Code-style consistency improvement:

Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files.
make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type.
This commit contains no other changes aside from adding and applying clang-format-all.sh
This commit is contained in:
erwincoumans
2018-09-23 14:17:31 -07:00
parent b73b05e9fb
commit ab8f16961e
1773 changed files with 1081087 additions and 474249 deletions

View File

@@ -32,8 +32,8 @@
#include <math.h>
namespace Vectormath {
namespace Vectormath
{
class floatInVec;
//--------------------------------------------------------------------------------------------------
@@ -42,58 +42,59 @@ class floatInVec;
class boolInVec
{
private:
__m128 mData;
private:
__m128 mData;
inline boolInVec(__m128 vec);
public:
inline boolInVec() {}
inline boolInVec(__m128 vec);
// matches standard type conversions
//
inline boolInVec(const floatInVec &vec);
public:
inline boolInVec() {}
// explicit cast from bool
//
explicit inline boolInVec(bool scalar);
// matches standard type conversions
//
inline boolInVec(const floatInVec &vec);
// explicit cast from bool
//
explicit inline boolInVec(bool scalar);
#ifdef _VECTORMATH_NO_SCALAR_CAST
// explicit cast to bool
//
inline bool getAsBool() const;
// explicit cast to bool
//
inline bool getAsBool() const;
#else
// implicit cast to bool
//
inline operator bool() const;
// implicit cast to bool
//
inline operator bool() const;
#endif
// get vector data
// bool value is splatted across all word slots of vector as 0 (false) or -1 (true)
//
inline __m128 get128() const;
// operators
//
inline const boolInVec operator ! () const;
inline boolInVec& operator = (const boolInVec &vec);
inline boolInVec& operator &= (const boolInVec &vec);
inline boolInVec& operator ^= (const boolInVec &vec);
inline boolInVec& operator |= (const boolInVec &vec);
// get vector data
// bool value is splatted across all word slots of vector as 0 (false) or -1 (true)
//
inline __m128 get128() const;
// friend functions
//
friend inline const boolInVec operator == (const boolInVec &vec0, const boolInVec &vec1);
friend inline const boolInVec operator != (const boolInVec &vec0, const boolInVec &vec1);
friend inline const boolInVec operator < (const floatInVec &vec0, const floatInVec &vec1);
friend inline const boolInVec operator <= (const floatInVec &vec0, const floatInVec &vec1);
friend inline const boolInVec operator > (const floatInVec &vec0, const floatInVec &vec1);
friend inline const boolInVec operator >= (const floatInVec &vec0, const floatInVec &vec1);
friend inline const boolInVec operator == (const floatInVec &vec0, const floatInVec &vec1);
friend inline const boolInVec operator != (const floatInVec &vec0, const floatInVec &vec1);
friend inline const boolInVec operator & (const boolInVec &vec0, const boolInVec &vec1);
friend inline const boolInVec operator ^ (const boolInVec &vec0, const boolInVec &vec1);
friend inline const boolInVec operator | (const boolInVec &vec0, const boolInVec &vec1);
friend inline const boolInVec select(const boolInVec &vec0, const boolInVec &vec1, const boolInVec &select_vec1);
// operators
//
inline const boolInVec operator!() const;
inline boolInVec &operator=(const boolInVec &vec);
inline boolInVec &operator&=(const boolInVec &vec);
inline boolInVec &operator^=(const boolInVec &vec);
inline boolInVec &operator|=(const boolInVec &vec);
// friend functions
//
friend inline const boolInVec operator==(const boolInVec &vec0, const boolInVec &vec1);
friend inline const boolInVec operator!=(const boolInVec &vec0, const boolInVec &vec1);
friend inline const boolInVec operator<(const floatInVec &vec0, const floatInVec &vec1);
friend inline const boolInVec operator<=(const floatInVec &vec0, const floatInVec &vec1);
friend inline const boolInVec operator>(const floatInVec &vec0, const floatInVec &vec1);
friend inline const boolInVec operator>=(const floatInVec &vec0, const floatInVec &vec1);
friend inline const boolInVec operator==(const floatInVec &vec0, const floatInVec &vec1);
friend inline const boolInVec operator!=(const floatInVec &vec0, const floatInVec &vec1);
friend inline const boolInVec operator&(const boolInVec &vec0, const boolInVec &vec1);
friend inline const boolInVec operator^(const boolInVec &vec0, const boolInVec &vec1);
friend inline const boolInVec operator|(const boolInVec &vec0, const boolInVec &vec1);
friend inline const boolInVec select(const boolInVec &vec0, const boolInVec &vec1, const boolInVec &select_vec1);
};
//--------------------------------------------------------------------------------------------------
@@ -102,18 +103,18 @@ class boolInVec
// operators
//
inline const boolInVec operator == (const boolInVec &vec0, const boolInVec &vec1);
inline const boolInVec operator != (const boolInVec &vec0, const boolInVec &vec1);
inline const boolInVec operator & (const boolInVec &vec0, const boolInVec &vec1);
inline const boolInVec operator ^ (const boolInVec &vec0, const boolInVec &vec1);
inline const boolInVec operator | (const boolInVec &vec0, const boolInVec &vec1);
inline const boolInVec operator==(const boolInVec &vec0, const boolInVec &vec1);
inline const boolInVec operator!=(const boolInVec &vec0, const boolInVec &vec1);
inline const boolInVec operator&(const boolInVec &vec0, const boolInVec &vec1);
inline const boolInVec operator^(const boolInVec &vec0, const boolInVec &vec1);
inline const boolInVec operator|(const boolInVec &vec0, const boolInVec &vec1);
// select between vec0 and vec1 using boolInVec.
// false selects vec0, true selects vec1
//
inline const boolInVec select(const boolInVec &vec0, const boolInVec &vec1, const boolInVec &select_vec1);
} // namespace Vectormath
} // namespace Vectormath
//--------------------------------------------------------------------------------------------------
// boolInVec implementation
@@ -121,127 +122,110 @@ inline const boolInVec select(const boolInVec &vec0, const boolInVec &vec1, cons
#include "floatInVec.h"
namespace Vectormath {
inline
boolInVec::boolInVec(__m128 vec)
namespace Vectormath
{
mData = vec;
inline boolInVec::boolInVec(__m128 vec)
{
mData = vec;
}
inline
boolInVec::boolInVec(const floatInVec &vec)
inline boolInVec::boolInVec(const floatInVec &vec)
{
*this = (vec != floatInVec(0.0f));
*this = (vec != floatInVec(0.0f));
}
inline
boolInVec::boolInVec(bool scalar)
inline boolInVec::boolInVec(bool scalar)
{
unsigned int mask = -(int)scalar;
mData = _mm_set1_ps(*(float *)&mask); // TODO: Union
unsigned int mask = -(int)scalar;
mData = _mm_set1_ps(*(float *)&mask); // TODO: Union
}
#ifdef _VECTORMATH_NO_SCALAR_CAST
inline
bool
inline bool
boolInVec::getAsBool() const
#else
inline
boolInVec::operator bool() const
inline boolInVec::operator bool() const
#endif
{
return *(bool *)&mData;
}
inline
__m128
inline __m128
boolInVec::get128() const
{
return mData;
return mData;
}
inline
const boolInVec
boolInVec::operator ! () const
inline const boolInVec
boolInVec::operator!() const
{
return boolInVec(_mm_andnot_ps(mData, _mm_cmpneq_ps(_mm_setzero_ps(),_mm_setzero_ps())));
return boolInVec(_mm_andnot_ps(mData, _mm_cmpneq_ps(_mm_setzero_ps(), _mm_setzero_ps())));
}
inline
boolInVec&
boolInVec::operator = (const boolInVec &vec)
inline boolInVec &
boolInVec::operator=(const boolInVec &vec)
{
mData = vec.mData;
return *this;
mData = vec.mData;
return *this;
