - mZ = pnt.mZ; -} - -inline Point3::Point3( float _x, float _y, float _z ) -{ - mX = _x; - mY = _y; - mZ = _z; -} - -inline Point3::Point3( const Vector3 & vec ) -{ - mX = vec.getX(); - mY = vec.getY(); - mZ = vec.getZ(); -} - -inline Point3::Point3( float scalar ) -{ - mX = scalar; - mY = scalar; - mZ = scalar; -} - -inline const Point3 lerp( float t, const Point3 & pnt0, const Point3 & pnt1 ) -{ - return ( pnt0 + ( ( pnt1 - pnt0 ) * t ) ); -} - -inline void loadXYZ( Point3 & pnt, const float * fptr ) -{ - pnt = Point3( fptr[0], fptr[1], fptr[2] ); -} - -inline void storeXYZ( const Point3 & pnt, float * fptr ) -{ - fptr[0] = pnt.getX(); - fptr[1] = pnt.getY(); - fptr[2] = pnt.getZ(); -} - -inline void loadHalfFloats( Point3 & vec, const unsigned short * hfptr ) -{ - union Data32 { - unsigned int u32; - float f32; - }; - - for (int i = 0; i < 3; i++) { - unsigned short fp16 = hfptr[i]; - unsigned int sign = fp16 >> 15; - unsigned int exponent = (fp16 >> 10) & ((1 << 5) - 1); - unsigned int mantissa = fp16 & ((1 << 10) - 1); - - if (exponent == 0) { - // zero - mantissa = 0; - - } else if (exponent == 31) { - // infinity or nan -> infinity - exponent = 255; - mantissa = 0; - - } else { - exponent += 127 - 15; - mantissa <<= 13; - } - - Data32 d; - d.u32 = (sign << 31) | (exponent << 23) | mantissa; - vec[i] = d.f32; - } -} - -inline void storeHalfFloats( const Point3 & vec, unsigned short * hfptr ) -{ - union Data32 { - unsigned int u32; - float f32; - }; - - for (int i = 0; i < 3; i++) { - Data32 d; - d.f32 = vec[i]; - - unsigned int sign = d.u32 >> 31; - unsigned int exponent = (d.u32 >> 23) & ((1 << 8) - 1); - unsigned int mantissa = d.u32 & ((1 << 23) - 1);; - - if (exponent == 0) { - // zero or denorm -> zero - mantissa = 0; - - } else if (exponent == 255 && mantissa != 0) { - // nan -> infinity - exponent = 31; - mantissa = 0; - - } else if (exponent >= 127 - 15 + 31) { - // overflow or infinity -> infinity - exponent = 31; - mantissa = 0; - - } else if (exponent <= 127 - 15) { - // underflow -> zero - exponent = 0; - mantissa = 0; - - } else { - exponent -= 127 - 15; - mantissa >>= 13; - } - - hfptr[i] = (unsigned short)((sign << 15) | (exponent << 10) | mantissa); - } -} - -inline Point3 & Point3::operator =( const Point3 & pnt ) -{ - mX = pnt.mX; - mY = pnt.mY; - mZ = pnt.mZ; - return *this; -} - -inline Point3 & Point3::setX( float _x ) -{ - mX = _x; - return *this; -} - -inline float Point3::getX( ) const -{ - return mX; -} - -inline Point3 & Point3::setY( float _y ) -{ - mY = _y; - return *this; -} - -inline float Point3::getY( ) const -{ - return mY; -} - -inline Point3 & Point3::setZ( float _z ) -{ - mZ = _z; - return *this; -} - -inline float Point3::getZ( ) const -{ - return mZ; -} - -inline Point3 & Point3::setElem( int idx, float value ) -{ - *(&mX + idx) = value; - return *this; -} - -inline float Point3::getElem( int idx ) const -{ - return *(&mX + idx); -} - -inline float & Point3::operator []( int idx ) -{ - return *(&mX + idx); -} - -inline float Point3::operator []( int idx ) const -{ - return *(&mX + idx); -} - -inline const Vector3 Point3::operator -( const Point3 & pnt ) const -{ - return Vector3( - ( mX - pnt.mX ), - ( mY - pnt.mY ), - ( mZ - pnt.mZ ) - ); -} - -inline const Point3 Point3::operator +( const Vector3 & vec ) const -{ - return Point3( - ( mX + vec.getX() ), - ( mY + vec.getY() ), - ( mZ + vec.getZ() ) - ); -} - -inline const Point3 Point3::operator -( const Vector3 & vec ) const -{ - return Point3( - ( mX - vec.getX() ), - ( mY - vec.getY() ), - ( mZ - vec.getZ() ) - ); -} - -inline Point3 & Point3::operator +=( const Vector3 & vec ) -{ - *this = *this + vec; - return *this; -} - -inline Point3 & Point3::operator -=( const Vector3 & vec ) -{ - *this = *this - vec; - return *this; -} - -inline const Point3 mulPerElem( const Point3 & pnt0, const Point3 & pnt1 ) -{ - return