99acec63f1
This updates our local copy to commit 5ec8339b6fc491e3f09a34a4516e82787f053fcc. We need a recent master commit for some new features that we use in Godot (see #25543 and #28909). To avoid warnings generated by Bullet headers included in our own module, we include those headers with -isystem on GCC and Clang. Fixes #29503.
1304 lines
37 KiB
C++
1304 lines
37 KiB
C++
/*
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Copyright (c) 2003-2013 Gino van den Bergen / Erwin Coumans http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B3_VECTOR3_H
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#define B3_VECTOR3_H
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//#include <stdint.h>
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#include "b3Scalar.h"
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#include "b3MinMax.h"
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#include "b3AlignedAllocator.h"
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#ifdef B3_USE_DOUBLE_PRECISION
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#define b3Vector3Data b3Vector3DoubleData
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#define b3Vector3DataName "b3Vector3DoubleData"
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#else
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#define b3Vector3Data b3Vector3FloatData
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#define b3Vector3DataName "b3Vector3FloatData"
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#endif //B3_USE_DOUBLE_PRECISION
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#if defined B3_USE_SSE
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//typedef uint32_t __m128i __attribute__ ((vector_size(16)));
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#ifdef _MSC_VER
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#pragma warning(disable : 4556) // value of intrinsic immediate argument '4294967239' is out of range '0 - 255'
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#endif
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#define B3_SHUFFLE(x, y, z, w) (((w) << 6 | (z) << 4 | (y) << 2 | (x)) & 0xff)
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//#define b3_pshufd_ps( _a, _mask ) (__m128) _mm_shuffle_epi32((__m128i)(_a), (_mask) )
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#define b3_pshufd_ps(_a, _mask) _mm_shuffle_ps((_a), (_a), (_mask))
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#define b3_splat3_ps(_a, _i) b3_pshufd_ps((_a), B3_SHUFFLE(_i, _i, _i, 3))
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#define b3_splat_ps(_a, _i) b3_pshufd_ps((_a), B3_SHUFFLE(_i, _i, _i, _i))
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#define b3v3AbsiMask (_mm_set_epi32(0x00000000, 0x7FFFFFFF, 0x7FFFFFFF, 0x7FFFFFFF))
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#define b3vAbsMask (_mm_set_epi32(0x7FFFFFFF, 0x7FFFFFFF, 0x7FFFFFFF, 0x7FFFFFFF))
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#define b3vFFF0Mask (_mm_set_epi32(0x00000000, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF))
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#define b3v3AbsfMask b3CastiTo128f(b3v3AbsiMask)
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#define b3vFFF0fMask b3CastiTo128f(b3vFFF0Mask)
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#define b3vxyzMaskf b3vFFF0fMask
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#define b3vAbsfMask b3CastiTo128f(b3vAbsMask)
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const __m128 B3_ATTRIBUTE_ALIGNED16(b3vMzeroMask) = {-0.0f, -0.0f, -0.0f, -0.0f};
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const __m128 B3_ATTRIBUTE_ALIGNED16(b3v1110) = {1.0f, 1.0f, 1.0f, 0.0f};
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const __m128 B3_ATTRIBUTE_ALIGNED16(b3vHalf) = {0.5f, 0.5f, 0.5f, 0.5f};
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const __m128 B3_ATTRIBUTE_ALIGNED16(b3v1_5) = {1.5f, 1.5f, 1.5f, 1.5f};
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#endif
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#ifdef B3_USE_NEON
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const float32x4_t B3_ATTRIBUTE_ALIGNED16(b3vMzeroMask) = (float32x4_t){-0.0f, -0.0f, -0.0f, -0.0f};
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const int32x4_t B3_ATTRIBUTE_ALIGNED16(b3vFFF0Mask) = (int32x4_t){0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0x0};
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const int32x4_t B3_ATTRIBUTE_ALIGNED16(b3vAbsMask) = (int32x4_t){0x7FFFFFFF, 0x7FFFFFFF, 0x7FFFFFFF, 0x7FFFFFFF};
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const int32x4_t B3_ATTRIBUTE_ALIGNED16(b3v3AbsMask) = (int32x4_t){0x7FFFFFFF, 0x7FFFFFFF, 0x7FFFFFFF, 0x0};
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#endif
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class b3Vector3;
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class b3Vector4;
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#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE)
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//#if defined (B3_USE_SSE) || defined (B3_USE_NEON)
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inline b3Vector3 b3MakeVector3(b3SimdFloat4 v);
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inline b3Vector4 b3MakeVector4(b3SimdFloat4 vec);
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#endif
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inline b3Vector3 b3MakeVector3(b3Scalar x, b3Scalar y, b3Scalar z);
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inline b3Vector3 b3MakeVector3(b3Scalar x, b3Scalar y, b3Scalar z, b3Scalar w);
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inline b3Vector4 b3MakeVector4(b3Scalar x, b3Scalar y, b3Scalar z, b3Scalar w);
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/**@brief b3Vector3 can be used to represent 3D points and vectors.
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* It has an un-used w component to suit 16-byte alignment when b3Vector3 is stored in containers. This extra component can be used by derived classes (Quaternion?) or by user
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* Ideally, this class should be replaced by a platform optimized SIMD version that keeps the data in registers
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*/
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B3_ATTRIBUTE_ALIGNED16(class)
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b3Vector3
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{
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public:
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#if defined(B3_USE_SSE) || defined(B3_USE_NEON) // _WIN32 || ARM
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union {
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b3SimdFloat4 mVec128;
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float m_floats[4];
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struct
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{
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float x, y, z, w;
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};
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};
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#else
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union {
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float m_floats[4];
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struct
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{
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float x, y, z, w;
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};
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};
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#endif
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public:
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B3_DECLARE_ALIGNED_ALLOCATOR();
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#if defined(B3_USE_SSE) || defined(B3_USE_NEON) // _WIN32 || ARM
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/*B3_FORCE_INLINE b3Vector3()
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{
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}
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*/
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B3_FORCE_INLINE b3SimdFloat4 get128() const
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{
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return mVec128;
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}
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B3_FORCE_INLINE void set128(b3SimdFloat4 v128)
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{
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mVec128 = v128;
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}
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#endif
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public:
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/**@brief Add a vector to this one
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* @param The vector to add to this one */
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B3_FORCE_INLINE b3Vector3& operator+=(const b3Vector3& v)
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{
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#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE)
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mVec128 = _mm_add_ps(mVec128, v.mVec128);
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#elif defined(B3_USE_NEON)
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mVec128 = vaddq_f32(mVec128, v.mVec128);
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#else
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m_floats[0] += v.m_floats[0];
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m_floats[1] += v.m_floats[1];
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m_floats[2] += v.m_floats[2];
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#endif
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return *this;
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}
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/**@brief Subtract a vector from this one
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* @param The vector to subtract */
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B3_FORCE_INLINE b3Vector3& operator-=(const b3Vector3& v)
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{
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#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE)
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mVec128 = _mm_sub_ps(mVec128, v.mVec128);
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#elif defined(B3_USE_NEON)
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mVec128 = vsubq_f32(mVec128, v.mVec128);
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#else
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m_floats[0] -= v.m_floats[0];
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m_floats[1] -= v.m_floats[1];
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m_floats[2] -= v.m_floats[2];
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#endif
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return *this;
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}
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/**@brief Scale the vector
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* @param s Scale factor */
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B3_FORCE_INLINE b3Vector3& operator*=(const b3Scalar& s)
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{
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#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE)
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__m128 vs = _mm_load_ss(&s); // (S 0 0 0)
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vs = b3_pshufd_ps(vs, 0x80); // (S S S 0.0)
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mVec128 = _mm_mul_ps(mVec128, vs);
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#elif defined(B3_USE_NEON)
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mVec128 = vmulq_n_f32(mVec128, s);
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#else
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m_floats[0] *= s;
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m_floats[1] *= s;
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m_floats[2] *= s;
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#endif
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return *this;
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}
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/**@brief Inversely scale the vector
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* @param s Scale factor to divide by */
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B3_FORCE_INLINE b3Vector3& operator/=(const b3Scalar& s)
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{
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b3FullAssert(s != b3Scalar(0.0));
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#if 0 //defined(B3_USE_SSE_IN_API)
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// this code is not faster !