}
inline
boolInVec&
boolInVec::operator &= (const boolInVec &vec)
inline boolInVec &
boolInVec::operator&=(const boolInVec &vec)
{
*this = *this & vec;
return *this;
*this = *this & vec;
return *this;
}
inline
boolInVec&
boolInVec::operator ^= (const boolInVec &vec)
inline boolInVec &
boolInVec::operator^=(const boolInVec &vec)
{
*this = *this ^ vec;
return *this;
*this = *this ^ vec;
return *this;
}
inline
boolInVec&
boolInVec::operator |= (const boolInVec &vec)
inline boolInVec &
boolInVec::operator|=(const boolInVec &vec)
{
*this = *this | vec;
return *this;
*this = *this | vec;
return *this;
}
inline
const boolInVec
operator == (const boolInVec &vec0, const boolInVec &vec1)
inline const boolInVec
operator==(const boolInVec &vec0, const boolInVec &vec1)
{
return boolInVec(_mm_cmpeq_ps(vec0.get128(), vec1.get128()));
}
inline
const boolInVec
operator != (const boolInVec &vec0, const boolInVec &vec1)
inline const boolInVec
operator!=(const boolInVec &vec0, const boolInVec &vec1)
{
return boolInVec(_mm_cmpneq_ps(vec0.get128(), vec1.get128()));
}
inline
const boolInVec
operator & (const boolInVec &vec0, const boolInVec &vec1)
inline const boolInVec
operator&(const boolInVec &vec0, const boolInVec &vec1)
{
return boolInVec(_mm_and_ps(vec0.get128(), vec1.get128()));
}
inline
const boolInVec
operator | (const boolInVec &vec0, const boolInVec &vec1)
inline const boolInVec
operator|(const boolInVec &vec0, const boolInVec &vec1)
{
return boolInVec(_mm_or_ps(vec0.get128(), vec1.get128()));
}
inline
const boolInVec
operator ^ (const boolInVec &vec0, const boolInVec &vec1)
inline const boolInVec
operator^(const boolInVec &vec0, const boolInVec &vec1)
{
return boolInVec(_mm_xor_ps(vec0.get128(), vec1.get128()));
}
inline
const boolInVec
inline const boolInVec
select(const boolInVec &vec0, const boolInVec &vec1, const boolInVec &select_vec1)
{
return boolInVec(vec_sel(vec0.get128(), vec1.get128(), select_vec1.get128()));
}
} // namespace Vectormath
#endif // boolInVec_h
} // namespace Vectormath
#endif // boolInVec_h

View File

@@ -33,8 +33,8 @@
#include <math.h>
#include <xmmintrin.h>
namespace Vectormath {
namespace Vectormath
{
class boolInVec;
//--------------------------------------------------------------------------------------------------
@@ -43,61 +43,61 @@ class boolInVec;
class floatInVec
{
private:
__m128 mData;
private:
__m128 mData;
public:
inline floatInVec(__m128 vec);
public:
inline floatInVec(__m128 vec);
inline floatInVec() {}
inline floatInVec() {}
// matches standard type conversions
//
inline floatInVec(const boolInVec &vec);
// matches standard type conversions
//
inline floatInVec(const boolInVec &vec);
// construct from a slot of __m128
//
inline floatInVec(__m128 vec, int slot);
// explicit cast from float
//
explicit inline floatInVec(float scalar);
// construct from a slot of __m128
//
inline floatInVec(__m128 vec, int slot);
// explicit cast from float
//
explicit inline floatInVec(float scalar);
#ifdef _VECTORMATH_NO_SCALAR_CAST
// explicit cast to float
//
inline float getAsFloat() const;
// explicit cast to float
//
inline float getAsFloat() const;
#else
// implicit cast to float
//
inline operator float() const;
// implicit cast to float
//
inline operator float() const;
#endif
// get vector data
// float value is splatted across all word slots of vector
//
inline __m128 get128() const;
// get vector data
// float value is splatted across all word slots of vector
//
inline __m128 get128() const;
// operators
//
inline const floatInVec operator ++ (int);
inline const floatInVec operator -- (int);
inline floatInVec& operator ++ ();
inline floatInVec& operator -- ();
inline const floatInVec operator - () const;
inline floatInVec& operator = (const floatInVec &vec);
inline floatInVec& operator *= (const floatInVec &vec);
inline floatInVec& operator /= (const floatInVec &vec);
inline floatInVec& operator += (const floatInVec &vec);
inline floatInVec& operator -= (const floatInVec &vec);
// operators
//
inline const floatInVec operator++(int);
inline const floatInVec operator--(int);
inline floatInVec &operator++();
inline floatInVec &operator--();
inline const floatInVec operator-() const;
inline floatInVec &operator=(const floatInVec &vec);
inline floatInVec &operator*=(const floatInVec &vec);
inline floatInVec &operator/=(const floatInVec &vec);
inline floatInVec &operator+=(const floatInVec &vec);
inline floatInVec &operator-=(const floatInVec &vec);
// friend functions
//
friend inline const floatInVec operator * (const floatInVec &vec0, const floatInVec &vec1);
friend inline const floatInVec operator / (const floatInVec &vec0, const floatInVec &vec1);
friend inline const floatInVec operator + (const floatInVec &vec0, const floatInVec &vec1);
friend inline const floatInVec operator - (const floatInVec &vec0, const floatInVec &vec1);
friend inline const floatInVec select(const floatInVec &vec0, const floatInVec &vec1, boolInVec select_vec1);
// friend functions
//
friend inline const floatInVec operator*(const floatInVec &vec0, const floatInVec &vec1);
friend inline const floatInVec operator/(const floatInVec &vec0, const floatInVec &vec1);
friend inline const floatInVec operator+(const floatInVec &vec0, const floatInVec &vec1);
friend inline const floatInVec operator-(const floatInVec &vec0, const floatInVec &vec1);
friend inline const floatInVec select(const floatInVec &vec0, const floatInVec &vec1, boolInVec select_vec1);
};
//--------------------------------------------------------------------------------------------------
@@ -105,24 +105,24 @@ class floatInVec
//
// operators
//
inline const floatInVec operator * (const floatInVec &vec0, const floatInVec &vec1);
inline const floatInVec operator / (const floatInVec &vec0, const floatInVec &vec1);
inline const floatInVec operator + (const floatInVec &vec0, const floatInVec &vec1);
inline const floatInVec operator - (const floatInVec &vec0, const floatInVec &vec1);
inline const boolInVec operator < (const floatInVec &vec0, const floatInVec &vec1);
inline const boolInVec operator <= (const floatInVec &vec0, const floatInVec &vec1);
inline const boolInVec operator > (const floatInVec &vec0, const floatInVec &vec1);
inline const boolInVec operator >= (const floatInVec &vec0, const floatInVec &vec1);
inline const boolInVec operator == (const floatInVec &vec0, const floatInVec &vec1);
inline const boolInVec operator != (const floatInVec &vec0, const floatInVec &vec1);
//
inline const floatInVec operator*(const floatInVec &vec0, const floatInVec &vec1);
inline const floatInVec operator/(const floatInVec &vec0, const floatInVec &vec1);
inline const floatInVec operator+(const floatInVec &vec0, const floatInVec &vec1);
inline const floatInVec operator-(const floatInVec &vec0, const floatInVec &vec1);
inline const boolInVec operator<(const floatInVec &vec0, const floatInVec &vec1);
inline const boolInVec operator<=(const floatInVec &vec0, const floatInVec &vec1);
inline const boolInVec operator>(const floatInVec &vec0, const floatInVec &vec1);
inline const boolInVec operator>=(const floatInVec &vec0, const floatInVec &vec1);
inline const boolInVec operator==(const floatInVec &vec0, const floatInVec &vec1);
inline const boolInVec operator!=(const floatInVec &vec0, const floatInVec &vec1);
// select between vec0 and vec1 using boolInVec.
