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bullet3/test/Bullet2/Source/Tests/Test_quat_aos_neon.cpp
erwincoumans ab8f16961e 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
2018-09-23 14:17:31 -07:00

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C++

//
// Test_quat_aos_neon.cpp
// BulletTest
//
// Copyright (c) 2011 Apple Inc., Inc.
//
#include "LinearMath/btScalar.h"
#if defined(BT_USE_SSE_IN_API) || defined(BT_USE_NEON)
#include "Test_quat_aos_neon.h"
#include "vector.h"
#include "Utils.h"
#include "main.h"
#include "../vectormath/vmInclude.h"
//typedef Vectormath::Aos::Vector3 vmVector3;
//typedef Vectormath::Aos::Quat vmQuat;
//typedef Vectormath::Aos::Matrix3 vmMatrix3;
//typedef Vectormath::Aos::Transform3 vmTransform3;
//typedef Vectormath::Aos::Point3 vmPoint3;
typedef Vectormath::Aos::Vector4 vmVector4;
// reference code for testing purposes
ATTRIBUTE_ALIGNED16(class)
Quat_ref
{
float mX;
float mY;
float mZ;
float mW;
public:
// Default constructor; does no initialization
//
inline Quat_ref(){};
// Copy a quaternion
//
inline Quat_ref(const Quat_ref &quat);
// Construct a quaternion from x, y, z, and w elements
//
inline Quat_ref(float x, float y, float z, float w);
// Construct a quaternion from a 3-D vector and a scalar
//
inline Quat_ref(const vmVector3 &xyz, float w);
// Copy elements from a 4-D vector into a quaternion
//
explicit inline Quat_ref(const vmVector4 &vec);
// Convert a rotation matrix to a unit-length quaternion
//
explicit inline Quat_ref(const vmMatrix3 &rotMat);
// Set all elements of a quaternion to the same scalar value
//
explicit inline Quat_ref(float scalar);
// Assign one quaternion to another
//
inline Quat_ref &operator=(const Quat_ref &quat);
// Set the x, y, and z elements of a quaternion
// NOTE:
// This function does not change the w element.
//
inline Quat_ref &setXYZ(const vmVector3 &vec);
// Get the x, y, and z elements of a quaternion
//
inline const vmVector3 getXYZ() const;
// Set the x element of a quaternion
//
inline Quat_ref &setX(float x);
// Set the y element of a quaternion
//
inline Quat_ref &setY(float y);
// Set the z element of a quaternion
//
inline Quat_ref &setZ(float z);
// Set the w element of a quaternion
//
inline Quat_ref &setW(float w);
// Get the x element of a quaternion
//
inline float getX() const;
// Get the y element of a quaternion
//
inline float getY() const;
// Get the z element of a quaternion
//
inline float getZ() const;
// Get the w element of a quaternion
//
inline float getW() const;
// Set an x, y, z, or w element of a quaternion by index
//
inline Quat_ref &setElem(int idx, float value);
// Get an x, y, z, or w element of a quaternion by index
//
inline float getElem(int idx) const;
// Subscripting operator to set or get an element
//
inline float &operator[](int idx);
// Subscripting operator to get an element
//
inline float operator[](int idx) const;
// Add two quaternions
//
inline const Quat_ref operator+(const Quat_ref &quat) const;
// Subtract a quaternion from another quaternion
//
inline const Quat_ref operator-(const Quat_ref &quat) const;
// Multiply two quaternions
//
inline const Quat_ref operator*(const Quat_ref &quat) const;
// Multiply a quaternion by a scalar
//
inline const Quat_ref operator*(float scalar) const;
// Divide a quaternion by a scalar
//
inline const Quat_ref operator/(float scalar) const;
// Perform compound assignment and addition with a quaternion
//
inline Quat_ref &operator+=(const Quat_ref &quat);
// Perform compound assignment and subtraction by a quaternion
//
inline Quat_ref &operator-=(const Quat_ref &quat);
// Perform compound assignment and multiplication by a quaternion
//
inline Quat_ref &operator*=(const Quat_ref &quat);
// Perform compound assignment and multiplication by a scalar
//
inline Quat_ref &operator*=(float scalar);
// Perform compound assignment and division by a scalar
//
inline Quat_ref &operator/=(float scalar);
// Negate all elements of a quaternion
//
inline const Quat_ref operator-() const;
// Construct an identity quaternion
//
static inline const Quat_ref identity();
// Construct a quaternion to rotate between two unit-length 3-D vectors
// NOTE:
// The result is unpredictable if unitVec0 and unitVec1 point in opposite directions.