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__m128 vs = _mm_load_ss(&s);
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vs = _mm_div_ss(b3v1110, vs);
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vs = b3_pshufd_ps(vs, 0x00); // (S S S S)
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mVec128 = _mm_mul_ps(mVec128, vs);
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return *this;
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#else
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return *this *= b3Scalar(1.0) / s;
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#endif
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}
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/**@brief Return the dot product
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* @param v The other vector in the dot product */
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B3_FORCE_INLINE b3Scalar dot(const b3Vector3& v) const
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{
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#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE)
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__m128 vd = _mm_mul_ps(mVec128, v.mVec128);
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__m128 z = _mm_movehl_ps(vd, vd);
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__m128 y = _mm_shuffle_ps(vd, vd, 0x55);
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vd = _mm_add_ss(vd, y);
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vd = _mm_add_ss(vd, z);
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return _mm_cvtss_f32(vd);
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#elif defined(B3_USE_NEON)
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float32x4_t vd = vmulq_f32(mVec128, v.mVec128);
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float32x2_t x = vpadd_f32(vget_low_f32(vd), vget_low_f32(vd));
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x = vadd_f32(x, vget_high_f32(vd));
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return vget_lane_f32(x, 0);
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#else
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return m_floats[0] * v.m_floats[0] +
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m_floats[1] * v.m_floats[1] +
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m_floats[2] * v.m_floats[2];
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#endif
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}
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/**@brief Return the length of the vector squared */
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B3_FORCE_INLINE b3Scalar length2() const
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{
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return dot(*this);
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}
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/**@brief Return the length of the vector */
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B3_FORCE_INLINE b3Scalar length() const
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{
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return b3Sqrt(length2());
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}
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/**@brief Return the distance squared between the ends of this and another vector
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* This is symantically treating the vector like a point */
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B3_FORCE_INLINE b3Scalar distance2(const b3Vector3& v) const;
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/**@brief Return the distance between the ends of this and another vector
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* This is symantically treating the vector like a point */
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B3_FORCE_INLINE b3Scalar distance(const b3Vector3& v) const;
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B3_FORCE_INLINE b3Vector3& safeNormalize()
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{
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b3Scalar l2 = length2();
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//triNormal.normalize();
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if (l2 >= B3_EPSILON * B3_EPSILON)
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{
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(*this) /= b3Sqrt(l2);
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}
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else
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{
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setValue(1, 0, 0);
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}
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return *this;
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}
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/**@brief Normalize this vector
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* x^2 + y^2 + z^2 = 1 */
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B3_FORCE_INLINE b3Vector3& normalize()
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{
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#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE)
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// dot product first
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__m128 vd = _mm_mul_ps(mVec128, mVec128);
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__m128 z = _mm_movehl_ps(vd, vd);
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__m128 y = _mm_shuffle_ps(vd, vd, 0x55);
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vd = _mm_add_ss(vd, y);
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vd = _mm_add_ss(vd, z);
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#if 0
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vd = _mm_sqrt_ss(vd);
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vd = _mm_div_ss(b3v1110, vd);
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vd = b3_splat_ps(vd, 0x80);
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mVec128 = _mm_mul_ps(mVec128, vd);
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#else
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// NR step 1/sqrt(x) - vd is x, y is output
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y = _mm_rsqrt_ss(vd); // estimate
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// one step NR
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z = b3v1_5;
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vd = _mm_mul_ss(vd, b3vHalf); // vd * 0.5
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//x2 = vd;
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vd = _mm_mul_ss(vd, y); // vd * 0.5 * y0
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vd = _mm_mul_ss(vd, y); // vd * 0.5 * y0 * y0
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z = _mm_sub_ss(z, vd); // 1.5 - vd * 0.5 * y0 * y0
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y = _mm_mul_ss(y, z); // y0 * (1.5 - vd * 0.5 * y0 * y0)
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y = b3_splat_ps(y, 0x80);
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mVec128 = _mm_mul_ps(mVec128, y);
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#endif
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return *this;
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#else