// false selects vec0, true selects vec1
//
inline const floatInVec select(const floatInVec &vec0, const floatInVec &vec1, const boolInVec &select_vec1);
} // namespace Vectormath
} // namespace Vectormath
//--------------------------------------------------------------------------------------------------
// floatInVec implementation
@@ -130,211 +130,183 @@ inline const floatInVec select(const floatInVec &vec0, const floatInVec &vec1, c
#include "boolInVec.h"
namespace Vectormath {
inline
floatInVec::floatInVec(__m128 vec)
namespace Vectormath
{
mData = vec;
inline floatInVec::floatInVec(__m128 vec)
{
mData = vec;
}
inline
floatInVec::floatInVec(const boolInVec &vec)
inline floatInVec::floatInVec(const boolInVec &vec)
{
mData = vec_sel(_mm_setzero_ps(), _mm_set1_ps(1.0f), vec.get128());
}
inline
floatInVec::floatInVec(__m128 vec, int slot)
inline floatInVec::floatInVec(__m128 vec, int slot)
{
SSEFloat v;
v.m128 = vec;
mData = _mm_set1_ps(v.f[slot]);
}
inline
floatInVec::floatInVec(float scalar)
inline floatInVec::floatInVec(float scalar)
{
mData = _mm_set1_ps(scalar);
}
#ifdef _VECTORMATH_NO_SCALAR_CAST
inline
float
inline float
floatInVec::getAsFloat() const
#else
inline
floatInVec::operator float() const
inline floatInVec::operator float() const
#endif
{
return *((float *)&mData);
return *((float *)&mData);
}
inline
__m128
inline __m128
floatInVec::get128() const
{
return mData;
return mData;
}
inline
const floatInVec
floatInVec::operator ++ (int)
inline const floatInVec
floatInVec::operator++(int)
{
__m128 olddata = mData;
operator ++();
return floatInVec(olddata);
__m128 olddata = mData;
operator++();
return floatInVec(olddata);
}
inline
const floatInVec
floatInVec::operator -- (int)
inline const floatInVec
floatInVec::operator--(int)
{
__m128 olddata = mData;
operator --();
return floatInVec(olddata);
__m128 olddata = mData;
operator--();
return floatInVec(olddata);
}
inline
floatInVec&
floatInVec::operator ++ ()
inline floatInVec &
floatInVec::operator++()
{
*this += floatInVec(_mm_set1_ps(1.0f));
return *this;
*this += floatInVec(_mm_set1_ps(1.0f));
return *this;
}
inline
floatInVec&
floatInVec::operator -- ()
inline floatInVec &
floatInVec::operator--()
{
*this -= floatInVec(_mm_set1_ps(1.0f));
return *this;
*this -= floatInVec(_mm_set1_ps(1.0f));
return *this;
}
inline
const floatInVec
floatInVec::operator - () const
inline const floatInVec
floatInVec::operator-() const
{
return floatInVec(_mm_sub_ps(_mm_setzero_ps(), mData));
return floatInVec(_mm_sub_ps(_mm_setzero_ps(), mData));
}
inline
floatInVec&
floatInVec::operator = (const floatInVec &vec)
inline floatInVec &
floatInVec::operator=(const floatInVec &vec)
{
mData = vec.mData;
return *this;
mData = vec.mData;
return *this;
}
inline
floatInVec&
floatInVec::operator *= (const floatInVec &vec)
inline floatInVec &
floatInVec::operator*=(const floatInVec &vec)
{
*this = *this * vec;
return *this;
*this = *this * vec;
return *this;
}
inline
floatInVec&
floatInVec::operator /= (const floatInVec &vec)
inline floatInVec &
floatInVec::operator/=(const floatInVec &vec)
{
*this = *this / vec;
return *this;
*this = *this / vec;
return *this;
}
inline
floatInVec&
floatInVec::operator += (const floatInVec &vec)
inline floatInVec &
floatInVec::operator+=(const floatInVec &vec)
{
*this = *this + vec;
return *this;
*this = *this + vec;
return *this;
}
inline
floatInVec&
floatInVec::operator -= (const floatInVec &vec)
inline floatInVec &
floatInVec::operator-=(const floatInVec &vec)
{
*this = *this - vec;
return *this;
*this = *this - vec;
return *this;
}
inline
const floatInVec
operator * (const floatInVec &vec0, const floatInVec &vec1)
inline const floatInVec
operator*(const floatInVec &vec0, const floatInVec &vec1)
{
return floatInVec(_mm_mul_ps(vec0.get128(), vec1.get128()));
return floatInVec(_mm_mul_ps(vec0.get128(), vec1.get128()));
}
inline
const floatInVec
operator / (const floatInVec &num, const floatInVec &den)
inline const floatInVec
operator/(const floatInVec &num, const floatInVec &den)
{
return floatInVec(_mm_div_ps(num.get128(), den.get128()));
return floatInVec(_mm_div_ps(num.get128(), den.get128()));
}
inline
const floatInVec
operator + (const floatInVec &vec0, const floatInVec &vec1)
inline const floatInVec
operator+(const floatInVec &vec0, const floatInVec &vec1)
{
return floatInVec(_mm_add_ps(vec0.get128(), vec1.get128()));
return floatInVec(_mm_add_ps(vec0.get128(), vec1.get128()));
}
inline
const floatInVec
operator - (const floatInVec &vec0, const floatInVec &vec1)
inline const floatInVec
operator-(const floatInVec &vec0, const floatInVec &vec1)
{
return floatInVec(_mm_sub_ps(vec0.get128(), vec1.get128()));
return floatInVec(_mm_sub_ps(vec0.get128(), vec1.get128()));
}
inline
const boolInVec
operator < (const floatInVec &vec0, const floatInVec &vec1)
inline const boolInVec
operator<(const floatInVec &vec0, const floatInVec &vec1)
{
return boolInVec(_mm_cmpgt_ps(vec1.get128(), vec0.get128()));
return boolInVec(_mm_cmpgt_ps(vec1.get128(), vec0.get128()));
}
inline
const boolInVec
operator <= (const floatInVec &vec0, const floatInVec &vec1)
inline const boolInVec
operator<=(const floatInVec &vec0, const floatInVec &vec1)
{
return boolInVec(_mm_cmpge_ps(vec1.get128(), vec0.get128()));
return boolInVec(_mm_cmpge_ps(vec1.get128(), vec0.get128()));
}
inline
const boolInVec
operator > (const floatInVec &vec0, const floatInVec &vec1)
inline const boolInVec
operator>(const floatInVec &vec0, const floatInVec &vec1)
{
return boolInVec(_mm_cmpgt_ps(vec0.get128(), vec1.get128()));
return boolInVec(_mm_cmpgt_ps(vec0.get128(), vec1.get128()));
}
inline
const boolInVec
operator >= (const floatInVec &vec0, const floatInVec &vec1)
inline const boolInVec
operator>=(const floatInVec &vec0, const floatInVec &vec1)
{
return boolInVec(_mm_cmpge_ps(vec0.get128(), vec1.get128()));
return boolInVec(_mm_cmpge_ps(vec0.get128(), vec1.get128()));
}
inline
const boolInVec
operator == (const floatInVec &vec0, const floatInVec &vec1)
inline const boolInVec
operator==(const floatInVec &vec0, const floatInVec &vec1)
{
return boolInVec(_mm_cmpeq_ps(vec0.get128(), vec1.get128()));
return boolInVec(_mm_cmpeq_ps(vec0.get128(), vec1.get128()));
}
inline
const boolInVec
