fix some warnings, disable gimpact by default in world importer,
use DIRECTLY_UPDATE_VELOCITY_DURING_SOLVER_ITERATIONS by default for now, until we find the issue with some failing test cases in btMultiBody fix a crashing issue in MyMultiBodyCreator.cpp (uninitialized variable) disable excessive debug printf in URDF2Bullet
This commit is contained in:
@@ -3,8 +3,8 @@ Copyright (c) 2003-2013 Gino van den Bergen / Erwin Coumans http://bulletphysic
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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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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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@@ -22,8 +22,6 @@ subject to the following restrictions:
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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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@@ -99,7 +97,7 @@ public:
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b3SimdFloat4 mVec128;
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float m_floats[4];
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struct {float x,y,z,w;};
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};
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#else
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union
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@@ -133,9 +131,9 @@ public:
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public:
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/**@brief Add a vector to this one
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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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@@ -144,7 +142,7 @@ public:
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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[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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@@ -154,20 +152,20 @@ public:
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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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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[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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@@ -179,16 +177,16 @@ public:
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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[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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/**@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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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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@@ -199,7 +197,7 @@ public:
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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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@@ -210,7 +208,7 @@ public:
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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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#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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@@ -219,12 +217,12 @@ public:
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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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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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#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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@@ -249,7 +247,7 @@ public:
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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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B3_FORCE_INLINE b3Vector3& safeNormalize()
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{
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b3Vector3 absVec = this->absolute();
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int maxIndex = absVec.maxAxis();
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@@ -262,35 +260,35 @@ public:
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return *this;
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}
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/**@brief Normalize this vector
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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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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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#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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// 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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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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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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@@ -299,9 +297,9 @@ public:
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#endif
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return *this;
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#else
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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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@@ -310,48 +308,48 @@ public:
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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 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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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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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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#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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#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[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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/**@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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@@ -361,7 +359,7 @@ public:
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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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@@ -369,7 +367,7 @@ public:
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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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@@ -385,14 +383,14 @@ public:
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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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// 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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@@ -408,7 +406,7 @@ public:
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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);
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V = vcombine_f32(vext_f32(Vlow, vget_high_f32(v2.mVec128), 1), Vlow);
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V = vmulq_f32(V, v1.mVec128);
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T = vmulq_f32(T, v2.mVec128);
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V = vsubq_f32(V, T);
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@@ -416,29 +414,29 @@ public:
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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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// dot:
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// dot:
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V = vmulq_f32(mVec128, V);
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float32x2_t x = vpadd_f32(vget_low_f32(V), vget_low_f32(V));
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float32x2_t x = vpadd_f32(vget_low_f32(V), vget_low_f32(V));
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x = vadd_f32(x, vget_high_f32(V));
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return vget_lane_f32(x, 0);
|
||||
#else
|
||||
return
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m_floats[0] * (v1.m_floats[1] * v2.m_floats[2] - v1.m_floats[2] * v2.m_floats[1]) +
|
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m_floats[1] * (v1.m_floats[2] * v2.m_floats[0] - v1.m_floats[0] * v2.m_floats[2]) +
|
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return
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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
|
||||
/**@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
|
||||
/**@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
|
||||
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);
|
||||
}
|
||||
@@ -448,12 +446,12 @@ public:
|
||||
return absolute().minAxis();
|
||||
}
|
||||
|
||||
B3_FORCE_INLINE int closestAxis() const
|
||||
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)
|
||||
@@ -480,10 +478,10 @@ public:
|
||||
#endif
|
||||
}
|
||||
|
||||
/**@brief Return the linear interpolation between this and another vector
|
||||
* @param v The other vector
|
||||
/**@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
|
||||
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)
|
||||
@@ -491,23 +489,23 @@ public:
|
||||
__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
|
||||
#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
|
||||
/**@brief Elementwise multiply this vector by the other
|
||||
* @param v The other vector */
|
||||
B3_FORCE_INLINE b3Vector3& operator*=(const b3Vector3& v)
|
||||
{
|
||||
@@ -515,8 +513,8 @@ public:
|
||||
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];
|
||||
#else
|
||||
m_floats[0] *= v.m_floats[0];
|
||||
m_floats[1] *= v.m_floats[1];
|
||||
m_floats[2] *= v.m_floats[2];
|
||||
#endif
|
||||
@@ -541,7 +539,7 @@ public:
|
||||
/**@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 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]; }
|
||||
@@ -551,10 +549,10 @@ public:
|
||||
{
|
||||
#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]) &&
|
||||
#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
|
||||
}
|
||||
@@ -565,7 +563,7 @@ public:
|
||||
}
|
||||
|
||||
/**@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
|
||||
* @param other The other b3Vector3 to compare with
|
||||
*/
|
||||
B3_FORCE_INLINE void setMax(const b3Vector3& other)
|
||||
{
|
||||
@@ -582,7 +580,7 @@ public:
|
||||
}
|
||||
|
||||
/**@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
|
||||
* @param other The other b3Vector3 to compare with
|
||||
*/
|
||||
B3_FORCE_INLINE void setMin(const b3Vector3& other)
|
||||
{
|
||||
@@ -609,16 +607,16 @@ public:
|
||||
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;
|
||||
@@ -634,19 +632,19 @@ public:
|
||||
#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);
|
||||
int32x4_t vi = vdupq_n_s32(0);
|
||||
mVec128 = vreinterpretq_f32_s32(vi);
|
||||
#else
|
||||
#else
|
||||
setValue(b3Scalar(0.),b3Scalar(0.),b3Scalar(0.));
|
||||
#endif
|
||||
}
|
||||
|
||||
B3_FORCE_INLINE bool isZero() const
|
||||
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
|
||||
B3_FORCE_INLINE bool fuzzyZero() const
|
||||
{
|
||||
return length2() < B3_EPSILON;
|
||||
}
|
||||
@@ -662,18 +660,18 @@ public:
|
||||
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 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;
|
||||
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;
|
||||
* @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
|
||||
@@ -691,7 +689,7 @@ public:
|
||||
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);
|
||||
@@ -702,15 +700,15 @@ public:
|
||||
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
|
||||
#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)
|
||||
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));
|
||||
@@ -718,15 +716,15 @@ operator+(const b3Vector3& v1, const b3Vector3& v2)
|
||||
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[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)
|
||||
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));
|
||||
@@ -734,14 +732,14 @@ operator*(const b3Vector3& v1, const b3Vector3& v2)
|
||||