//
static inline const Quat_ref rotation(const vmVector3 &unitVec0, const vmVector3 &unitVec1);
// Construct a quaternion to rotate around a unit-length 3-D vector
//
static inline const Quat_ref rotation(float radians, const vmVector3 &unitVec);
// Construct a quaternion to rotate around the x axis
//
static inline const Quat_ref rotationX(float radians);
// Construct a quaternion to rotate around the y axis
//
static inline const Quat_ref rotationY(float radians);
// Construct a quaternion to rotate around the z axis
//
static inline const Quat_ref rotationZ(float radians);
};
inline Quat_ref::Quat_ref(const Quat_ref &quat)
{
mX = quat.mX;
mY = quat.mY;
mZ = quat.mZ;
mW = quat.mW;
}
inline Quat_ref::Quat_ref(float _x, float _y, float _z, float _w)
{
mX = _x;
mY = _y;
mZ = _z;
mW = _w;
}
inline Quat_ref::Quat_ref(const vmVector3 &xyz, float _w)
{
this->setXYZ(xyz);
this->setW(_w);
}
inline Quat_ref::Quat_ref(const vmVector4 &vec)
{
mX = vec.getX();
mY = vec.getY();
mZ = vec.getZ();
mW = vec.getW();
}
inline Quat_ref::Quat_ref(float scalar)
{
mX = scalar;
mY = scalar;
mZ = scalar;
mW = scalar;
}
inline const Quat_ref Quat_ref::identity()
{
return Quat_ref(0.0f, 0.0f, 0.0f, 1.0f);
}
inline void loadXYZW_ref(Quat_ref &quat, const float *fptr)
{
quat = Quat_ref(fptr[0], fptr[1], fptr[2], fptr[3]);
}
inline void storeXYZW_ref(const Quat_ref &quat, float *fptr)
{
fptr[0] = quat.getX();
fptr[1] = quat.getY();
fptr[2] = quat.getZ();
fptr[3] = quat.getW();
}
inline Quat_ref &Quat_ref::operator=(const Quat_ref &quat)
{
mX = quat.mX;
mY = quat.mY;
mZ = quat.mZ;
mW = quat.mW;
return *this;
}
inline Quat_ref &Quat_ref::setXYZ(const vmVector3 &vec)
{
mX = vec.getX();
mY = vec.getY();
mZ = vec.getZ();
return *this;
}
inline const vmVector3 Quat_ref::getXYZ() const
{
return vmVector3(mX, mY, mZ);
}
inline Quat_ref &Quat_ref::setX(float _x)
{
mX = _x;
return *this;
}
inline float Quat_ref::getX() const
{
return mX;
}
inline Quat_ref &Quat_ref::setY(float _y)
{
mY = _y;
return *this;
}
inline float Quat_ref::getY() const
{
return mY;
}
inline Quat_ref &Quat_ref::setZ(float _z)
{
mZ = _z;
return *this;
}
inline float Quat_ref::getZ() const
{
return mZ;
}
inline Quat_ref &Quat_ref::setW(float _w)
{
mW = _w;
return *this;
}
inline float Quat_ref::getW() const
{
return mW;
}
inline Quat_ref &Quat_ref::setElem(int idx, float value)
{
*(&mX + idx) = value;
return *this;
}
inline float Quat_ref::getElem(int idx) const
{
return *(&mX + idx);
}
inline float &Quat_ref::operator[](int idx)
{
return *(&mX + idx);
}
inline float Quat_ref::operator[](int idx) const
{
return *(&mX + idx);
}
inline const Quat_ref Quat_ref::operator+(const Quat_ref &quat) const
{
return Quat_ref(
(mX + quat.mX),
(mY + quat.mY),
(mZ + quat.mZ),
(mW + quat.mW));
}
inline const Quat_ref Quat_ref::operator-(const Quat_ref &quat) const
{
return Quat_ref(