operator != (const floatInVec &vec0, const floatInVec &vec1)
inline const boolInVec
operator!=(const floatInVec &vec0, const floatInVec &vec1)
{
return boolInVec(_mm_cmpneq_ps(vec0.get128(), vec1.get128()));
return boolInVec(_mm_cmpneq_ps(vec0.get128(), vec1.get128()));
}
inline
const floatInVec
inline const floatInVec
select(const floatInVec &vec0, const floatInVec &vec1, const boolInVec &select_vec1)
{
return floatInVec(vec_sel(vec0.get128(), vec1.get128(), select_vec1.get128()));
return floatInVec(vec_sel(vec0.get128(), vec1.get128(), select_vec1.get128()));
}
} // namespace Vectormath
} // namespace Vectormath
#endif // floatInVec_h
#endif // floatInVec_h

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@@ -27,7 +27,6 @@
POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef _VECTORMATH_QUAT_AOS_CPP_H
#define _VECTORMATH_QUAT_AOS_CPP_H
@@ -39,488 +38,482 @@
#endif
namespace Vectormath {
namespace Aos {
namespace Vectormath
{
namespace Aos
{
VECTORMATH_FORCE_INLINE void Quat::set128(vec_float4 vec)
{
mVec128 = vec;
mVec128 = vec;
}
VECTORMATH_FORCE_INLINE Quat::Quat( const floatInVec &_x, const floatInVec &_y, const floatInVec &_z, const floatInVec &_w )
VECTORMATH_FORCE_INLINE Quat::Quat(const floatInVec &_x, const floatInVec &_y, const floatInVec &_z, const floatInVec &_w)
{
mVec128 = _mm_unpacklo_ps(
_mm_unpacklo_ps( _x.get128(), _z.get128() ),
_mm_unpacklo_ps( _y.get128(), _w.get128() ) );
_mm_unpacklo_ps(_x.get128(), _z.get128()),
_mm_unpacklo_ps(_y.get128(), _w.get128()));
}
VECTORMATH_FORCE_INLINE Quat::Quat( const Vector3 &xyz, float _w )
VECTORMATH_FORCE_INLINE Quat::Quat(const Vector3 &xyz, float _w)
{
mVec128 = xyz.get128();
_vmathVfSetElement(mVec128, _w, 3);
mVec128 = xyz.get128();
_vmathVfSetElement(mVec128, _w, 3);
}
VECTORMATH_FORCE_INLINE Quat::Quat(const Quat& quat)
VECTORMATH_FORCE_INLINE Quat::Quat(const Quat &quat)
{
mVec128 = quat.get128();
}
VECTORMATH_FORCE_INLINE Quat::Quat( float _x, float _y, float _z, float _w )
VECTORMATH_FORCE_INLINE Quat::Quat(float _x, float _y, float _z, float _w)
{
mVec128 = _mm_setr_ps(_x, _y, _z, _w);
}
VECTORMATH_FORCE_INLINE Quat::Quat( const Vector3 &xyz, const floatInVec &_w )
VECTORMATH_FORCE_INLINE Quat::Quat(const Vector3 &xyz, const floatInVec &_w)
{
mVec128 = xyz.get128();
mVec128 = _vmathVfInsert(mVec128, _w.get128(), 3);
mVec128 = xyz.get128();
mVec128 = _vmathVfInsert(mVec128, _w.get128(), 3);
}
VECTORMATH_FORCE_INLINE Quat::Quat( const Vector4 &vec )
VECTORMATH_FORCE_INLINE Quat::Quat(const Vector4 &vec)
{
mVec128 = vec.get128();
mVec128 = vec.get128();
}
VECTORMATH_FORCE_INLINE Quat::Quat( float scalar )
VECTORMATH_FORCE_INLINE Quat::Quat(float scalar)
{
mVec128 = floatInVec(scalar).get128();
mVec128 = floatInVec(scalar).get128();
}
VECTORMATH_FORCE_INLINE Quat::Quat( const floatInVec &scalar )
VECTORMATH_FORCE_INLINE Quat::Quat(const floatInVec &scalar)
{
mVec128 = scalar.get128();
mVec128 = scalar.get128();
}
VECTORMATH_FORCE_INLINE Quat::Quat( __m128 vf4 )
VECTORMATH_FORCE_INLINE Quat::Quat(__m128 vf4)
{
mVec128 = vf4;
mVec128 = vf4;
}
VECTORMATH_FORCE_INLINE const Quat Quat::identity( )
VECTORMATH_FORCE_INLINE const Quat Quat::identity()
{
return Quat( _VECTORMATH_UNIT_0001 );
return Quat(_VECTORMATH_UNIT_0001);
}
VECTORMATH_FORCE_INLINE const Quat lerp( float t, const Quat &quat0, const Quat &quat1 )
VECTORMATH_FORCE_INLINE const Quat lerp(float t, const Quat &quat0, const Quat &quat1)
{
return lerp( floatInVec(t), quat0, quat1 );
return lerp(floatInVec(t), quat0, quat1);
}
VECTORMATH_FORCE_INLINE const Quat lerp( const floatInVec &t, const Quat &quat0, const Quat &quat1 )
VECTORMATH_FORCE_INLINE const Quat lerp(const floatInVec &t, const Quat &quat0, const Quat &quat1)
{
return ( quat0 + ( ( quat1 - quat0 ) * t ) );
return (quat0 + ((quat1 - quat0) * t));
}
VECTORMATH_FORCE_INLINE const Quat slerp( float t, const Quat &unitQuat0, const Quat &unitQuat1 )
VECTORMATH_FORCE_INLINE const Quat slerp(float t, const Quat &unitQuat0, const Quat &unitQuat1)
{
return slerp( floatInVec(t), unitQuat0, unitQuat1 );
return slerp(floatInVec(t), unitQuat0, unitQuat1);
}
VECTORMATH_FORCE_INLINE const Quat slerp( const floatInVec &t, const Quat &unitQuat0, const Quat &unitQuat1 )
VECTORMATH_FORCE_INLINE const Quat slerp(const floatInVec &t, const Quat &unitQuat0, const Quat &unitQuat1)
{
Quat start;
vec_float4 scales, scale0, scale1, cosAngle, angle, tttt, oneMinusT, angles, sines;
__m128 selectMask;
cosAngle = _vmathVfDot4( unitQuat0.get128(), unitQuat1.get128() );
selectMask = (__m128)vec_cmpgt( _mm_setzero_ps(), cosAngle );
cosAngle = vec_sel( cosAngle, negatef4( cosAngle ), selectMask );
start = Quat( vec_sel( unitQuat0.get128(), negatef4( unitQuat0.get128() ), selectMask ) );
selectMask = (__m128)vec_cmpgt( _mm_set1_ps(_VECTORMATH_SLERP_TOL), cosAngle );
angle = acosf4( cosAngle );
tttt = t.get128();
oneMinusT = vec_sub( _mm_set1_ps(1.0f), tttt );
angles = vec_mergeh( _mm_set1_ps(1.0f), tttt );
angles = vec_mergeh( angles, oneMinusT );
angles = vec_madd( angles, angle, _mm_setzero_ps() );
sines = sinf4( angles );
scales = _mm_div_ps( sines, vec_splat( sines, 0 ) );
scale0 = vec_sel( oneMinusT, vec_splat( scales, 1 ), selectMask );
scale1 = vec_sel( tttt, vec_splat( scales, 2 ), selectMask );
return Quat( vec_madd( start.get128(), scale0, vec_mul( unitQuat1.get128(), scale1 ) ) );
Quat start;
vec_float4 scales, scale0, scale1, cosAngle, angle, tttt, oneMinusT, angles, sines;
__m128 selectMask;
cosAngle = _vmathVfDot4(unitQuat0.get128(), unitQuat1.get128());
selectMask = (__m128)vec_cmpgt(_mm_setzero_ps(), cosAngle);
cosAngle = vec_sel(cosAngle, negatef4(cosAngle), selectMask);
start = Quat(vec_sel(unitQuat0.get128(), negatef4(unitQuat0.get128()), selectMask));
selectMask = (__m128)vec_cmpgt(_mm_set1_ps(_VECTORMATH_SLERP_TOL), cosAngle);
angle = acosf4(cosAngle);
tttt = t.get128();
oneMinusT = vec_sub(_mm_set1_ps(1.0f), tttt);
angles = vec_mergeh(_mm_set1_ps(1.0f), tttt);
angles = vec_mergeh(angles, oneMinusT);
angles = vec_madd(angles, angle, _mm_setzero_ps());
sines = sinf4(angles);
scales = _mm_div_ps(sines, vec_splat(sines, 0));
scale0 = vec_sel(oneMinusT, vec_splat(scales, 1), selectMask);
scale1 = vec_sel(tttt, vec_splat(scales, 2), selectMask);
