// // 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_PSVECMATHAOSSCALARINLINE_H #define PSFOUNDATION_PSVECMATHAOSSCALARINLINE_H #if COMPILE_VECTOR_INTRINSICS #error Scalar version should not be included when using vector intrinsics. #endif namespace physx { namespace shdfnd { namespace aos { #define BOOL_TO_U32(b) (PxU32)(- PxI32(b)) #define TRUE_TO_U32 (PxU32)(-1) #define FALSE_TO_U32 (PxU32)(0) #define BOOL_TO_U16(b) (PxU16)(- PxI32(b)) #define PX_VECMATH_ASSERT_ENABLED 0 #if PX_VECMATH_ASSERT_ENABLED #define VECMATHAOS_ASSERT(x) { PX_ASSERT(x); } #else #define VECMATHAOS_ASSERT(x) #endif ///////////////////////////////////////////////////////////////////// ////INTERNAL USE ONLY AND TESTS ///////////////////////////////////////////////////////////////////// namespace internalScalarSimd { PX_FORCE_INLINE PxF32 FStore(const FloatV a) { return a.x; } PX_FORCE_INLINE bool hasZeroElementInFloatV(const FloatV a) { return (0 == a.x); } PX_FORCE_INLINE bool hasZeroElementInVec3V(const Vec3V a) { return (0 == a.x || 0 == a.y || 0 == a.z); } PX_FORCE_INLINE bool hasZeroElementInVec4V(const Vec4V a) { return (0 == a.x || 0 == a.y || 0 == a.z || 0 == a.w); } } namespace _VecMathTests { // PT: this function returns an invalid Vec3V (W!=0.0f) just for unit-testing 'isValidVec3V' PX_FORCE_INLINE Vec3V getInvalidVec3V() { Vec3V tmp; tmp.x = tmp.y = tmp.z = 0.0f; tmp.pad = 1.0f; return tmp; } PX_FORCE_INLINE bool allElementsEqualFloatV(const FloatV a, const FloatV b) { return (a.x == b.x); } PX_FORCE_INLINE bool allElementsEqualVec3V(const Vec3V a, const Vec3V b) { return (a.x == b.x && a.y == b.y && a.z == b.z); } PX_FORCE_INLINE bool allElementsEqualVec4V(const Vec4V a, const Vec4V b) { return (a.x == b.x && a.y == b.y && a.z == b.z && a.w == b.w); } PX_FORCE_INLINE bool allElementsEqualBoolV(const BoolV a, const BoolV b) { return (a.ux == b.ux && a.uy == b.uy && a.uz == b.uz && a.uw == b.uw); } PX_FORCE_INLINE bool allElementsEqualVecU32V(const VecU32V a, const VecU32V b) { return (a.u32[0] == b.u32[0] && a.u32[1] == b.u32[1] && a.u32[2] == b.u32[2] && a.u32[3] == b.u32[3]); } PX_FORCE_INLINE bool allElementsEqualVecI32V(const VecI32V a, const VecI32V b) { return (a.i32[0] == b.i32[0] && a.i32[1] == b.i32[1] && a.i32[2] == b.i32[2] && a.i32[3] == b.i32[3]); } #define VECMATH_AOS_EPSILON (1e-3f) PX_FORCE_INLINE bool allElementsNearEqualFloatV(const FloatV a, const FloatV b) { const PxF32 cx = a.x - b.x; return (cx > -VECMATH_AOS_EPSILON && cx < VECMATH_AOS_EPSILON); } PX_FORCE_INLINE bool allElementsNearEqualVec3V(const Vec3V a, const Vec3V b) { const PxF32 cx = a.x - b.x; const PxF32 cy = a.y - b.y; const PxF32 cz = a.z - b.z; return (cx > -VECMATH_AOS_EPSILON && cx < VECMATH_AOS_EPSILON && cy > -VECMATH_AOS_EPSILON && cy < VECMATH_AOS_EPSILON && cz > -VECMATH_AOS_EPSILON && cz < VECMATH_AOS_EPSILON); } PX_FORCE_INLINE bool allElementsNearEqualVec4V(const Vec4V a, const Vec4V b) { const PxF32 cx = a.x - b.x; const PxF32 cy = a.y - b.y; const PxF32 cz = a.z - b.z; const PxF32 cw = a.w - b.w; return (cx > -VECMATH_AOS_EPSILON && cx < VECMATH_AOS_EPSILON && cy > -VECMATH_AOS_EPSILON && cy < VECMATH_AOS_EPSILON && cz > -VECMATH_AOS_EPSILON && cz < VECMATH_AOS_EPSILON && cw > -VECMATH_AOS_EPSILON && cw < VECMATH_AOS_EPSILON); } } /////////////////////////////////////////////////////// PX_FORCE_INLINE bool isValidVec3V(const Vec3V a) { return a.pad == 0.f; } PX_FORCE_INLINE bool isFiniteFloatV(const FloatV a) { return PxIsFinite(a.x); } PX_FORCE_INLINE bool isFiniteVec3V(const Vec3V a) { return PxIsFinite(a.x) && PxIsFinite(a.y) && PxIsFinite(a.z); } PX_FORCE_INLINE bool isFiniteVec4V(const Vec4V a) { return PxIsFinite(a.x) && PxIsFinite(a.y) && PxIsFinite(a.z) && PxIsFinite(a.w); } ///////////////////////////////////////////////////////////////////// ////VECTORISED FUNCTION IMPLEMENTATIONS ///////////////////////////////////////////////////////////////////// PX_FORCE_INLINE FloatV FLoad(const PxF32 f) { return FloatV(f); } PX_FORCE_INLINE Vec3V V3Load(const PxF32 f) { return Vec3V(f, f, f); } PX_FORCE_INLINE Vec4V V4Load(const PxF32 f) { return Vec4V(f, f, f, f); } PX_FORCE_INLINE BoolV BLoad(const bool f) { #if PX_ARM // SD: Android ARM builds fail if this is done with a cast. // Might also fail because of something else but the select // operator here seems to fix everything that failed in release builds. return f ? BTTTT() : BFFFF(); #else return BoolV(BOOL_TO_U32(f), BOOL_TO_U32(f), BOOL_TO_U32(f), BOOL_TO_U32(f)); #endif } PX_FORCE_INLINE Vec3V V3LoadA(const PxVec3& f) { return Vec3V(f.x, f.y, f.z); } PX_FORCE_INLINE Vec3V V3LoadU(const PxVec3& f) { return Vec3V(f.x, f.y, f.z); } PX_FORCE_INLINE Vec3V V3LoadUnsafeA(const PxVec3& f) { return Vec3V(f.x, f.y, f.z); } PX_FORCE_INLINE Vec3V V3LoadA(const PxF32* const f) { return Vec3V(f[0], f[1], f[2]); } PX_FORCE_INLINE Vec3V V3LoadU(const PxF32* const f) { return Vec3V(f[0], f[1], f[2]); } PX_FORCE_INLINE Vec3V Vec3V_From_Vec4V(Vec4V f) { return Vec3V(f.x, f.y, f.z); } PX_FORCE_INLINE Vec3V Vec3V_From_Vec4V_WUndefined(const Vec4V v) { return Vec3V(v.x, v.y, v.z); } PX_FORCE_INLINE Vec4V Vec4V_From_Vec3V(Vec3V f) { return Vec4V(f.x, f.y, f.z, 0.0f); } PX_FORCE_INLINE Vec4V Vec4V_From_FloatV(FloatV f) { return Vec4V(f.x, f.x, f.x, f.x); } PX_FORCE_INLINE Vec3V Vec3V_From_FloatV(FloatV f) { return Vec3V(f.x, f.x, f.x); } PX_FORCE_INLINE Vec3V Vec3V_From_FloatV_WUndefined(FloatV f) { return Vec3V(f.x, f.x, f.x); } PX_FORCE_INLINE Vec4V V4LoadA(const PxF32* const f) { return Vec4V(f[0], f[1], f[2], f[3]); } PX_FORCE_INLINE void V4StoreA(const Vec4V a, PxF32* f) { *reinterpret_cast(f) = a; } PX_FORCE_INLINE void V4StoreU(const Vec4V a, PxF32* f) { *reinterpret_cast(f) = *reinterpret_cast(&a.x); } PX_FORCE_INLINE void BStoreA(const BoolV a, PxU32* f) { *reinterpret_cast(f) = a; } PX_FORCE_INLINE void U4StoreA(const VecU32V uv, PxU32* u) { *reinterpret_cast(u) = uv; } PX_FORCE_INLINE void I4StoreA(const VecI32V iv, PxI32* i) { *reinterpret_cast(i) = iv; } PX_FORCE_INLINE Vec4V V4LoadU(const PxF32* const f) { return Vec4V(f[0], f[1], f[2], f[3]); } PX_FORCE_INLINE Vec4V Vec4V_From_PxVec3_WUndefined(const