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return *this /= length();
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#endif
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}
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/**@brief Return a normalized version of this vector */
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B3_FORCE_INLINE b3Vector3 normalized() const;
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/**@brief Return a rotated version of this vector
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* @param wAxis The axis to rotate about
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* @param angle The angle to rotate by */
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B3_FORCE_INLINE b3Vector3 rotate(const b3Vector3& wAxis, const b3Scalar angle) const;
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/**@brief Return the angle between this and another vector
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* @param v The other vector */
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B3_FORCE_INLINE b3Scalar angle(const b3Vector3& v) const
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{
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b3Scalar s = b3Sqrt(length2() * v.length2());
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b3FullAssert(s != b3Scalar(0.0));
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return b3Acos(dot(v) / s);
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}
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/**@brief Return a vector will the absolute values of each element */
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B3_FORCE_INLINE b3Vector3 absolute() const
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{
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#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE)
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return b3MakeVector3(_mm_and_ps(mVec128, b3v3AbsfMask));
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#elif defined(B3_USE_NEON)
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return b3Vector3(vabsq_f32(mVec128));
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#else
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return b3MakeVector3(
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b3Fabs(m_floats[0]),
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b3Fabs(m_floats[1]),
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b3Fabs(m_floats[2]));
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#endif
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}
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/**@brief Return the cross product between this and another vector
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* @param v The other vector */
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B3_FORCE_INLINE b3Vector3 cross(const b3Vector3& v) const
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{
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#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE)
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__m128 T, V;
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T = b3_pshufd_ps(mVec128, B3_SHUFFLE(1, 2, 0, 3)); // (Y Z X 0)
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V = b3_pshufd_ps(v.mVec128, B3_SHUFFLE(1, 2, 0, 3)); // (Y Z X 0)
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V = _mm_mul_ps(V, mVec128);
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T = _mm_mul_ps(T, v.mVec128);
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V = _mm_sub_ps(V, T);
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V = b3_pshufd_ps(V, B3_SHUFFLE(1, 2, 0, 3));
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return b3MakeVector3(V);
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#elif defined(B3_USE_NEON)
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float32x4_t T, V;
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// form (Y, Z, X, _) of mVec128 and v.mVec128
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float32x2_t Tlow = vget_low_f32(mVec128);
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float32x2_t Vlow = vget_low_f32(v.mVec128);
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T = vcombine_f32(vext_f32(Tlow, vget_high_f32(mVec128), 1), Tlow);
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V = vcombine_f32(vext_f32(Vlow, vget_high_f32(v.mVec128), 1), Vlow);
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V = vmulq_f32(V, mVec128);
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T = vmulq_f32(T, v.mVec128);
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V = vsubq_f32(V, T);
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Vlow = vget_low_f32(V);
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// form (Y, Z, X, _);
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V = vcombine_f32(vext_f32(Vlow, vget_high_f32(V), 1), Vlow);
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V = (float32x4_t)vandq_s32((int32x4_t)V, b3vFFF0Mask);
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return b3Vector3(V);
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#else
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return b3MakeVector3(
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m_floats[1] * v.m_floats[2] - m_floats[2] * v.m_floats[1],
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m_floats[2] * v.m_floats[0] - m_floats[0] * v.m_floats[2],
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m_floats[0] * v.m_floats[1] - m_floats[1] * v.m_floats[0]);
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#endif
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}
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B3_FORCE_INLINE b3Scalar triple(const b3Vector3& v1, const b3Vector3& v2) const
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{
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#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE)
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// cross:
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__m128 T = _mm_shuffle_ps(v1.mVec128, v1.mVec128, B3_SHUFFLE(1, 2, 0, 3)); // (Y Z X 0)
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__m128 V = _mm_shuffle_ps(v2.mVec128, v2.mVec128, B3_SHUFFLE(1, 2, 0, 3)); // (Y Z X 0)
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V = _mm_mul_ps(V, v1.mVec128);
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T = _mm_mul_ps(T, v2.mVec128);
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V = _mm_sub_ps(V, T);
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V = _mm_shuffle_ps(V, V, B3_SHUFFLE(1, 2, 0, 3));
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// dot:
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V = _mm_mul_ps(V, mVec128);
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__m128 z = _mm_movehl_ps(V, V);
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__m128 y = _mm_shuffle_ps(V, V, 0x55);
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V = _mm_add_ss(V, y);
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V = _mm_add_ss(V, z);
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return _mm_cvtss_f32(V);
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#elif defined(B3_USE_NEON)
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// cross:
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float32x4_t T, V;