return Quat(vec_madd(start.get128(), scale0, vec_mul(unitQuat1.get128(), scale1)));
}
VECTORMATH_FORCE_INLINE const Quat squad( float t, const Quat &unitQuat0, const Quat &unitQuat1, const Quat &unitQuat2, const Quat &unitQuat3 )
VECTORMATH_FORCE_INLINE const Quat squad(float t, const Quat &unitQuat0, const Quat &unitQuat1, const Quat &unitQuat2, const Quat &unitQuat3)
{
return squad( floatInVec(t), unitQuat0, unitQuat1, unitQuat2, unitQuat3 );
return squad(floatInVec(t), unitQuat0, unitQuat1, unitQuat2, unitQuat3);
}
VECTORMATH_FORCE_INLINE const Quat squad( const floatInVec &t, const Quat &unitQuat0, const Quat &unitQuat1, const Quat &unitQuat2, const Quat &unitQuat3 )
VECTORMATH_FORCE_INLINE const Quat squad(const floatInVec &t, const Quat &unitQuat0, const Quat &unitQuat1, const Quat &unitQuat2, const Quat &unitQuat3)
{
return slerp( ( ( floatInVec(2.0f) * t ) * ( floatInVec(1.0f) - t ) ), slerp( t, unitQuat0, unitQuat3 ), slerp( t, unitQuat1, unitQuat2 ) );
return slerp(((floatInVec(2.0f) * t) * (floatInVec(1.0f) - t)), slerp(t, unitQuat0, unitQuat3), slerp(t, unitQuat1, unitQuat2));
}
VECTORMATH_FORCE_INLINE __m128 Quat::get128( ) const
VECTORMATH_FORCE_INLINE __m128 Quat::get128() const
{
return mVec128;
return mVec128;
}
VECTORMATH_FORCE_INLINE Quat & Quat::operator =( const Quat &quat )
VECTORMATH_FORCE_INLINE Quat &Quat::operator=(const Quat &quat)
{
mVec128 = quat.mVec128;
return *this;
mVec128 = quat.mVec128;
return *this;
}
VECTORMATH_FORCE_INLINE Quat & Quat::setXYZ( const Vector3 &vec )
VECTORMATH_FORCE_INLINE Quat &Quat::setXYZ(const Vector3 &vec)
{
VM_ATTRIBUTE_ALIGN16 unsigned int sw[4] = {0, 0, 0, 0xffffffff};
mVec128 = vec_sel( vec.get128(), mVec128, sw );
return *this;
mVec128 = vec_sel(vec.get128(), mVec128, sw);
return *this;
}
VECTORMATH_FORCE_INLINE const Vector3 Quat::getXYZ( ) const
VECTORMATH_FORCE_INLINE const Vector3 Quat::getXYZ() const
{
return Vector3( mVec128 );
return Vector3(mVec128);
}
VECTORMATH_FORCE_INLINE Quat & Quat::setX( float _x )
VECTORMATH_FORCE_INLINE Quat &Quat::setX(float _x)
{
_vmathVfSetElement(mVec128, _x, 0);
return *this;
_vmathVfSetElement(mVec128, _x, 0);
return *this;
}
VECTORMATH_FORCE_INLINE Quat & Quat::setX( const floatInVec &_x )
VECTORMATH_FORCE_INLINE Quat &Quat::setX(const floatInVec &_x)
{
mVec128 = _vmathVfInsert(mVec128, _x.get128(), 0);
return *this;
mVec128 = _vmathVfInsert(mVec128, _x.get128(), 0);
return *this;
}
VECTORMATH_FORCE_INLINE const floatInVec Quat::getX( ) const
VECTORMATH_FORCE_INLINE const floatInVec Quat::getX() const
{
return floatInVec( mVec128, 0 );
return floatInVec(mVec128, 0);
}
VECTORMATH_FORCE_INLINE Quat & Quat::setY( float _y )
VECTORMATH_FORCE_INLINE Quat &Quat::setY(float _y)
{
_vmathVfSetElement(mVec128, _y, 1);
return *this;
_vmathVfSetElement(mVec128, _y, 1);
return *this;
}
VECTORMATH_FORCE_INLINE Quat & Quat::setY( const floatInVec &_y )
VECTORMATH_FORCE_INLINE Quat &Quat::setY(const floatInVec &_y)
{
mVec128 = _vmathVfInsert(mVec128, _y.get128(), 1);
return *this;
mVec128 = _vmathVfInsert(mVec128, _y.get128(), 1);
return *this;
}
VECTORMATH_FORCE_INLINE const floatInVec Quat::getY( ) const
VECTORMATH_FORCE_INLINE const floatInVec Quat::getY() const
{
return floatInVec( mVec128, 1 );
return floatInVec(mVec128, 1);
}
VECTORMATH_FORCE_INLINE Quat & Quat::setZ( float _z )
VECTORMATH_FORCE_INLINE Quat &Quat::setZ(float _z)
{
_vmathVfSetElement(mVec128, _z, 2);
return *this;
_vmathVfSetElement(mVec128, _z, 2);
return *this;
}
VECTORMATH_FORCE_INLINE Quat & Quat::setZ( const floatInVec &_z )
VECTORMATH_FORCE_INLINE Quat &Quat::setZ(const floatInVec &_z)
{
mVec128 = _vmathVfInsert(mVec128, _z.get128(), 2);
return *this;
mVec128 = _vmathVfInsert(mVec128, _z.get128(), 2);
return *this;
}
VECTORMATH_FORCE_INLINE const floatInVec Quat::getZ( ) const
VECTORMATH_FORCE_INLINE const floatInVec Quat::getZ() const
{
return floatInVec( mVec128, 2 );
return floatInVec(mVec128, 2);
}
VECTORMATH_FORCE_INLINE Quat & Quat::setW( float _w )
VECTORMATH_FORCE_INLINE Quat &Quat::setW(float _w)
{
_vmathVfSetElement(mVec128, _w, 3);
return *this;
_vmathVfSetElement(mVec128, _w, 3);
return *this;
}
VECTORMATH_FORCE_INLINE Quat & Quat::setW( const floatInVec &_w )
VECTORMATH_FORCE_INLINE Quat &Quat::setW(const floatInVec &_w)
{
mVec128 = _vmathVfInsert(mVec128, _w.get128(), 3);
return *this;
mVec128 = _vmathVfInsert(mVec128, _w.get128(), 3);
return *this;
}
VECTORMATH_FORCE_INLINE const floatInVec Quat::getW( ) const
VECTORMATH_FORCE_INLINE const floatInVec Quat::getW() const
{
return floatInVec( mVec128, 3 );
return floatInVec(mVec128, 3);
}
VECTORMATH_FORCE_INLINE Quat & Quat::setElem( int idx, float value )
VECTORMATH_FORCE_INLINE Quat &Quat::setElem(int idx, float value)
{
_vmathVfSetElement(mVec128, value, idx);
return *this;
_vmathVfSetElement(mVec128, value, idx);
return *this;
}
VECTORMATH_FORCE_INLINE Quat & Quat::setElem( int idx, const floatInVec &value )
VECTORMATH_FORCE_INLINE Quat &Quat::setElem(int idx, const floatInVec &value)
{
mVec128 = _vmathVfInsert(mVec128, value.get128(), idx);
return *this;
mVec128 = _vmathVfInsert(mVec128, value.get128(), idx);
return *this;
}
VECTORMATH_FORCE_INLINE const floatInVec Quat::getElem( int idx ) const
VECTORMATH_FORCE_INLINE const floatInVec Quat::getElem(int idx) const
{
return floatInVec( mVec128, idx );
return floatInVec(mVec128, idx);
}
VECTORMATH_FORCE_INLINE VecIdx Quat::operator []( int idx )
VECTORMATH_FORCE_INLINE VecIdx Quat::operator[](int idx)
{
return VecIdx( mVec128, idx );
return VecIdx(mVec128, idx);
}
VECTORMATH_FORCE_INLINE const floatInVec Quat::operator []( int idx ) const
VECTORMATH_FORCE_INLINE const floatInVec Quat::operator[](int idx) const
{
return floatInVec( mVec128, idx );
return floatInVec(mVec128, idx);
}
VECTORMATH_FORCE_INLINE const Quat Quat::operator +( const Quat &quat ) const
VECTORMATH_FORCE_INLINE const Quat Quat::operator+(const Quat &quat) const
{
return Quat( _mm_add_ps( mVec128, quat.mVec128 ) );
return Quat(_mm_add_ps(mVec128, quat.mVec128));
}
VECTORMATH_FORCE_INLINE const Quat Quat::operator -( const Quat &quat ) const
VECTORMATH_FORCE_INLINE const Quat Quat::operator-(const Quat &quat) const
{
return Quat( _mm_sub_ps( mVec128, quat.mVec128 ) );
return Quat(_mm_sub_ps(mVec128, quat.mVec128));
