// Bullet Continuous Collision Detection and Physics Library // Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ // // // Vector.inl // // Copyright (c) 2006 Simon Hobbs // // This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source distribution. #pragma once //////////////////////////////////////////////////////////////////////////////// // Vector3 inline Vector3::Vector3() { } inline Vector3::Vector3(const Vector3& v) { base = v.base; } inline Vector3::Vector3(float x, float y, float z) { base = _mm_setr_ps(x, y, z, z); } inline Vector3::Vector3(const Scalar& x, const Scalar& y, const Scalar& z) { __m128 xy = _mm_unpacklo_ps(x.base, y.base); base = _mm_shuffle_ps(xy, z.base, _MM_SHUFFLE(1, 0, 1, 0)); } inline Vector3::Vector3(const Maths::ZeroTag&) { base = _mm_setzero_ps(); } inline Vector3::Vector3(const Maths::UnitXTag&) { base = Vector4Base::Consts::k1000; } inline Vector3::Vector3(const Maths::UnitYTag&) { base = Vector4Base::Consts::k0100; } inline Vector3::Vector3(const Maths::UnitZTag&) { base = Vector4Base::Consts::k0010; } inline Vector3::Vector3(const Maths::UnitNegXTag&) { base = Vector4Base::Consts::kNeg1000; } inline Vector3::Vector3(const Maths::UnitNegYTag&) { base = Vector4Base::Consts::kNeg0100; } inline Vector3::Vector3(const Maths::UnitNegZTag&) { base = Vector4Base::Consts::kNeg0010; } inline Vector3::Vector3(const Vector4Base& v) { base = v.base; } inline Vector3::Vector3(const __m128 b) { base = b; } inline Vector3::Vector3(const Scalar& v) { base = v.base; } inline Vector3::Vector3(const Point3& v) { base = v.base; } inline Vector3::Vector3(const Vector4& v) { base = v.base; } inline Vector3::Vector3(const float* p) { base = _mm_load_ps(p); } inline const Vector3& Vector3::operator=(const Vector3& v) { base = v.base; return *this; } inline const Vector3& Vector3::operator=(const Maths::ZeroTag&) { base = _mm_setzero_ps(); return *this; } inline const Vector3& Vector3::operator=(const Maths::UnitXTag&) { base = Vector4Base::Consts::k1000; return *this; } inline const Vector3& Vector3::operator=(const Maths::UnitYTag&) { base = Vector4Base::Consts::k0100; return *this; } inline const Vector3& Vector3::operator=(const Maths::UnitZTag&) { base = Vector4Base::Consts::k0010; return *this; } inline const Vector3& Vector3::operator=(const Maths::UnitNegXTag&) { base = Vector4Base::Consts::kNeg1000; return *this; } inline const Vector3& Vector3::operator=(const Maths::UnitNegYTag&) { base = Vector4Base::Consts::kNeg0100; return *this; } inline const Vector3& Vector3::operator=(const Maths::UnitNegZTag&) { base = Vector4Base::Consts::kNeg0010; return *this; } inline void Vector3::operator+=(const Vector3& b) { base = _mm_add_ps(base, b.base); } inline void Vector3::operator-=(const Vector3& b) { base = _mm_sub_ps(base, b.base); } inline void Vector3::operator*=(const Vector3& b) { base = _mm_mul_ps(base, b.base); } inline void Vector3::operator/=(const Vector3& b) { base = _mm_div_ps(base, b.base); } inline void Vector3::operator*=(const Scalar& s) { base = _mm_mul_ps(base, s.base); } inline void Vector3::operator/=(const Scalar& s) { base = _mm_div_ps(base, s.base); } inline const Vector3 operator-(const Vector3& a) { return Vector3(_mm_sub_ps(_mm_setzero_ps(), a.base)); } inline const Vector3 operator+(const Vector3& a, const Vector3& b) { return Vector3(_mm_add_ps(a.base, b.base)); } inline const Vector3 operator-(const Vector3& a, const Vector3& b) { return Vector3(_mm_sub_ps(a.base, b.base)); } inline const Vector3 operator*(const Vector3& a, const Vector3& b) { return