PxVec3& f) { return Vec4V(f[0], f[1], f[2], 0.0f); } PX_FORCE_INLINE BoolV BLoad(const bool* const f) { return BoolV(BOOL_TO_U32(f[0]), BOOL_TO_U32(f[1]), BOOL_TO_U32(f[2]), BOOL_TO_U32(f[3])); } PX_FORCE_INLINE void FStore(const FloatV a, PxF32* PX_RESTRICT f) { *f = a.x; } PX_FORCE_INLINE void V3StoreA(const Vec3V a, PxVec3& f) { f = PxVec3(a.x, a.y, a.z); } PX_FORCE_INLINE void V3StoreU(const Vec3V a, PxVec3& f) { f = PxVec3(a.x, a.y, a.z); } PX_FORCE_INLINE void Store_From_BoolV(const BoolV b, PxU32* b2) { *b2 = b.ux; } ////////////////////////// // FLOATV ////////////////////////// PX_FORCE_INLINE FloatV FZero() { return FLoad(0.0f); } PX_FORCE_INLINE FloatV FOne() { return FLoad(1.0f); } PX_FORCE_INLINE FloatV FHalf() { return FLoad(0.5f); } PX_FORCE_INLINE FloatV FEps() { return FLoad(PX_EPS_REAL); } PX_FORCE_INLINE FloatV FEps6() { return FLoad(1e-6f); } PX_FORCE_INLINE FloatV FMax() { return FLoad(PX_MAX_REAL); } PX_FORCE_INLINE FloatV FNegMax() { return FLoad(-PX_MAX_REAL); } PX_FORCE_INLINE FloatV FNeg(const FloatV f) { return FloatV(-f.x); } PX_FORCE_INLINE FloatV FAdd(const FloatV a, const FloatV b) { return FloatV(a.x + b.x); } PX_FORCE_INLINE FloatV FSub(const FloatV a, const FloatV b) { return FloatV(a.x - b.x); } PX_FORCE_INLINE FloatV FMul(const FloatV a, const FloatV b) { return FloatV(a.x * b.x); } PX_FORCE_INLINE FloatV FDiv(const FloatV a, const FloatV b) { VECMATHAOS_ASSERT(b.x != 0.0f); return FloatV(a.x / b.x); } PX_FORCE_INLINE FloatV FDivFast(const FloatV a, const FloatV b) { VECMATHAOS_ASSERT(b.x != 0.0f); return FloatV(a.x / b.x); } PX_FORCE_INLINE FloatV FRecip(const FloatV a) { VECMATHAOS_ASSERT(a.x != 0.0f); return 1.0f / a.x; } PX_FORCE_INLINE FloatV FRecipFast(const FloatV a) { VECMATHAOS_ASSERT(a.x != 0.0f); return 1.0f / a.x; } PX_FORCE_INLINE FloatV FRsqrt(const FloatV a) { VECMATHAOS_ASSERT(a.x != 0.0f); return PxRecipSqrt(a.x); } PX_FORCE_INLINE FloatV FSqrt(const FloatV a) { return PxSqrt(a.x); } PX_FORCE_INLINE FloatV FRsqrtFast(const FloatV a) { VECMATHAOS_ASSERT(a.x != 0.0f); return PxRecipSqrt(a.x); } PX_FORCE_INLINE FloatV FScaleAdd(const FloatV a, const FloatV b, const FloatV c) { return FAdd(FMul(a, b), c); } PX_FORCE_INLINE FloatV FNegScaleSub(const FloatV a, const FloatV b, const FloatV c) { return FSub(c, FMul(a, b)); } PX_FORCE_INLINE FloatV FAbs(const FloatV a) { return FloatV(PxAbs(a.x)); } PX_FORCE_INLINE FloatV FSel(const BoolV c, const FloatV a, const FloatV b) { return FloatV(c.ux ? a.x : b.x); } PX_FORCE_INLINE BoolV FIsGrtr(const FloatV a, const FloatV b) { return BLoad(a.x > b.x); } PX_FORCE_INLINE BoolV FIsGrtrOrEq(const FloatV a, const FloatV b) { return BLoad(a.x >= b.x); } PX_FORCE_INLINE BoolV FIsEq(const FloatV a, const FloatV b) { return BLoad(a.x == b.x); } PX_FORCE_INLINE FloatV FMax(const FloatV a, const FloatV b) { return (a.x > b.x ? FloatV(a.x) : FloatV(b.x)); } PX_FORCE_INLINE FloatV FMin(const FloatV a, const FloatV b) { return (a.x > b.x ? FloatV(b.x) : FloatV(a.x)); } PX_FORCE_INLINE FloatV FClamp(const FloatV a, const FloatV minV, const FloatV maxV) { return FMax(FMin(a, maxV), minV); } PX_FORCE_INLINE PxU32 FAllGrtr(const FloatV a, const FloatV b) { return BOOL_TO_U32(a.x > b.x); } PX_FORCE_INLINE PxU32 FAllGrtrOrEq(const FloatV a, const FloatV b) { return BOOL_TO_U32(a.x >= b.x); } PX_FORCE_INLINE PxU32 FAllEq(const FloatV a, const FloatV b) { return BOOL_TO_U32(a.x == b.x); } PX_FORCE_INLINE FloatV FRound(const FloatV a) { return floorf(a.x + 0.5f); } PX_FORCE_INLINE FloatV FSin(const FloatV a) { return sinf(a.x); } PX_FORCE_INLINE FloatV FCos(const FloatV a) { return cosf(a.x); } PX_FORCE_INLINE PxU32 FOutOfBounds(const FloatV a, const FloatV min, const FloatV max) { return BOOL_TO_U32(a.x > max.x || a.x < min.x); } PX_FORCE_INLINE PxU32 FInBounds(const FloatV a, const FloatV min, const FloatV max) { return BOOL_TO_U32(a.x >= min.x && a.x <= max.x); } PX_FORCE_INLINE PxU32 FOutOfBounds(const FloatV a, const FloatV bounds) { return FOutOfBounds(a, FNeg(bounds), bounds); } PX_FORCE_INLINE PxU32 FInBounds(const FloatV a, const FloatV bounds) { return FInBounds(a, FNeg(bounds), bounds); } ///////////////////// // VEC3V ///////////////////// PX_FORCE_INLINE Vec3V V3Splat(const FloatV f) { return Vec3V(f.x, f.x, f.x); } PX_FORCE_INLINE Vec3V V3Merge(const FloatVArg x, const FloatVArg y, const FloatVArg z) { return Vec3V(x.x, y.x, z.x); } PX_FORCE_INLINE Vec3V V3UnitX() { return Vec3V(1.0f, 0.0f, 0.0f); } PX_FORCE_INLINE Vec3V V3UnitY() { return Vec3V(0.0f, 1.0f, 0.0f); } PX_FORCE_INLINE Vec3V V3UnitZ() { return Vec3V(0.0f, 0.0f, 1.0f); } PX_FORCE_INLINE FloatV V3GetX(const Vec3V f) { return FloatV(f.x); } PX_FORCE_INLINE FloatV V3GetY(const Vec3V f) { return FloatV(f.y); } PX_FORCE_INLINE FloatV V3GetZ(const Vec3V f) { return FloatV(f.z); } PX_FORCE_INLINE Vec3V V3SetX(const Vec3V v, const FloatV f) { return Vec3V(f.x, v.y, v.z); } PX_FORCE_INLINE Vec3V V3SetY(const Vec3V v, const FloatV f) { return Vec3V(v.x, f.x, v.z); } PX_FORCE_INLINE Vec3V V3SetZ(const Vec3V v, const FloatV f) { return Vec3V(v.x, v.y, f.x); } PX_FORCE_INLINE Vec3V V3ColX(const Vec3V a, const Vec3V b, const Vec3V c) { return Vec3V(a.x, b.x, c.x); } PX_FORCE_INLINE Vec3V V3ColY(const Vec3V a, const Vec3V b, const Vec3V c) { return Vec3V(a.y, b.y, c.y); } PX_FORCE_INLINE Vec3V V3ColZ(const Vec3V a, const Vec3V b, const Vec3V c) { return Vec3V(a.z, b.z, c.z); } PX_FORCE_INLINE Vec3V V3Zero() { return V3Load(0.0f); } PX_FORCE_INLINE Vec3V V3One() { return V3Load(1.0f); } PX_FORCE_INLINE Vec3V V3Eps() { return V3Load(PX_EPS_REAL); } PX_FORCE_INLINE Vec3V V3Neg(const Vec3V c) { return Vec3V(-c.x, -c.y, -c.z); } PX_FORCE_INLINE Vec3V V3Add(const Vec3V a, const Vec3V b) { return Vec3V(a.x + b.x, a.y + b.y, a.z + b.z); } PX_FORCE_INLINE Vec3V V3Sub(const Vec3V a, const Vec3V b) { return Vec3V(a.x - b.x, a.y - b.y, a.z - b.z); } PX_FORCE_INLINE Vec3V V3Scale(const Vec3V a, const FloatV b) { return Vec3V(a.x * b.x, a.y * b.x, a.z * b.x); } PX_FORCE_INLINE Vec3V V3Mul(const Vec3V a, const Vec3V b) { return Vec3V(a.x * b.x, a.y * b.y, a.z * b.z); } PX_FORCE_INLINE Vec3V