}
VECTORMATH_FORCE_INLINE const Quat Quat::operator *( float scalar ) const
VECTORMATH_FORCE_INLINE const Quat Quat::operator*(float scalar) const
{
return *this * floatInVec(scalar);
return *this * floatInVec(scalar);
}
VECTORMATH_FORCE_INLINE const Quat Quat::operator *( const floatInVec &scalar ) const
VECTORMATH_FORCE_INLINE const Quat Quat::operator*(const floatInVec &scalar) const
{
return Quat( _mm_mul_ps( mVec128, scalar.get128() ) );
return Quat(_mm_mul_ps(mVec128, scalar.get128()));
}
VECTORMATH_FORCE_INLINE Quat & Quat::operator +=( const Quat &quat )
VECTORMATH_FORCE_INLINE Quat &Quat::operator+=(const Quat &quat)
{
*this = *this + quat;
return *this;
*this = *this + quat;
return *this;
}
VECTORMATH_FORCE_INLINE Quat & Quat::operator -=( const Quat &quat )
VECTORMATH_FORCE_INLINE Quat &Quat::operator-=(const Quat &quat)
{
*this = *this - quat;
return *this;
*this = *this - quat;
return *this;
}
VECTORMATH_FORCE_INLINE Quat & Quat::operator *=( float scalar )
VECTORMATH_FORCE_INLINE Quat &Quat::operator*=(float scalar)
{
*this = *this * scalar;
return *this;
*this = *this * scalar;
return *this;
}
VECTORMATH_FORCE_INLINE Quat & Quat::operator *=( const floatInVec &scalar )
VECTORMATH_FORCE_INLINE Quat &Quat::operator*=(const floatInVec &scalar)
{
*this = *this * scalar;
return *this;
*this = *this * scalar;
return *this;
}
VECTORMATH_FORCE_INLINE const Quat Quat::operator /( float scalar ) const
VECTORMATH_FORCE_INLINE const Quat Quat::operator/(float scalar) const
{
return *this / floatInVec(scalar);
return *this / floatInVec(scalar);
}
VECTORMATH_FORCE_INLINE const Quat Quat::operator /( const floatInVec &scalar ) const
VECTORMATH_FORCE_INLINE const Quat Quat::operator/(const floatInVec &scalar) const
{
return Quat( _mm_div_ps( mVec128, scalar.get128() ) );
return Quat(_mm_div_ps(mVec128, scalar.get128()));
}
VECTORMATH_FORCE_INLINE Quat & Quat::operator /=( float scalar )
VECTORMATH_FORCE_INLINE Quat &Quat::operator/=(float scalar)
{
*this = *this / scalar;
return *this;
*this = *this / scalar;
return *this;
}
VECTORMATH_FORCE_INLINE Quat & Quat::operator /=( const floatInVec &scalar )
VECTORMATH_FORCE_INLINE Quat &Quat::operator/=(const floatInVec &scalar)
{
*this = *this / scalar;
return *this;
*this = *this / scalar;
return *this;
}
VECTORMATH_FORCE_INLINE const Quat Quat::operator -( ) const
VECTORMATH_FORCE_INLINE const Quat Quat::operator-() const
{
return Quat(_mm_sub_ps( _mm_setzero_ps(), mVec128 ) );
return Quat(_mm_sub_ps(_mm_setzero_ps(), mVec128));
}
VECTORMATH_FORCE_INLINE const Quat operator *( float scalar, const Quat &quat )
VECTORMATH_FORCE_INLINE const Quat operator*(float scalar, const Quat &quat)
{
return floatInVec(scalar) * quat;
return floatInVec(scalar) * quat;
}
VECTORMATH_FORCE_INLINE const Quat operator *( const floatInVec &scalar, const Quat &quat )
VECTORMATH_FORCE_INLINE const Quat operator*(const floatInVec &scalar, const Quat &quat)
{
return quat * scalar;
return quat * scalar;
}
VECTORMATH_FORCE_INLINE const floatInVec dot( const Quat &quat0, const Quat &quat1 )
VECTORMATH_FORCE_INLINE const floatInVec dot(const Quat &quat0, const Quat &quat1)
{
return floatInVec( _vmathVfDot4( quat0.get128(), quat1.get128() ), 0 );
return floatInVec(_vmathVfDot4(quat0.get128(), quat1.get128()), 0);
}
VECTORMATH_FORCE_INLINE const floatInVec norm( const Quat &quat )
VECTORMATH_FORCE_INLINE const floatInVec norm(const Quat &quat)
{
return floatInVec( _vmathVfDot4( quat.get128(), quat.get128() ), 0 );
return floatInVec(_vmathVfDot4(quat.get128(), quat.get128()), 0);
}
VECTORMATH_FORCE_INLINE const floatInVec length( const Quat &quat )
VECTORMATH_FORCE_INLINE const floatInVec length(const Quat &quat)
{
return floatInVec( _mm_sqrt_ps(_vmathVfDot4( quat.get128(), quat.get128() )), 0 );
return floatInVec(_mm_sqrt_ps(_vmathVfDot4(quat.get128(), quat.get128())), 0);
}
VECTORMATH_FORCE_INLINE const Quat normalize( const Quat &quat )
VECTORMATH_FORCE_INLINE const Quat normalize(const Quat &quat)
{
vec_float4 dot =_vmathVfDot4( quat.get128(), quat.get128());
return Quat( _mm_mul_ps( quat.get128(), newtonrapson_rsqrt4( dot ) ) );
vec_float4 dot = _vmathVfDot4(quat.get128(), quat.get128());
return Quat(_mm_mul_ps(quat.get128(), newtonrapson_rsqrt4(dot)));
}
VECTORMATH_FORCE_INLINE const Quat Quat::rotation( const Vector3 &unitVec0, const Vector3 &unitVec1 )
VECTORMATH_FORCE_INLINE const Quat Quat::rotation(const Vector3 &unitVec0, const Vector3 &unitVec1)
{
Vector3 crossVec;
__m128 cosAngle, cosAngleX2Plus2, recipCosHalfAngleX2, cosHalfAngleX2, res;
cosAngle = _vmathVfDot3( unitVec0.get128(), unitVec1.get128() );
cosAngleX2Plus2 = vec_madd( cosAngle, _mm_set1_ps(2.0f), _mm_set1_ps(2.0f) );
recipCosHalfAngleX2 = _mm_rsqrt_ps( cosAngleX2Plus2 );
cosHalfAngleX2 = vec_mul( recipCosHalfAngleX2, cosAngleX2Plus2 );
crossVec = cross( unitVec0, unitVec1 );
res = vec_mul( crossVec.get128(), recipCosHalfAngleX2 );
Vector3 crossVec;
__m128 cosAngle, cosAngleX2Plus2, recipCosHalfAngleX2, cosHalfAngleX2, res;
cosAngle = _vmathVfDot3(unitVec0.get128(), unitVec1.get128());
cosAngleX2Plus2 = vec_madd(cosAngle, _mm_set1_ps(2.0f), _mm_set1_ps(2.0f));
recipCosHalfAngleX2 = _mm_rsqrt_ps(cosAngleX2Plus2);
cosHalfAngleX2 = vec_mul(recipCosHalfAngleX2, cosAngleX2Plus2);
crossVec = cross(unitVec0, unitVec1);
res = vec_mul(crossVec.get128(), recipCosHalfAngleX2);
VM_ATTRIBUTE_ALIGN16 unsigned int sw[4] = {0, 0, 0, 0xffffffff};
res = vec_sel( res, vec_mul( cosHalfAngleX2, _mm_set1_ps(0.5f) ), sw );
return Quat( res );
res = vec_sel(res, vec_mul(cosHalfAngleX2, _mm_set1_ps(0.5f)), sw);
return Quat(res);
}
VECTORMATH_FORCE_INLINE const Quat Quat::rotation( float radians, const Vector3 &unitVec )
VECTORMATH_FORCE_INLINE const Quat Quat::rotation(float radians, const Vector3 &unitVec)
{
return rotation( floatInVec(radians), unitVec );
return rotation(floatInVec(radians), unitVec);
}
VECTORMATH_FORCE_INLINE const Quat Quat::rotation( const floatInVec &radians, const Vector3 &unitVec )
VECTORMATH_FORCE_INLINE const Quat Quat::rotation(const floatInVec &radians, const Vector3 &unitVec)
{
__m128 s, c, angle, res;
angle = vec_mul( radians.get128(), _mm_set1_ps(0.5f) );
sincosf4( angle, &s, &c );