Vector3(_mm_mul_ps(a.base, b.base)); } inline const Vector3 operator/(const Vector3& a, const Vector3& b) { return Vector3(_mm_div_ps(a.base, b.base)); } inline const Vector3 operator*(const Vector3& a, const Scalar& s) { return Vector3(_mm_mul_ps(a.base, s.base)); } inline const Vector3 operator*(const Scalar& s, const Vector3& a) { return Vector3(_mm_mul_ps(a.base, s.base)); } inline const Vector3 operator/(const Vector3& a, const Scalar& s) { return Vector3(_mm_div_ps(a.base, s.base)); } inline const Vector3 SplatX(const Vector3& v) { return Vector3(_mm_shuffle_ps(v.base, v.base, _MM_SHUFFLE(3, 0, 0, 0))); } inline const Vector3 SplatY(const Vector3& v) { return Vector3(_mm_shuffle_ps(v.base, v.base, _MM_SHUFFLE(3, 1, 1, 1))); } inline const Vector3 SplatZ(const Vector3& v) { return Vector3(_mm_shuffle_ps(v.base, v.base, _MM_SHUFFLE(3, 2, 2, 2))); } inline const Vector3 Abs(const Vector3& a) { return Vector3(_mm_and_ps(a.base, Vector4Base::Consts::kMaskAbs)); } inline const Vector3 Rcp(const Vector3& a) { return Vector3(_mm_rcp_ps(a.base)); } inline const Vector3 Rsqrt(const Vector3& a) { return Vector3(_mm_rsqrt_ps(a.base)); } inline const Vector3 Sqrt(const Vector3& a) { return Vector3(_mm_sqrt_ps(a.base)); } inline const Vector3 RcpNr(const Vector3& a) { Vector3 rcp = Rcp(a); return (rcp + rcp) - (a * rcp * rcp); } inline const Vector3 RsqrtNr(const Vector3& a) { Vector3 rcp = Rsqrt(a); return (Vector3(Vector4Base::Consts::kHalf) * rcp) * (Vector3(Vector4Base::Consts::kThree) - (a * rcp) * rcp); } inline const Scalar Sum(const Vector3& a) { return Scalar(Vector4Base::Sum3(a.base)); } inline const Scalar Dot(const Vector3& a, const Vector3& b) { return Scalar(Vector4Base::Dot3(a.base, b.base)); } inline const Vector3 Cross(const Vector3& a, const Vector3& b) { __m128 va = a.base; __m128 vb = b.base; __m128 v0yzx = _mm_shuffle_ps(va, va, _MM_SHUFFLE(3, 0, 2, 1)); __m128 v1zxy = _mm_shuffle_ps(vb, vb, _MM_SHUFFLE(3, 1, 0, 2)); __m128 v0zxy = _mm_shuffle_ps(va, va, _MM_SHUFFLE(3, 1, 0, 2)); __m128 v1yzx = _mm_shuffle_ps(vb, vb, _MM_SHUFFLE(3, 0, 2, 1)); return Vector3(_mm_sub_ps(_mm_mul_ps(v0yzx, v1zxy), _mm_mul_ps(v0zxy, v1yzx))); } inline const Vector3 Min(const Vector3& a, const Vector3& b) { return Vector3(_mm_min_ps(a.base, b.base)); } inline const Vector3 Max(const Vector3& a, const Vector3& b) { return Vector3(_mm_max_ps(a.base, b.base)); } inline const Vector3 Clamp(const Vector3& v, const Vector3& min, const Vector3& max) { return Vector3(_mm_min_ps(max.base, _mm_max_ps(min.base, v.base))); } inline const Scalar MinComp(const Vector3& a) { return Scalar(Vector4Base::MinComp3(a.base)); } inline const Scalar MaxComp(const Vector3& a) { return Scalar(Vector4Base::MaxComp3(a.base)); } inline const int MinCompIndex(const Vector3& a) { int index = 0; if (a[2] < a[1]) { if (a[2] < a[0]) index = 2; } else if (a[1] < a[0]) index = 1; return index; } inline const int MaxCompIndex(const Vector3& a) { int index = 0; if (a[2] > a[1]) { if (a[2] > a[0]) index = 2; } else if (a[1] > a[0]) index = 1; return index; } inline const Scalar Length(const Vector3& a) { return Sqrt(Dot(a, a)); } inline const Scalar LengthSqr(const Vector3& a) { return Dot(a, a); } inline const Scalar LengthRcp(const Vector3& a) { return RsqrtNr(Dot(a, a)); } inline const Vector3 Normalize(const Vector3& a) { return RsqrtNr(Dot(a, a)) * a; } inline const Vector3 Lerp(const Vector3& a, const Vector3& b, const Scalar& t) { return a + (b - a) * t; } inline const Vector3 Perp(const Vector3& v) { Vector3 vtmp; if ((float)Abs(v[1]) < 0.707f) vtmp = Vector3(0.0f, 1.0f, 0.0f); else vtmp = Vector3(1.0f, 0.0f, 0.0f); return Cross(v, vtmp); } inline const Scalar LengthFast(const Vector3& a) { return Rcp(Rsqrt(Dot(a, a))); } inline const Scalar LengthRcpFast(const Vector3& a) { return Rsqrt(Dot(a, a)); } inline const Vector3 NormalizeFast(const Vector3& a) { return Rsqrt(Dot(a, a)) * a; } // comparisons return 1 bit per element inline int operator==(const Vector3& a, const Vector3& b) { return (_mm_movemask_ps(_mm_cmpeq_ps(a.base, b.base)) & 7); } inline int operator!