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bullet3/Extras/RigidBodyGpuPipeline/opencl/primitives/AdlPrimitives/Math/Float4.inl

376 lines
6.4 KiB
C++

/*
Copyright (c) 2012 Advanced Micro Devices, Inc.
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.
*/
//Originally written by Takahiro Harada
//#define CHECK_ALIGNMENT(a) ADLASSERT((u32(&(a)) & 0xf) == 0);
#define CHECK_ALIGNMENT(a) a;
__inline
float4 make_float4(float x, float y, float z, float w = 0.f)
{
float4 v;
v.x = x; v.y = y; v.z = z; v.w = w;
return v;
}
__inline
float4 make_float4(float x)
{
return make_float4(x,x,x,x);
}
__inline
float4 make_float4(const int4& x)
{
return make_float4((float)x.s[0], (float)x.s[1], (float)x.s[2], (float)x.s[3]);
}
__inline
int4 make_int4(int x, int y, int z, int w = 0)
{
int4 v;
v.s[0] = x; v.s[1] = y; v.s[2] = z; v.s[3] = w;
return v;
}
__inline
int4 make_int4(int x)
{
return make_int4(x,x,x,x);
}
__inline
int4 make_int4(const float4& x)
{
return make_int4((int)x.x, (int)x.y, (int)x.z, (int)x.w);
}
__inline
int2 make_int2(int a, int b)
{
int2 ans; ans.x = a; ans.y = b;
return ans;
}
__inline
bool operator ==(const int2& a, const int2& b)
{
return a.x==b.x && a.y==b.y;
}
__inline
bool operator ==(const int4& a, const int4& b)
{
return a.x==b.x && a.y==b.y && a.z==b.z && a.w==b.w;
}
__inline
bool operator ==(const float2& a, const float2& b)
{
return a.x==b.x && a.y==b.y;
}
__inline
bool operator ==(const float4& a, const float4& b)
{
return a.x==b.x && a.y==b.y && a.z==b.z && a.w==b.w;
}
__inline
float4 operator-(const float4& a)
{
return make_float4(-a.x, -a.y, -a.z, -a.w);
}
__inline
float4 operator*(const float4& a, const float4& b)
{
// ADLASSERT((u32(&a) & 0xf) == 0);
float4 out;
out.s[0] = a.s[0]*b.s[0];
out.s[1] = a.s[1]*b.s[1];
out.s[2] = a.s[2]*b.s[2];
out.s[3] = a.s[3]*b.s[3];
return out;
}
__inline
float4 operator*(float a, const float4& b)
{
return make_float4(a*b.s[0], a*b.s[1], a*b.s[2], a*b.s[3]);
}
__inline
float4 operator*(const float4& b, float a)
{
CHECK_ALIGNMENT(b);
return make_float4(a*b.s[0], a*b.s[1], a*b.s[2], a*b.s[3]);
}
__inline
void operator*=(float4& a, const float4& b)
{
CHECK_ALIGNMENT(a);
a.s[0]*=b.s[0];
a.s[1]*=b.s[1];
a.s[2]*=b.s[2];
a.s[3]*=b.s[3];
}
__inline
void operator*=(float4& a, float b)
{
CHECK_ALIGNMENT(a);
a.s[0]*=b;
a.s[1]*=b;
a.s[2]*=b;
a.s[3]*=b;
}
/*
__inline
bool operator ==(const float4& a, const float4& b)
{
}
*/
//
__inline
float4 operator/(const float4& a, const float4& b)
{
CHECK_ALIGNMENT(a);
float4 out;
out.s[0] = a.s[0]/b.s[0];
out.s[1] = a.s[1]/b.s[1];
out.s[2] = a.s[2]/b.s[2];
out.s[3] = a.s[3]/b.s[3];
return out;
}
__inline
float4 operator/(const float4& b, float a)
{
CHECK_ALIGNMENT(b);
return make_float4(b.s[0]/a, b.s[1]/a, b.s[2]/a, b.s[3]/a);
}
__inline
void operator/=(float4& a, const float4& b)
{
a.s[0]/=b.s[0];
a.s[1]/=b.s[1];
a.s[2]/=b.s[2];
a.s[3]/=b.s[3];
}