__m128 s, c, angle, res;
angle = vec_mul(radians.get128(), _mm_set1_ps(0.5f));
sincosf4(angle, &s, &c);
VM_ATTRIBUTE_ALIGN16 unsigned int sw[4] = {0, 0, 0, 0xffffffff};
res = vec_sel( vec_mul( unitVec.get128(), s ), c, sw );
return Quat( res );
res = vec_sel(vec_mul(unitVec.get128(), s), c, sw);
return Quat(res);
}
VECTORMATH_FORCE_INLINE const Quat Quat::rotationX( float radians )
VECTORMATH_FORCE_INLINE const Quat Quat::rotationX(float radians)
{
return rotationX( floatInVec(radians) );
return rotationX(floatInVec(radians));
}
VECTORMATH_FORCE_INLINE const Quat Quat::rotationX( const floatInVec &radians )
VECTORMATH_FORCE_INLINE const Quat Quat::rotationX(const floatInVec &radians)
{
__m128 s, c, angle, res;
angle = vec_mul( radians.get128(), _mm_set1_ps(0.5f) );
sincosf4( angle, &s, &c );
__m128 s, c, angle, res;
angle = vec_mul(radians.get128(), _mm_set1_ps(0.5f));
sincosf4(angle, &s, &c);
VM_ATTRIBUTE_ALIGN16 unsigned int xsw[4] = {0xffffffff, 0, 0, 0};
VM_ATTRIBUTE_ALIGN16 unsigned int wsw[4] = {0, 0, 0, 0xffffffff};
res = vec_sel( _mm_setzero_ps(), s, xsw );
res = vec_sel( res, c, wsw );
return Quat( res );
res = vec_sel(_mm_setzero_ps(), s, xsw);
res = vec_sel(res, c, wsw);
return Quat(res);
}
VECTORMATH_FORCE_INLINE const Quat Quat::rotationY( float radians )
VECTORMATH_FORCE_INLINE const Quat Quat::rotationY(float radians)
{
return rotationY( floatInVec(radians) );
return rotationY(floatInVec(radians));
}
VECTORMATH_FORCE_INLINE const Quat Quat::rotationY( const floatInVec &radians )
VECTORMATH_FORCE_INLINE const Quat Quat::rotationY(const floatInVec &radians)
{
__m128 s, c, angle, res;
angle = vec_mul( radians.get128(), _mm_set1_ps(0.5f) );
sincosf4( angle, &s, &c );
__m128 s, c, angle, res;
angle = vec_mul(radians.get128(), _mm_set1_ps(0.5f));
sincosf4(angle, &s, &c);
VM_ATTRIBUTE_ALIGN16 unsigned int ysw[4] = {0, 0xffffffff, 0, 0};
VM_ATTRIBUTE_ALIGN16 unsigned int wsw[4] = {0, 0, 0, 0xffffffff};
res = vec_sel( _mm_setzero_ps(), s, ysw );
res = vec_sel( res, c, wsw );
return Quat( res );
res = vec_sel(_mm_setzero_ps(), s, ysw);
res = vec_sel(res, c, wsw);
return Quat(res);
}
VECTORMATH_FORCE_INLINE const Quat Quat::rotationZ( float radians )
VECTORMATH_FORCE_INLINE const Quat Quat::rotationZ(float radians)
{
return rotationZ( floatInVec(radians) );
return rotationZ(floatInVec(radians));
}
VECTORMATH_FORCE_INLINE const Quat Quat::rotationZ( const floatInVec &radians )
VECTORMATH_FORCE_INLINE const Quat Quat::rotationZ(const floatInVec &radians)
{
__m128 s, c, angle, res;
angle = vec_mul( radians.get128(), _mm_set1_ps(0.5f) );
sincosf4( angle, &s, &c );
__m128 s, c, angle, res;
angle = vec_mul(radians.get128(), _mm_set1_ps(0.5f));
sincosf4(angle, &s, &c);
VM_ATTRIBUTE_ALIGN16 unsigned int zsw[4] = {0, 0, 0xffffffff, 0};
VM_ATTRIBUTE_ALIGN16 unsigned int wsw[4] = {0, 0, 0, 0xffffffff};
res = vec_sel( _mm_setzero_ps(), s, zsw );
res = vec_sel( res, c, wsw );
return Quat( res );
res = vec_sel(_mm_setzero_ps(), s, zsw);
res = vec_sel(res, c, wsw);
return Quat(res);
}
VECTORMATH_FORCE_INLINE const Quat Quat::operator *( const Quat &quat ) const
VECTORMATH_FORCE_INLINE const Quat Quat::operator*(const Quat &quat) const
{
__m128 ldata, rdata, qv, tmp0, tmp1, tmp2, tmp3;
__m128 product, l_wxyz, r_wxyz, xy, qw;
ldata = mVec128;
rdata = quat.mVec128;
tmp0 = _mm_shuffle_ps( ldata, ldata, _MM_SHUFFLE(3,0,2,1) );
tmp1 = _mm_shuffle_ps( rdata, rdata, _MM_SHUFFLE(3,1,0,2) );
tmp2 = _mm_shuffle_ps( ldata, ldata, _MM_SHUFFLE(3,1,0,2) );
tmp3 = _mm_shuffle_ps( rdata, rdata, _MM_SHUFFLE(3,0,2,1) );
qv = vec_mul( vec_splat( ldata, 3 ), rdata );
qv = vec_madd( vec_splat( rdata, 3 ), ldata, qv );
qv = vec_madd( tmp0, tmp1, qv );
qv = vec_nmsub( tmp2, tmp3, qv );
product = vec_mul( ldata, rdata );
l_wxyz = vec_sld( ldata, ldata, 12 );
r_wxyz = vec_sld( rdata, rdata, 12 );
qw = vec_nmsub( l_wxyz, r_wxyz, product );
xy = vec_madd( l_wxyz, r_wxyz, product );
qw = vec_sub( qw, vec_sld( xy, xy, 8 ) );
__m128 ldata, rdata, qv, tmp0, tmp1, tmp2, tmp3;
__m128 product, l_wxyz, r_wxyz, xy, qw;
ldata = mVec128;
rdata = quat.mVec128;
tmp0 = _mm_shuffle_ps(ldata, ldata, _MM_SHUFFLE(3, 0, 2, 1));
tmp1 = _mm_shuffle_ps(rdata, rdata, _MM_SHUFFLE(3, 1, 0, 2));
tmp2 = _mm_shuffle_ps(ldata, ldata, _MM_SHUFFLE(3, 1, 0, 2));
tmp3 = _mm_shuffle_ps(rdata, rdata, _MM_SHUFFLE(3, 0, 2, 1));
qv = vec_mul(vec_splat(ldata, 3), rdata);
qv = vec_madd(vec_splat(rdata, 3), ldata, qv);
qv = vec_madd(tmp0, tmp1, qv);
qv = vec_nmsub(tmp2, tmp3, qv);
product = vec_mul(ldata, rdata);
l_wxyz = vec_sld(ldata, ldata, 12);
r_wxyz = vec_sld(rdata, rdata, 12);
qw = vec_nmsub(l_wxyz, r_wxyz, product);
xy = vec_madd(l_wxyz, r_wxyz, product);
qw = vec_sub(qw, vec_sld(xy, xy, 8));
VM_ATTRIBUTE_ALIGN16 unsigned int sw[4] = {0, 0, 0, 0xffffffff};
return Quat( vec_sel( qv, qw, sw ) );
return Quat(vec_sel(qv, qw, sw));
}
VECTORMATH_FORCE_INLINE Quat & Quat::operator *=( const Quat &quat )
VECTORMATH_FORCE_INLINE Quat &Quat::operator*=(const Quat &quat)
{
*this = *this * quat;
return *this;
*this = *this * quat;
return *this;
}
VECTORMATH_FORCE_INLINE const Vector3 rotate( const Quat &quat, const Vector3 &vec )
{ __m128 qdata, vdata, product, tmp0, tmp1, tmp2, tmp3, wwww, qv, qw, res;
qdata = quat.get128();
vdata = vec.get128();
tmp0 = _mm_shuffle_ps( qdata, qdata, _MM_SHUFFLE(3,0,2,1) );
tmp1 = _mm_shuffle_ps( vdata, vdata, _MM_SHUFFLE(3,1,0,2) );
tmp2 = _mm_shuffle_ps( qdata, qdata, _MM_SHUFFLE(3,1,0,2) );
tmp3 = _mm_shuffle_ps( vdata, vdata, _MM_SHUFFLE(3,0,2,1) );
wwww = vec_splat( qdata, 3 );
qv = vec_mul( wwww, vdata );
qv = vec_madd( tmp0, tmp1, qv );
qv = vec_nmsub( tmp2, tmp3, qv );
product = vec_mul( qdata, vdata );
qw = vec_madd( vec_sld( qdata, qdata, 4 ), vec_sld( vdata, vdata, 4 ), product );
qw = vec_add( vec_sld( product, product, 8 ), qw );
tmp1 = _mm_shuffle_ps( qv, qv, _MM_SHUFFLE(3,1,0,2) );
tmp3 = _mm_shuffle_ps( qv, qv, _MM_SHUFFLE(3,0,2,1) );
res = vec_mul( vec_splat( qw, 0 ), qdata );
res = vec_madd( wwww, qv, res );
res = vec_madd( tmp0, tmp1, res );
res = vec_nmsub( tmp2, tmp3, res );
return Vector3( res );
}
VECTORMATH_FORCE_INLINE const Quat conj( const Quat &quat )
VECTORMATH_FORCE_INLINE const Vector3 rotate(const Quat &quat, const Vector3 &vec)
{