=(const Vector3& a, const Vector3& b) { return (_mm_movemask_ps(_mm_cmpneq_ps(a.base, b.base)) & 7); } inline int operator<(const Vector3& a, const Vector3& b) { return (_mm_movemask_ps(_mm_cmplt_ps(a.base, b.base)) & 7); } inline int operator<=(const Vector3& a, const Vector3& b) { return (_mm_movemask_ps(_mm_cmple_ps(a.base, b.base)) & 7); } inline int operator>(const Vector3& a, const Vector3& b) { return (_mm_movemask_ps(_mm_cmpgt_ps(a.base, b.base)) & 7); } inline int operator>=(const Vector3& a, const Vector3& b) { return (_mm_movemask_ps(_mm_cmpge_ps(a.base, b.base)) & 7); } //////////////////////////////////////////////////////////////////////////////// // Point3 inline Point3::Point3() { } inline Point3::Point3(const Point3& v) { base = v.base; } inline Point3::Point3(float x, float y, float z) { base = _mm_setr_ps(x, y, z, 1.f); } inline Point3::Point3(const Scalar& x, const Scalar& y, const Scalar& z) { __m128 xy = _mm_unpacklo_ps(x.base, y.base); base = _mm_shuffle_ps(xy, z.base, _MM_SHUFFLE(1, 0, 1, 0)); } inline Point3::Point3(const Maths::ZeroTag&) { base = _mm_setzero_ps(); } inline Point3::Point3(const Maths::UnitXTag&) { base = Vector4Base::Consts::k1000; } inline Point3::Point3(const Maths::UnitYTag&) { base = Vector4Base::Consts::k0100; } inline Point3::Point3(const Maths::UnitZTag&) { base = Vector4Base::Consts::k0010; } inline Point3::Point3(const Maths::UnitNegXTag&) { base = Vector4Base::Consts::kNeg1000; } inline Point3::Point3(const Maths::UnitNegYTag&) { base = Vector4Base::Consts::kNeg0100; } inline Point3::Point3(const Maths::UnitNegZTag&) { base = Vector4Base::Consts::kNeg0010; } inline Point3::Point3(const Vector4Base& v) { base = v.base; } inline Point3::Point3(const __m128 b) { base = b; } inline Point3::Point3(const Scalar& v) { base = v.base; } inline Point3::Point3(const Vector3& v) { base = v.base; } inline Point3::Point3(const Vector4& v) { base = v.base; } inline Point3::Point3(const float* p) { base = _mm_load_ps(p); } inline const Point3& Point3::operator=(const Point3& v) { base = v.base; return *this; } inline const Point3& Point3::operator=(const Maths::ZeroTag&) { base = _mm_setzero_ps(); return *this; } inline const Point3& Point3::operator=(const Maths::UnitXTag&) { base = Vector4Base::Consts::k1000; return *this; } inline const Point3& Point3::operator=(const Maths::UnitYTag&) { base = Vector4Base::Consts::k0100; return *this; } inline const Point3& Point3::operator=(const Maths::UnitZTag&) { base = Vector4Base::Consts::k0010; return *this; } inline const Point3& Point3::operator=(const Maths::UnitNegXTag&) { base = Vector4Base::Consts::kNeg1000; return *this; } inline const Point3& Point3::operator=(const Maths::UnitNegYTag&) { base = Vector4Base::Consts::kNeg0100; return *this; } inline const Point3& Point3::operator=(const Maths::UnitNegZTag&) { base = Vector4Base::Consts::kNeg0010; return *this; } inline void Point3::operator+=(const Vector3& b) { base = _mm_add_ps(base, b.base); } inline void Point3::operator-=(const Vector3& b) { base = _mm_sub_ps(base, b.base); } inline const Point3 operator-(const Point3& a) { return Point3(_mm_sub_ps(_mm_setzero_ps(), a.base)); } inline const Point3 operator+(const Point3& a, const Vector3& b) { return Point3(_mm_add_ps(a.base, b.base)); } inline const Point3 operator+(const Vector3& a, const Point3& b) { return Point3(_mm_add_ps(a.base, b.base)); } inline const Point3 operator-(const Point3& a, const Vector3& b) { return Point3(_mm_sub_ps(a.base, b.base)); } inline const Vector3 operator-(const Point3& a, const Point3& b) { return Vector3(_mm_sub_ps(a.base, b.base)); } inline const Vector3 operator*(const Point3& a, const Vector3& b) { return Vector3(_mm_mul_ps(a.base, b.base)); } inline const Vector3 operator*(const Vector3& a, const Point3& b) { return Vector3(_mm_mul_ps(a.base, b.base)); } inline const Point3 SplatX(const Point3& v) { return Point3(_mm_shuffle_ps(v.base, v.base, _MM_SHUFFLE(3, 0, 0, 0))); } inline const Point3 SplatY(const Point3& v) { return Point3(_mm_shuffle_ps(v.base, v.base, _MM_SHUFFLE(3, 1, 1, 1))); } inline const Point3 SplatZ(const Point3& v) { return Point3(_mm_shuffle_ps(v.base, v.base, _MM_SHUFFLE(3, 2, 2, 2))); } inline const Point3 Abs(const Point3& a) { return Point3(_mm_and_ps(a.base, Vector4Base::Consts::kMaskAbs)); } inline const Scalar Sum(const Point3& a) { return Scalar(Vector4Base::Sum3(a.base)); } inline const Scalar Dot(const Point3& a, const Point3& b) { return Scalar(Vector4Base::Dot3(a.base, b.base)); } inline const Scalar Dot(const Vector3& a, const Point3& b) { return Scalar(Vector4Base::Dot3(a.base, b.base)); } inline const Scalar Dot(const Point3& a, const Vector3& b) { return Scalar(Vector4Base::Dot3(a.base, b.base)); } inline const Point3 Min(const Point3& a, const Point3& b) { return Point3(_mm_min_ps(a.base, b.base)); } inline const Point3 Max(const Point3& a, const Point3& b) { return Point3(_mm_max_ps(a.base, b.base)); } inline const Point3 Clamp(const Point3& v, const Point3& min, const Point3& max) { return Point3(_mm_min_ps(max.base, _mm_max_ps(min.base, v.base))); } inline const Scalar Dist(const Point3& a, const Point3& b) { return Length(a - b); } inline const Scalar DistSqr(const Point3& a, const Point3& b) { return LengthSqr(a - b); } inline const Scalar DistRcp(const Point3& a, const Point3& b) { return LengthRcp(a - b); } inline const Scalar DistFast(const Point3& a, const Point3& b) { return LengthFast(a - b); } inline const Scalar DistRcpFast(const Point3& a, const Point3& b) { return LengthRcpFast(a - b); } inline const Point3 Lerp(const Point3& a, const Point3& b, const Scalar& t) { return a + (b - a) * t; } inline const Point3 Homogenize(const Vector4& v) { return Point3(v * RcpNr(v.GetW())); } inline const Point3 HomogenizeFast(const Vector4& v) { return Point3(v * Rcp(v.GetW())); } // comparisons return 1 bit per element inline int operator==(const Point3& a, const Point3& b) { return (_mm_movemask_ps(_mm_cmpeq_ps(a.base, b.base)) & 7); } inline int operator!=(const Point3& a, const Point3& b) { return (_mm_movemask_ps(_mm_cmpneq_ps(a.base, b.base)) & 7); } inline int operator<(const Point3& a, const Point3& b) { return (_mm_movemask_ps(_mm_cmplt_ps(a.base, b.base)) & 7); } inline int operator<=(const Point3& a, const Point3& b) { return (_mm_movemask_ps(_mm_cmple_ps(a.base, b.base)) & 7); } inline int operator>(const Point3& a, const Point3& b) { return (_mm_movemask_ps(_mm_cmpgt_ps(a.base, b.base)) & 7); } inline int operator>=(const Point3& a, const Point3& b) { return (_mm_movemask_ps(_mm_cmpge_ps(a.base, b.base)) & 