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Diffstat (limited to 'extern/bullet2/BulletMultiThreaded/vectormath/scalar/cpp/vectormath_aos.h')
-rw-r--r--extern/bullet2/BulletMultiThreaded/vectormath/scalar/cpp/vectormath_aos.h1872
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diff --git a/extern/bullet2/BulletMultiThreaded/vectormath/scalar/cpp/vectormath_aos.h b/extern/bullet2/BulletMultiThreaded/vectormath/scalar/cpp/vectormath_aos.h
deleted file mode 100644
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--- a/extern/bullet2/BulletMultiThreaded/vectormath/scalar/cpp/vectormath_aos.h
+++ /dev/null
@@ -1,1872 +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_AOS_CPP_H
-#define _VECTORMATH_AOS_CPP_H
-
-#include <math.h>
-
-#ifdef _VECTORMATH_DEBUG
-#include <stdio.h>
-#endif
-
-namespace Vectormath {
-
-namespace Aos {
-
-//-----------------------------------------------------------------------------
-// Forward Declarations
-//
-
-class Vector3;
-class Vector4;
-class Point3;
-class Quat;
-class Matrix3;
-class Matrix4;
-class Transform3;
-
-// A 3-D vector in array-of-structures format
-//
-class Vector3
-{
- float mX;
- float mY;
- float mZ;
-#ifndef __GNUC__
- float d;
-#endif
-
-public:
- // Default constructor; does no initialization
- //
- inline Vector3( ) { };
-
- // Copy a 3-D vector
- //
- inline Vector3( const Vector3 & vec );
-
- // Construct a 3-D vector from x, y, and z elements
- //
- inline Vector3( float x, float y, float z );
-
- // Copy elements from a 3-D point into a 3-D vector
- //
- explicit inline Vector3( const Point3 & pnt );
-
- // Set all elements of a 3-D vector to the same scalar value
- //
- explicit inline Vector3( float scalar );
-
- // Assign one 3-D vector to another
- //
- inline Vector3 & operator =( const Vector3 & vec );
-
- // Set the x element of a 3-D vector
- //
- inline Vector3 & setX( float x );
-
- // Set the y element of a 3-D vector
- //
- inline Vector3 & setY( float y );
-
- // Set the z element of a 3-D vector
- //
- inline Vector3 & setZ( float z );
-
- // Get the x element of a 3-D vector
- //
- inline float getX( ) const;
-
- // Get the y element of a 3-D vector
- //
- inline float getY( ) const;
-
- // Get the z element of a 3-D vector
- //
- inline float getZ( ) const;
-
- // Set an x, y, or z element of a 3-D vector by index
- //
- inline Vector3 & setElem( int idx, float value );
-
- // Get an x, y, or z element of a 3-D vector by index
- //
- inline float getElem( int idx ) const;
-
- // Subscripting operator to set or get an element
- //
- inline float & operator []( int idx );
-
- // Subscripting operator to get an element
- //
- inline float operator []( int idx ) const;
-
- // Add two 3-D vectors
- //
- inline const Vector3 operator +( const Vector3 & vec ) const;
-
- // Subtract a 3-D vector from another 3-D vector
- //
- inline const Vector3 operator -( const Vector3 & vec ) const;
-
- // Add a 3-D vector to a 3-D point
- //
- inline const Point3 operator +( const Point3 & pnt ) const;
-
- // Multiply a 3-D vector by a scalar
- //
- inline const Vector3 operator *( float scalar ) const;
-
- // Divide a 3-D vector by a scalar
- //
- inline const Vector3 operator /( float scalar ) const;
-
- // Perform compound assignment and addition with a 3-D vector
- //
- inline Vector3 & operator +=( const Vector3 & vec );
-
- // Perform compound assignment and subtraction by a 3-D vector
- //
- inline Vector3 & operator -=( const Vector3 & vec );
-
- // Perform compound assignment and multiplication by a scalar
- //
- inline Vector3 & operator *=( float scalar );
-
- // Perform compound assignment and division by a scalar
- //
- inline Vector3 & operator /=( float scalar );
-
- // Negate all elements of a 3-D vector
- //
- inline const Vector3 operator -( ) const;
-
- // Construct x axis
- //
- static inline const Vector3 xAxis( );
-
- // Construct y axis
- //
- static inline const Vector3 yAxis( );
-
- // Construct z axis
- //
- static inline const Vector3 zAxis( );
-
-}
-#ifdef __GNUC__
-__attribute__ ((aligned(16)))
-#endif
-;
-
-// Multiply a 3-D vector by a scalar
-//
-inline const Vector3 operator *( float scalar, const Vector3 & vec );
-
-// Multiply two 3-D vectors per element
-//
-inline const Vector3 mulPerElem( const Vector3 & vec0, const Vector3 & vec1 );
-
-// Divide two 3-D vectors per element
-// NOTE:
-// Floating-point behavior matches standard library function divf4.
-//
-inline const Vector3 divPerElem( const Vector3 & vec0, const Vector3 & vec1 );
-
-// Compute the reciprocal of a 3-D vector per element
-// NOTE:
-// Floating-point behavior matches standard library function recipf4.
-//
-inline const Vector3 recipPerElem( const Vector3 & vec );
-
-// Compute the square root of a 3-D vector per element
-// NOTE:
-// Floating-point behavior matches standard library function sqrtf4.
-//
-inline const Vector3 sqrtPerElem( const Vector3 & vec );
-
-// Compute the reciprocal square root of a 3-D vector per element
-// NOTE:
-// Floating-point behavior matches standard library function rsqrtf4.
-//
-inline const Vector3 rsqrtPerElem( const Vector3 & vec );
-
-// Compute the absolute value of a 3-D vector per element
-//
-inline const Vector3 absPerElem( const Vector3 & vec );
-
-// Copy sign from one 3-D vector to another, per element
-//
-inline const Vector3 copySignPerElem( const Vector3 & vec0, const Vector3 & vec1 );
-
-// Maximum of two 3-D vectors per element
-//
-inline const Vector3 maxPerElem( const Vector3 & vec0, const Vector3 & vec1 );
-
-// Minimum of two 3-D vectors per element
-//
-inline const Vector3 minPerElem( const Vector3 & vec0, const Vector3 & vec1 );
-
-// Maximum element of a 3-D vector
-//
-inline float maxElem( const Vector3 & vec );
-
-// Minimum element of a 3-D vector
-//
-inline float minElem( const Vector3 & vec );
-
-// Compute the sum of all elements of a 3-D vector
-//
-inline float sum( const Vector3 & vec );
-
-// Compute the dot product of two 3-D vectors
-//
-inline float dot( const Vector3 & vec0, const Vector3 & vec1 );
-
-// Compute the square of the length of a 3-D vector
-//
-inline float lengthSqr( const Vector3 & vec );
-
-// Compute the length of a 3-D vector
-//
-inline float length( const Vector3 & vec );
-
-// Normalize a 3-D vector
-// NOTE:
-// The result is unpredictable when all elements of vec are at or near zero.