V3ScaleInv(const Vec3V a, const FloatV b) { const PxF32 bInv = 1.0f / b.x; return Vec3V(a.x * bInv, a.y * bInv, a.z * bInv); } PX_FORCE_INLINE Vec3V V3Div(const Vec3V a, const Vec3V b) { return Vec3V(a.x / b.x, a.y / b.y, a.z / b.z); } PX_FORCE_INLINE Vec3V V3ScaleInvFast(const Vec3V a, const FloatV b) { const PxF32 bInv = 1.0f / b.x; return Vec3V(a.x * bInv, a.y * bInv, a.z * bInv); } PX_FORCE_INLINE Vec3V V3DivFast(const Vec3V a, const Vec3V b) { return Vec3V(a.x / b.x, a.y / b.y, a.z / b.z); } PX_FORCE_INLINE Vec3V V3Recip(const Vec3V a) { return Vec3V(1.0f / a.x, 1.0f / a.y, 1.0f / a.z); } PX_FORCE_INLINE Vec3V V3RecipFast(const Vec3V a) { return Vec3V(1.0f / a.x, 1.0f / a.y, 1.0f / a.z); } PX_FORCE_INLINE Vec3V V3Rsqrt(const Vec3V a) { return Vec3V(PxRecipSqrt(a.x), PxRecipSqrt(a.y), PxRecipSqrt(a.z)); } PX_FORCE_INLINE Vec3V V3RsqrtFast(const Vec3V a) { return Vec3V(PxRecipSqrt(a.x), PxRecipSqrt(a.y), PxRecipSqrt(a.z)); } PX_FORCE_INLINE Vec3V V3ScaleAdd(const Vec3V a, const FloatV b, const Vec3V c) { return V3Add(V3Scale(a, b), c); } PX_FORCE_INLINE Vec3V V3NegScaleSub(const Vec3V a, const FloatV b, const Vec3V c) { return V3Sub(c, V3Scale(a, b)); } PX_FORCE_INLINE Vec3V V3MulAdd(const Vec3V a, const Vec3V b, const Vec3V c) { return V3Add(V3Mul(a, b), c); } PX_FORCE_INLINE Vec3V V3NegMulSub(const Vec3V a, const Vec3V b, const Vec3V c) { return V3Sub(c, V3Mul(a, b)); } PX_FORCE_INLINE FloatV V3Dot(const Vec3V a, const Vec3V b) { return FloatV(a.x * b.x + a.y * b.y + a.z * b.z); } PX_FORCE_INLINE VecCrossV V3PrepareCross(const Vec3VArg normal) { return normal; } PX_FORCE_INLINE Vec3V V3Cross(const Vec3V a, const Vec3V b) { return Vec3V(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x); } PX_FORCE_INLINE FloatV V3Length(const Vec3V a) { return FloatV(PxSqrt(a.x * a.x + a.y * a.y + a.z * a.z)); } PX_FORCE_INLINE FloatV V3LengthSq(const Vec3V a) { return FloatV(a.x * a.x + a.y * a.y + a.z * a.z); } PX_FORCE_INLINE Vec3V V3Normalize(const Vec3V a) { VECMATHAOS_ASSERT(a.x != 0 || a.y != 0 || a.z != 0); const PxF32 lengthInv = 1.0f / PxSqrt(a.x * a.x + a.y * a.y + a.z * a.z); return Vec3V(a.x * lengthInv, a.y * lengthInv, a.z * lengthInv); } PX_FORCE_INLINE Vec3V V3NormalizeSafe(const Vec3V a, const Vec3V unsafeReturnValue) { const PxF32 length = PxSqrt(a.x * a.x + a.y * a.y + a.z * a.z); if(PX_EPS_REAL >= length) { return unsafeReturnValue; } else { const PxF32 lengthInv = 1.0f / length; return Vec3V(a.x * lengthInv, a.y * lengthInv, a.z * lengthInv); } } PX_FORCE_INLINE Vec3V V3NormalizeFast(const Vec3V a) { VECMATHAOS_ASSERT(a.x != 0 || a.y != 0 || a.z != 0); const PxF32 lengthInv = 1.0f / PxSqrt(a.x * a.x + a.y * a.y + a.z * a.z); return Vec3V(a.x * lengthInv, a.y * lengthInv, a.z * lengthInv); } PX_FORCE_INLINE Vec3V V3Sel(const BoolV c, const Vec3V a, const Vec3V b) { return Vec3V(c.ux ? a.x : b.x, c.uy ? a.y : b.y, c.uz ? a.z : b.z); } PX_FORCE_INLINE BoolV V3IsGrtr(const Vec3V a, const Vec3V b) { return BoolV(BOOL_TO_U32(a.x > b.x), BOOL_TO_U32(a.y > b.y), BOOL_TO_U32(a.z > b.z), FALSE_TO_U32); } PX_FORCE_INLINE BoolV V3IsGrtrOrEq(const Vec3V a, const Vec3V b) { return BoolV(BOOL_TO_U32(a.x >= b.x), BOOL_TO_U32(a.y >= b.y), BOOL_TO_U32(a.z >= b.z), TRUE_TO_U32); } PX_FORCE_INLINE BoolV V3IsEq(const Vec3V a, const Vec3V b) { return BoolV(BOOL_TO_U32(a.x == b.x), BOOL_TO_U32(a.y == b.y), BOOL_TO_U32(a.z == b.z), TRUE_TO_U32); } PX_FORCE_INLINE Vec3V V3Max(const Vec3V a, const Vec3V b) { return Vec3V(a.x > b.x ? a.x : b.x, a.y > b.y ? a.y : b.y, a.z > b.z ? a.z : b.z); } PX_FORCE_INLINE Vec3V V3Min(const Vec3V a, const Vec3V b) { return Vec3V(a.x < b.x ? a.x : b.x, a.y < b.y ? a.y : b.y, a.z < b.z ? a.z : b.z); } PX_FORCE_INLINE FloatV V3ExtractMax(const Vec3V a) { const PxF32 t0 = (a.x >= a.y) ? a.x : a.y; return t0 >= a.z ? t0 : a.z; } PX_FORCE_INLINE FloatV V3ExtractMin(const Vec3V a) { const PxF32 t0 = (a.x <= a.y) ? a.x : a.y; return t0 <= a.z ? t0 : a.z; } // return (a >= 0.0f) ? 1.0f : -1.0f; PX_FORCE_INLINE Vec3V V3Sign(const Vec3V a) { return Vec3V((a.x >= 0.f ? 1.f : -1.f), (a.y >= 0.f ? 1.f : -1.f), (a.z >= 0.f ? 1.f : -1.f)); } PX_FORCE_INLINE Vec3V V3Clamp(const Vec3V a, const Vec3V minV, const Vec3V maxV) { return V3Max(V3Min(a, maxV), minV); } PX_FORCE_INLINE Vec3V V3Abs(const Vec3V a) { return V3Max(a, V3Neg(a)); } PX_FORCE_INLINE PxU32 V3AllGrtr(const Vec3V a, const Vec3V b) { return BOOL_TO_U32((a.x > b.x) & (a.y > b.y) & (a.z > b.z)); } PX_FORCE_INLINE PxU32 V3AllGrtrOrEq(const Vec3V a, const Vec3V b) { return BOOL_TO_U32((a.x >= b.x) & (a.y >= b.y) & (a.z >= b.z)); } PX_FORCE_INLINE PxU32 V3AllEq(const Vec3V a, const Vec3V b) { return BOOL_TO_U32((a.x == b.x) & (a.y == b.y) & (a.z == b.z)); } PX_FORCE_INLINE Vec3V V3Round(const Vec3V a) { return Vec3V(floorf(a.x + 0.5f), floorf(a.y + 0.5f), floorf(a.z + 0.5f)); } PX_FORCE_INLINE Vec3V V3Sin(const Vec3V a) { return Vec3V(sinf(a.x), sinf(a.y), sinf(a.z)); } PX_FORCE_INLINE Vec3V V3Cos(const Vec3V a) { return Vec3V(cosf(a.x), cosf(a.y), cosf(a.z)); } PX_FORCE_INLINE Vec3V V3PermYZZ(const Vec3V a) { return Vec3V(a.y, a.z, a.z); } PX_FORCE_INLINE Vec3V V3PermXYX(const Vec3V a) { return Vec3V(a.x, a.y, a.x); } PX_FORCE_INLINE Vec3V V3PermYZX(const Vec3V a) { return Vec3V(a.y, a.z, a.x); } PX_FORCE_INLINE Vec3V V3PermZXY(const Vec3V a) { return Vec3V(a.z, a.x, a.y); } PX_FORCE_INLINE Vec3V V3PermZZY(const Vec3V a) { return Vec3V(a.z, a.z, a.y); } PX_FORCE_INLINE Vec3V V3PermYXX(const Vec3V a) { return Vec3V(a.y, a.x, a.x); } PX_FORCE_INLINE Vec3V V3Perm_Zero_1Z_0Y(const Vec3V v0, const Vec3V v1) { return Vec3V(0.0f, v1.z, v0.y); } PX_FORCE_INLINE Vec3V V3Perm_0Z_Zero_1X(const Vec3V v0, const Vec3V v1) { return Vec3V(v0.z, 0.0f, v1.x); } PX_FORCE_INLINE Vec3V V3Perm_1Y_0X_Zero(const Vec3V v0, const Vec3V v1) { return Vec3V(v1.y, v0.x, 0.0f); } PX_FORCE_INLINE FloatV V3SumElems(const Vec3V a) { return FloatV(a.x + a.y + a.z); } PX_FORCE_INLINE PxU32 V3OutOfBounds(const Vec3V a, const Vec3V min, const Vec3V max) { return BOOL_TO_U32(a.x > max.x || a.y > max.y || a.z > max.z || a.x < min.x || a.y < min.y || a.z < min.z); } PX_FORCE_INLINE PxU32 V3InBounds(const