7); } //////////////////////////////////////////////////////////////////////////////// // Vector4 inline Vector4::Vector4() { } inline Vector4::Vector4(const Vector4& v) { base = v.base; } inline Vector4::Vector4(float x, float y, float z, float w) { base = _mm_setr_ps(x, y, z, w); } inline Vector4::Vector4(const Scalar& x, const Scalar& y, const Scalar& z, const Scalar& w) { Set(x.base, y.base, z.base, w.base); } inline Vector4::Vector4(const Point3& v) { Set(v.base, Vector4Base::Consts::k1000); } inline Vector4::Vector4(const Vector3& v) { Set(v.base, _mm_setzero_ps()); } inline Vector4::Vector4(const Vector3& xyz, const Scalar& w) { Set(xyz.base, w.base); } inline Vector4::Vector4(const Maths::ZeroTag&) { base = _mm_setzero_ps(); } inline Vector4::Vector4(const Maths::UnitXTag&) { base = Vector4Base::Consts::k1000; } inline Vector4::Vector4(const Maths::UnitYTag&) { base = Vector4Base::Consts::k0100; } inline Vector4::Vector4(const Maths::UnitZTag&) { base = Vector4Base::Consts::k0010; } inline Vector4::Vector4(const Maths::UnitWTag&) { base = Vector4Base::Consts::k0001; } inline Vector4::Vector4(const Maths::UnitNegXTag&) { base = Vector4Base::Consts::kNeg1000; } inline Vector4::Vector4(const Maths::UnitNegYTag&) { base = Vector4Base::Consts::kNeg0100; } inline Vector4::Vector4(const Maths::UnitNegZTag&) { base = Vector4Base::Consts::kNeg0010; } inline Vector4::Vector4(const Maths::UnitNegWTag&) { base = Vector4Base::Consts::kNeg0001; } inline Vector4::Vector4(const Vector4Base& v) { base = v.base; } inline Vector4::Vector4(const __m128 b) { base = b; } inline Vector4::Vector4(const Scalar& v) { base = v.base; } inline Vector4::Vector4(const float* p) { base = _mm_load_ps(p); } inline const Vector4& Vector4::operator=(const Vector4& v) { base = v.base; return *this; } inline const Vector4& Vector4::operator=(const Maths::ZeroTag&) { base = _mm_setzero_ps(); return *this; } inline const Vector4& Vector4::operator=(const Maths::UnitXTag&) { base = Vector4Base::Consts::k1000; return *this; } inline const Vector4& Vector4::operator=(const Maths::UnitYTag&) { base = Vector4Base::Consts::k0100; return *this; } inline const Vector4& Vector4::operator=(const Maths::UnitZTag&) { base = Vector4Base::Consts::k0010; return *this; } inline const Vector4& Vector4::operator=(const Maths::UnitWTag&) { base = Vector4Base::Consts::k0001; return *this; } inline const Vector4& Vector4::operator=(const Maths::UnitNegXTag&) { base = Vector4Base::Consts::kNeg1000; return *this; } inline const Vector4& Vector4::operator=(const Maths::UnitNegYTag&) { base = Vector4Base::Consts::kNeg0100; return *this; } inline const Vector4& Vector4::operator=(const Maths::UnitNegZTag&) { base = Vector4Base::Consts::kNeg0010; return *this; } inline const Vector4& Vector4::operator=(const Maths::UnitNegWTag&) { base = Vector4Base::Consts::kNeg0001; return *this; } inline void Vector4::operator+=(const Vector4& b) { base = _mm_add_ps(base, b.base); } inline void Vector4::operator-=(const Vector4& b) { base = _mm_sub_ps(base, b.base); } inline void Vector4::operator*=(const Vector4& b) { base = _mm_mul_ps(base, b.base); } inline void Vector4::operator/=(const Vector4& b) { base = _mm_div_ps(base, b.base); } inline void Vector4::operator*=(const Scalar& s) { base = _mm_mul_ps(base, s.base); } inline void Vector4::operator/=(const Scalar& s) { base = _mm_div_ps(base, s.base); } inline const Vector4 operator-(const Vector4& a) { return Vector4(_mm_sub_ps(_mm_setzero_ps(), a.base)); } inline const Vector4 operator+(const Vector4& a, const