-//
-inline const Vector3 normalize( const Vector3 & vec );
-
-// Compute cross product of two 3-D vectors
-//
-inline const Vector3 cross( const Vector3 & vec0, const Vector3 & vec1 );
-
-// Outer product of two 3-D vectors
-//
-inline const Matrix3 outer( const Vector3 & vec0, const Vector3 & vec1 );
-
-// Pre-multiply a row vector by a 3x3 matrix
-//
-inline const Vector3 rowMul( const Vector3 & vec, const Matrix3 & mat );
-
-// Cross-product matrix of a 3-D vector
-//
-inline const Matrix3 crossMatrix( const Vector3 & vec );
-
-// Create cross-product matrix and multiply
-// NOTE:
-// Faster than separately creating a cross-product matrix and multiplying.
-//
-inline const Matrix3 crossMatrixMul( const Vector3 & vec, const Matrix3 & mat );
-
-// Linear interpolation between two 3-D vectors
-// NOTE:
-// Does not clamp t between 0 and 1.
-//
-inline const Vector3 lerp( float t, const Vector3 & vec0, const Vector3 & vec1 );
-
-// Spherical linear interpolation between two 3-D vectors
-// NOTE:
-// The result is unpredictable if the vectors point in opposite directions.
-// Does not clamp t between 0 and 1.
-//
-inline const Vector3 slerp( float t, const Vector3 & unitVec0, const Vector3 & unitVec1 );
-
-// Conditionally select between two 3-D vectors
-//
-inline const Vector3 select( const Vector3 & vec0, const Vector3 & vec1, bool select1 );
-
-// Load x, y, and z elements from the first three words of a float array.
-//
-//
-inline void loadXYZ( Vector3 & vec, const float * fptr );
-
-// Store x, y, and z elements of a 3-D vector in the first three words of a float array.
-// Memory area of previous 16 bytes and next 32 bytes from fptr might be accessed
-//
-inline void storeXYZ( const Vector3 & vec, float * fptr );
-
-// Load three-half-floats as a 3-D vector
-// NOTE:
-// This transformation does not support either denormalized numbers or NaNs.
-//
-inline void loadHalfFloats( Vector3 & vec, const unsigned short * hfptr );
-
-// Store a 3-D vector as half-floats. Memory area of previous 16 bytes and next 32 bytes from <code><i>hfptr</i></code> might be accessed.
-// NOTE:
-// This transformation does not support either denormalized numbers or NaNs. Memory area of previous 16 bytes and next 32 bytes from hfptr might be accessed.
-//
-inline void storeHalfFloats( const Vector3 & vec, unsigned short * hfptr );
-
-#ifdef _VECTORMATH_DEBUG
-
-// Print a 3-D vector
-// NOTE:
-// Function is only defined when _VECTORMATH_DEBUG is defined.
-//
-inline void print( const Vector3 & vec );
-
-// Print a 3-D vector and an associated string identifier
-// NOTE:
-// Function is only defined when _VECTORMATH_DEBUG is defined.
-//
-inline void print( const Vector3 & vec, const char * name );
-
-#endif
-
-// A 4-D vector in array-of-structures format
-//
-class Vector4
-{
- float mX;
- float mY;
- float mZ;
- float mW;
-
-public:
- // Default constructor; does no initialization
- //
- inline Vector4( ) { };
-
- // Copy a 4-D vector
- //
- inline Vector4( const Vector4 & vec );
-
- // Construct a 4-D vector from x, y, z, and w elements
- //
- inline Vector4( float x, float y, float z, float w );
-
- // Construct a 4-D vector from a 3-D vector and a scalar
- //
- inline Vector4( const Vector3 & xyz, float w );
-
- // Copy x, y, and z from a 3-D vector into a 4-D vector, and set w to 0
- //
- explicit inline Vector4( const Vector3 & vec );
-
- // Copy x, y, and z from a 3-D point into a 4-D vector, and set w to 1
- //
- explicit inline Vector4( const Point3 & pnt );
-
- // Copy elements from a quaternion into a 4-D vector
- //
- explicit inline Vector4( const Quat & quat );
-
- // Set all elements of a 4-D vector to the same scalar value
- //
- explicit inline Vector4( float scalar );
-
- // Assign one 4-D vector to another
- //
- inline Vector4 & operator =( const Vector4 & vec );
-
- // Set the x, y, and z elements of a 4-D vector
- // NOTE:
- // This function does not change the w element.
- //
- inline Vector4 & setXYZ( const Vector3 & vec );
-
- // Get the x, y, and z elements of a 4-D vector
- //
- inline const Vector3 getXYZ( ) const;
-
- // Set the x element of a 4-D vector
- //
- inline Vector4 & setX( float x );
-
- // Set the y element of a 4-D vector
- //
- inline Vector4 & setY( float y );
-
- // Set the z element of a 4-D vector
- //
- inline Vector4 & setZ( float z );
-
- // Set the w element of a 4-D vector
- //
- inline Vector4 & setW( float w );
-
- // Get the x element of a 4-D vector
- //
- inline float getX( ) const;
-
- // Get the y element of a 4-D vector
- //
- inline float getY( ) const;
-
- // Get the z element of a 4-D vector
- //
- inline float getZ( ) const;
-
- // Get the w element of a 4-D vector
- //
- inline float getW( ) const;
-
- // Set an x, y, z, or w element of a 4-D vector by index
- //
- inline Vector4 & setElem( int idx, float value );
-
- // Get an x, y, z, or w element of a 4-D vector by index
- //
- inline float getElem( int idx ) const;
-
- // Subscripting operator to set or get an element
- //
- inline float & operator []( int idx );
-
- // Subscripting operator to get an element
- //
- inline float operator []( int idx ) const;
-
- // Add two 4-D vectors
- //
- inline const Vector4 operator +( const Vector4 & vec ) const;
-
- // Subtract a 4-D vector from another 4-D vector
- //
- inline const Vector4 operator -( const Vector4 & vec ) const;
-
- // Multiply a 4-D vector by a scalar
- //
- inline const Vector4 operator *( float scalar ) const;
-
- // Divide a 4-D vector by a scalar
- //
- inline const Vector4 operator /( float scalar ) const;
-
- // Perform compound assignment and addition with a 4-D vector
- //
- inline Vector4 & operator +=( const Vector4 & vec );
-
- // Perform compound assignment and subtraction by a 4-D vector
- //
- inline Vector4 & operator -=( const Vector4 & vec );
-
- // Perform compound assignment and multiplication by a scalar
- //
- inline Vector4 & operator *=( float scalar );
-
- // Perform compound assignment and division by a scalar
- //
- inline Vector4 & operator /=( float scalar );
-
- // Negate all elements of a 4-D vector
- //
- inline const Vector4 operator -( ) const;
-
- // Construct x axis
- //
- static inline const Vector4 xAxis( );
-
- // Construct y axis
- //
- static inline const Vector4 yAxis( );
-
- // Construct z axis
- //
- static inline const Vector4 zAxis( );
-
- // Construct w axis
- //
- static inline const Vector4 wAxis( );
-
-}
-#ifdef __GNUC__
-__attribute__ ((aligned(16)))
-#endif
-;
-
-// Multiply a 4-D vector by a scalar
-//
-inline const Vector4 operator *( float scalar, const Vector4 & vec );
-
-// Multiply two 4-D vectors per element
-//
-inline const Vector4 mulPerElem( const Vector4 & vec0, const Vector4 & vec1 );
-
-// Divide two 4-D vectors per element
-// NOTE:
-// Floating-point behavior matches standard library function divf4.