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[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
|
||||
B3_FORCE_INLINE b3Vector3
|
||||
operator-(const b3Vector3& v1, const b3Vector3& v2)
|
||||
{
|
||||
#if (defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE))
|
||||
@@ -754,28 +752,28 @@ operator-(const b3Vector3& v1, const b3Vector3& v2)
|
||||
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[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
|
||||
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));
|
||||
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
|
||||
#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
|
||||
B3_FORCE_INLINE b3Vector3
|
||||
operator*(const b3Vector3& v, const b3Scalar& s)
|
||||
{
|
||||
#if defined(B3_USE_SSE_IN_API) && defined (B3_USE_SSE)
|
||||
@@ -791,10 +789,10 @@ operator*(const b3Vector3& v, const b3Scalar& s)
|
||||
}
|
||||
|
||||
/**@brief Return the vector scaled by s */
|
||||
B3_FORCE_INLINE b3Vector3
|
||||
B3_FORCE_INLINE b3Vector3
|
||||
operator*(const b3Scalar& s, const b3Vector3& v)
|
||||
{
|
||||
return v * s;
|
||||
{
|
||||
return v * s;
|
||||
}
|
||||
|
||||
/**@brief Return the vector inversely scaled by s */
|
||||
@@ -821,13 +819,13 @@ 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);
|
||||
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
|
||||
@@ -838,47 +836,47 @@ operator/(const b3Vector3& v1, const b3Vector3& v2)
|
||||
return b3Vector3(v);
|
||||
#else
|
||||
return b3MakeVector3(
|
||||
v1.m_floats[0] / v2.m_floats[0],
|
||||
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);
|
||||
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);
|
||||
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);
|
||||
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);
|
||||
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 b3Vector3
|
||||
b3Cross(const b3Vector3& v1, const b3Vector3& v2)
|
||||
{
|
||||
return v1.cross(v2);
|
||||
}
|
||||
|
||||
B3_FORCE_INLINE b3Scalar
|
||||
@@ -888,10 +886,10 @@ b3Triple(const b3Vector3& v1, const b3Vector3& v2, const b3Vector3& v3)
|
||||
}
|
||||
|
||||
/**@brief Return the linear interpolation between two vectors
|
||||
* @param v1 One vector
|
||||
* @param v2 The other vector
|
||||
* @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
|
||||
B3_FORCE_INLINE b3Vector3
|
||||
b3Lerp(const b3Vector3& v1, const b3Vector3& v2, const b3Scalar& t)
|
||||
{
|
||||
return v1.lerp(v2, t);
|
||||
@@ -918,7 +916,7 @@ B3_FORCE_INLINE b3Vector3 b3Vector3::normalized() const
|
||||
#else
|
||||
return *this / length();
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
B3_FORCE_INLINE b3Vector3 b3Vector3::rotate( const b3Vector3& wAxis, const b3Scalar _angle ) const
|
||||
{
|
||||
@@ -931,25 +929,25 @@ B3_FORCE_INLINE b3Vector3 b3Vector3::rotate( const b3Vector3& wAxis, const b3Sca
|
||||
__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;
|
||||
|
||||
|
||||
vsin = vsin * C;
|
||||
O = O * wAxis.mVec128;
|
||||
__m128 X = mVec128 - O;
|
||||
|
||||
O = O + vsin;
|
||||
vcos = vcos * X;
|
||||
O = O + vcos;
|
||||
|
||||
O = O + vcos;
|
||||
|
||||
return b3MakeVector3(O);
|
||||
#else
|
||||
b3Vector3 o = wAxis * wAxis.dot( *this );
|
||||
@@ -974,7 +972,7 @@ B3_FORCE_INLINE long b3Vector3::maxDot( const b3Vector3 *array, long array_
|
||||
#endif
|
||||
if( array_count < scalar_cutoff )
|
||||
#else
|
||||
|
||||
|
||||
#endif//B3_USE_SSE || B3_USE_NEON
|
||||
{
|
||||
b3Scalar maxDot = -B3_INFINITY;
|
||||
@@ -983,7 +981,7 @@ B3_FORCE_INLINE long b3Vector3::maxDot( const b3Vector3 *array, long array_
|
||||
for( i = 0; i < array_count; i++ )
|
||||
{
|
||||
b3Scalar dot = array[i].dot(*this);
|
||||
|
||||
|
||||
if( dot > maxDot )
|
||||
{
|
||||
maxDot = dot;
|
||||
@@ -1016,27 +1014,27 @@ B3_FORCE_INLINE long b3Vector3::minDot( const b3Vector3 *array, long array_
|
||||
#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)
|
||||
@@ -1049,21 +1047,21 @@ class b3Vector4 : public b3Vector3
|
||||
{
|
||||
public:
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
B3_FORCE_INLINE b3Vector4 absolute4() const
|
||||
|
||||
B3_FORCE_INLINE b3Vector4 absolute4() const
|
||||
{
|
||||
#if defined(B3_USE_SSE_IN_API) && defined (B3_USE_SSE)
|
||||
#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
|
||||
#else
|
||||
return b3MakeVector4(
|
||||
b3Fabs(m_floats[0]),
|
||||
b3Fabs(m_floats[1]),
|
||||
b3Fabs(m_floats[0]),
|
||||
b3Fabs(m_floats[1]),
|
||||
b3Fabs(m_floats[2]),
|
||||
b3Fabs(m_floats[3]));
|
||||
#endif
|
||||
@@ -1126,34 +1124,34 @@ public:
|
||||
minIndex = 3;
|
||||
minVal = m_floats[3];
|
||||
}
|
||||
|
||||
|
||||
return minIndex;
|
||||
}
|
||||
|
||||
|
||||
B3_FORCE_INLINE int closestAxis4() const
|
||||
B3_FORCE_INLINE int closestAxis4() const
|
||||
{
|
||||
return absolute4().maxAxis4();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/**@brief Set x,y,z and zero w
|
||||
|
||||
|
||||
/**@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
|
||||
|
||||
/* void getValue(b3Scalar *m) const
|
||||
{
|
||||
m[0] = m_floats[0];
|
||||
m[1] = m_floats[1];
|
||||
m[2] =m_floats[2];
|
||||
}
|
||||
*/
|
||||
/**@brief Set the values
|
||||
/**@brief Set the values
|
||||
* @param x Value of x
|
||||
* @param y Value of y
|
||||
* @param z Value of z
|
||||
@@ -1299,7 +1297,7 @@ B3_FORCE_INLINE void b3Vector3::deSerialize(const struct b3Vector3Data& dataIn)
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
inline b3Vector3 b3MakeVector3(b3Scalar x,b3Scalar y,b3Scalar z)
|
||||
{
|
||||
@@ -1309,7 +1307,7 @@ inline b3Vector3 b3MakeVector3(b3Scalar x,b3Scalar y,b3Scalar z)
|
||||
}
|
||||
|
||||
inline b3Vector3 b3MakeVector3(b3Scalar x,b3Scalar y,b3Scalar z, b3Scalar w)
|
||||
{
|
||||
{
|
||||
b3Vector3 tmp;
|
||||
tmp.setValue(x,y,z);
|
||||
tmp.w = w;
|
||||
@@ -1323,7 +1321,7 @@ inline b3Vector4 b3MakeVector4(b3Scalar x,b3Scalar y,b3Scalar z,b3Scalar w)
|
||||
return tmp;
|
||||
}
|
||||
|
||||
#if defined(B3_USE_SSE_IN_API) && defined (B3_USE_SSE)
|
||||
#if defined(B3_USE_SSE_IN_API) && defined (B3_USE_SSE)
|
||||
|
||||
inline b3Vector3 b3MakeVector3( b3SimdFloat4 v)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user