Projekt_Grafika/dependencies/physx-4.1/source/foundation/include/PsVecMathAoSScalar.h

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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef PSFOUNDATION_PSVECMATHAOSSCALAR_H
#define PSFOUNDATION_PSVECMATHAOSSCALAR_H
#if COMPILE_VECTOR_INTRINSICS
#error Scalar version should not be included when using vector intrinsics.
#endif
namespace physx
{
namespace shdfnd
{
namespace aos
{
struct VecI16V;
struct VecU16V;
struct VecI32V;
struct VecU32V;
struct Vec4V;
typedef Vec4V QuatV;
PX_ALIGN_PREFIX(16)
struct FloatV
{
PxF32 x;
PxF32 pad[3];
FloatV()
{
}
FloatV(const PxF32 _x) : x(_x)
{
}
} PX_ALIGN_SUFFIX(16);
PX_ALIGN_PREFIX(16)
struct Vec4V
{
PxF32 x, y, z, w;
Vec4V()
{
}
Vec4V(const PxF32 _x, const PxF32 _y, const PxF32 _z, const PxF32 _w) : x(_x), y(_y), z(_z), w(_w)
{
}
} PX_ALIGN_SUFFIX(16);
PX_ALIGN_PREFIX(16)
struct Vec3V
{
PxF32 x, y, z;
PxF32 pad;
Vec3V()
{
}
Vec3V(const PxF32 _x, const PxF32 _y, const PxF32 _z) : x(_x), y(_y), z(_z), pad(0.0f)
{
}
} PX_ALIGN_SUFFIX(16);
PX_ALIGN_PREFIX(16)
struct BoolV
{
PxU32 ux, uy, uz, uw;
BoolV()
{
}
BoolV(const PxU32 _x, const PxU32 _y, const PxU32 _z, const PxU32 _w) : ux(_x), uy(_y), uz(_z), uw(_w)
{
}
} PX_ALIGN_SUFFIX(16);
struct Mat33V
{
Mat33V()
{
}
Mat33V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2) : col0(c0), col1(c1), col2(c2)
{
}
Vec3V col0;
Vec3V col1;
Vec3V col2;
};
struct Mat34V
{
Mat34V()
{
}
Mat34V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2, const Vec3V& c3) : col0(c0), col1(c1), col2(c2), col3(c3)
{
}
Vec3V col0;
Vec3V col1;
Vec3V col2;
Vec3V col3;
};
struct Mat43V
{
Mat43V()
{
}
Mat43V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2) : col0(c0), col1(c1), col2(c2)
{
}
Vec4V col0;
Vec4V col1;
Vec4V col2;
};
struct Mat44V
{
Mat44V()
{
}
Mat44V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2, const Vec4V& c3) : col0(c0), col1(c1), col2(c2), col3(c3)
{
}
Vec4V col0;
Vec4V col1;
Vec4V col2;
Vec4V col3;
};
PX_ALIGN_PREFIX(16)
struct VecU32V
{
PxU32 u32[4];
PX_FORCE_INLINE VecU32V()
{
}
PX_FORCE_INLINE VecU32V(PxU32 a, PxU32 b, PxU32 c, PxU32 d)
{
u32[0] = a;
u32[1] = b;
u32[2] = c;
u32[3] = d;
}
} PX_ALIGN_SUFFIX(16);
PX_ALIGN_PREFIX(16)
struct VecI32V
{
PxI32 i32[4];
PX_FORCE_INLINE VecI32V()
{
}
PX_FORCE_INLINE VecI32V(PxI32 a, PxI32 b, PxI32 c, PxI32 d)
{
i32[0] = a;
i32[1] = b;
i32[2] = c;
i32[3] = d;
}
} PX_ALIGN_SUFFIX(16);
PX_ALIGN_PREFIX(16)
struct VecI16V
{
PxI16 i16[8];
PX_FORCE_INLINE VecI16V()
{
}
PX_FORCE_INLINE VecI16V(PxI16 a, PxI16 b, PxI16 c, PxI16 d, PxI16 e, PxI16 f, PxI16 g, PxI16 h)
{
i16[0] = a;
i16[1] = b;
i16[2] = c;
i16[3] = d;
i16[4] = e;
i16[5] = f;
i16[6] = g;
i16[7] = h;
}
} PX_ALIGN_SUFFIX(16);
PX_ALIGN_PREFIX(16)
struct VecU16V
{
union
{
PxU16 u16[8];
PxI16 i16[8];
};
PX_FORCE_INLINE VecU16V()
{
}
PX_FORCE_INLINE VecU16V(PxU16 a, PxU16 b, PxU16 c, PxU16 d, PxU16 e, PxU16 f, PxU16 g, PxU16 h)
{
u16[0] = a;
u16[1] = b;
u16[2] = c;
u16[3] = d;
u16[4] = e;
u16[5] = f;
u16[6] = g;
u16[7] = h;
}
} PX_ALIGN_SUFFIX(16);
#define FloatVArg FloatV &
#define Vec3VArg Vec3V &
#define Vec4VArg Vec4V &
#define BoolVArg BoolV &
#define VecU32VArg VecU32V &
#define VecI32VArg VecI32V &
#define VecU16VArg VecU16V &
#define VecI16VArg VecI16V &
#define QuatVArg QuatV &
#define VecCrossV Vec3V
typedef VecI32V VecShiftV;
#define VecShiftVArg VecShiftV &
} // namespace aos
} // namespace shdfnd
} // namespace physx
#endif // PX_PHYSICS_COMMON_VECMATH_INLINE_SCALAR