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// form (Y, Z, X, _) of mVec128 and v.mVec128
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float32x2_t Tlow = vget_low_f32(v1.mVec128);
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float32x2_t Vlow = vget_low_f32(v2.mVec128);
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T = vcombine_f32(vext_f32(Tlow, vget_high_f32(v1.mVec128), 1), Tlow);
|
|
V = vcombine_f32(vext_f32(Vlow, vget_high_f32(v2.mVec128), 1), Vlow);
|
|
|
|
V = vmulq_f32(V, v1.mVec128);
|
|
T = vmulq_f32(T, v2.mVec128);
|
|
V = vsubq_f32(V, T);
|
|
Vlow = vget_low_f32(V);
|
|
// form (Y, Z, X, _);
|
|
V = vcombine_f32(vext_f32(Vlow, vget_high_f32(V), 1), Vlow);
|
|
|
|
// dot:
|
|
V = vmulq_f32(mVec128, V);
|
|
float32x2_t x = vpadd_f32(vget_low_f32(V), vget_low_f32(V));
|
|
x = vadd_f32(x, vget_high_f32(V));
|
|
return vget_lane_f32(x, 0);
|
|
#else
|
|
return m_floats[0] * (v1.m_floats[1] * v2.m_floats[2] - v1.m_floats[2] * v2.m_floats[1]) +
|
|
m_floats[1] * (v1.m_floats[2] * v2.m_floats[0] - v1.m_floats[0] * v2.m_floats[2]) +
|
|
m_floats[2] * (v1.m_floats[0] * v2.m_floats[1] - v1.m_floats[1] * v2.m_floats[0]);
|
|
#endif
|
|
}
|
|
|
|
/**@brief Return the axis with the smallest value
|
|
* Note return values are 0,1,2 for x, y, or z */
|
|
B3_FORCE_INLINE int minAxis() const
|
|
{
|
|
return m_floats[0] < m_floats[1] ? (m_floats[0] < m_floats[2] ? 0 : 2) : (m_floats[1] < m_floats[2] ? 1 : 2);
|
|
}
|
|
|
|
/**@brief Return the axis with the largest value
|
|
* Note return values are 0,1,2 for x, y, or z */
|
|
B3_FORCE_INLINE int maxAxis() const
|
|
{
|
|
return m_floats[0] < m_floats[1] ? (m_floats[1] < m_floats[2] ? 2 : 1) : (m_floats[0] < m_floats[2] ? 2 : 0);
|
|
}
|
|
|
|
B3_FORCE_INLINE int furthestAxis() const
|
|
{
|
|
return absolute().minAxis();
|
|
}
|
|
|
|
B3_FORCE_INLINE int closestAxis() const
|
|
{
|
|
return absolute().maxAxis();
|
|
}
|
|
|
|
B3_FORCE_INLINE void setInterpolate3(const b3Vector3& v0, const b3Vector3& v1, b3Scalar rt)
|
|
{
|
|
#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE)
|
|
__m128 vrt = _mm_load_ss(&rt); // (rt 0 0 0)
|
|
b3Scalar s = b3Scalar(1.0) - rt;
|
|
__m128 vs = _mm_load_ss(&s); // (S 0 0 0)
|
|
vs = b3_pshufd_ps(vs, 0x80); // (S S S 0.0)
|
|
__m128 r0 = _mm_mul_ps(v0.mVec128, vs);
|
|
vrt = b3_pshufd_ps(vrt, 0x80); // (rt rt rt 0.0)
|
|
__m128 r1 = _mm_mul_ps(v1.mVec128, vrt);
|
|
__m128 tmp3 = _mm_add_ps(r0, r1);
|
|
mVec128 = tmp3;
|
|
#elif defined(B3_USE_NEON)
|
|
float32x4_t vl = vsubq_f32(v1.mVec128, v0.mVec128);
|
|
vl = vmulq_n_f32(vl, rt);
|
|
mVec128 = vaddq_f32(vl, v0.mVec128);
|
|
#else
|
|
b3Scalar s = b3Scalar(1.0) - rt;
|
|
m_floats[0] = s * v0.m_floats[0] + rt * v1.m_floats[0];
|
|
m_floats[1] = s * v0.m_floats[1] + rt * v1.m_floats[1];
|
|
m_floats[2] = s * v0.m_floats[2] + rt * v1.m_floats[2];
|
|
//don't do the unused w component
|
|
// m_co[3] = s * v0[3] + rt * v1[3];
|
|
#endif
|
|
}
|
|
|
|
/**@brief Return the linear interpolation between this and another vector
|
|
* @param v The other vector
|
|
* @param t The ration of this to v (t = 0 => return this, t=1 => return other) */
|
|
B3_FORCE_INLINE b3Vector3 lerp(const b3Vector3& v, const b3Scalar& t) const
|
|
{
|
|
#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE)
|
|
__m128 vt = _mm_load_ss(&t); // (t 0 0 0)
|
|
vt = b3_pshufd_ps(vt, 0x80); // (rt rt rt 0.0)
|
|
__m128 vl = _mm_sub_ps(v.mVec128, mVec128);
|
|
vl = _mm_mul_ps(vl, vt);
|
|
vl = _mm_add_ps(vl, mVec128);
|
|
|
|
return b3MakeVector3(vl);
|
|
#elif defined(B3_USE_NEON)
|
|
float32x4_t vl = vsubq_f32(v.mVec128, mVec128);
|
|
vl = vmulq_n_f32(vl, t);
|
|
vl = vaddq_f32(vl, mVec128);
|
|
|
|
return b3Vector3(vl);
|
|
#else
|
|
return b3MakeVector3(m_floats[0] + (v.m_floats[0] - m_floats[0]) * t,
|
|
m_floats[1] + (v.m_floats[1] - m_floats[1]) * t,
|
|
m_floats[2] + (v.m_floats[2] - m_floats[2]) * t);
|
|
#endif
|
|
}
|
|
|
|
/**@brief Elementwise multiply this vector by the other
|
|
* @param v The other vector */
|
|
B3_FORCE_INLINE b3Vector3& operator*=(const b3Vector3& v)
|
|
{
|
|
#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE)
|
|
mVec128 = _mm_mul_ps(mVec128, v.mVec128);
|
|
#elif defined(B3_USE_NEON)
|
|
mVec128 = vmulq_f32(mVec128, v.mVec128);
|
|
#else
|
|
m_floats[0] *= v.m_floats[0];
|
|
m_floats[1] *= v.m_floats[1];
|
|
m_floats[2] *= v.m_floats[2];
|
|
#endif
|
|
return *this;
|
|
}
|
|
|
|
/**@brief Return the x value */
|
|
B3_FORCE_INLINE const b3Scalar& getX() const { return m_floats[0]; }
|
|
/**@brief Return the y value */
|
|
B3_FORCE_INLINE const b3Scalar& getY() const { return m_floats[1]; }
|
|
/**@brief Return the z value */
|
|
B3_FORCE_INLINE const b3Scalar& getZ() const { return m_floats[2]; }
|
|
/**@brief Return the w value */
|
|
B3_FORCE_INLINE const b3Scalar& getW() const { return m_floats[3]; }
|
|
|
|
/**@brief Set the x value */
|
|
B3_FORCE_INLINE void setX(b3Scalar _x) { m_floats[0] = _x; };
|
|
/**@brief Set the y value */
|
|
B3_FORCE_INLINE void setY(b3Scalar _y) { m_floats[1] = _y; };
|
|
/**@brief Set the z value */
|
|
B3_FORCE_INLINE void setZ(b3Scalar _z) { m_floats[2] = _z; };
|
|
/**@brief Set the w value */
|
|
B3_FORCE_INLINE void setW(b3Scalar _w) { m_floats[3] = _w; };
|
|
|
|
//B3_FORCE_INLINE b3Scalar& operator[](int i) { return (&m_floats[0])[i]; }
|
|
//B3_FORCE_INLINE const b3Scalar& operator[](int i) const { return (&m_floats[0])[i]; }
|
|
///operator b3Scalar*() replaces operator[], using implicit conversion. We added operator != and operator == to avoid pointer comparisons.
|
|
B3_FORCE_INLINE operator b3Scalar*() { return &m_floats[0]; }
|
|
B3_FORCE_INLINE operator const b3Scalar*() const { return &m_floats[0]; }
|
|
|
|
B3_FORCE_INLINE bool operator==(const b3Vector3& other) const
|
|
{
|
|
#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE)
|
|
return (0xf == _mm_movemask_ps((__m128)_mm_cmpeq_ps(mVec128, other.mVec128)));
|
|
#else
|
|
return ((m_floats[3] == other.m_floats[3]) &&
|
|
(m_floats[2] == other.m_floats[2]) &&
|
|
(m_floats[1] == other.m_floats[1]) &&
|
|
(m_floats[0] == other.m_floats[0]));
|
|
#endif
|
|
}
|
|
|
|
B3_FORCE_INLINE bool operator!=(const b3Vector3& other) const
|
|
{
|
|
return !(*this == other);
|
|
}
|
|
|
|
/**@brief Set each element to the max of the current values and the values of another b3Vector3
|
|
* @param other The other b3Vector3 to compare with
|
|
*/
|
|
B3_FORCE_INLINE void setMax(const b3Vector3& other)
|
|
{
|
|
#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE)
|
|
mVec128 = _mm_max_ps(mVec128, other.mVec128);
|
|
#elif defined(B3_USE_NEON)
|
|
mVec128 = vmaxq_f32(mVec128, other.mVec128);
|
|
#else
|
|
b3SetMax(m_floats[0], other.m_floats[0]);
|
|
b3SetMax(m_floats[1], other.m_floats[1]);
|
|
b3SetMax(m_floats[2], other.m_floats[2]);
|
|
b3SetMax(m_floats[3], other.m_floats[3]);
|
|
#endif
|
|
}
|
|
|
|
/**@brief Set each element to the min of the current values and the values of another b3Vector3
|
|
* @param other The other b3Vector3 to compare with
|
|
*/
|
|
B3_FORCE_INLINE void setMin(const b3Vector3& other)
|
|
{
|
|
#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE)
|
|
mVec128 = _mm_min_ps(mVec128, other.mVec128);
|
|
#elif defined(B3_USE_NEON)
|
|
mVec128 = vminq_f32(mVec128, other.mVec128);
|
|
#else
|
|
b3SetMin(m_floats[0], other.m_floats[0]);
|
|
b3SetMin(m_floats[1], other.m_floats[1]);
|
|
b3SetMin(m_floats[2], other.m_floats[2]);
|
|
b3SetMin(m_floats[3], other.m_floats[3]);
|
|
#endif
|
|
}