Point3( - ( pnt0.getX() * pnt1.getX() ), - ( pnt0.getY() * pnt1.getY() ), - ( pnt0.getZ() * pnt1.getZ() ) - ); -} - -inline const Point3 divPerElem( const Point3 & pnt0, const Point3 & pnt1 ) -{ - return Point3( - ( pnt0.getX() / pnt1.getX() ), - ( pnt0.getY() / pnt1.getY() ), - ( pnt0.getZ() / pnt1.getZ() ) - ); -} - -inline const Point3 recipPerElem( const Point3 & pnt ) -{ - return Point3( - ( 1.0f / pnt.getX() ), - ( 1.0f / pnt.getY() ), - ( 1.0f / pnt.getZ() ) - ); -} - -inline const Point3 sqrtPerElem( const Point3 & pnt ) -{ - return Point3( - sqrtf( pnt.getX() ), - sqrtf( pnt.getY() ), - sqrtf( pnt.getZ() ) - ); -} - -inline const Point3 rsqrtPerElem( const Point3 & pnt ) -{ - return Point3( - ( 1.0f / sqrtf( pnt.getX() ) ), - ( 1.0f / sqrtf( pnt.getY() ) ), - ( 1.0f / sqrtf( pnt.getZ() ) ) - ); -} - -inline const Point3 absPerElem( const Point3 & pnt ) -{ - return Point3( - fabsf( pnt.getX() ), - fabsf( pnt.getY() ), - fabsf( pnt.getZ() ) - ); -} - -inline const Point3 copySignPerElem( const Point3 & pnt0, const Point3 & pnt1 ) -{ - return Point3( - ( pnt1.getX() < 0.0f )? -fabsf( pnt0.getX() ) : fabsf( pnt0.getX() ), - ( pnt1.getY() < 0.0f )? -fabsf( pnt0.getY() ) : fabsf( pnt0.getY() ), - ( pnt1.getZ() < 0.0f )? -fabsf( pnt0.getZ() ) : fabsf( pnt0.getZ() ) - ); -} - -inline const Point3 maxPerElem( const Point3 & pnt0, const Point3 & pnt1 ) -{ - return Point3( - (pnt0.getX() > pnt1.getX())? pnt0.getX() : pnt1.getX(), - (pnt0.getY() > pnt1.getY())? pnt0.getY() : pnt1.getY(), - (pnt0.getZ() > pnt1.getZ())? pnt0.getZ() : pnt1.getZ() - ); -} - -inline float maxElem( const Point3 & pnt ) -{ - float result; - result = (pnt.getX() > pnt.getY())? pnt.getX() : pnt.getY(); - result = (pnt.getZ() > result)? pnt.getZ() : result; - return result; -} - -inline const Point3 minPerElem( const Point3 & pnt0, const Point3 & pnt1 ) -{ - return Point3( - (pnt0.getX() < pnt1.getX())? pnt0.getX() : pnt1.getX(), - (pnt0.getY() < pnt1.getY())? pnt0.getY() : pnt1.getY(), - (pnt0.getZ() < pnt1.getZ())? pnt0.getZ() : pnt1.getZ() - ); -} - -inline float minElem( const Point3 & pnt ) -{ - float result; - result = (pnt.getX() < pnt.getY())? pnt.getX() : pnt.getY(); - result = (pnt.getZ() < result)? pnt.getZ() : result; - return result; -} - -inline float sum( const Point3 & pnt ) -{ - float result; - result = ( pnt.getX() + pnt.getY() ); - result = ( result + pnt.getZ() ); - return result; -} - -inline const Point3 scale( const Point3 & pnt, float scaleVal ) -{ - return mulPerElem( pnt, Point3( scaleVal ) ); -} - -inline const Point3 scale( const Point3 & pnt, const Vector3 & scaleVec ) -{ - return mulPerElem( pnt, Point3( scaleVec ) ); -} - -inline float projection( const Point3 & pnt, const Vector3 & unitVec ) -{ - float result; - result = ( pnt.getX() * unitVec.getX() ); - result = ( result + ( pnt.getY() * unitVec.getY() ) ); - result = ( result + ( pnt.getZ() * unitVec.getZ() ) ); - return result; -} - -inline float distSqrFromOrigin( const Point3 & pnt ) -{ - return lengthSqr( Vector3( pnt ) ); -} - -inline float distFromOrigin( const Point3 & pnt ) -{ - return length( Vector3( pnt ) ); -} - -inline float distSqr( const Point3 & pnt0, const Point3 & pnt1 ) -{ - return lengthSqr( ( pnt1 - pnt0 ) ); -} - -inline float dist( const Point3 & pnt0, const Point3 & pnt1 ) -{ - return length( ( pnt1 - pnt0 ) ); -} - -inline const Point3 select( const Point3 & pnt0, const Point3 & pnt1, bool select1 ) -{ - return Point3( - ( select1 )? pnt1.getX() : pnt0.getX(), - ( select1 )? pnt1.getY() : pnt0.getY(), - ( select1 )? pnt1.getZ() : pnt0.getZ() - ); -} - -#ifdef _VECTORMATH_DEBUG - -inline void print( const Point3 & pnt ) -{ - printf( "( %f %f %f )\n", pnt.getX(), pnt.getY(), pnt.getZ() ); -} - -inline void print( const Point3 & pnt, const char * name ) -{ - printf( "%s: ( %f %f %f )\n", name, pnt.getX(), pnt.getY(), pnt.getZ() ); -} - -#endif - -} // namespace Aos -} // namespace Vectormath - -#endif |