Vec3V a, const Vec3V min, const Vec3V max) { return BOOL_TO_U32(a.x <= max.x && a.y <= max.y && a.z <= max.z && a.x >= min.x && a.y >= min.y && a.z >= min.z); } PX_FORCE_INLINE PxU32 V3OutOfBounds(const Vec3V a, const Vec3V bounds) { return V3OutOfBounds(a, V3Neg(bounds), bounds); } PX_FORCE_INLINE PxU32 V3InBounds(const Vec3V a, const Vec3V bounds) { return V3InBounds(a, V3Neg(bounds), bounds); } PX_FORCE_INLINE void V3Transpose(Vec3V& col0, Vec3V& col1, Vec3V& col2) { const PxF32 t01 = col0.y, t02 = col0.z, t12 = col1.z; col0.y = col1.x; col0.z = col2.x; col1.z = col2.y; col1.x = t01; col2.x = t02; col2.y = t12; } ///////////////////////// // VEC4V ///////////////////////// PX_FORCE_INLINE Vec4V V4Splat(const FloatV f) { return Vec4V(f.x, f.x, f.x, f.x); } PX_FORCE_INLINE Vec4V V4Merge(const FloatV* const floatVArray) { return Vec4V(floatVArray[0].x, floatVArray[1].x, floatVArray[2].x, floatVArray[3].x); } PX_FORCE_INLINE Vec4V V4Merge(const FloatVArg x, const FloatVArg y, const FloatVArg z, const FloatVArg w) { return Vec4V(x.x, y.x, z.x, w.x); } PX_FORCE_INLINE Vec4V V4MergeW(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w) { return Vec4V(x.w, y.w, z.w, w.w); } PX_FORCE_INLINE Vec4V V4MergeZ(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w) { return Vec4V(x.z, y.z, z.z, w.z); } PX_FORCE_INLINE Vec4V V4MergeY(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w) { return Vec4V(x.y, y.y, z.y, w.y); } PX_FORCE_INLINE Vec4V V4MergeX(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w) { return Vec4V(x.x, y.x, z.x, w.x); } PX_FORCE_INLINE Vec4V V4UnpackXY(const Vec4VArg a, const Vec4VArg b) { return Vec4V(a.x, b.x, a.y, b.y); } PX_FORCE_INLINE Vec4V V4UnpackZW(const Vec4VArg a, const Vec4VArg b) { return Vec4V(a.z, b.z, a.w, b.w); } PX_FORCE_INLINE Vec4V V4UnitX() { return Vec4V(1.0f, 0.0f, 0.0f, 0.0f); } PX_FORCE_INLINE Vec4V V4UnitY() { return Vec4V(0.0f, 1.0f, 0.0f, 0.0f); } PX_FORCE_INLINE Vec4V V4UnitZ() { return Vec4V(0.0f, 0.0f, 1.0f, 0.0f); } PX_FORCE_INLINE Vec4V V4UnitW() { return Vec4V(0.0f, 0.0f, 0.0f, 1.0f); } PX_FORCE_INLINE FloatV V4GetX(const Vec4V f) { return FloatV(f.x); } PX_FORCE_INLINE FloatV V4GetY(const Vec4V f) { return FloatV(f.y); } PX_FORCE_INLINE FloatV V4GetZ(const Vec4V f) { return FloatV(f.z); } PX_FORCE_INLINE FloatV V4GetW(const Vec4V f) { return FloatV(f.w); } PX_FORCE_INLINE Vec4V V4SetX(const Vec4V v, const FloatV f) { return Vec4V(f.x, v.y, v.z, v.w); } PX_FORCE_INLINE Vec4V V4SetY(const Vec4V v, const FloatV f) { return Vec4V(v.x, f.x, v.z, v.w); } PX_FORCE_INLINE Vec4V V4SetZ(const Vec4V v, const FloatV f) { return Vec4V(v.x, v.y, f.x, v.w); } PX_FORCE_INLINE Vec4V V4SetW(const Vec4V v, const FloatV f) { return Vec4V(v.x, v.y, v.z, f.x); } PX_FORCE_INLINE Vec4V V4SetW(const Vec3V v, const FloatV f) { return Vec4V(v.x, v.y, v.z, f.x); } PX_FORCE_INLINE Vec4V V4ClearW(const Vec4V v) { return Vec4V(v.x, v.y, v.z, 0.0f); } PX_FORCE_INLINE Vec4V V4PermYXWZ(const Vec4V v) { return Vec4V(v.y, v.x, v.w, v.z); } PX_FORCE_INLINE Vec4V V4PermXZXZ(const Vec4V v) { return Vec4V(v.x, v.z, v.x, v.z); } PX_FORCE_INLINE Vec4V V4PermYWYW(const Vec4V v) { return Vec4V(v.y, v.w, v.y, v.w); } PX_FORCE_INLINE Vec4V V4PermYZXW(const Vec4V v) { return Vec4V(v.y, v.z, v.x, v.w); } PX_FORCE_INLINE Vec4V V4PermZWXY(const Vec4V v) { return Vec4V(v.z, v.w, v.x, v.y); } template PX_FORCE_INLINE Vec4V V4Perm(const Vec4V v) { const PxF32 f[4] = { v.x, v.y, v.z, v.w }; return Vec4V(f[_x], f[_y], f[_z], f[_w]); } PX_FORCE_INLINE Vec4V V4Zero() { return V4Load(0.0f); } PX_FORCE_INLINE Vec4V V4One() { return V4Load(1.0f); } PX_FORCE_INLINE Vec4V V4Eps() { return V4Load(PX_EPS_REAL); } PX_FORCE_INLINE Vec4V V4Neg(const Vec4V c) { return Vec4V(-c.x, -c.y, -c.z, -c.w); } PX_FORCE_INLINE Vec4V V4Add(const Vec4V a, const Vec4V b) { return Vec4V(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w); } PX_FORCE_INLINE Vec4V V4Sub(const Vec4V a, const Vec4V b) { return Vec4V(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w); } PX_FORCE_INLINE Vec4V V4Scale(const Vec4V a, const FloatV b) { return Vec4V(a.x * b.x, a.y * b.x, a.z * b.x, a.w * b.x); } PX_FORCE_INLINE Vec4V V4Mul(const Vec4V a, const Vec4V b) { return Vec4V(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w); } PX_FORCE_INLINE Vec4V V4ScaleInv(const Vec4V a, const FloatV b) { const PxF32 bInv = 1.0f / b.x; return Vec4V(a.x * bInv, a.y * bInv, a.z * bInv, a.w * bInv); } PX_FORCE_INLINE Vec4V V4Div(const Vec4V a, const Vec4V b) { VECMATHAOS_ASSERT(b.x != 0 && b.y != 0 && b.z != 0 && b.w != 0); return Vec4V(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w); } PX_FORCE_INLINE Vec4V V4ScaleInvFast(const Vec4V a, const FloatV b) { const PxF32 bInv = 1.0f / b.x; return Vec4V(a.x * bInv, a.y * bInv, a.z * bInv, a.w * bInv); } PX_FORCE_INLINE Vec4V V4DivFast(const Vec4V a, const Vec4V b) { return Vec4V(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w); } PX_FORCE_INLINE Vec4V V4Recip(const Vec4V a) { return Vec4V(1.0f / a.x, 1.0f / a.y, 1.0f / a.z, 1.0f / a.w); } PX_FORCE_INLINE Vec4V V4RecipFast(const Vec4V a) { return Vec4V(1.0f / a.x, 1.0f / a.y, 1.0f / a.z, 1.0f / a.w); } PX_FORCE_INLINE Vec4V V4Rsqrt(const Vec4V a) { return Vec4V(PxRecipSqrt(a.x), PxRecipSqrt(a.y), PxRecipSqrt(a.z), PxRecipSqrt(a.w)); } PX_FORCE_INLINE Vec4V V4RsqrtFast(const Vec4V a) { return Vec4V(PxRecipSqrt(a.x), PxRecipSqrt(a.y), PxRecipSqrt(a.z), PxRecipSqrt(a.w)); } PX_FORCE_INLINE Vec4V V4Sqrt(const Vec4V a) { return Vec4V(PxSqrt(a.x), PxSqrt(a.y), PxSqrt(a.z), PxSqrt(a.w)); } PX_FORCE_INLINE Vec4V V4ScaleAdd(const Vec4V a, const FloatV b, const Vec4V c) { return V4Add(V4Scale(a, b), c); } PX_FORCE_INLINE Vec4V V4NegScaleSub(const Vec4V a, const FloatV b, const Vec4V c) { return V4Sub(c, V4Scale(a, b)); } PX_FORCE_INLINE Vec4V V4MulAdd(const Vec4V a, const Vec4V b, const Vec4V c) { return V4Add(V4Mul(a, b), c); } PX_FORCE_INLINE Vec4V V4NegMulSub(const Vec4V a, const Vec4V b, const Vec4V c) { return V4Sub(c, V4Mul(a, b)); } PX_FORCE_INLINE FloatV V4SumElements(const Vec4V a) { return FloatV(a.x + a.y + a.z + a.w); } PX_FORCE_INLINE FloatV V4Dot(const Vec4V