-//
-inline const Vector4 divPerElem( const Vector4 & vec0, const Vector4 & vec1 );
-
-// Compute the reciprocal of a 4-D vector per element
-// NOTE:
-// Floating-point behavior matches standard library function recipf4.
-//
-inline const Vector4 recipPerElem( const Vector4 & vec );
-
-// Compute the square root of a 4-D vector per element
-// NOTE:
-// Floating-point behavior matches standard library function sqrtf4.
-//
-inline const Vector4 sqrtPerElem( const Vector4 & vec );
-
-// Compute the reciprocal square root of a 4-D vector per element
-// NOTE:
-// Floating-point behavior matches standard library function rsqrtf4.
-//
-inline const Vector4 rsqrtPerElem( const Vector4 & vec );
-
-// Compute the absolute value of a 4-D vector per element
-//
-inline const Vector4 absPerElem( const Vector4 & vec );
-
-// Copy sign from one 4-D vector to another, per element
-//
-inline const Vector4 copySignPerElem( const Vector4 & vec0, const Vector4 & vec1 );
-
-// Maximum of two 4-D vectors per element
-//
-inline const Vector4 maxPerElem( const Vector4 & vec0, const Vector4 & vec1 );
-
-// Minimum of two 4-D vectors per element
-//
-inline const Vector4 minPerElem( const Vector4 & vec0, const Vector4 & vec1 );
-
-// Maximum element of a 4-D vector
-//
-inline float maxElem( const Vector4 & vec );
-
-// Minimum element of a 4-D vector
-//
-inline float minElem( const Vector4 & vec );
-
-// Compute the sum of all elements of a 4-D vector
-//
-inline float sum( const Vector4 & vec );
-
-// Compute the dot product of two 4-D vectors
-//
-inline float dot( const Vector4 & vec0, const Vector4 & vec1 );
-
-// Compute the square of the length of a 4-D vector
-//
-inline float lengthSqr( const Vector4 & vec );
-
-// Compute the length of a 4-D vector
-//
-inline float length( const Vector4 & vec );
-
-// Normalize a 4-D vector
-// NOTE:
-// The result is unpredictable when all elements of vec are at or near zero.
-//
-inline const Vector4 normalize( const Vector4 & vec );
-
-// Outer product of two 4-D vectors
-//
-inline const Matrix4 outer( const Vector4 & vec0, const Vector4 & vec1 );
-
-// Linear interpolation between two 4-D vectors
-// NOTE:
-// Does not clamp t between 0 and 1.
-//
-inline const Vector4 lerp( float t, const Vector4 & vec0, const Vector4 & vec1 );
-
-// Spherical linear interpolation between two 4-D vectors
-// NOTE:
-// The result is unpredictable if the vectors point in opposite directions.
-// Does not clamp t between 0 and 1.
-//
-inline const Vector4 slerp( float t, const Vector4 & unitVec0, const Vector4 & unitVec1 );
-
-// Conditionally select between two 4-D vectors
-//
-inline const Vector4 select( const Vector4 & vec0, const Vector4 & vec1, bool select1 );
-
-// Load x, y, z, and w elements from the first four words of a float array.
-//
-//
-inline void loadXYZW( Vector4 & vec, const float * fptr );
-
-// Store x, y, z, and w elements of a 4-D vector in the first four words of a float array.
-// Memory area of previous 16 bytes and next 32 bytes from fptr might be accessed
-//
-inline void storeXYZW( const Vector4 & vec, float * fptr );
-
-// Load four-half-floats as a 4-D vector
-// NOTE:
-// This transformation does not support either denormalized numbers or NaNs.
-//
-inline void loadHalfFloats( Vector4 & vec, const unsigned short * hfptr );
-
-// Store a 4-D vector as half-floats. Memory area of previous 16 bytes and next 32 bytes from <code><i>hfptr</i></code> might be accessed.
-// NOTE:
-// This transformation does not support either denormalized numbers or NaNs. Memory area of previous 16 bytes and next 32 bytes from hfptr might be accessed.
-//
-inline void storeHalfFloats( const Vector4 & vec, unsigned short * hfptr );
-
-#ifdef _VECTORMATH_DEBUG
-
-// Print a 4-D vector
-// NOTE:
-// Function is only defined when _VECTORMATH_DEBUG is defined.
-//
-inline void print( const Vector4 & vec );
-
-// Print a 4-D vector and an associated string identifier
-// NOTE:
-// Function is only defined when _VECTORMATH_DEBUG is defined.
-//
-inline void print( const Vector4 & vec, const char * name );
-
-#endif
-
-// A 3-D point in array-of-structures format
-//
-class Point3
-{
- float mX;
- float mY;
- float mZ;
-#ifndef __GNUC__
- float d;
-#endif
-
-public:
- // Default constructor; does no initialization
- //
- inline Point3( ) { };
-
- // Copy a 3-D point
- //
- inline Point3( const Point3 & pnt );
-
- // Construct a 3-D point from x, y, and z elements
- //
- inline Point3( float x, float y, float z );
-
- // Copy elements from a 3-D vector into a 3-D point
- //
- explicit inline Point3( const Vector3 & vec );
-
- // Set all elements of a 3-D point to the same scalar value
- //
- explicit inline Point3( float scalar );
-
- // Assign one 3-D point to another
- //
- inline Point3 & operator =( const Point3 & pnt );
-
- // Set the x element of a 3-D point
- //
- inline Point3 & setX( float x );
-
- // Set the y element of a 3-D point
- //
- inline Point3 & setY( float y );
-
- // Set the z element of a 3-D point
- //
- inline Point3 & setZ( float z );
-
- // Get the x element of a 3-D point
- //
- inline float getX( ) const;
-
- // Get the y element of a 3-D point
- //
- inline float getY( ) const;
-
- // Get the z element of a 3-D point
- //
- inline float getZ( ) const;
-
- // Set an x, y, or z element of a 3-D point by index
- //
- inline Point3 & setElem( int idx, float value );
-
- // Get an x, y, or z element of a 3-D point by index
- //
- inline float getElem( int idx ) const;
-
- // Subscripting operator to set or get an element
- //
- inline float & operator []( int idx );
-
- // Subscripting operator to get an element
- //
- inline float operator []( int idx ) const;
-
- // Subtract a 3-D point from another 3-D point
- //
- inline const Vector3 operator -( const Point3 & pnt ) const;
-
- // Add a 3-D point to a 3-D vector
- //
- inline const Point3 operator +( const Vector3 & vec ) const;
-
- // Subtract a 3-D vector from a 3-D point
- //
- inline const Point3 operator -( const Vector3 & vec ) const;
-
- // Perform compound assignment and addition with a 3-D vector
- //
- inline Point3 & operator +=( const Vector3 & vec );
-
- // Perform compound assignment and subtraction by a 3-D vector
- //
- inline Point3 & operator -=( const Vector3 & vec );
-
-}
-#ifdef __GNUC__
-__attribute__ ((aligned(16)))
-#endif
-;
-
-// Multiply two 3-D points per element
-//
-inline const Point3 mulPerElem( const Point3 & pnt0, const Point3 & pnt1 );
-
-// Divide two 3-D points per element
-// NOTE:
-// Floating-point behavior matches standard library function divf4.
-//
-inline const Point3 divPerElem( const Point3 & pnt0, const Point3 & pnt1 );
-
-// Compute the reciprocal of a 3-D point per element
-// NOTE:
-// Floating-point behavior matches standard library function recipf4.