__inline
void operator/=(float4& a, float b)
{
ADLASSERT((u32(&a) & 0xf) == 0);
a.s[0]/=b;
a.s[1]/=b;
a.s[2]/=b;
a.s[3]/=b;
}
//
__inline
float4 operator+(const float4& a, const float4& b)
{
CHECK_ALIGNMENT(a);
float4 out;
out.s[0] = a.s[0]+b.s[0];
out.s[1] = a.s[1]+b.s[1];
out.s[2] = a.s[2]+b.s[2];
out.s[3] = a.s[3]+b.s[3];
return out;
}
__inline
float4 operator+(const float4& a, float b)
{
CHECK_ALIGNMENT(a);
float4 out;
out.s[0] = a.s[0]+b;
out.s[1] = a.s[1]+b;
out.s[2] = a.s[2]+b;
out.s[3] = a.s[3]+b;
return out;
}
__inline
float4 operator-(const float4& a, const float4& b)
{
CHECK_ALIGNMENT(a);
float4 out;
out.s[0] = a.s[0]-b.s[0];
out.s[1] = a.s[1]-b.s[1];
out.s[2] = a.s[2]-b.s[2];
out.s[3] = a.s[3]-b.s[3];
return out;
}
__inline
float4 operator-(const float4& a, float b)
{
CHECK_ALIGNMENT(a);
float4 out;
out.s[0] = a.s[0]-b;
out.s[1] = a.s[1]-b;
out.s[2] = a.s[2]-b;
out.s[3] = a.s[3]-b;
return out;
}
__inline
void operator+=(float4& a, const float4& b)
{
CHECK_ALIGNMENT(a);
a.s[0]+=b.s[0];
a.s[1]+=b.s[1];
a.s[2]+=b.s[2];
a.s[3]+=b.s[3];
}
__inline
void operator+=(float4& a, float b)
{
CHECK_ALIGNMENT(a);
a.s[0]+=b;
a.s[1]+=b;
a.s[2]+=b;
a.s[3]+=b;
}
__inline
void operator-=(float4& a, const float4& b)
{
CHECK_ALIGNMENT(a);
a.s[0]-=b.s[0];
a.s[1]-=b.s[1];
a.s[2]-=b.s[2];
a.s[3]-=b.s[3];
}
__inline
void operator-=(float4& a, float b)
{
CHECK_ALIGNMENT(a);
a.s[0]-=b;
a.s[1]-=b;
a.s[2]-=b;
a.s[3]-=b;
}
__inline
float4 cross3(const float4& a, const float4& b)
{
return make_float4(a.s[1]*b.s[2]-a.s[2]*b.s[1],
a.s[2]*b.s[0]-a.s[0]*b.s[2],
a.s[0]*b.s[1]-a.s[1]*b.s[0],
0);
}
__inline
float dot3F4(const float4& a, const float4& b)
{
return a.x*b.x+a.y*b.y+a.z*b.z;
}
__inline
float length3(const float4& a)
{
return sqrtf(dot3F4(a,a));
}
__inline
float dot4(const float4& a, const float4& b)
{
return a.x*b.x+a.y*b.y+a.z*b.z+a.w*b.w;
}
// for height
__inline
float dot3w1(const float4& point, const float4& eqn)
{
return point.x*eqn.x+point.y*eqn.y+point.z*eqn.z+eqn.w;
}
__inline
float4 normalize3(const float4& a)
{
float length = sqrtf(dot3F4(a, a));
return 1.f/length * a;
}
__inline
float4 normalize4(const float4& a)
{
float length = sqrtf(dot4(a, a));
return 1.f/length * a;
}
__inline
float4 createEquation(const float4& a, const float4& b, const float4& c)
{
float4 eqn;
float4 ab = b-a;
float4 ac = c-a;
eqn = normalize3( cross3(ab, ac) );
eqn.w = -dot3F4(eqn,a);
return eqn;
}
__inline
float intersectPlaneLine( const float4& planeEqn, const float4& vec, const float4& orig )
{
return (-planeEqn.w - dot3F4(planeEqn, orig))/dot3F4(planeEqn, vec);
}
template<>
__inline
float4 max2(const float4& a, const float4& b)
{
return make_float4( max2(a.x,b.x), max2(a.y,b.y), max2(a.z,b.z), max2(a.w,b.w) );
}
template<>
__inline
float4 min2(const float4& a, const float4& b)
{
return make_float4( min2(a.x,b.x), min2(a.y,b.y), min2(a.z,b.z), min2(a.w,b.w) );
}