a, const Vec4V b) { return FloatV(a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w); } PX_FORCE_INLINE FloatV V4Dot3(const Vec4V a, const Vec4V b) { return FloatV(a.x * b.x + a.y * b.y + a.z * b.z); } PX_FORCE_INLINE Vec4V V4Cross(const Vec4V a, const Vec4V b) { return Vec4V(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x, 0.0f); } PX_FORCE_INLINE FloatV V4Length(const Vec4V a) { return FloatV(PxSqrt(a.x * a.x + a.y * a.y + a.z * a.z + a.w * a.w)); } PX_FORCE_INLINE FloatV V4LengthSq(const Vec4V a) { return V4Dot(a, a); } PX_FORCE_INLINE Vec4V V4Normalize(const Vec4V a) { VECMATHAOS_ASSERT(0 != a.x || 0 != a.y || 0 != a.z || 0 != a.w); const FloatV length = FloatV(V4Length(a)); return V4ScaleInv(a, length); } PX_FORCE_INLINE Vec4V V4NormalizeSafe(const Vec4V a, const Vec4V unsafeReturnValue) { const FloatV length = FloatV(V4Length(a)); if(PX_EPS_REAL >= length.x) { return unsafeReturnValue; } else { return V4ScaleInv(a, length); } } PX_FORCE_INLINE Vec4V V4NormalizeFast(const Vec4V a) { VECMATHAOS_ASSERT(0 != a.x || 0 != a.y || 0 != a.z || 0 != a.w); const FloatV length = FloatV(V4Length(a)); return V4ScaleInv(a, length); } PX_FORCE_INLINE Vec4V V4Sel(const BoolV c, const Vec4V a, const Vec4V b) { return Vec4V(c.ux ? a.x : b.x, c.uy ? a.y : b.y, c.uz ? a.z : b.z, c.uw ? a.w : b.w); } PX_FORCE_INLINE BoolV V4IsGrtr(const Vec4V a, const Vec4V b) { return BoolV(BOOL_TO_U32(a.x > b.x), BOOL_TO_U32(a.y > b.y), BOOL_TO_U32(a.z > b.z), BOOL_TO_U32(a.w > b.w)); } PX_FORCE_INLINE BoolV V4IsGrtrOrEq(const Vec4V a, const Vec4V b) { return BoolV(BOOL_TO_U32(a.x >= b.x), BOOL_TO_U32(a.y >= b.y), BOOL_TO_U32(a.z >= b.z), BOOL_TO_U32(a.w >= b.w)); } PX_FORCE_INLINE BoolV V4IsEq(const Vec4V a, const Vec4V b) { return BoolV(BOOL_TO_U32(a.x == b.x), BOOL_TO_U32(a.y == b.y), BOOL_TO_U32(a.z == b.z), BOOL_TO_U32(a.w == b.w)); } PX_FORCE_INLINE Vec4V V4Max(const Vec4V a, const Vec4V b) { return Vec4V(a.x > b.x ? a.x : b.x, a.y > b.y ? a.y : b.y, a.z > b.z ? a.z : b.z, a.w > b.w ? a.w : b.w); } PX_FORCE_INLINE Vec4V V4Min(const Vec4V a, const Vec4V b) { return Vec4V(a.x < b.x ? a.x : b.x, a.y < b.y ? a.y : b.y, a.z < b.z ? a.z : b.z, a.w < b.w ? a.w : b.w); } PX_FORCE_INLINE FloatV V4ExtractMax(const Vec4V a) { const PxF32 t0 = (a.x >= a.y) ? a.x : a.y; const PxF32 t1 = (a.z >= a.w) ? a.x : a.w; return t0 >= t1 ? t0 : t1; } PX_FORCE_INLINE FloatV V4ExtractMin(const Vec4V a) { const PxF32 t0 = (a.x <= a.y) ? a.x : a.y; const PxF32 t1 = (a.z <= a.w) ? a.x : a.w; return t0 <= t1 ? t0 : t1; } PX_FORCE_INLINE Vec4V V4Clamp(const Vec4V a, const Vec4V minV, const Vec4V maxV) { return V4Max(V4Min(a, maxV), minV); } PX_FORCE_INLINE Vec4V V4Round(const Vec4V a) { return Vec4V(floorf(a.x + 0.5f), floorf(a.y + 0.5f), floorf(a.z + 0.5f), floorf(a.w + 0.5f)); } PX_FORCE_INLINE Vec4V V4Sin(const Vec4V a) { return Vec4V(sinf(a.x), sinf(a.y), sinf(a.z), sinf(a.w)); } PX_FORCE_INLINE Vec4V V4Cos(const Vec4V a) { return Vec4V(cosf(a.x), cosf(a.y), cosf(a.z), cosf(a.w)); } PX_FORCE_INLINE PxU32 V4AllGrtr(const Vec4V a, const Vec4V b) { return BOOL_TO_U32((a.x > b.x) & (a.y > b.y) & (a.z > b.z) & (a.w > b.w)); } PX_FORCE_INLINE PxU32 V4AllGrtrOrEq(const Vec4V a, const Vec4V b) { return BOOL_TO_U32((a.x >= b.x) & (a.y >= b.y) & (a.z >= b.z) & (a.w >= b.w)); } PX_FORCE_INLINE PxU32 V4AllGrtrOrEq3(const Vec4V a, const Vec4V b) { return BOOL_TO_U32((a.x >= b.x) & (a.y >= b.y) & (a.z >= b.z)); } PX_FORCE_INLINE PxU32 V4AllEq(const Vec4V a, const Vec4V b) { return BOOL_TO_U32((a.x == b.x) & (a.y == b.y) & (a.z == b.z) & (a.w == b.w)); } PX_FORCE_INLINE PxU32 V4AnyGrtr3(const Vec4V a, const Vec4V b) { return BOOL_TO_U32((a.x > b.x) | (a.y > b.y) | (a.z > b.z)); } PX_FORCE_INLINE void V4Transpose(Vec4V& col0, Vec4V& col1, Vec4V& col2, Vec4V& col3) { const PxF32 t01 = col0.y, t02 = col0.z, t03 = col0.w; const PxF32 t12 = col1.z, t13 = col1.w; const PxF32 t23 = col2.w; col0.y = col1.x; col0.z = col2.x; col0.w = col3.x; col1.z = col2.y; col1.w = col3.y; col2.w = col3.z; col1.x = t01; col2.x = t02; col3.x = t03; col2.y = t12; col3.y = t13; col3.z = t23; } PX_FORCE_INLINE BoolV BFFFF() { return BoolV(FALSE_TO_U32, FALSE_TO_U32, FALSE_TO_U32, FALSE_TO_U32); } PX_FORCE_INLINE BoolV BFFFT() { return BoolV(FALSE_TO_U32, FALSE_TO_U32, FALSE_TO_U32, TRUE_TO_U32); } PX_FORCE_INLINE BoolV BFFTF() { return BoolV(FALSE_TO_U32, FALSE_TO_U32, TRUE_TO_U32, FALSE_TO_U32); } PX_FORCE_INLINE BoolV BFFTT() { return BoolV(FALSE_TO_U32, FALSE_TO_U32, TRUE_TO_U32, TRUE_TO_U32); } PX_FORCE_INLINE BoolV BFTFF() { return BoolV(FALSE_TO_U32, TRUE_TO_U32, FALSE_TO_U32, FALSE_TO_U32); } PX_FORCE_INLINE BoolV BFTFT() { return BoolV(FALSE_TO_U32, TRUE_TO_U32, FALSE_TO_U32, TRUE_TO_U32); } PX_FORCE_INLINE BoolV BFTTF() { return BoolV(FALSE_TO_U32, TRUE_TO_U32, TRUE_TO_U32, FALSE_TO_U32); } PX_FORCE_INLINE BoolV BFTTT() { return BoolV(FALSE_TO_U32, TRUE_TO_U32, TRUE_TO_U32, TRUE_TO_U32); } PX_FORCE_INLINE BoolV BTFFF() { return BoolV(TRUE_TO_U32, FALSE_TO_U32, FALSE_TO_U32, FALSE_TO_U32); } PX_FORCE_INLINE BoolV BTFFT() { return BoolV(TRUE_TO_U32, FALSE_TO_U32, FALSE_TO_U32, TRUE_TO_U32); } PX_FORCE_INLINE BoolV BTFTF() { return BoolV(TRUE_TO_U32, FALSE_TO_U32, TRUE_TO_U32, FALSE_TO_U32); } PX_FORCE_INLINE BoolV BTFTT() { return BoolV(TRUE_TO_U32, FALSE_TO_U32, TRUE_TO_U32, TRUE_TO_U32); } PX_FORCE_INLINE BoolV BTTFF() { return BoolV(TRUE_TO_U32, TRUE_TO_U32, FALSE_TO_U32, FALSE_TO_U32); } PX_FORCE_INLINE BoolV BTTFT() { return BoolV(TRUE_TO_U32, TRUE_TO_U32, FALSE_TO_U32, TRUE_TO_U32); } PX_FORCE_INLINE BoolV BTTTF() { return BoolV(TRUE_TO_U32, TRUE_TO_U32, TRUE_TO_U32, FALSE_TO_U32); } PX_FORCE_INLINE BoolV BTTTT() { return BoolV(TRUE_TO_U32, TRUE_TO_U32, TRUE_TO_U32, TRUE_TO_U32); } PX_FORCE_INLINE BoolV BXMask() { return BTFFF(); } PX_FORCE_INLINE BoolV BYMask() { return BFTFF(); } PX_FORCE_INLINE BoolV BZMask() { return BFFTF(); } PX_FORCE_INLINE BoolV BWMask() { return BFFFT(); } PX_FORCE_INLINE BoolV BGetX(const BoolV a) { return BoolV(a.ux, a.ux, a.ux, a.ux); } PX_FORCE_INLINE BoolV BGetY(const BoolV a) { return BoolV(a.uy, a.uy, a.uy, a.uy); } PX_FORCE_INLINE BoolV BGetZ(const BoolV