|
|
|
|
B3_FORCE_INLINE void setValue(const b3Scalar& _x, const b3Scalar& _y, const b3Scalar& _z)
|
|
{
|
|
m_floats[0] = _x;
|
|
m_floats[1] = _y;
|
|
m_floats[2] = _z;
|
|
m_floats[3] = b3Scalar(0.f);
|
|
}
|
|
|
|
void getSkewSymmetricMatrix(b3Vector3 * v0, b3Vector3 * v1, b3Vector3 * v2) const
|
|
{
|
|
#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE)
|
|
|
|
__m128 V = _mm_and_ps(mVec128, b3vFFF0fMask);
|
|
__m128 V0 = _mm_xor_ps(b3vMzeroMask, V);
|
|
__m128 V2 = _mm_movelh_ps(V0, V);
|
|
|
|
__m128 V1 = _mm_shuffle_ps(V, V0, 0xCE);
|
|
|
|
V0 = _mm_shuffle_ps(V0, V, 0xDB);
|
|
V2 = _mm_shuffle_ps(V2, V, 0xF9);
|
|
|
|
v0->mVec128 = V0;
|
|
v1->mVec128 = V1;
|
|
v2->mVec128 = V2;
|
|
#else
|
|
v0->setValue(0., -getZ(), getY());
|
|
v1->setValue(getZ(), 0., -getX());
|
|
v2->setValue(-getY(), getX(), 0.);
|
|
#endif
|
|
}
|
|
|
|
void setZero()
|
|
{
|
|
#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE)
|
|
mVec128 = (__m128)_mm_xor_ps(mVec128, mVec128);
|
|
#elif defined(B3_USE_NEON)
|
|
int32x4_t vi = vdupq_n_s32(0);
|
|
mVec128 = vreinterpretq_f32_s32(vi);
|
|
#else
|
|
setValue(b3Scalar(0.), b3Scalar(0.), b3Scalar(0.));
|
|
#endif
|
|
}
|
|
|
|
B3_FORCE_INLINE bool isZero() const
|
|
{
|
|
return m_floats[0] == b3Scalar(0) && m_floats[1] == b3Scalar(0) && m_floats[2] == b3Scalar(0);
|
|
}
|
|
|
|
B3_FORCE_INLINE bool fuzzyZero() const
|
|
{
|
|
return length2() < B3_EPSILON;
|
|
}
|
|
|
|
B3_FORCE_INLINE void serialize(struct b3Vector3Data & dataOut) const;
|
|
|
|
B3_FORCE_INLINE void deSerialize(const struct b3Vector3Data& dataIn);
|
|
|
|
B3_FORCE_INLINE void serializeFloat(struct b3Vector3FloatData & dataOut) const;
|
|
|
|
B3_FORCE_INLINE void deSerializeFloat(const struct b3Vector3FloatData& dataIn);
|
|
|
|
B3_FORCE_INLINE void serializeDouble(struct b3Vector3DoubleData & dataOut) const;
|
|
|
|
B3_FORCE_INLINE void deSerializeDouble(const struct b3Vector3DoubleData& dataIn);
|
|
|
|
/**@brief returns index of maximum dot product between this and vectors in array[]
|
|
* @param array The other vectors
|
|
* @param array_count The number of other vectors
|
|
* @param dotOut The maximum dot product */
|
|
B3_FORCE_INLINE long maxDot(const b3Vector3* array, long array_count, b3Scalar& dotOut) const;
|
|
|
|
/**@brief returns index of minimum dot product between this and vectors in array[]
|
|
* @param array The other vectors
|
|
* @param array_count The number of other vectors
|
|
* @param dotOut The minimum dot product */
|
|
B3_FORCE_INLINE long minDot(const b3Vector3* array, long array_count, b3Scalar& dotOut) const;
|
|
|
|
/* create a vector as b3Vector3( this->dot( b3Vector3 v0 ), this->dot( b3Vector3 v1), this->dot( b3Vector3 v2 )) */
|
|
B3_FORCE_INLINE b3Vector3 dot3(const b3Vector3& v0, const b3Vector3& v1, const b3Vector3& v2) const
|
|
{
|
|
#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE)
|
|
|
|
__m128 a0 = _mm_mul_ps(v0.mVec128, this->mVec128);
|
|
__m128 a1 = _mm_mul_ps(v1.mVec128, this->mVec128);
|
|
__m128 a2 = _mm_mul_ps(v2.mVec128, this->mVec128);
|
|
__m128 b0 = _mm_unpacklo_ps(a0, a1);
|
|
__m128 b1 = _mm_unpackhi_ps(a0, a1);
|
|
__m128 b2 = _mm_unpacklo_ps(a2, _mm_setzero_ps());
|
|
__m128 r = _mm_movelh_ps(b0, b2);
|
|
r = _mm_add_ps(r, _mm_movehl_ps(b2, b0));
|
|
a2 = _mm_and_ps(a2, b3vxyzMaskf);
|
|
r = _mm_add_ps(r, b3CastdTo128f(_mm_move_sd(b3CastfTo128d(a2), b3CastfTo128d(b1))));
|
|
return b3MakeVector3(r);
|
|
|
|
#elif defined(B3_USE_NEON)
|
|
static const uint32x4_t xyzMask = (const uint32x4_t){-1, -1, -1, 0};
|
|
float32x4_t a0 = vmulq_f32(v0.mVec128, this->mVec128);
|
|
float32x4_t a1 = vmulq_f32(v1.mVec128, this->mVec128);
|
|
float32x4_t a2 = vmulq_f32(v2.mVec128, this->mVec128);
|
|
float32x2x2_t zLo = vtrn_f32(vget_high_f32(a0), vget_high_f32(a1));
|
|
a2 = (float32x4_t)vandq_u32((uint32x4_t)a2, xyzMask);
|
|
float32x2_t b0 = vadd_f32(vpadd_f32(vget_low_f32(a0), vget_low_f32(a1)), zLo.val[0]);
|
|
float32x2_t b1 = vpadd_f32(vpadd_f32(vget_low_f32(a2), vget_high_f32(a2)), vdup_n_f32(0.0f));
|
|
return b3Vector3(vcombine_f32(b0, b1));
|
|
#else
|
|
return b3MakeVector3(dot(v0), dot(v1), dot(v2));
|
|
#endif
|
|
}
|
|
};
|
|
|
|
/**@brief Return the sum of two vectors (Point symantics)*/
|
|
B3_FORCE_INLINE b3Vector3
|
|
operator+(const b3Vector3& v1, const b3Vector3& v2)
|
|
{
|
|
#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE)
|
|
return b3MakeVector3(_mm_add_ps(v1.mVec128, v2.mVec128));
|
|
#elif defined(B3_USE_NEON)
|
|
return b3MakeVector3(vaddq_f32(v1.mVec128, v2.mVec128));
|
|
#else
|
|
return b3MakeVector3(
|
|
v1.m_floats[0] + v2.m_floats[0],
|
|
v1.m_floats[1] + v2.m_floats[1],
|
|
v1.m_floats[2] + v2.m_floats[2]);
|
|
#endif
|
|
}
|
|
|
|
/**@brief Return the elementwise product of two vectors */
|
|
B3_FORCE_INLINE b3Vector3
|
|
operator*(const b3Vector3& v1, const b3Vector3& v2)
|
|
{
|
|
#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE)
|
|
return b3MakeVector3(_mm_mul_ps(v1.mVec128, v2.mVec128));
|
|
#elif defined(B3_USE_NEON)
|
|
return b3MakeVector3(vmulq_f32(v1.mVec128, v2.mVec128));
|
|
#else
|
|
return b3MakeVector3(
|
|
v1.m_floats[0] * v2.m_floats[0],
|
|
v1.m_floats[1] * v2.m_floats[1],
|
|
v1.m_floats[2] * v2.m_floats[2]);
|
|
#endif
|
|
}
|
|
|
|
/**@brief Return the difference between two vectors */
|
|
B3_FORCE_INLINE b3Vector3
|
|
operator-(const b3Vector3& v1, const b3Vector3& v2)
|
|
{
|
|
#if (defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE))
|
|
|
|
// without _mm_and_ps this code causes slowdown in Concave moving
|
|
__m128 r = _mm_sub_ps(v1.mVec128, v2.mVec128);
|
|
return b3MakeVector3(_mm_and_ps(r, b3vFFF0fMask));
|
|
#elif defined(B3_USE_NEON)
|
|
float32x4_t r = vsubq_f32(v1.mVec128, v2.mVec128);
|
|
return b3MakeVector3((float32x4_t)vandq_s32((int32x4_t)r, b3vFFF0Mask));
|
|
#else
|
|
return b3MakeVector3(
|
|
v1.m_floats[0] - v2.m_floats[0],
|
|
v1.m_floats[1] - v2.m_floats[1],
|
|
v1.m_floats[2] - v2.m_floats[2]);
|
|
#endif
|
|
}
|
|
|
|
/**@brief Return the negative of the vector */
|
|
B3_FORCE_INLINE b3Vector3
|
|
operator-(const b3Vector3& v)
|
|
{
|
|
#if (defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE))
|
|
__m128 r = _mm_xor_ps(v.mVec128, b3vMzeroMask);
|
|
return b3MakeVector3(_mm_and_ps(r, b3vFFF0fMask));
|
|
#elif defined(B3_USE_NEON)
|
|
return b3MakeVector3((b3SimdFloat4)veorq_s32((int32x4_t)v.mVec128, (int32x4_t)b3vMzeroMask));
|
|
#else
|
|
return b3MakeVector3(-v.m_floats[0], -v.m_floats[1], -v.m_floats[2]);
|
|
#endif
|
|
}
|
|
|
|
/**@brief Return the vector scaled by s */
|
|
B3_FORCE_INLINE b3Vector3
|
|
operator*(const b3Vector3& v, const b3Scalar& s)
|
|
{
|
|
#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE)
|
|
__m128 vs = _mm_load_ss(&s); // (S 0 0 0)
|
|
vs = b3_pshufd_ps(vs, 0x80); // (S S S 0.0)
|
|
return b3MakeVector3(_mm_mul_ps(v.mVec128, vs));
|
|
#elif defined(B3_USE_NEON)
|
|
float32x4_t r = vmulq_n_f32(v.mVec128, s);
|
|
return b3MakeVector3((float32x4_t)vandq_s32((int32x4_t)r, b3vFFF0Mask));
|
|
#else
|
|
return b3MakeVector3(v.m_floats[0] * s, v.m_floats[1] * s, v.m_floats[2] * s);
|
|
#endif
|
|
}
|
|
|
|
/**@brief Return the vector scaled by s */
|
|
B3_FORCE_INLINE b3Vector3
|
|
operator*(const b3Scalar& s, const b3Vector3& v)
|
|
{
|
|
return v * s;
|
|
}
|
|
|
|
/**@brief Return the vector inversely scaled by s */
|
|
B3_FORCE_INLINE b3Vector3
|
|
operator/(const b3Vector3& v, const b3Scalar& s)
|
|
{
|
|
b3FullAssert(s != b3Scalar(0.0));
|
|
#if 0 //defined(B3_USE_SSE_IN_API)
|
|
// this code is not faster !