-//
-inline const Point3 recipPerElem( const Point3 & pnt );
-
-// Compute the square root of a 3-D point per element
-// NOTE:
-// Floating-point behavior matches standard library function sqrtf4.
-//
-inline const Point3 sqrtPerElem( const Point3 & pnt );
-
-// Compute the reciprocal square root of a 3-D point per element
-// NOTE:
-// Floating-point behavior matches standard library function rsqrtf4.
-//
-inline const Point3 rsqrtPerElem( const Point3 & pnt );
-
-// Compute the absolute value of a 3-D point per element
-//
-inline const Point3 absPerElem( const Point3 & pnt );
-
-// Copy sign from one 3-D point to another, per element
-//
-inline const Point3 copySignPerElem( const Point3 & pnt0, const Point3 & pnt1 );
-
-// Maximum of two 3-D points per element
-//
-inline const Point3 maxPerElem( const Point3 & pnt0, const Point3 & pnt1 );
-
-// Minimum of two 3-D points per element
-//
-inline const Point3 minPerElem( const Point3 & pnt0, const Point3 & pnt1 );
-
-// Maximum element of a 3-D point
-//
-inline float maxElem( const Point3 & pnt );
-
-// Minimum element of a 3-D point
-//
-inline float minElem( const Point3 & pnt );
-
-// Compute the sum of all elements of a 3-D point
-//
-inline float sum( const Point3 & pnt );
-
-// Apply uniform scale to a 3-D point
-//
-inline const Point3 scale( const Point3 & pnt, float scaleVal );
-
-// Apply non-uniform scale to a 3-D point
-//
-inline const Point3 scale( const Point3 & pnt, const Vector3 & scaleVec );
-
-// Scalar projection of a 3-D point on a unit-length 3-D vector
-//
-inline float projection( const Point3 & pnt, const Vector3 & unitVec );
-
-// Compute the square of the distance of a 3-D point from the coordinate-system origin
-//
-inline float distSqrFromOrigin( const Point3 & pnt );
-
-// Compute the distance of a 3-D point from the coordinate-system origin
-//
-inline float distFromOrigin( const Point3 & pnt );
-
-// Compute the square of the distance between two 3-D points
-//
-inline float distSqr( const Point3 & pnt0, const Point3 & pnt1 );
-
-// Compute the distance between two 3-D points
-//
-inline float dist( const Point3 & pnt0, const Point3 & pnt1 );
-
-// Linear interpolation between two 3-D points
-// NOTE:
-// Does not clamp t between 0 and 1.
-//
-inline const Point3 lerp( float t, const Point3 & pnt0, const Point3 & pnt1 );
-
-// Conditionally select between two 3-D points
-//
-inline const Point3 select( const Point3 & pnt0, const Point3 & pnt1, bool select1 );
-
-// Load x, y, and z elements from the first three words of a float array.
-//
-//
-inline void loadXYZ( Point3 & pnt, const float * fptr );
-
-// Store x, y, and z elements of a 3-D point in the first three words of a float array.
-// Memory area of previous 16 bytes and next 32 bytes from fptr might be accessed
-//
-inline void storeXYZ( const Point3 & pnt, float * fptr );
-
-// Load three-half-floats as a 3-D point
-// NOTE:
-// This transformation does not support either denormalized numbers or NaNs.
-//
-inline void loadHalfFloats( Point3 & pnt, const unsigned short * hfptr );
-
-// Store a 3-D point as half-floats. Memory area of previous 16 bytes and next 32 bytes from <code><i>hfptr</i></code> might be accessed.
-// NOTE:
-// This transformation does not support either denormalized numbers or NaNs. Memory area of previous 16 bytes and next 32 bytes from hfptr might be accessed.
-//
-inline void storeHalfFloats( const Point3 & pnt, unsigned short * hfptr );
-
-#ifdef _VECTORMATH_DEBUG
-
-// Print a 3-D point
-// NOTE:
-// Function is only defined when _VECTORMATH_DEBUG is defined.
-//
-inline void print( const Point3 & pnt );
-
-// Print a 3-D point and an associated string identifier
-// NOTE:
-// Function is only defined when _VECTORMATH_DEBUG is defined.
-//
-inline void print( const Point3 & pnt, const char * name );
-
-#endif
-
-// A quaternion in array-of-structures format
-//
-class Quat
-{
- float mX;
- float mY;
- float mZ;
- float mW;
-
-public:
- // Default constructor; does no initialization
- //
- inline Quat( ) { };
-
- // Copy a quaternion
- //
- inline Quat( const Quat & quat );
-
- // Construct a quaternion from x, y, z, and w elements
- //
- inline Quat( float x, float y, float z, float w );
-
- // Construct a quaternion from a 3-D vector and a scalar
- //
- inline Quat( const Vector3 & xyz, float w );
-
- // Copy elements from a 4-D vector into a quaternion
- //
- explicit inline Quat( const Vector4 & vec );
-
- // Convert a rotation matrix to a unit-length quaternion
- //
- explicit inline Quat( const Matrix3 & rotMat );
-
- // Set all elements of a quaternion to the same scalar value
- //
- explicit inline Quat( float scalar );
-
- // Assign one quaternion to another
- //
- inline Quat & operator =( const Quat & quat );
-
- // Set the x, y, and z elements of a quaternion
- // NOTE:
- // This function does not change the w element.
- //
- inline Quat & setXYZ( const Vector3 & vec );
-
- // Get the x, y, and z elements of a quaternion
- //
- inline const Vector3 getXYZ( ) const;
-
- // Set the x element of a quaternion
- //
- inline Quat & setX( float x );
-
- // Set the y element of a quaternion
- //
- inline Quat & setY( float y );
-
- // Set the z element of a quaternion
- //
- inline Quat & setZ( float z );
-
- // Set the w element of a quaternion
- //
- inline Quat & setW( float w );
-
- // Get the x element of a quaternion
- //
- inline float getX( ) const;
-
- // Get the y element of a quaternion
- //
- inline float getY( ) const;
-
- // Get the z element of a quaternion
- //
- inline float getZ( ) const;
-
- // Get the w element of a quaternion
- //
- inline float getW( ) const;
-
- // Set an x, y, z, or w element of a quaternion by index
- //
- inline Quat & setElem( int idx, float value );
-
- // Get an x, y, z, or w element of a quaternion by index
- //
- inline float getElem( int idx ) const;
-
- // Subscripting operator to set or get an element
- //
- inline float & operator []( int idx );
-
- // Subscripting operator to get an element
- //
- inline float operator []( int idx ) const;
-
- // Add two quaternions
- //
- inline const Quat operator +( const Quat & quat ) const;
-
- // Subtract a quaternion from another quaternion
- //
- inline const Quat operator -( const Quat & quat ) const;
-
- // Multiply two quaternions
- //
- inline const Quat operator *( const Quat & quat ) const;
-
- // Multiply a quaternion by a scalar
- //
- inline const Quat operator *( float scalar ) const;
-
- // Divide a quaternion by a scalar
- //
- inline const Quat operator /( float scalar ) const;
-
- // Perform compound assignment and addition with a quaternion
- //
- inline Quat & operator +=( const Quat & quat );
-
- // Perform compound assignment and subtraction by a quaternion
- //
- inline Quat & operator -=( const Quat & quat );
-
- // Perform compound assignment and multiplication by a quaternion
- //
- inline Quat & operator *=( const Quat & quat );
-
- // Perform compound assignment and multiplication by a scalar
- //
- inline Quat & operator *=( float scalar );
-
- // Perform compound assignment and division by a scalar
- //
- inline Quat & operator /=( float scalar );
-
- // Negate all elements of a quaternion
- //
- inline const Quat operator -( ) const;
-
- // Construct an identity quaternion
- //
- static inline const Quat identity( );
-
- // Construct a quaternion to rotate between two unit-length 3-D vectors
- // NOTE:
- // The result is unpredictable if unitVec0 and unitVec1 point in opposite directions.