a) { return BoolV(a.uz, a.uz, a.uz, a.uz); } PX_FORCE_INLINE BoolV BGetW(const BoolV a) { return BoolV(a.uw, a.uw, a.uw, a.uw); } PX_FORCE_INLINE BoolV BSetX(const BoolV v, const BoolV f) { return BoolV(f.ux, v.uy, v.uz, v.uw); } PX_FORCE_INLINE BoolV BSetY(const BoolV v, const BoolV f) { return BoolV(v.ux, f.uy, v.uz, v.uw); } PX_FORCE_INLINE BoolV BSetZ(const BoolV v, const BoolV f) { return BoolV(v.ux, v.uy, f.uz, v.uw); } PX_FORCE_INLINE BoolV BSetW(const BoolV v, const BoolV f) { return BoolV(v.ux, v.uy, v.uz, f.uw); } template BoolV BSplatElement(BoolV a) { PxU32* b = (PxU32*)&a; return BoolV(b[index], b[index], b[index], b[index]); } PX_FORCE_INLINE BoolV BAnd(const BoolV a, const BoolV b) { return BoolV(BOOL_TO_U32(a.ux && b.ux), BOOL_TO_U32(a.uy && b.uy), BOOL_TO_U32(a.uz && b.uz), BOOL_TO_U32(a.uw && b.uw)); } PX_FORCE_INLINE BoolV BAndNot(const BoolV a, const BoolV b) { return BoolV(a.ux & ~b.ux, a.uy & ~b.uy, a.uz & ~b.uz, a.uw & ~b.uw); } PX_FORCE_INLINE BoolV BNot(const BoolV a) { return BoolV(~a.ux, ~a.uy, ~a.uz, ~a.uw); } PX_FORCE_INLINE BoolV BOr(const BoolV a, const BoolV b) { return BoolV(BOOL_TO_U32(a.ux || b.ux), BOOL_TO_U32(a.uy || b.uy), BOOL_TO_U32(a.uz || b.uz), BOOL_TO_U32(a.uw || b.uw)); } PX_FORCE_INLINE PxU32 BAllEq(const BoolV a, const BoolV b) { return (a.ux == b.ux && a.uy == b.uy && a.uz == b.uz && a.uw == b.uw ? 1 : 0); } PX_FORCE_INLINE PxU32 BAllEqTTTT(const BoolV a) { return BAllEq(a, BTTTT()); } PX_FORCE_INLINE PxU32 BAllEqFFFF(const BoolV a) { return BAllEq(a, BFFFF()); } PX_FORCE_INLINE BoolV BAllTrue4(const BoolV a) { return (a.ux & a.uy & a.uz & a.uw) ? BTTTT() : BFFFF(); } PX_FORCE_INLINE BoolV BAnyTrue4(const BoolV a) { return (a.ux | a.uy | a.uz | a.uw) ? BTTTT() : BFFFF(); } PX_FORCE_INLINE BoolV BAllTrue3(const BoolV a) { return (a.ux & a.uy & a.uz) ? BTTTT() : BFFFF(); } PX_FORCE_INLINE BoolV BAnyTrue3(const BoolV a) { return (a.ux | a.uy | a.uz) ? BTTTT() : BFFFF(); } PX_FORCE_INLINE PxU32 BGetBitMask(const BoolV a) { return (a.ux & 1) | (a.uy & 2) | (a.uz & 4) | (a.uw & 8); } ////////////////////////////////// // MAT33V ////////////////////////////////// PX_FORCE_INLINE Vec3V M33MulV3(const Mat33V& a, const Vec3V b) { return Vec3V(a.col0.x * b.x + a.col1.x * b.y + a.col2.x * b.z, a.col0.y * b.x + a.col1.y * b.y + a.col2.y * b.z, a.col0.z * b.x + a.col1.z * b.y + a.col2.z * b.z); } PX_FORCE_INLINE Vec3V M33TrnspsMulV3(const Mat33V& a, const Vec3V b) { return Vec3V(a.col0.x * b.x + a.col0.y * b.y + a.col0.z * b.z, a.col1.x * b.x + a.col1.y * b.y + a.col1.z * b.z, a.col2.x * b.x + a.col2.y * b.y + a.col2.z * b.z); } PX_FORCE_INLINE Vec3V M33MulV3AddV3(const Mat33V& A, const Vec3V b, const Vec3V c) { const FloatV x = V3GetX(b); const FloatV y = V3GetY(b); const FloatV z = V3GetZ(b); Vec3V result = V3ScaleAdd(A.col0, x, c); result = V3ScaleAdd(A.col1, y, result); return V3ScaleAdd(A.col2, z, result); } PX_FORCE_INLINE Mat33V M33MulM33(const Mat33V& a, const Mat33V& b) { return Mat33V(M33MulV3(a, b.col0), M33MulV3(a, b.col1), M33MulV3(a, b.col2)); } PX_FORCE_INLINE Mat33V M33Add(const Mat33V& a, const Mat33V& b) { return Mat33V(V3Add(a.col0, b.col0), V3Add(a.col1, b.col1), V3Add(a.col2, b.col2)); } PX_FORCE_INLINE Mat33V M33Scale(const Mat33V& a, const FloatV& b) { return Mat33V(V3Scale(a.col0, b), V3Scale(a.col1, b), V3Scale(a.col2, b)); } PX_FORCE_INLINE Mat33V M33Sub(const Mat33V& a, const Mat33V& b) { return Mat33V(V3Sub(a.col0, b.col0), V3Sub(a.col1, b.col1), V3Sub(a.col2, b.col2)); } PX_FORCE_INLINE Mat33V M33Neg(const Mat33V& a) { return Mat33V(V3Neg(a.col0), V3Neg(a.col1), V3Neg(a.col2)); } PX_FORCE_INLINE Mat33V M33Abs(const Mat33V& a) { return Mat33V(V3Abs(a.col0), V3Abs(a.col1), V3Abs(a.col2)); } PX_FORCE_INLINE Mat33V M33Diagonal(const Vec3VArg d) { const Vec3V x = V3Mul(V3UnitX(), d); const Vec3V y = V3Mul(V3UnitY(), d); const Vec3V z = V3Mul(V3UnitZ(), d); return Mat33V(x, y, z); } PX_FORCE_INLINE Mat33V M33Inverse(const Mat33V& a) { const PxF32 det = a.col0.x * (a.col1.y * a.col2.z - a.col1.z * a.col2.y) - a.col1.x * (a.col0.y * a.col2.z - a.col2.y * a.col0.z) + a.col2.x * (a.col0.y * a.col1.z - a.col1.y * a.col0.z); const PxF32 invDet = 1.0f / det; Mat33V ret; ret.col0.x = invDet * (a.col1.y * a.col2.z - a.col2.y * a.col1.z); ret.col0.y = invDet * (a.col2.y * a.col0.z - a.col0.y * a.col2.z); ret.col0.z = invDet * (a.col0.y * a.col1.z - a.col1.y * a.col0.z); ret.col1.x = invDet * (a.col2.x * a.col1.z - a.col1.x * a.col2.z); ret.col1.y = invDet * (a.col0.x * a.col2.z - a.col2.x * a.col0.z); ret.col1.z = invDet * (a.col1.x * a.col0.z - a.col0.x * a.col1.z); ret.col2.x = invDet * (a.col1.x * a.col2.y - a.col2.x * a.col1.y); ret.col2.y = invDet * (a.col2.x * a.col0.y - a.col0.x * a.col2.y); ret.col2.z = invDet * (a.col0.x * a.col1.y - a.col1.x * a.col0.y); return ret; } PX_FORCE_INLINE Mat33V Mat33V_From_PxMat33(const PxMat33& m) { return Mat33V(V3LoadU(m.column0), V3LoadU(m.column1), V3LoadU(m.column2)); } PX_FORCE_INLINE void PxMat33_From_Mat33V(const Mat33V& m, PxMat33& out) { PX_ASSERT((size_t(&out) & 15) == 0); V3StoreU(m.col0, out.column0); V3StoreU(m.col1, out.column1); V3StoreU(m.col2, out.column2); } PX_FORCE_INLINE Mat33V M33Trnsps(const Mat33V& a) { return Mat33V(Vec3V(a.col0.x, a.col1.x, a.col2.x), Vec3V(a.col0.y, a.col1.y, a.col2.y), Vec3V(a.col0.z, a.col1.z, a.col2.z)); } PX_FORCE_INLINE Mat33V M33Identity() { return Mat33V(V3UnitX(), V3UnitY(), V3UnitZ()); } ////////////////////////////////// // MAT34V ////////////////////////////////// PX_FORCE_INLINE Vec3V M34MulV3(const Mat34V& a, const Vec3V b) { return Vec3V(a.col0.x * b.x + a.col1.x * b.y + a.col2.x * b.z + a.col3.x, a.col0.y * b.x + a.col1.y * b.y + a.col2.y * b.z + a.col3.y, a.col0.z * b.x + a.col1.z * b.y + a.col2.z * b.z + a.col3.z); } PX_FORCE_INLINE Vec3V M34Mul33V3(const Mat34V& a, const Vec3V b) { return Vec3V(a.col0.x * b.x + a.col1.x * b.y + a.col2.x * b.z, a.col0.y * b.x + a.col1.y * b.y + a.col2.y * b.z, a.col0.z * b.x + a.col1.z * b.y + a.col2.z * b.z); } PX_FORCE_INLINE Vec3V M34TrnspsMul33V3(const Mat34V& a, const Vec3V b) { return Vec3V(a.col0.x * b.x + a.col0.y * b.y + a.col0.z * b.z, a.col1.x * b.x + a.col1.y * b.y + a.col1.z * b.z, a.col2.x * b.x + a.col2.y * b.y + a.col2.z * b.z); } PX_FORCE_INLINE Mat34V M34MulM34(const Mat34V& a, const Mat34V& b) { return Mat34V(M34Mul33V3(a, b.col0), M34Mul33V3(a, b.col1), M34Mul33V3(a, b.col2), M34MulV3(a, b.col3)); } PX_FORCE_INLINE Mat33V M34MulM33(const Mat34V& a, const Mat33V& b) { return Mat33V(M34Mul33V3(a, b.col0), M34Mul33V3(a, b.col1), M34Mul33V3(a, b.col2)); } PX_FORCE_INLINE Mat33V M34Mul33V3(const Mat34V& a, const Mat33V& b) { return Mat33V(M34Mul33V3(a, b.col0), M34Mul33V3(a, b.col1), M34Mul33V3(a, b.col2)); } PX_FORCE_INLINE Mat33V M34Mul33MM34(const Mat34V& a, const Mat34V& b) { return Mat33V(M34Mul33V3(a, b.col0), M34Mul33V3(a, b.col1), M34Mul33V3(a, b.col2)); } PX_FORCE_INLINE Mat34V M34Add(const Mat34V& a, const Mat34V& b) { return Mat34V(V3Add(a.col0, b.col0), V3Add(a.col1, b.col1), V3Add(a.col2, b.col2), V3Add(a.col3, b.col3)); } PX_FORCE_INLINE Mat33V M34Trnsps33(const Mat34V& a) { return Mat33V(Vec3V(a.col0.x, a.col1.x, a.col2.x), Vec3V(a.col0.y, a.col1.y, a.col2.y), Vec3V(a.col0.z, a.col1.z, a.col2.z)); } ////////////////////////////////// // MAT44V ////////////////////////////////// PX_FORCE_INLINE Vec4V M44MulV4(const Mat44V& a, const Vec4V b) { return Vec4V(a.col0.x * b.x + a.col1.x * b.y + a.col2.x * b.z + a.col3.x * b.w, a.col0.y * b.x + a.col1.y * b.y + a.col2.y * b.z + a.col3.y * b.w, a.col0.z * b.x + a.col1.z * b.y + a.col2.z * b.z + a.col3.z * b.w, a.col0.w * b.x + a.col1.w * b.y + a.col2.w * b.z + a.col3.w * b.w); } PX_FORCE_INLINE Vec4V M44TrnspsMulV4(const Mat44V& a, const Vec4V b) { return Vec4V(a.col0.x * b.x + a.col0.y * b.y + a.col0.z * b.z + a.col0.w * b.w, a.col1.x * b.x + a.col1.y * b.y + a.col1.z * b.z + a.col1.w * b.w, a.col2.x * b.x + a.col2.y * b.y + a.col2.z * b.z + a.col2.w * b.w, a.col3.x * b.x + a.col3.y * b.y + a.col3.z * b.z + a.col3.w * b.w); } PX_FORCE_INLINE Mat44V M44MulM44(const Mat44V& a, const Mat44V& b) { return Mat44V(M44MulV4(a, b.col0), M44MulV4(a, b.col1), M44MulV4(a, b.col2), M44MulV4(a, b.col3)); } PX_FORCE_INLINE Mat44V M44Add(const Mat44V& a, const Mat44V& b) { return Mat44V(V4Add(a.col0, b.col0), V4Add(a.col1, b.col1), V4Add(a.col2, b.col2), V4Add(a.col3, b.col3)); } PX_FORCE_INLINE Mat44V M44Inverse(const Mat44V& a) { PxF32 tmp[12]; PxF32 dst[16]; PxF32 det; const PxF32 src[16] = { a.col0.x, a.col0.y, a.col0.z, a.col0.w, a.col1.x, a.col1.y, a.col1.z, a.col1.w, a.col2.x, a.col2.y, a.col2.z, a.col2.w, a.col3.x, a.col3.y, a.col3.z, a.col3.w }; tmp[0] = src[10] * src[15]; tmp[1] = src[11] * src[14]; tmp[2] = src[9] * src[15]; tmp[3] = src[11] * src[13]; tmp[4] = src[9] * src[14]; tmp[5] = src[10] * src[13]; tmp[6] = src[8] * src[15]; tmp[7] = src[11] * src[12]; tmp[8] = src[8] * src[14]; tmp[9] = src[10] * src[12]; tmp[10] = src[8] * src[13]; tmp[11] = src[9] * src[12]; dst[0] = tmp[0] * src[5] + tmp[3] * src[6] + tmp[4] * src[7]; dst[0] -= tmp[1] * src[5] + tmp[2] * src[6] + tmp[5] * src[7]; dst[1] = tmp[1] * src[4] + tmp[6] * src[6] + tmp[9] * src[7]; dst[1] -= tmp[0] * src[4] + tmp[7] * src[6] + tmp[8] * src[7]; dst[2] = tmp[2] * src[4] + tmp[7] * src[5] + tmp[10] * src[7]; dst[2] -= tmp[3] * src[4] + tmp[6] * src[5] + tmp[11] * src[7]; dst[3] = tmp[5] * src[4] + tmp[8] * src[5] + tmp[11] * src[6]; dst[3] -= tmp[4] * src[4] + tmp[9] * src[5] + tmp[10] * src[6]; dst[4] = tmp[1] * src[1] + tmp[2] * src[2] + tmp[5] * src[3]; dst[4] -= tmp[0] * src[1] + tmp[3] * src[2] + tmp[4] * src[3]; dst[5] = tmp[0] * src[0] + tmp[7] * src[2] + tmp[8] * src[3]; dst[5] -= tmp[1] * src[0] + tmp[6] * src[2] + tmp[9] * src[3]; dst[6] = tmp[3] * src[0] + tmp[6] * src[1] + tmp[11] * src[3]; dst[6] -= tmp[2] * src[0] + tmp[7] * src[1] + tmp[10] * src[3]; dst[7] = tmp[4] * src[0] + tmp[9] * src[1] + tmp[10] * src[2]; dst[7] -= tmp[5] * src[0] + tmp[8] * src[1] + tmp[11] * src[2]; tmp[0] = src[2] * src[7]; tmp[1] = src[3] * src[6]; tmp[2] = src[1] * src[7]; tmp[3] = src[3] * src[5]; tmp[4] = src[1] * src[6]; tmp[5] = src[2] * src[5]; tmp[6] = src[0] * src[7]; tmp[7] = src[3] * src[4]; tmp[8] = src[0] * src[6]; tmp[9] = src[2] * src[4]; tmp[10] = src[0] * src[5]; tmp[11] = src[1] * src[4]; dst[8] = tmp[0] * src[13] + tmp[3] * src[14] + tmp[4] * src[15]; dst[8] -= tmp[1] * src[13] + tmp[2] * src[14] + tmp[5] * src[15]; dst[9] = tmp[1] * src[12] + tmp[6] * src[14] + tmp[9] * src[15]; dst[9] -= tmp[0] * src[12] + tmp[7] * src[14] + tmp[8] * src[15]; dst[10] = tmp[2] * src[12] + tmp[7] * src[13] + tmp[10] * src[15]; dst[10] -= tmp[3] * src[12] + tmp[6] * src[13] + tmp[11] * src[15]; dst[11] = tmp[5] * src[12] + tmp[8] * src[13] + tmp[11] * src[14]; dst[11] -= tmp[4] * src[12] + tmp[9] * src[13] + tmp[10] * src[14]; dst[12] = tmp[2] * src[10] + tmp[5] * src[11] + tmp[1] * src[9]; dst[12] -= tmp[4] * src[11] + tmp[0] * src[9] + tmp[3] * src[10]; dst[13] = tmp[8] * src[11] + tmp[0] * src[8] + tmp[7] * src[10]; dst[13] -= tmp[6] * src[10] + tmp[9] * src[11] + tmp[1] * src[8]; dst[14] = tmp[6] * src[9] + tmp[11] * src[11] + tmp[3] * src[8]; dst[14] -= tmp[10] * src[11] + tmp[2] * src[8] + tmp[7] * src[9]; dst[15] = tmp[10] * src[10] + tmp[4] * src[8] + tmp[9] * src[9]; dst[15] -= tmp[8] * src[9] + tmp[11] * src[10] + tmp[5] * src[8]; det = src[0] * dst[0] + src[1] * dst[1] + src[2] * dst[2] + src[3] * dst[3]; det = 1.0f / det; for(PxU32 j = 0; j < 16; j++) { dst[j] *= det; } return Mat44V(Vec4V(dst[0], dst[4], dst[8], dst[12]), Vec4V(dst[1], dst[5], dst[9], dst[13]), Vec4V(dst[2], dst[6], dst[10], dst[14]), Vec4V(dst[3], dst[7], dst[11], dst[15])); } PX_FORCE_INLINE Mat44V M44Trnsps(const Mat44V& a) { return Mat44V(Vec4V(a.col0.x, a.col1.x, a.col2.x, a.col3.x), Vec4V(a.col0.y, a.col1.y, a.col2.y, a.col3.y), Vec4V(a.col0.z, a.col1.z, a.col2.z, a.col3.z), Vec4V(a.col0.w, a.col1.w, a.col2.w, a.col3.w)); } PX_FORCE_INLINE Vec4V V4LoadXYZW(const PxF32& x, const PxF32& y, const PxF32& z, const PxF32& w) { return Vec4V(x, y, z, w); } /* PX_FORCE_INLINE VecU16V V4U32PK(VecU32V a, VecU32V b) { return VecU16V( PxU16(PxClamp((a).u32[0], 0, 0xFFFF)), PxU16(PxClamp((a).u32[1], 0, 0xFFFF)), PxU16(PxClamp((a).u32[2], 0, 0xFFFF)), PxU16(PxClamp((a).u32[3], 