|
|
__m128 vs = _mm_load_ss(&s);
|
|
vs = _mm_div_ss(b3v1110, vs);
|
|
vs = b3_pshufd_ps(vs, 0x00); // (S S S S)
|
|
|
|
return b3Vector3(_mm_mul_ps(v.mVec128, vs));
|
|
#else
|
|
return v * (b3Scalar(1.0) / s);
|
|
#endif
|
|
}
|
|
|
|
/**@brief Return the vector inversely scaled by s */
|
|
B3_FORCE_INLINE b3Vector3
|
|
operator/(const b3Vector3& v1, const b3Vector3& v2)
|
|
{
|
|
#if (defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE))
|
|
__m128 vec = _mm_div_ps(v1.mVec128, v2.mVec128);
|
|
vec = _mm_and_ps(vec, b3vFFF0fMask);
|
|
return b3MakeVector3(vec);
|
|
#elif defined(B3_USE_NEON)
|
|
float32x4_t x, y, v, m;
|
|
|
|
x = v1.mVec128;
|
|
y = v2.mVec128;
|
|
|
|
v = vrecpeq_f32(y); // v ~ 1/y
|
|
m = vrecpsq_f32(y, v); // m = (2-v*y)
|
|
v = vmulq_f32(v, m); // vv = v*m ~~ 1/y
|
|
m = vrecpsq_f32(y, v); // mm = (2-vv*y)
|
|
v = vmulq_f32(v, x); // x*vv
|
|
v = vmulq_f32(v, m); // (x*vv)*(2-vv*y) = x*(vv(2-vv*y)) ~~~ x/y
|
|
|
|
return b3Vector3(v);
|
|
#else
|
|
return b3MakeVector3(
|
|
v1.m_floats[0] / v2.m_floats[0],
|
|
v1.m_floats[1] / v2.m_floats[1],
|
|
v1.m_floats[2] / v2.m_floats[2]);
|
|
#endif
|
|
}
|
|
|
|
/**@brief Return the dot product between two vectors */
|
|
B3_FORCE_INLINE b3Scalar
|
|
b3Dot(const b3Vector3& v1, const b3Vector3& v2)
|
|
{
|
|
return v1.dot(v2);
|
|
}
|
|
|
|
/**@brief Return the distance squared between two vectors */
|
|
B3_FORCE_INLINE b3Scalar
|
|
b3Distance2(const b3Vector3& v1, const b3Vector3& v2)
|
|
{
|
|
return v1.distance2(v2);
|
|
}
|
|
|
|
/**@brief Return the distance between two vectors */
|
|
B3_FORCE_INLINE b3Scalar
|
|
b3Distance(const b3Vector3& v1, const b3Vector3& v2)
|
|
{
|
|
return v1.distance(v2);
|
|
}
|
|
|
|
/**@brief Return the angle between two vectors */
|
|
B3_FORCE_INLINE b3Scalar
|
|
b3Angle(const b3Vector3& v1, const b3Vector3& v2)
|
|
{
|
|
return v1.angle(v2);
|
|
}
|
|
|
|
/**@brief Return the cross product of two vectors */
|
|
B3_FORCE_INLINE b3Vector3
|
|
b3Cross(const b3Vector3& v1, const b3Vector3& v2)
|
|
{
|
|
return v1.cross(v2);
|
|
}
|
|
|
|
B3_FORCE_INLINE b3Scalar
|
|
b3Triple(const b3Vector3& v1, const b3Vector3& v2, const b3Vector3& v3)
|
|
{
|
|
return v1.triple(v2, v3);
|
|
}
|
|
|
|
/**@brief Return the linear interpolation between two vectors
|
|
* @param v1 One vector
|
|
* @param v2 The other vector
|
|
* @param t The ration of this to v (t = 0 => return v1, t=1 => return v2) */
|
|
B3_FORCE_INLINE b3Vector3
|
|
b3Lerp(const b3Vector3& v1, const b3Vector3& v2, const b3Scalar& t)
|
|
{
|
|
return v1.lerp(v2, t);
|
|
}
|
|
|
|
B3_FORCE_INLINE b3Scalar b3Vector3::distance2(const b3Vector3& v) const
|
|
{
|
|
return (v - *this).length2();
|
|
}
|
|
|
|
B3_FORCE_INLINE b3Scalar b3Vector3::distance(const b3Vector3& v) const
|
|
{
|
|
return (v - *this).length();
|
|
}
|
|
|
|
B3_FORCE_INLINE b3Vector3 b3Vector3::normalized() const
|
|
{
|
|
#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE)
|
|
b3Vector3 norm = *this;
|
|
|
|
return norm.normalize();
|
|
#else
|
|
return *this / length();
|
|
#endif
|
|
}
|
|
|
|
B3_FORCE_INLINE b3Vector3 b3Vector3::rotate(const b3Vector3& wAxis, const b3Scalar _angle) const
|
|
{
|
|
// wAxis must be a unit lenght vector
|
|
|
|
#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE)
|
|
|
|
__m128 O = _mm_mul_ps(wAxis.mVec128, mVec128);
|
|
b3Scalar ssin = b3Sin(_angle);
|
|
__m128 C = wAxis.cross(b3MakeVector3(mVec128)).mVec128;
|
|
O = _mm_and_ps(O, b3vFFF0fMask);
|
|
b3Scalar scos = b3Cos(_angle);
|
|
|
|
__m128 vsin = _mm_load_ss(&ssin); // (S 0 0 0)
|
|
__m128 vcos = _mm_load_ss(&scos); // (S 0 0 0)
|
|
|
|
__m128 Y = b3_pshufd_ps(O, 0xC9); // (Y Z X 0)
|
|
__m128 Z = b3_pshufd_ps(O, 0xD2); // (Z X Y 0)
|
|
O = _mm_add_ps(O, Y);
|
|
vsin = b3_pshufd_ps(vsin, 0x80); // (S S S 0)
|
|
O = _mm_add_ps(O, Z);
|
|
vcos = b3_pshufd_ps(vcos, 0x80); // (S S S 0)
|
|
|
|
vsin = vsin * C;
|
|
O = O * wAxis.mVec128;
|
|
__m128 X = mVec128 - O;
|
|
|
|
O = O + vsin;
|
|
vcos = vcos * X;
|
|
O = O + vcos;
|
|
|
|
return b3MakeVector3(O);
|
|
#else
|
|
b3Vector3 o = wAxis * wAxis.dot(*this);
|
|
b3Vector3 _x = *this - o;
|
|
b3Vector3 _y;
|
|
|
|
_y = wAxis.cross(*this);
|
|
|
|
return (o + _x * b3Cos(_angle) + _y * b3Sin(_angle));
|
|
#endif
|
|
}
|
|
|
|
B3_FORCE_INLINE long b3Vector3::maxDot(const b3Vector3* array, long array_count, b3Scalar& dotOut) const
|
|
{
|
|
#if defined(B3_USE_SSE) || defined(B3_USE_NEON)
|
|
#if defined _WIN32 || defined(B3_USE_SSE)
|
|
const long scalar_cutoff = 10;
|
|
long b3_maxdot_large(const float* array, const float* vec, unsigned long array_count, float* dotOut);
|
|
#elif defined B3_USE_NEON
|
|
const long scalar_cutoff = 4;
|
|
extern long (*_maxdot_large)(const float* array, const float* vec, unsigned long array_count, float* dotOut);