- //
- static inline const Quat rotation( const Vector3 & unitVec0, const Vector3 & unitVec1 );
-
- // Construct a quaternion to rotate around a unit-length 3-D vector
- //
- static inline const Quat rotation( float radians, const Vector3 & unitVec );
-
- // Construct a quaternion to rotate around the x axis
- //
- static inline const Quat rotationX( float radians );
-
- // Construct a quaternion to rotate around the y axis
- //
- static inline const Quat rotationY( float radians );
-
- // Construct a quaternion to rotate around the z axis
- //
- static inline const Quat rotationZ( float radians );
-
-}
-#ifdef __GNUC__
-__attribute__ ((aligned(16)))
-#endif
-;
-
-// Multiply a quaternion by a scalar
-//
-inline const Quat operator *( float scalar, const Quat & quat );
-
-// Compute the conjugate of a quaternion
-//
-inline const Quat conj( const Quat & quat );
-
-// Use a unit-length quaternion to rotate a 3-D vector
-//
-inline const Vector3 rotate( const Quat & unitQuat, const Vector3 & vec );
-
-// Compute the dot product of two quaternions
-//
-inline float dot( const Quat & quat0, const Quat & quat1 );
-
-// Compute the norm of a quaternion
-//
-inline float norm( const Quat & quat );
-
-// Compute the length of a quaternion
-//
-inline float length( const Quat & quat );
-
-// Normalize a quaternion
-// NOTE:
-// The result is unpredictable when all elements of quat are at or near zero.
-//
-inline const Quat normalize( const Quat & quat );
-
-// Linear interpolation between two quaternions
-// NOTE:
-// Does not clamp t between 0 and 1.
-//
-inline const Quat lerp( float t, const Quat & quat0, const Quat & quat1 );
-
-// Spherical linear interpolation between two quaternions
-// NOTE:
-// Interpolates along the shortest path between orientations.
-// Does not clamp t between 0 and 1.
-//
-inline const Quat slerp( float t, const Quat & unitQuat0, const Quat & unitQuat1 );
-
-// Spherical quadrangle interpolation
-//
-inline const Quat squad( float t, const Quat & unitQuat0, const Quat & unitQuat1, const Quat & unitQuat2, const Quat & unitQuat3 );
-
-// Conditionally select between two quaternions
-//
-inline const Quat select( const Quat & quat0, const Quat & quat1, bool select1 );
-
-// Load x, y, z, and w elements from the first four words of a float array.
-//
-//
-inline void loadXYZW( Quat & quat, const float * fptr );
-
-// Store x, y, z, and w elements of a quaternion in the first four words of a float array.
-// Memory area of previous 16 bytes and next 32 bytes from fptr might be accessed
-//
-inline void storeXYZW( const Quat & quat, float * fptr );
-
-#ifdef _VECTORMATH_DEBUG
-
-// Print a quaternion
-// NOTE:
-// Function is only defined when _VECTORMATH_DEBUG is defined.
-//
-inline void print( const Quat & quat );
-
-// Print a quaternion and an associated string identifier
-// NOTE:
-// Function is only defined when _VECTORMATH_DEBUG is defined.
-//
-inline void print( const Quat & quat, const char * name );
-
-#endif
-
-// A 3x3 matrix in array-of-structures format
-//
-class Matrix3
-{
- Vector3 mCol0;
- Vector3 mCol1;
- Vector3 mCol2;
-
-public:
- // Default constructor; does no initialization
- //
- inline Matrix3( ) { };
-
- // Copy a 3x3 matrix
- //
- inline Matrix3( const Matrix3 & mat );
-
- // Construct a 3x3 matrix containing the specified columns
- //
- inline Matrix3( const Vector3 & col0, const Vector3 & col1, const Vector3 & col2 );
-
- // Construct a 3x3 rotation matrix from a unit-length quaternion
- //
- explicit inline Matrix3( const Quat & unitQuat );
-
- // Set all elements of a 3x3 matrix to the same scalar value
- //
- explicit inline Matrix3( float scalar );
-
- // Assign one 3x3 matrix to another
- //
- inline Matrix3 & operator =( const Matrix3 & mat );
-
- // Set column 0 of a 3x3 matrix
- //
- inline Matrix3 & setCol0( const Vector3 & col0 );
-
- // Set column 1 of a 3x3 matrix
- //
- inline Matrix3 & setCol1( const Vector3 & col1 );
-
- // Set column 2 of a 3x3 matrix
- //
- inline Matrix3 & setCol2( const Vector3 & col2 );
-
- // Get column 0 of a 3x3 matrix
- //
- inline const Vector3 getCol0( ) const;
-
- // Get column 1 of a 3x3 matrix
- //
- inline const Vector3 getCol1( ) const;
-
- // Get column 2 of a 3x3 matrix
- //
- inline const Vector3 getCol2( ) const;
-
- // Set the column of a 3x3 matrix referred to by the specified index
- //
- inline Matrix3 & setCol( int col, const Vector3 & vec );
-
- // Set the row of a 3x3 matrix referred to by the specified index
- //
- inline Matrix3 & setRow( int row, const Vector3 & vec );
-
- // Get the column of a 3x3 matrix referred to by the specified index
- //
- inline const Vector3 getCol( int col ) const;
-
- // Get the row of a 3x3 matrix referred to by the specified index
- //
- inline const Vector3 getRow( int row ) const;
-
- // Subscripting operator to set or get a column
- //
- inline Vector3 & operator []( int col );
-
- // Subscripting operator to get a column
- //
- inline const Vector3 operator []( int col ) const;
-
- // Set the element of a 3x3 matrix referred to by column and row indices
- //
- inline Matrix3 & setElem( int col, int row, float val );
-
- // Get the element of a 3x3 matrix referred to by column and row indices
- //
- inline float getElem( int col, int row ) const;
-
- // Add two 3x3 matrices
- //
- inline const Matrix3 operator +( const Matrix3 & mat ) const;
-
- // Subtract a 3x3 matrix from another 3x3 matrix
- //
- inline const Matrix3 operator -( const Matrix3 & mat ) const;
-
- // Negate all elements of a 3x3 matrix
- //
- inline const Matrix3 operator -( ) const;
-
- // Multiply a 3x3 matrix by a scalar
- //
- inline const Matrix3 operator *( float scalar ) const;
-
- // Multiply a 3x3 matrix by a 3-D vector
- //
- inline const Vector3 operator *( const Vector3 & vec ) const;
-
- // Multiply two 3x3 matrices
- //
- inline const Matrix3 operator *( const Matrix3 & mat ) const;
-
- // Perform compound assignment and addition with a 3x3 matrix
- //
- inline Matrix3 & operator +=( const Matrix3 & mat );
-
- // Perform compound assignment and subtraction by a 3x3 matrix
- //
- inline Matrix3 & operator -=( const Matrix3 & mat );
-
- // Perform compound assignment and multiplication by a scalar
- //
- inline Matrix3 & operator *=( float scalar );
-
- // Perform compound assignment and multiplication by a 3x3 matrix
- //
- inline Matrix3 & operator *=( const Matrix3 & mat );
-
- // Construct an identity 3x3 matrix
- //
- static inline const Matrix3 identity( );
-
- // Construct a 3x3 matrix to rotate around the x axis
- //
- static inline const Matrix3 rotationX( float radians );
-
- // Construct a 3x3 matrix to rotate around the y axis
- //
- static inline const Matrix3 rotationY( float radians );
-
- // Construct a 3x3 matrix to rotate around the z axis
- //
- static inline const Matrix3 rotationZ( float radians );
-
- // Construct a 3x3 matrix to rotate around the x, y, and z axes
- //
- static inline const Matrix3 rotationZYX( const Vector3 & radiansXYZ );
-
- // Construct a 3x3 matrix to rotate around a unit-length 3-D vector
- //
- static inline const Matrix3 rotation( float radians, const Vector3 & unitVec );
-
- // Construct a rotation matrix from a unit-length quaternion
- //
- static inline const Matrix3 rotation( const Quat & unitQuat );
-
- // Construct a 3x3 matrix to perform scaling
- //
- static inline const Matrix3 scale( const Vector3 & scaleVec );
-
-};
-// Multiply a 3x3 matrix by a scalar
-//
-inline const Matrix3 operator *( float scalar, const Matrix3 & mat );
-
-// Append (post-multiply) a scale transformation to a 3x3 matrix
-// NOTE:
-// Faster than creating and multiplying a scale transformation matrix.
