First stage in refactoring Bullet: moved Bullet Collision and Dynamics and LinearMath into src folder, and all files in Collision Detection and Dynamics have bt prefix.

Made all buildsystems to work again (jam, msvc, cmake)
This commit is contained in:
ejcoumans
2006-09-25 08:58:57 +00:00
parent 86f5b09623
commit 0e04cfc806
398 changed files with 4135 additions and 7019 deletions

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// Bullet Continuous Collision Detection and Physics Library
// Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
//
//
// VectorBase.inl
//
// Copyright (c) 2006 Simon Hobbs
//
// 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.
#pragma once
////////////////////////////////////////////////////////////////////////////////
// Vector4Base
inline Vector4Base::Vector4Base()
{
}
inline const float& Vector4Base::operator[](int i) const
{
return *(((float*)&base) + i);
}
inline float& Vector4Base::operator[](int i)
{
return *(((float*)&base) + i);
}
inline const Scalar Vector4Base::GetX() const
{
return Scalar(_mm_shuffle_ps(base, base, _MM_SHUFFLE(0, 0, 0, 0)));
}
inline const Scalar Vector4Base::GetY() const
{
return Scalar(_mm_shuffle_ps(base, base, _MM_SHUFFLE(1, 1, 1, 1)));
}
inline const Scalar Vector4Base::GetZ() const
{
return Scalar(_mm_shuffle_ps(base, base, _MM_SHUFFLE(2, 2, 2, 2)));
}
inline const Scalar Vector4Base::GetW() const
{
return Scalar(_mm_shuffle_ps(base, base, _MM_SHUFFLE(3, 3, 3, 3)));
}
inline const Scalar Vector4Base::Get(int i) const
{
__m128 res;
switch (i)
{
case 0: res = _mm_shuffle_ps(base, base, _MM_SHUFFLE(0, 0, 0, 0)); break;
case 1: res = _mm_shuffle_ps(base, base, _MM_SHUFFLE(1, 1, 1, 1)); break;
case 2: res = _mm_shuffle_ps(base, base, _MM_SHUFFLE(2, 2, 2, 2)); break;
case 3: res = _mm_shuffle_ps(base, base, _MM_SHUFFLE(3, 3, 3, 3)); break;
}
return Scalar(res);
}
inline void Vector4Base::SetX(const Scalar& s)
{
__m128 xxyy = _mm_shuffle_ps(s.base, base, _MM_SHUFFLE(1, 1, 0, 0));
base = _mm_shuffle_ps(xxyy, base, _MM_SHUFFLE(3, 2, 2, 0));
}
inline void Vector4Base::SetY(const Scalar& s)
{
__m128 xxyy = _mm_shuffle_ps(base, s.base, _MM_SHUFFLE(0, 0, 0, 0));
base = _mm_shuffle_ps(xxyy, base, _MM_SHUFFLE(3, 2, 2, 0));
}
inline void Vector4Base::SetZ(const Scalar& s)
{
__m128 zzww = _mm_shuffle_ps(s.base, base, _MM_SHUFFLE(3, 3, 0, 0));
base = _mm_shuffle_ps(base, zzww, _MM_SHUFFLE(2, 0, 1, 0));
}
inline void Vector4Base::SetW(const Scalar& s)
{
__m128 zzww = _mm_shuffle_ps(base, s.base, _MM_SHUFFLE(0, 0, 2, 2));
base = _mm_shuffle_ps(base, zzww, _MM_SHUFFLE(2, 0, 1, 0));
}
inline void Vector4Base::Set(int i, const Scalar& s)
{
switch (i)
{
case 0: SetX(s); break;
case 1: SetY(s); break;
case 2: SetZ(s); break;
case 3: SetW(s); break;
}
}
inline void Vector4Base::LoadUnaligned3(const float* p)
{
int* dst = (int*)this;
dst[0] = ((const int*)p)[0];
dst[1] = ((const int*)p)[1];
dst[2] = ((const int*)p)[2];
}
inline void Vector4Base::LoadUnaligned4(const float* p)
{
base = _mm_loadu_ps(p);
}
inline void Vector4Base::StoreUnaligned3(float* p) const
{
const int* src = (const int*)this;
((int*)p)[0] = src[0];
((int*)p)[1] = src[1];
((int*)p)[2] = src[2];
}