|
|
#endif
|
|
if (array_count < scalar_cutoff)
|
|
#else
|
|
|
|
#endif //B3_USE_SSE || B3_USE_NEON
|
|
{
|
|
b3Scalar maxDot = -B3_INFINITY;
|
|
int i = 0;
|
|
int ptIndex = -1;
|
|
for (i = 0; i < array_count; i++)
|
|
{
|
|
b3Scalar dot = array[i].dot(*this);
|
|
|
|
if (dot > maxDot)
|
|
{
|
|
maxDot = dot;
|
|
ptIndex = i;
|
|
}
|
|
}
|
|
|
|
b3Assert(ptIndex >= 0);
|
|
if (ptIndex < 0)
|
|
{
|
|
ptIndex = 0;
|
|
}
|
|
dotOut = maxDot;
|
|
return ptIndex;
|
|
}
|
|
#if defined(B3_USE_SSE) || defined(B3_USE_NEON)
|
|
return b3_maxdot_large((float*)array, (float*)&m_floats[0], array_count, &dotOut);
|
|
#endif
|
|
}
|
|
|
|
B3_FORCE_INLINE long b3Vector3::minDot(const b3Vector3* array, long array_count, b3Scalar& dotOut) const
|
|
{
|
|
#if defined(B3_USE_SSE) || defined(B3_USE_NEON)
|
|
#if defined B3_USE_SSE
|
|
const long scalar_cutoff = 10;
|
|
long b3_mindot_large(const float* array, const float* vec, unsigned long array_count, float* dotOut);
|
|
#elif defined B3_USE_NEON
|
|
const long scalar_cutoff = 4;
|
|
extern long (*b3_mindot_large)(const float* array, const float* vec, unsigned long array_count, float* dotOut);
|
|
#else
|
|
#error unhandled arch!
|
|
#endif
|
|
|
|
if (array_count < scalar_cutoff)
|
|
#endif //B3_USE_SSE || B3_USE_NEON
|
|
{
|
|
b3Scalar minDot = B3_INFINITY;
|
|
int i = 0;
|
|
int ptIndex = -1;
|
|
|
|
for (i = 0; i < array_count; i++)
|
|
{
|
|
b3Scalar dot = array[i].dot(*this);
|
|
|
|
if (dot < minDot)
|
|
{
|
|
minDot = dot;
|
|
ptIndex = i;
|
|
}
|
|
}
|
|
|
|
dotOut = minDot;
|
|
|
|
return ptIndex;
|
|
}
|
|
#if defined(B3_USE_SSE) || defined(B3_USE_NEON)
|
|
return b3_mindot_large((float*)array, (float*)&m_floats[0], array_count, &dotOut);
|
|
#endif
|
|
}
|
|
|
|
class b3Vector4 : public b3Vector3
|
|
{
|
|
public:
|
|
B3_FORCE_INLINE b3Vector4 absolute4() const
|
|
{
|
|
#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE)
|
|
return b3MakeVector4(_mm_and_ps(mVec128, b3vAbsfMask));
|
|
#elif defined(B3_USE_NEON)
|
|
return b3Vector4(vabsq_f32(mVec128));
|
|
#else
|
|
return b3MakeVector4(
|
|
b3Fabs(m_floats[0]),
|
|
b3Fabs(m_floats[1]),
|
|
b3Fabs(m_floats[2]),
|
|
b3Fabs(m_floats[3]));
|
|
#endif
|
|
}
|
|
|
|
b3Scalar getW() const { return m_floats[3]; }
|
|
|
|
B3_FORCE_INLINE int maxAxis4() const
|
|
{
|
|
int maxIndex = -1;
|
|
b3Scalar maxVal = b3Scalar(-B3_LARGE_FLOAT);
|
|
if (m_floats[0] > maxVal)
|
|
{
|
|
maxIndex = 0;
|
|
maxVal = m_floats[0];
|
|
}
|
|
if (m_floats[1] > maxVal)
|
|
{
|
|
maxIndex = 1;
|
|
maxVal = m_floats[1];
|
|
}
|
|
if (m_floats[2] > maxVal)
|
|
{
|
|
maxIndex = 2;
|
|
maxVal = m_floats[2];
|
|
}
|
|
if (m_floats[3] > maxVal)
|
|
{
|
|
maxIndex = 3;
|
|
}
|
|
|
|
return maxIndex;
|
|
}
|
|
|
|
B3_FORCE_INLINE int minAxis4() const
|
|
{
|
|
int minIndex = -1;
|
|
b3Scalar minVal = b3Scalar(B3_LARGE_FLOAT);
|
|
if (m_floats[0] < minVal)
|
|
{
|
|
minIndex = 0;
|
|
minVal = m_floats[0];
|
|
}
|
|
if (m_floats[1] < minVal)
|
|
{
|
|
minIndex = 1;
|
|
minVal = m_floats[1];
|
|
}
|
|
if (m_floats[2] < minVal)
|
|
{
|
|
minIndex = 2;
|
|
minVal = m_floats[2];
|
|
}
|
|
if (m_floats[3] < minVal)
|
|
{
|
|
minIndex = 3;
|
|
minVal = m_floats[3];
|
|
}
|
|
|
|
return minIndex;
|
|
}
|
|
|
|
B3_FORCE_INLINE int closestAxis4() const
|
|
{
|
|
return absolute4().maxAxis4();
|
|
}
|
|
|
|
/**@brief Set x,y,z and zero w
|
|
* @param x Value of x
|
|
* @param y Value of y
|
|
* @param z Value of z
|
|
*/
|
|
|
|
/* void getValue(b3Scalar *m) const
|
|
{
|
|
m[0] = m_floats[0];
|
|
m[1] = m_floats[1];
|
|
m[2] =m_floats[2];
|
|
}
|
|
*/
|
|
/**@brief Set the values
|
|
* @param x Value of x
|
|
* @param y Value of y
|
|
* @param z Value of z
|
|
* @param w Value of w
|
|
*/
|
|
B3_FORCE_INLINE void setValue(const b3Scalar& _x, const b3Scalar& _y, const b3Scalar& _z, const b3Scalar& _w)
|
|
{
|
|
m_floats[0] = _x;
|
|
m_floats[1] = _y;
|
|
m_floats[2] = _z;
|
|
m_floats[3] = _w;
|
|
}
|
|
};
|
|
|
|
///b3SwapVector3Endian swaps vector endianness, useful for network and cross-platform serialization
|
|
B3_FORCE_INLINE void b3SwapScalarEndian(const b3Scalar& sourceVal, b3Scalar& destVal)
|
|
{
|
|
#ifdef B3_USE_DOUBLE_PRECISION
|
|
unsigned char* dest = (unsigned char*)&destVal;
|
|
unsigned char* src = (unsigned char*)&sourceVal;
|
|
dest[0] = src[7];
|
|
dest[1] = src[6];
|
|
dest[2] = src[5];
|
|
dest[3] = src[4];
|
|
dest[4] = src[3];
|
|
dest[5] = src[2];
|
|
dest[6] = src[1];
|
|
dest[7] = src[0];
|
|
#else
|
|
unsigned char* dest = (unsigned char*)&destVal;
|
|
unsigned char* src = (unsigned char*)&sourceVal;
|
|
dest[0] = src[3];
|
|
dest[1] = src[2];
|
|
dest[2] = src[1];
|
|
dest[3] = src[0];
|
|
#endif //B3_USE_DOUBLE_PRECISION
|
|
}