-//
-inline const Matrix3 appendScale( const Matrix3 & mat, const Vector3 & scaleVec );
-
-// Prepend (pre-multiply) a scale transformation to a 3x3 matrix
-// NOTE:
-// Faster than creating and multiplying a scale transformation matrix.
-//
-inline const Matrix3 prependScale( const Vector3 & scaleVec, const Matrix3 & mat );
-
-// Multiply two 3x3 matrices per element
-//
-inline const Matrix3 mulPerElem( const Matrix3 & mat0, const Matrix3 & mat1 );
-
-// Compute the absolute value of a 3x3 matrix per element
-//
-inline const Matrix3 absPerElem( const Matrix3 & mat );
-
-// Transpose of a 3x3 matrix
-//
-inline const Matrix3 transpose( const Matrix3 & mat );
-
-// Compute the inverse of a 3x3 matrix
-// NOTE:
-// Result is unpredictable when the determinant of mat is equal to or near 0.
-//
-inline const Matrix3 inverse( const Matrix3 & mat );
-
-// Determinant of a 3x3 matrix
-//
-inline float determinant( const Matrix3 & mat );
-
-// Conditionally select between two 3x3 matrices
-//
-inline const Matrix3 select( const Matrix3 & mat0, const Matrix3 & mat1, bool select1 );
-
-#ifdef _VECTORMATH_DEBUG
-
-// Print a 3x3 matrix
-// NOTE:
-// Function is only defined when _VECTORMATH_DEBUG is defined.
-//
-inline void print( const Matrix3 & mat );
-
-// Print a 3x3 matrix and an associated string identifier
-// NOTE:
-// Function is only defined when _VECTORMATH_DEBUG is defined.
-//
-inline void print( const Matrix3 & mat, const char * name );
-
-#endif
-
-// A 4x4 matrix in array-of-structures format
-//
-class Matrix4
-{
- Vector4 mCol0;
- Vector4 mCol1;
- Vector4 mCol2;
- Vector4 mCol3;
-
-public:
- // Default constructor; does no initialization
- //
- inline Matrix4( ) { };
-
- // Copy a 4x4 matrix
- //
- inline Matrix4( const Matrix4 & mat );
-
- // Construct a 4x4 matrix containing the specified columns
- //
- inline Matrix4( const Vector4 & col0, const Vector4 & col1, const Vector4 & col2, const Vector4 & col3 );
-
- // Construct a 4x4 matrix from a 3x4 transformation matrix
- //
- explicit inline Matrix4( const Transform3 & mat );
-
- // Construct a 4x4 matrix from a 3x3 matrix and a 3-D vector
- //
- inline Matrix4( const Matrix3 & mat, const Vector3 & translateVec );
-
- // Construct a 4x4 matrix from a unit-length quaternion and a 3-D vector
- //
- inline Matrix4( const Quat & unitQuat, const Vector3 & translateVec );
-
- // Set all elements of a 4x4 matrix to the same scalar value
- //
- explicit inline Matrix4( float scalar );
-
- // Assign one 4x4 matrix to another
- //
- inline Matrix4 & operator =( const Matrix4 & mat );
-
- // Set the upper-left 3x3 submatrix
- // NOTE:
- // This function does not change the bottom row elements.
- //
- inline Matrix4 & setUpper3x3( const Matrix3 & mat3 );
-
- // Get the upper-left 3x3 submatrix of a 4x4 matrix
- //
- inline const Matrix3 getUpper3x3( ) const;
-
- // Set translation component
- // NOTE:
- // This function does not change the bottom row elements.