(mX - quat.mX),
(mY - quat.mY),
(mZ - quat.mZ),
(mW - quat.mW));
}
inline const Quat_ref Quat_ref::operator*(float scalar) const
{
return Quat_ref(
(mX * scalar),
(mY * scalar),
(mZ * scalar),
(mW * scalar));
}
inline Quat_ref &Quat_ref::operator+=(const Quat_ref &quat)
{
*this = *this + quat;
return *this;
}
inline Quat_ref &Quat_ref::operator-=(const Quat_ref &quat)
{
*this = *this - quat;
return *this;
}
inline Quat_ref &Quat_ref::operator*=(float scalar)
{
*this = *this * scalar;
return *this;
}
inline const Quat_ref Quat_ref::operator/(float scalar) const
{
return Quat_ref(
(mX / scalar),
(mY / scalar),
(mZ / scalar),
(mW / scalar));
}
inline Quat_ref &Quat_ref::operator/=(float scalar)
{
*this = *this / scalar;
return *this;
}
inline const Quat_ref Quat_ref::operator-() const
{
return Quat_ref(
-mX,
-mY,
-mZ,
-mW);
}
inline const Quat_ref operator*(float scalar, const Quat_ref &quat)
{
return quat * scalar;
}
inline float dot(const Quat_ref &quat0, const Quat_ref &quat1)
{
float result;
result = (quat0.getX() * quat1.getX());
result = (result + (quat0.getY() * quat1.getY()));
result = (result + (quat0.getZ() * quat1.getZ()));
result = (result + (quat0.getW() * quat1.getW()));
return result;
}
inline const Quat_ref lerp(float t, const Quat_ref &quat0, const Quat_ref &quat1)
{
return (quat0 + ((quat1 - quat0) * t));
}
inline const Quat_ref slerp(float t, const Quat_ref &unitQuat0, const Quat_ref &unitQuat1)
{
Quat_ref start;
float recipSinAngle, scale0, scale1, cosAngle, angle;
cosAngle = dot(unitQuat0, unitQuat1);
if (cosAngle < 0.0f)
{
cosAngle = -cosAngle;
start = (-unitQuat0);
}
else
{
start = unitQuat0;
}
if (cosAngle < _VECTORMATH_SLERP_TOL)
{
angle = acosf(cosAngle);
recipSinAngle = (1.0f / sinf(angle));
scale0 = (sinf(((1.0f - t) * angle)) * recipSinAngle);
scale1 = (sinf((t * angle)) * recipSinAngle);
}
else
{
scale0 = (1.0f - t);
scale1 = t;
}
return ((start * scale0) + (unitQuat1 * scale1));
}
inline const Quat_ref squad(float t, const Quat_ref &unitQuat0, const Quat_ref &unitQuat1, const Quat_ref &unitQuat2, const Quat_ref &unitQuat3)
{
Quat_ref tmp0, tmp1;
tmp0 = slerp(t, unitQuat0, unitQuat3);
tmp1 = slerp(t, unitQuat1, unitQuat2);
return slerp(((2.0f * t) * (1.0f - t)), tmp0, tmp1);
}
inline float norm(const Quat_ref &quat)
{
float result;
result = (quat.getX() * quat.getX());
result = (result + (quat.getY() * quat.getY()));
result = (result + (quat.getZ() * quat.getZ()));
result = (result + (quat.getW() * quat.getW()));
return result;
}
inline float length(const Quat_ref &quat)
{
return ::sqrtf(norm(quat));
}
inline const Quat_ref normalize(const Quat_ref &quat)
{
float lenSqr, lenInv;
lenSqr = norm(quat);
lenInv = (1.0f / sqrtf(lenSqr));
return Quat_ref(
(quat.getX() * lenInv),
(quat.getY() * lenInv),
(quat.getZ() * lenInv),
(quat.getW() * lenInv));
}