|
|
///b3SwapVector3Endian swaps vector endianness, useful for network and cross-platform serialization
|
|
B3_FORCE_INLINE void b3SwapVector3Endian(const b3Vector3& sourceVec, b3Vector3& destVec)
|
|
{
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
b3SwapScalarEndian(sourceVec[i], destVec[i]);
|
|
}
|
|
}
|
|
|
|
///b3UnSwapVector3Endian swaps vector endianness, useful for network and cross-platform serialization
|
|
B3_FORCE_INLINE void b3UnSwapVector3Endian(b3Vector3& vector)
|
|
{
|
|
b3Vector3 swappedVec;
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
b3SwapScalarEndian(vector[i], swappedVec[i]);
|
|
}
|
|
vector = swappedVec;
|
|
}
|
|
|
|
template <class T>
|
|
B3_FORCE_INLINE void b3PlaneSpace1(const T& n, T& p, T& q)
|
|
{
|
|
if (b3Fabs(n[2]) > B3_SQRT12)
|
|
{
|
|
// choose p in y-z plane
|
|
b3Scalar a = n[1] * n[1] + n[2] * n[2];
|
|
b3Scalar k = b3RecipSqrt(a);
|
|
p[0] = 0;
|
|
p[1] = -n[2] * k;
|
|
p[2] = n[1] * k;
|
|
// set q = n x p
|
|
q[0] = a * k;
|
|
q[1] = -n[0] * p[2];
|
|
q[2] = n[0] * p[1];
|
|
}
|
|
else
|
|
{
|
|
// choose p in x-y plane
|
|
b3Scalar a = n[0] * n[0] + n[1] * n[1];
|
|
b3Scalar k = b3RecipSqrt(a);
|
|
p[0] = -n[1] * k;
|
|
p[1] = n[0] * k;
|
|
p[2] = 0;
|
|
// set q = n x p
|
|
q[0] = -n[2] * p[1];
|
|
q[1] = n[2] * p[0];
|
|
q[2] = a * k;
|
|
}
|
|
}
|
|
|
|
struct b3Vector3FloatData
|
|
{
|
|
float m_floats[4];
|
|
};
|
|
|
|
struct b3Vector3DoubleData
|
|
{
|
|
double m_floats[4];
|
|
};
|
|
|
|
B3_FORCE_INLINE void b3Vector3::serializeFloat(struct b3Vector3FloatData& dataOut) const
|
|
{
|
|
///could also do a memcpy, check if it is worth it
|
|
for (int i = 0; i < 4; i++)
|
|
dataOut.m_floats[i] = float(m_floats[i]);
|
|
}
|
|
|
|
B3_FORCE_INLINE void b3Vector3::deSerializeFloat(const struct b3Vector3FloatData& dataIn)
|
|
{
|
|
for (int i = 0; i < 4; i++)
|
|
m_floats[i] = b3Scalar(dataIn.m_floats[i]);
|
|
}
|
|
|
|
B3_FORCE_INLINE void b3Vector3::serializeDouble(struct b3Vector3DoubleData& dataOut) const
|
|
{
|
|
///could also do a memcpy, check if it is worth it
|
|
for (int i = 0; i < 4; i++)
|
|
dataOut.m_floats[i] = double(m_floats[i]);
|
|
}
|
|
|
|
B3_FORCE_INLINE void b3Vector3::deSerializeDouble(const struct b3Vector3DoubleData& dataIn)
|
|
{
|
|
for (int i = 0; i < 4; i++)
|
|
m_floats[i] = b3Scalar(dataIn.m_floats[i]);
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}
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|
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B3_FORCE_INLINE void b3Vector3::serialize(struct b3Vector3Data& dataOut) const
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|
{
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///could also do a memcpy, check if it is worth it
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|
for (int i = 0; i < 4; i++)
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|
dataOut.m_floats[i] = m_floats[i];
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|
}
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|
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B3_FORCE_INLINE void b3Vector3::deSerialize(const struct b3Vector3Data& dataIn)
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|
{
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|
for (int i = 0; i < 4; i++)
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|
m_floats[i] = dataIn.m_floats[i];
|
|
}
|
|
|
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inline b3Vector3 b3MakeVector3(b3Scalar x, b3Scalar y, b3Scalar z)
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|
{
|
|
b3Vector3 tmp;
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|
tmp.setValue(x, y, z);
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|
return tmp;
|
|
}
|
|
|
|
inline b3Vector3 b3MakeVector3(b3Scalar x, b3Scalar y, b3Scalar z, b3Scalar w)
|
|
{
|
|
b3Vector3 tmp;
|
|
tmp.setValue(x, y, z);
|
|
tmp.w = w;
|
|
return tmp;
|
|
}
|
|
|
|
inline b3Vector4 b3MakeVector4(b3Scalar x, b3Scalar y, b3Scalar z, b3Scalar w)
|
|
{
|
|
b3Vector4 tmp;
|
|
tmp.setValue(x, y, z, w);
|
|
return tmp;
|
|
}
|
|
|
|
#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE)
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|
|
|
inline b3Vector3 b3MakeVector3(b3SimdFloat4 v)
|
|
{
|
|
b3Vector3 tmp;
|
|
tmp.set128(v);
|
|
return tmp;
|
|
}
|
|
|
|
inline b3Vector4 b3MakeVector4(b3SimdFloat4 vec)
|
|
{
|
|
b3Vector4 tmp;
|
|
tmp.set128(vec);
|
|
return tmp;
|
|
}
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|
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|
#endif
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|
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#endif //B3_VECTOR3_H
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