Vector4& b) { return Vector4(_mm_add_ps(a.base, b.base)); } inline const Vector4 operator-(const Vector4& a, const Vector4& b) { return Vector4(_mm_sub_ps(a.base, b.base)); } inline const Vector4 operator*(const Vector4& a, const Vector4& b) { return Vector4(_mm_mul_ps(a.base, b.base)); } inline const Vector4 operator/(const Vector4& a, const Vector4& b) { return Vector4(_mm_div_ps(a.base, b.base)); } inline const Vector4 operator*(const Vector4& a, const Scalar& s) { return Vector4(_mm_mul_ps(a.base, s.base)); } inline const Vector4 operator*(const Scalar& s, const Vector4& a) { return Vector4(_mm_mul_ps(a.base, s.base)); } inline const Vector4 operator/(const Vector4& a, const Scalar& s) { return Vector4(_mm_div_ps(a.base, s.base)); } inline const Vector4 Abs(const Vector4& a) { return Vector4(_mm_and_ps(a.base, Vector4Base::Consts::kMaskAbs)); } inline const Vector4 Rcp(const Vector4& a) { return Vector4(_mm_rcp_ps(a.base)); } inline const Vector4 Rsqrt(const Vector4& a) { return Vector4(_mm_rsqrt_ps(a.base)); } inline const Vector4 Sqrt(const Vector4& a) { return Vector4(_mm_sqrt_ps(a.base)); } inline const Vector4 RcpNr(const Vector4& a) { Vector4 rcp = Rcp(a); return (rcp + rcp) - (a * rcp * rcp); } inline const Vector4 RsqrtNr(const Vector4& a) { Vector4 rcp = Rsqrt(a); return (Vector4(Vector4Base::Consts::kHalf) * rcp) * (Vector4(Vector4Base::Consts::kThree) - (a * rcp) * rcp); } inline const Scalar Sum(const Vector4& a) { return Scalar(Vector4Base::Sum4(a.base)); } inline const Scalar Dot(const Vector4& a, const Vector4& b) { return Scalar(Vector4Base::Dot4(a.base, b.base)); } inline const Vector4 Min(const Vector4& a, const Vector4& b) { return Vector4(_mm_min_ps(a.base, b.base)); } inline const Vector4 Max(const Vector4& a, const Vector4& b) { return Vector4(_mm_max_ps(a.base, b.base)); } inline const Vector4 Clamp(const Vector4& v, const Vector4& min, const Vector4& max) { return Vector4(_mm_min_ps(max.base, _mm_max_ps(min.base, v.base))); } inline const Scalar MinComp(const Vector4& a) { return Scalar(Vector4Base::MinComp4(a.base)); } inline const Scalar MaxComp(const Vector4& a) { return Scalar(Vector4Base::MaxComp4(a.base)); } inline const Scalar Length(const Vector4& a) { return Sqrt(Dot(a, a)); } inline const Scalar LengthSqr(const Vector4& a) { return Dot(a, a); } inline const Scalar LengthRcp(const Vector4& a) { return RsqrtNr(Dot(a, a)); } inline const Vector4 Normalize(const Vector4& a) { return RsqrtNr(Dot(a, a)) * a; } inline const Vector4 Lerp(const Vector4& a, const Vector4& b, const Scalar& t) { return a + (b - a) * t; } inline const Scalar LengthFast(const Vector4& a) { return Rcp(Rsqrt(Dot(a, a))); } inline const Scalar LengthRcpFast(const Vector4& a) { return Rsqrt(Dot(a, a)); } inline const Vector4 NormalizeFast(const Vector4& a) { return Rsqrt(Dot(a, a)) * a; } // comparisons return 1 bit per element inline int operator==(const Vector4& a, const Vector4& b) { return _mm_movemask_ps(_mm_cmpeq_ps(a.base, b.base)); } inline int operator!=(const Vector4& a, const Vector4& b) { return _mm_movemask_ps(_mm_cmpneq_ps(a.base, b.base)); } inline int operator<(const Vector4& a, const Vector4& b) { return _mm_movemask_ps(_mm_cmplt_ps(a.base, b.base)); } inline int operator<=(const Vector4& a, const Vector4& b) { return _mm_movemask_ps(_mm_cmple_ps(a.base, b.base)); } inline int operator>(const Vector4& a, const Vector4& b) { return _mm_movemask_ps(_mm_cmpgt_ps(a.base, b.base)); } inline int operator>=(const Vector4& a, const Vector4& b) { return _mm_movemask_ps(_mm_cmpge_ps(a.base, b.base)); }