- //
- inline Matrix4 & setTranslation( const Vector3 & translateVec );
-
- // Get the translation component of a 4x4 matrix
- //
- inline const Vector3 getTranslation( ) const;
-
- // Set column 0 of a 4x4 matrix
- //
- inline Matrix4 & setCol0( const Vector4 & col0 );
-
- // Set column 1 of a 4x4 matrix
- //
- inline Matrix4 & setCol1( const Vector4 & col1 );
-
- // Set column 2 of a 4x4 matrix
- //
- inline Matrix4 & setCol2( const Vector4 & col2 );
-
- // Set column 3 of a 4x4 matrix
- //
- inline Matrix4 & setCol3( const Vector4 & col3 );
-
- // Get column 0 of a 4x4 matrix
- //
- inline const Vector4 getCol0( ) const;
-
- // Get column 1 of a 4x4 matrix
- //
- inline const Vector4 getCol1( ) const;
-
- // Get column 2 of a 4x4 matrix
- //
- inline const Vector4 getCol2( ) const;
-
- // Get column 3 of a 4x4 matrix
- //
- inline const Vector4 getCol3( ) const;
-
- // Set the column of a 4x4 matrix referred to by the specified index
- //
- inline Matrix4 & setCol( int col, const Vector4 & vec );
-
- // Set the row of a 4x4 matrix referred to by the specified index
- //
- inline Matrix4 & setRow( int row, const Vector4 & vec );
-
- // Get the column of a 4x4 matrix referred to by the specified index
- //
- inline const Vector4 getCol( int col ) const;
-
- // Get the row of a 4x4 matrix referred to by the specified index
- //
- inline const Vector4 getRow( int row ) const;
-
- // Subscripting operator to set or get a column
- //
- inline Vector4 & operator []( int col );
-
- // Subscripting operator to get a column
- //
- inline const Vector4 operator []( int col ) const;
-
- // Set the element of a 4x4 matrix referred to by column and row indices
- //
- inline Matrix4 & setElem( int col, int row, float val );
-
- // Get the element of a 4x4 matrix referred to by column and row indices
- //
- inline float getElem( int col, int row ) const;
-
- // Add two 4x4 matrices
- //
- inline const Matrix4 operator +( const Matrix4 & mat ) const;
-
- // Subtract a 4x4 matrix from another 4x4 matrix
- //
- inline const Matrix4 operator -( const Matrix4 & mat ) const;
-
- // Negate all elements of a 4x4 matrix
- //
- inline const Matrix4 operator -( ) const;
-
- // Multiply a 4x4 matrix by a scalar
- //
- inline const Matrix4 operator *( float scalar ) const;
-
- // Multiply a 4x4 matrix by a 4-D vector
- //
- inline const Vector4 operator *( const Vector4 & vec ) const;
-
- // Multiply a 4x4 matrix by a 3-D vector
- //
- inline const Vector4 operator *( const Vector3 & vec ) const;
-
- // Multiply a 4x4 matrix by a 3-D point
- //
- inline const Vector4 operator *( const Point3 & pnt ) const;
-
- // Multiply two 4x4 matrices
- //
- inline const Matrix4 operator *( const Matrix4 & mat ) const;
-
- // Multiply a 4x4 matrix by a 3x4 transformation matrix
- //
- inline const Matrix4 operator *( const Transform3 & tfrm ) const;
-
- // Perform compound assignment and addition with a 4x4 matrix
- //
- inline Matrix4 & operator +=( const Matrix4 & mat );
-
- // Perform compound assignment and subtraction by a 4x4 matrix
- //
- inline Matrix4 & operator -=( const Matrix4 & mat );
-
- // Perform compound assignment and multiplication by a scalar
- //
- inline Matrix4 & operator *=( float scalar );
-
- // Perform compound assignment and multiplication by a 4x4 matrix
- //
- inline Matrix4 & operator *=( const Matrix4 & mat );
-
- // Perform compound assignment and multiplication by a 3x4 transformation matrix
- //
- inline Matrix4 & operator *=( const Transform3 & tfrm );
-
- // Construct an identity 4x4 matrix
- //
- static inline const Matrix4 identity( );
-
- // Construct a 4x4 matrix to rotate around the x axis
- //
- static inline const Matrix4 rotationX( float radians );
-
- // Construct a 4x4 matrix to rotate around the y axis
- //
- static inline const Matrix4 rotationY( float radians );
-
- // Construct a 4x4 matrix to rotate around the z axis
- //
- static inline const Matrix4 rotationZ( float radians );
-
- // Construct a 4x4 matrix to rotate around the x, y, and z axes
- //
- static inline const Matrix4 rotationZYX( const Vector3 & radiansXYZ );
-
- // Construct a 4x4 matrix to rotate around a unit-length 3-D vector
- //
- static inline const Matrix4 rotation( float radians, const Vector3 & unitVec );
-
- // Construct a rotation matrix from a unit-length quaternion
- //
- static inline const Matrix4 rotation( const Quat & unitQuat );
-
- // Construct a 4x4 matrix to perform scaling
- //
- static inline const Matrix4 scale( const Vector3 & scaleVec );
-
- // Construct a 4x4 matrix to perform translation
- //
- static inline const Matrix4 translation( const Vector3 & translateVec );
-
- // Construct viewing matrix based on eye position, position looked at, and up direction
- //
- static inline const Matrix4 lookAt( const Point3 & eyePos, const Point3 & lookAtPos, const Vector3 & upVec );
-
- // Construct a perspective projection matrix
- //
- static inline const Matrix4 perspective( float fovyRadians, float aspect, float zNear, float zFar );
-
- // Construct a perspective projection matrix based on frustum
- //
- static inline const Matrix4 frustum( float left, float right, float bottom, float top, float zNear, float zFar );
-
- // Construct an orthographic projection matrix
- //
- static inline const Matrix4 orthographic( float left, float right, float bottom, float top, float zNear, float zFar );
-
-};
-// Multiply a 4x4 matrix by a scalar
-//
-inline const Matrix4 operator *( float scalar, const Matrix4 & mat );
-
-// Append (post-multiply) a scale transformation to a 4x4 matrix
-// NOTE:
-// Faster than creating and multiplying a scale transformation matrix.
-//
-inline const Matrix4 appendScale( const Matrix4 & mat, const Vector3 & scaleVec );
-
-// Prepend (pre-multiply) a scale transformation to a 4x4 matrix
-// NOTE:
-// Faster than creating and multiplying a scale transformation matrix.
-//
-inline const Matrix4 prependScale( const Vector3 & scaleVec, const Matrix4 & mat );
-
-// Multiply two 4x4 matrices per element
-//
-inline const Matrix4 mulPerElem( const Matrix4 & mat0, const Matrix4 & mat1 );
-
-// Compute the absolute value of a 4x4 matrix per element
-//
-inline const Matrix4 absPerElem( const Matrix4 & mat );
-
-// Transpose of a 4x4 matrix
-//
-inline const Matrix4 transpose( const Matrix4 & mat );
-
-// Compute the inverse of a 4x4 matrix
-// NOTE:
-// Result is unpredictable when the determinant of mat is equal to or near 0.
-//
-inline const Matrix4 inverse( const Matrix4 & mat );
-
-// Compute the inverse of a 4x4 matrix, which is expected to be an affine matrix
-// NOTE:
-// This can be used to achieve better performance than a general inverse when the specified 4x4 matrix meets the given restrictions. The result is unpredictable when the determinant of mat is equal to or near 0.
-//
-inline const Matrix4 affineInverse( const Matrix4 & mat );
-
-// Compute the inverse of a 4x4 matrix, which is expected to be an affine matrix with an orthogonal upper-left 3x3 submatrix
-// NOTE:
-// This can be used to achieve better performance than a general inverse when the specified 4x4 matrix meets the given restrictions.
-//
-inline const Matrix4 orthoInverse( const Matrix4 & mat );
-
-// Determinant of a 4x4 matrix
-//
-inline float determinant( const Matrix4 & mat );
-
-// Conditionally select between two 4x4 matrices
-//
-inline const Matrix4 select( const Matrix4 & mat0, const Matrix4 & mat1, bool select1 );
-
-#ifdef _VECTORMATH_DEBUG
-
-// Print a 4x4 matrix
-// NOTE:
-// Function is only defined when _VECTORMATH_DEBUG is defined.
-//
-inline void print( const Matrix4 & mat );
-
-// Print a 4x4 matrix and an associated string identifier
-// NOTE:
-// Function is only defined when _VECTORMATH_DEBUG is defined.