VM_ATTRIBUTE_ALIGN16 unsigned int sw[4] = {0x80000000,0x80000000,0x80000000,0};
return Quat( vec_xor( quat.get128(), _mm_load_ps((float *)sw) ) );
__m128 qdata, vdata, product, tmp0, tmp1, tmp2, tmp3, wwww, qv, qw, res;
qdata = quat.get128();
vdata = vec.get128();
tmp0 = _mm_shuffle_ps(qdata, qdata, _MM_SHUFFLE(3, 0, 2, 1));
tmp1 = _mm_shuffle_ps(vdata, vdata, _MM_SHUFFLE(3, 1, 0, 2));
tmp2 = _mm_shuffle_ps(qdata, qdata, _MM_SHUFFLE(3, 1, 0, 2));
tmp3 = _mm_shuffle_ps(vdata, vdata, _MM_SHUFFLE(3, 0, 2, 1));
wwww = vec_splat(qdata, 3);
qv = vec_mul(wwww, vdata);
qv = vec_madd(tmp0, tmp1, qv);
qv = vec_nmsub(tmp2, tmp3, qv);
product = vec_mul(qdata, vdata);
qw = vec_madd(vec_sld(qdata, qdata, 4), vec_sld(vdata, vdata, 4), product);
qw = vec_add(vec_sld(product, product, 8), qw);
tmp1 = _mm_shuffle_ps(qv, qv, _MM_SHUFFLE(3, 1, 0, 2));
tmp3 = _mm_shuffle_ps(qv, qv, _MM_SHUFFLE(3, 0, 2, 1));
res = vec_mul(vec_splat(qw, 0), qdata);
res = vec_madd(wwww, qv, res);
res = vec_madd(tmp0, tmp1, res);
res = vec_nmsub(tmp2, tmp3, res);
return Vector3(res);
}
VECTORMATH_FORCE_INLINE const Quat select( const Quat &quat0, const Quat &quat1, bool select1 )
VECTORMATH_FORCE_INLINE const Quat conj(const Quat &quat)
{
return select( quat0, quat1, boolInVec(select1) );
VM_ATTRIBUTE_ALIGN16 unsigned int sw[4] = {0x80000000, 0x80000000, 0x80000000, 0};
return Quat(vec_xor(quat.get128(), _mm_load_ps((float *)sw)));
}
VECTORMATH_FORCE_INLINE const Quat select(const Quat &quat0, const Quat &quat1, bool select1)
{
return select(quat0, quat1, boolInVec(select1));
}
//VECTORMATH_FORCE_INLINE const Quat select( const Quat &quat0, const Quat &quat1, const boolInVec &select1 )
@@ -528,52 +521,54 @@ VECTORMATH_FORCE_INLINE const Quat select( const Quat &quat0, const Quat &quat1,
// return Quat( vec_sel( quat0.get128(), quat1.get128(), select1.get128() ) );
//}
VECTORMATH_FORCE_INLINE void loadXYZW(Quat& quat, const float* fptr)
VECTORMATH_FORCE_INLINE void loadXYZW(Quat &quat, const float *fptr)
{
#ifdef USE_SSE3_LDDQU
quat = Quat( SSEFloat(_mm_lddqu_si128((const __m128i*)((float*)(fptr)))).m128 );
quat = Quat(SSEFloat(_mm_lddqu_si128((const __m128i *)((float *)(fptr)))).m128);
#else
SSEFloat fl;
fl.f[0] = fptr[0];
fl.f[1] = fptr[1];
fl.f[2] = fptr[2];
fl.f[3] = fptr[3];
quat = Quat( fl.m128);
quat = Quat(fl.m128);
#endif
}
VECTORMATH_FORCE_INLINE void storeXYZW(const Quat& quat, float* fptr)
VECTORMATH_FORCE_INLINE void storeXYZW(const Quat &quat, float *fptr)
{
fptr[0] = quat.getX();
fptr[1] = quat.getY();
fptr[2] = quat.getZ();
fptr[3] = quat.getW();
// _mm_storeu_ps((float*)quat.get128(),fptr);
// _mm_storeu_ps((float*)quat.get128(),fptr);
}
#ifdef _VECTORMATH_DEBUG
VECTORMATH_FORCE_INLINE void print( const Quat &quat )
VECTORMATH_FORCE_INLINE void print(const Quat &quat)
{
union { __m128 v; float s[4]; } tmp;
tmp.v = quat.get128();
printf( "( %f %f %f %f )\n", tmp.s[0], tmp.s[1], tmp.s[2], tmp.s[3] );
union {
__m128 v;
float s[4];
} tmp;
tmp.v = quat.get128();
printf("( %f %f %f %f )\n", tmp.s[0], tmp.s[1], tmp.s[2], tmp.s[3]);
}
VECTORMATH_FORCE_INLINE void print( const Quat &quat, const char * name )
VECTORMATH_FORCE_INLINE void print(const Quat &quat, const char *name)
{
union { __m128 v; float s[4]; } tmp;
tmp.v = quat.get128();
printf( "%s: ( %f %f %f %f )\n", name, tmp.s[0], tmp.s[1], tmp.s[2], tmp.s[3] );
union {
__m128 v;
float s[4];
} tmp;
tmp.v = quat.get128();
printf("%s: ( %f %f %f %f )\n", name, tmp.s[0], tmp.s[1], tmp.s[2], tmp.s[3]);
}
#endif
} // namespace Aos
} // namespace Vectormath
} // namespace Aos
} // namespace Vectormath
#endif

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@@ -30,51 +30,53 @@
#ifndef _VECTORMATH_VECIDX_AOS_H
#define _VECTORMATH_VECIDX_AOS_H
#include "floatInVec.h"
namespace Vectormath {
namespace Aos {
namespace Vectormath
{
namespace Aos
{
//-----------------------------------------------------------------------------
// VecIdx
// Used in setting elements of Vector3, Vector4, Point3, or Quat with the
// VecIdx
// Used in setting elements of Vector3, Vector4, Point3, or Quat with the
// subscripting operator.
//
VM_ATTRIBUTE_ALIGNED_CLASS16 (class) VecIdx
VM_ATTRIBUTE_ALIGNED_CLASS16(class)
VecIdx
{
private:
__m128 &ref;
int i;
public:
inline VecIdx( __m128& vec, int idx ): ref(vec) { i = idx; }
__m128 &ref;
int i;
// implicitly casts to float unless _VECTORMATH_NO_SCALAR_CAST defined
// in which case, implicitly casts to floatInVec, and one must call
// getAsFloat to convert to float.
//
public:
inline VecIdx(__m128 & vec, int idx) : ref(vec) { i = idx; }
// implicitly casts to float unless _VECTORMATH_NO_SCALAR_CAST defined
// in which case, implicitly casts to floatInVec, and one must call
// getAsFloat to convert to float.
//
#ifdef _VECTORMATH_NO_SCALAR_CAST
inline operator floatInVec() const;
inline float getAsFloat() const;
inline operator floatInVec() const;
inline float getAsFloat() const;
#else
inline operator float() const;
inline operator float() const;
#endif
inline float operator =( float scalar );
inline floatInVec operator =( const floatInVec &scalar );
inline floatInVec operator =( const VecIdx& scalar );
inline floatInVec operator *=( float scalar );
inline floatInVec operator *=( const floatInVec &scalar );
inline floatInVec operator /=( float scalar );
inline floatInVec operator /=( const floatInVec &scalar );
inline floatInVec operator +=( float scalar );
inline floatInVec operator +=( const floatInVec &scalar );
inline floatInVec operator -=( float scalar );
inline floatInVec operator -=( const floatInVec &scalar );
inline float operator=(float scalar);
inline floatInVec operator=(const floatInVec &scalar);
inline floatInVec operator=(const VecIdx &scalar);
inline floatInVec operator*=(float scalar);
inline floatInVec operator*=(const floatInVec &scalar);
inline floatInVec operator/=(float scalar);
inline floatInVec operator/=(const floatInVec &scalar);
inline floatInVec operator+=(float scalar);
inline floatInVec operator+=(const floatInVec &scalar);
inline floatInVec operator-=(float scalar);
inline floatInVec operator-=(const floatInVec &scalar);
};
} // namespace Aos
} // namespace Vectormath
} // namespace Aos
} // namespace Vectormath
#endif

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