inline void Vector4Base::StoreUnaligned4(float* p) const
{
_mm_storeu_ps(p, base);
}
__forceinline void Vector4Base::Set(const __m128& x, const __m128& y, const __m128& z, const __m128& w)
{
__m128 xy = _mm_unpacklo_ps(x, y);
__m128 zw = _mm_unpacklo_ps(z, w);
base = _mm_shuffle_ps(xy, zw, _MM_SHUFFLE(1, 0, 1, 0));
}
__forceinline void Vector4Base::Set(const __m128& xyz, const __m128& w)
{
base = _mm_shuffle_ps(xyz, xyz, _MM_SHUFFLE(0, 1, 2, 3));
base = _mm_move_ss(base, w);
base = _mm_shuffle_ps(base, base, _MM_SHUFFLE(0, 1, 2, 3));
}
__forceinline __m128 Vector4Base::Dot3(const __m128& v0, const __m128& v1)
{
__m128 a = _mm_mul_ps(v0, v1);
__m128 b = _mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 0, 0, 0));
__m128 c = _mm_shuffle_ps(a, a, _MM_SHUFFLE(1, 1, 1, 1));
__m128 d = _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 2, 2, 2));
return _mm_add_ps(b, _mm_add_ps(c, d));
}
__forceinline __m128 Vector4Base::Dot4(const __m128& v0, const __m128& v1)
{
__m128 a = _mm_mul_ps(v0, v1);
__m128 b = _mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 3, 2, 1));
__m128 c = _mm_shuffle_ps(a, a, _MM_SHUFFLE(1, 0, 3, 2));
__m128 d = _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 1, 0, 3));
return _mm_add_ps(a, _mm_add_ps(b, _mm_add_ps(c, d)));
}
__forceinline __m128 Vector4Base::Sum3(const __m128& a)
{
__m128 b = _mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 0, 0, 0));
__m128 c = _mm_shuffle_ps(a, a, _MM_SHUFFLE(1, 1, 1, 1));
__m128 d = _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 2, 2, 2));
return _mm_add_ps(b, _mm_add_ps(c, d));
}
__forceinline __m128 Vector4Base::Sum4(const __m128& a)
{
__m128 b = _mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 3, 2, 1));
__m128 c = _mm_shuffle_ps(a, a, _MM_SHUFFLE(1, 0, 3, 2));
__m128 d = _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 1, 0, 3));
return _mm_add_ps(a, _mm_add_ps(b, _mm_add_ps(c, d)));
}
__forceinline __m128 Vector4Base::MinComp3(const __m128& a)
{
__m128 b = _mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 0, 0, 0));
__m128 c = _mm_shuffle_ps(a, a, _MM_SHUFFLE(1, 1, 1, 1));
__m128 d = _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 2, 2, 2));
return _mm_min_ps(b, _mm_min_ps(c, d));
}
__forceinline __m128 Vector4Base::MinComp4(const __m128& a)
{
__m128 b = _mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 3, 2, 1));
__m128 c = _mm_shuffle_ps(a, a, _MM_SHUFFLE(1, 0, 3, 2));
__m128 d = _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 1, 0, 3));
return _mm_min_ps(a, _mm_min_ps(b, _mm_min_ps(c, d)));
}
__forceinline __m128 Vector4Base::MaxComp3(const __m128& a)
{
__m128 b = _mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 0, 0, 0));
__m128 c = _mm_shuffle_ps(a, a, _MM_SHUFFLE(1, 1, 1, 1));
__m128 d = _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 2, 2, 2));
return _mm_max_ps(b, _mm_max_ps(c, d));
}
__forceinline __m128 Vector4Base::MaxComp4(const __m128& a)
{
__m128 b = _mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 3, 2, 1));
__m128 c = _mm_shuffle_ps(a, a, _MM_SHUFFLE(1, 0, 3, 2));
__m128 d = _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 1, 0, 3));
return _mm_max_ps(a, _mm_max_ps(b, _mm_max_ps(c, d)));
}