-//
-inline void print( const Matrix4 & mat, const char * name );
-
-#endif
-
-// A 3x4 transformation matrix in array-of-structures format
-//
-class Transform3
-{
- Vector3 mCol0;
- Vector3 mCol1;
- Vector3 mCol2;
- Vector3 mCol3;
-
-public:
- // Default constructor; does no initialization
- //
- inline Transform3( ) { };
-
- // Copy a 3x4 transformation matrix
- //
- inline Transform3( const Transform3 & tfrm );
-
- // Construct a 3x4 transformation matrix containing the specified columns
- //
- inline Transform3( const Vector3 & col0, const Vector3 & col1, const Vector3 & col2, const Vector3 & col3 );
-
- // Construct a 3x4 transformation matrix from a 3x3 matrix and a 3-D vector
- //
- inline Transform3( const Matrix3 & tfrm, const Vector3 & translateVec );
-
- // Construct a 3x4 transformation matrix from a unit-length quaternion and a 3-D vector
- //
- inline Transform3( const Quat & unitQuat, const Vector3 & translateVec );
-
- // Set all elements of a 3x4 transformation matrix to the same scalar value
- //
- explicit inline Transform3( float scalar );
-
- // Assign one 3x4 transformation matrix to another
- //
- inline Transform3 & operator =( const Transform3 & tfrm );
-
- // Set the upper-left 3x3 submatrix
- //
- inline Transform3 & setUpper3x3( const Matrix3 & mat3 );
-
- // Get the upper-left 3x3 submatrix of a 3x4 transformation matrix
- //
- inline const Matrix3 getUpper3x3( ) const;
-
- // Set translation component
- //
- inline Transform3 & setTranslation( const Vector3 & translateVec );
-
- // Get the translation component of a 3x4 transformation matrix
- //
- inline const Vector3 getTranslation( ) const;
-
- // Set column 0 of a 3x4 transformation matrix
- //
- inline Transform3 & setCol0( const Vector3 & col0 );
-
- // Set column 1 of a 3x4 transformation matrix
- //
- inline Transform3 & setCol1( const Vector3 & col1 );
-
- // Set column 2 of a 3x4 transformation matrix
- //
- inline Transform3 & setCol2( const Vector3 & col2 );
-
- // Set column 3 of a 3x4 transformation matrix
- //
- inline Transform3 & setCol3( const Vector3 & col3 );
-
- // Get column 0 of a 3x4 transformation matrix
- //
- inline const Vector3 getCol0( ) const;
-
- // Get column 1 of a 3x4 transformation matrix
- //
- inline const Vector3 getCol1( ) const;
-
- // Get column 2 of a 3x4 transformation matrix
- //
- inline const Vector3 getCol2( ) const;
-
- // Get column 3 of a 3x4 transformation matrix
- //
- inline const Vector3 getCol3( ) const;
-
- // Set the column of a 3x4 transformation matrix referred to by the specified index
- //
- inline Transform3 & setCol( int col, const Vector3 & vec );
-
- // Set the row of a 3x4 transformation matrix referred to by the specified index
- //
- inline Transform3 & setRow( int row, const Vector4 & vec );
-
- // Get the column of a 3x4 transformation matrix referred to by the specified index
- //
- inline const Vector3 getCol( int col ) const;
-
- // Get the row of a 3x4 transformation matrix referred to by the specified index
- //
- inline const Vector4 getRow( int row ) const;
-
- // Subscripting operator to set or get a column
- //
- inline Vector3 & operator []( int col );
-
- // Subscripting operator to get a column
- //
- inline const Vector3 operator []( int col ) const;
-
- // Set the element of a 3x4 transformation matrix referred to by column and row indices
- //
- inline Transform3 & setElem( int col, int row, float val );
-
- // Get the element of a 3x4 transformation matrix referred to by column and row indices
- //
- inline float getElem( int col, int row ) const;
-
- // Multiply a 3x4 transformation matrix by a 3-D vector
- //
- inline const Vector3 operator *( const Vector3 & vec ) const;
-
- // Multiply a 3x4 transformation matrix by a 3-D point
- //
- inline const Point3 operator *( const Point3 & pnt ) const;
-
- // Multiply two 3x4 transformation matrices
- //
- inline const Transform3 operator *( const Transform3 & tfrm ) const;
-
- // Perform compound assignment and multiplication by a 3x4 transformation matrix
- //
- inline Transform3 & operator *=( const Transform3 & tfrm );
-
- // Construct an identity 3x4 transformation matrix
- //
- static inline const Transform3 identity( );
-
- // Construct a 3x4 transformation matrix to rotate around the x axis
- //
- static inline const Transform3 rotationX( float radians );
-
- // Construct a 3x4 transformation matrix to rotate around the y axis
- //
- static inline const Transform3 rotationY( float radians );
-
- // Construct a 3x4 transformation matrix to rotate around the z axis
- //
- static inline const Transform3 rotationZ( float radians );
-
- // Construct a 3x4 transformation matrix to rotate around the x, y, and z axes
- //
- static inline const Transform3 rotationZYX( const Vector3 & radiansXYZ );
-
- // Construct a 3x4 transformation matrix to rotate around a unit-length 3-D vector
- //
- static inline const Transform3 rotation( float radians, const Vector3 & unitVec );
-
- // Construct a rotation matrix from a unit-length quaternion
- //
- static inline const Transform3 rotation( const Quat & unitQuat );
-
- // Construct a 3x4 transformation matrix to perform scaling
- //
- static inline const Transform3 scale( const Vector3 & scaleVec );
-
- // Construct a 3x4 transformation matrix to perform translation
- //
- static inline const Transform3 translation( const Vector3 & translateVec );
-
-};
-// Append (post-multiply) a scale transformation to a 3x4 transformation matrix
-// NOTE:
-// Faster than creating and multiplying a scale transformation matrix.
-//
-inline const Transform3 appendScale( const Transform3 & tfrm, const Vector3 & scaleVec );
-
-// Prepend (pre-multiply) a scale transformation to a 3x4 transformation matrix
-// NOTE:
-// Faster than creating and multiplying a scale transformation matrix.
-//
-inline const Transform3 prependScale( const Vector3 & scaleVec, const Transform3 & tfrm );
-
-// Multiply two 3x4 transformation matrices per element
-//
-inline const Transform3 mulPerElem( const Transform3 & tfrm0, const Transform3 & tfrm1 );
-
-// Compute the absolute value of a 3x4 transformation matrix per element
-//
-inline const Transform3 absPerElem( const Transform3 & tfrm );
-
-// Inverse of a 3x4 transformation matrix
-// NOTE:
-// Result is unpredictable when the determinant of the left 3x3 submatrix is equal to or near 0.
-//
-inline const Transform3 inverse( const Transform3 & tfrm );
-
-// Compute the inverse of a 3x4 transformation matrix, expected to have an orthogonal upper-left 3x3 submatrix
-// NOTE:
-// This can be used to achieve better performance than a general inverse when the specified 3x4 transformation matrix meets the given restrictions.
-//
-inline const Transform3 orthoInverse( const Transform3 & tfrm );
-
-// Conditionally select between two 3x4 transformation matrices
-//
-inline const Transform3 select( const Transform3 & tfrm0, const Transform3 & tfrm1, bool select1 );
-
-#ifdef _VECTORMATH_DEBUG
-
-// Print a 3x4 transformation matrix
-// NOTE:
-// Function is only defined when _VECTORMATH_DEBUG is defined.
-//
-inline void print( const Transform3 & tfrm );
-
-// Print a 3x4 transformation matrix and an associated string identifier
-// NOTE:
-// Function is only defined when _VECTORMATH_DEBUG is defined.
-//
-inline void print( const Transform3 & tfrm, const char * name );
-
-#endif
-
-} // namespace Aos
-} // namespace Vectormath
-
-#include "vec_aos.h"
-#include "quat_aos.h"
-#include "mat_aos.h"
-
-#endif