inline const Quat_ref Quat_ref::rotation(const vmVector3 &unitVec0, const vmVector3 &unitVec1)
{
float cosHalfAngleX2, recipCosHalfAngleX2;
cosHalfAngleX2 = sqrtf((2.0f * (1.0f + dot(unitVec0, unitVec1))));
recipCosHalfAngleX2 = (1.0f / cosHalfAngleX2);
return Quat_ref((cross(unitVec0, unitVec1) * recipCosHalfAngleX2), (cosHalfAngleX2 * 0.5f));
}
inline const Quat_ref Quat_ref::rotation(float radians, const vmVector3 &unitVec)
{
float s, c, angle;
angle = (radians * 0.5f);
s = sinf(angle);
c = cosf(angle);
return Quat_ref((unitVec * s), c);
}
inline const Quat_ref Quat_ref::rotationX(float radians)
{
float s, c, angle;
angle = (radians * 0.5f);
s = sinf(angle);
c = cosf(angle);
return Quat_ref(s, 0.0f, 0.0f, c);
}
inline const Quat_ref Quat_ref::rotationY(float radians)
{
float s, c, angle;
angle = (radians * 0.5f);
s = sinf(angle);
c = cosf(angle);
return Quat_ref(0.0f, s, 0.0f, c);
}
inline const Quat_ref Quat_ref::rotationZ(float radians)
{
float s, c, angle;
angle = (radians * 0.5f);
s = sinf(angle);
c = cosf(angle);
return Quat_ref(0.0f, 0.0f, s, c);
}
inline const Quat_ref Quat_ref::operator*(const Quat_ref &quat) const
{
return Quat_ref(
((((mW * quat.mX) + (mX * quat.mW)) + (mY * quat.mZ)) - (mZ * quat.mY)),
((((mW * quat.mY) + (mY * quat.mW)) + (mZ * quat.mX)) - (mX * quat.mZ)),
((((mW * quat.mZ) + (mZ * quat.mW)) + (mX * quat.mY)) - (mY * quat.mX)),
((((mW * quat.mW) - (mX * quat.mX)) - (mY * quat.mY)) - (mZ * quat.mZ)));
}
inline Quat_ref &Quat_ref::operator*=(const Quat_ref &quat)
{
*this = *this * quat;
return *this;
}
inline const vmVector3 rotate(const Quat_ref &quat, const vmVector3 &vec)
{
float tmpX, tmpY, tmpZ, tmpW;
tmpX = (((quat.getW() * vec.getX()) + (quat.getY() * vec.getZ())) - (quat.getZ() * vec.getY()));
tmpY = (((quat.getW() * vec.getY()) + (quat.getZ() * vec.getX())) - (quat.getX() * vec.getZ()));
tmpZ = (((quat.getW() * vec.getZ()) + (quat.getX() * vec.getY())) - (quat.getY() * vec.getX()));
tmpW = (((quat.getX() * vec.getX()) + (quat.getY() * vec.getY())) + (quat.getZ() * vec.getZ()));
return vmVector3(
((((tmpW * quat.getX()) + (tmpX * quat.getW())) - (tmpY * quat.getZ())) + (tmpZ * quat.getY())),
((((tmpW * quat.getY()) + (tmpY * quat.getW())) - (tmpZ * quat.getX())) + (tmpX * quat.getZ())),
((((tmpW * quat.getZ()) + (tmpZ * quat.getW())) - (tmpX * quat.getY())) + (tmpY * quat.getX())));
}
inline const Quat_ref conj(const Quat_ref &quat)
{
return Quat_ref(-quat.getX(), -quat.getY(), -quat.getZ(), quat.getW());
}
inline const Quat_ref select(const Quat_ref &quat0, const Quat_ref &quat1, bool select1)
{
return Quat_ref(
(select1) ? quat1.getX() : quat0.getX(),
(select1) ? quat1.getY() : quat0.getY(),
(select1) ? quat1.getZ() : quat0.getZ(),
(select1) ? quat1.getW() : quat0.getW());
}
#define LOOPCOUNT 1000
#define NUM_CYCLES 10000
#define DATA_SIZE 1024
int Test_quat_aos_neon(void)
{
return 0;
}
#endif