0, 0xFFFF)), PxU16(PxClamp((b).u32[0], 0, 0xFFFF)), PxU16(PxClamp((b).u32[1], 0, 0xFFFF)), PxU16(PxClamp((b).u32[2], 0, 0xFFFF)), PxU16(PxClamp((b).u32[3], 0, 0xFFFF))); } */ PX_FORCE_INLINE VecU32V V4U32Sel(const BoolV c, const VecU32V a, const VecU32V b) { return VecU32V(c.ux ? a.u32[0] : b.u32[0], c.uy ? a.u32[1] : b.u32[1], c.uz ? a.u32[2] : b.u32[2], c.uw ? a.u32[3] : b.u32[3]); } PX_FORCE_INLINE VecU32V V4U32or(VecU32V a, VecU32V b) { return VecU32V((a).u32[0] | (b).u32[0], (a).u32[1] | (b).u32[1], (a).u32[2] | (b).u32[2], (a).u32[3] | (b).u32[3]); } PX_FORCE_INLINE VecU32V V4U32xor(VecU32V a, VecU32V b) { return VecU32V((a).u32[0] ^ (b).u32[0], (a).u32[1] ^ (b).u32[1], (a).u32[2] ^ (b).u32[2], (a).u32[3] ^ (b).u32[3]); } PX_FORCE_INLINE VecU32V V4U32and(VecU32V a, VecU32V b) { return VecU32V((a).u32[0] & (b).u32[0], (a).u32[1] & (b).u32[1], (a).u32[2] & (b).u32[2], (a).u32[3] & (b).u32[3]); } PX_FORCE_INLINE VecU32V V4U32Andc(VecU32V a, VecU32V b) { return VecU32V((a).u32[0] & ~(b).u32[0], (a).u32[1] & ~(b).u32[1], (a).u32[2] & ~(b).u32[2], (a).u32[3] & ~(b).u32[3]); } /* PX_FORCE_INLINE VecU16V V4U16Or(VecU16V a, VecU16V b) { return VecU16V( (a).u16[0]|(b).u16[0], (a).u16[1]|(b).u16[1], (a).u16[2]|(b).u16[2], (a).u16[3]|(b).u16[3], (a).u16[4]|(b).u16[4], (a).u16[5]|(b).u16[5], (a).u16[6]|(b).u16[6], (a).u16[7]|(b).u16[7]); } */ /* PX_FORCE_INLINE VecU16V V4U16And(VecU16V a, VecU16V b) { return VecU16V( (a).u16[0]&(b).u16[0], (a).u16[1]&(b).u16[1], (a).u16[2]&(b).u16[2], (a).u16[3]&(b).u16[3], (a).u16[4]&(b).u16[4], (a).u16[5]&(b).u16[5], (a).u16[6]&(b).u16[6], (a).u16[7]&(b).u16[7]); } */ /* PX_FORCE_INLINE VecU16V V4U16Andc(VecU16V a, VecU16V b) { return VecU16V( (a).u16[0]&~(b).u16[0], (a).u16[1]&~(b).u16[1], (a).u16[2]&~(b).u16[2], (a).u16[3]&~(b).u16[3], (a).u16[4]&~(b).u16[4], (a).u16[5]&~(b).u16[5], (a).u16[6]&~(b).u16[6], (a).u16[7]&~(b).u16[7]); } */ /* template PX_FORCE_INLINE VecI32V V4ISplat() { return VecI32V(a, a, a, a); } template PX_FORCE_INLINE VecU32V V4USplat() { return VecU32V(a, a, a, a); } */ /* PX_FORCE_INLINE void V4U16StoreAligned(VecU16V val, VecU16V* address) { *address = val; } */ PX_FORCE_INLINE void V4U32StoreAligned(VecU32V val, VecU32V* address) { *address = val; } PX_FORCE_INLINE Vec4V V4Andc(const Vec4V a, const VecU32V b) { VecU32V r = V4U32Andc(*reinterpret_cast(&a), b); return (*reinterpret_cast(&r)); } PX_FORCE_INLINE VecU32V V4IsGrtrV32u(const Vec4V a, const Vec4V b) { return VecU32V(a.x > b.x ? 0xFFFFffff : 0, a.y > b.y ? 0xFFFFffff : 0, a.z > b.z ? 0xFFFFffff : 0, a.w > b.w ? 0xFFFFffff : 0); } PX_FORCE_INLINE VecU16V V4U16LoadAligned(VecU16V* addr) { return *addr; } PX_FORCE_INLINE VecU16V V4U16LoadUnaligned(VecU16V* addr) { return *addr; } PX_FORCE_INLINE VecU16V V4U16CompareGt(VecU16V a, VecU16V b) { return VecU16V ( BOOL_TO_U16(a.u16[0] > b.u16[0]), BOOL_TO_U16(a.u16[1] > b.u16[1]), BOOL_TO_U16(a.u16[2] > b.u16[2]), BOOL_TO_U16(a.u16[3] > b.u16[3]), BOOL_TO_U16(a.u16[4] > b.u16[4]), BOOL_TO_U16(a.u16[5] > b.u16[5]), BOOL_TO_U16(a.u16[6] > b.u16[6]), BOOL_TO_U16(a.u16[7] > b.u16[7]) ); } PX_FORCE_INLINE VecU16V V4I16CompareGt(VecU16V a, VecU16V b) { return VecU16V ( BOOL_TO_U16(a.i16[0] > b.i16[0]), BOOL_TO_U16(a.i16[1] > b.i16[1]), BOOL_TO_U16(a.i16[2] > b.i16[2]), BOOL_TO_U16(a.i16[3] > b.i16[3]), BOOL_TO_U16(a.i16[4] > b.i16[4]), BOOL_TO_U16(a.i16[5] > b.i16[5]), BOOL_TO_U16(a.i16[6] > b.i16[6]), BOOL_TO_U16(a.i16[7] > b.i16[7]) ); } PX_FORCE_INLINE Vec4V Vec4V_From_VecU32V(VecU32V a) { return Vec4V(PxF32((a).u32[0]), PxF32((a).u32[1]), PxF32((a).u32[2]), PxF32((a).u32[3])); } PX_FORCE_INLINE Vec4V Vec4V_From_VecI32V(VecI32V a) { return Vec4V(PxF32((a).i32[0]), PxF32((a).i32[1]), PxF32((a).i32[2]), PxF32((a).i32[3])); } PX_FORCE_INLINE VecI32V VecI32V_From_Vec4V(Vec4V a) { float* data = (float*)&a; return VecI32V(PxI32(data[0]), PxI32(data[1]), PxI32(data[2]), PxI32(data[3])); } PX_FORCE_INLINE Vec4V Vec4V_ReinterpretFrom_VecU32V(VecU32V a) { Vec4V b = *reinterpret_cast(&a); return b; } PX_FORCE_INLINE Vec4V Vec4V_ReinterpretFrom_VecI32V(VecI32V a) { Vec4V b = *reinterpret_cast(&a); return b; } PX_FORCE_INLINE VecU32V VecU32V_ReinterpretFrom_Vec4V(Vec4V a) { VecU32V b = *reinterpret_cast(&a); return b; } PX_FORCE_INLINE VecI32V VecI32V_ReinterpretFrom_Vec4V(Vec4V a) { VecI32V b = *reinterpret_cast(&a); return b; } template PX_FORCE_INLINE VecU32V V4U32SplatElement(VecU32V a) { return VecU32V((a).u32[index], (a).u32[index], (a).u32[index], (a).u32[index]); } template PX_FORCE_INLINE VecU32V V4U32SplatElement(BoolV a) { const PxU32 u = (&a.ux)[index]; return VecU32V(u, u, u, u); } template PX_FORCE_INLINE Vec4V V4SplatElement(Vec4V a) { float* data = (float*)&a; return Vec4V(data[index], data[index], data[index], data[index]); } PX_FORCE_INLINE VecU32V U4LoadXYZW(PxU32 x, PxU32 y, PxU32 z, PxU32 w) { return VecU32V(x, y, z, w); } PX_FORCE_INLINE Vec4V V4Abs(const Vec4V a) { return V4Max(a, V4Neg(a)); } PX_FORCE_INLINE BoolV V4IsEqU32(const VecU32V a, const VecU32V b) { return BoolV(BOOL_TO_U32(a.u32[0] == b.u32[0]), BOOL_TO_U32(a.u32[1] == b.u32[1]), BOOL_TO_U32(a.u32[2] == b.u32[2]), BOOL_TO_U32(a.u32[3] == b.u32[3])); } PX_FORCE_INLINE VecU32V U4Load(const PxU32 i) { return VecU32V(i, i, i, i); } PX_FORCE_INLINE VecU32V U4LoadU(const PxU32* i) { return VecU32V(i[0], i[1], i[2], i[3]); } PX_FORCE_INLINE VecU32V U4LoadA(const PxU32* i) { return VecU32V(i[0], i[1], i[2], i[3]); } PX_FORCE_INLINE VecI32V I4Load(const PxI32 i) { return VecI32V(i, i, i, i); } PX_FORCE_INLINE VecI32V I4LoadU(const PxI32* i) { return VecI32V(i[0], i[1], i[2], i[3]); } PX_FORCE_INLINE VecI32V I4LoadA(const PxI32* i) { return VecI32V(i[0], i[1], i[2], i[3]); } PX_FORCE_INLINE VecI32V VecI32V_Add(const VecI32VArg a, const VecI32VArg b) { return VecI32V(a.i32[0] + b.i32[0], a.i32[1] + b.i32[1], a.i32[2] + b.i32[2], a.i32[3] + b.i32[3]); } PX_FORCE_INLINE VecI32V VecI32V_Sub(const VecI32VArg a, const VecI32VArg b) { return VecI32V(a.i32[0] - b.i32[0], a.i32[1] - b.i32[1], a.i32[2] - b.i32[2], a.i32[3] - b.i32[3]); } PX_FORCE_INLINE BoolV VecI32V_IsGrtr(const VecI32VArg a, const VecI32VArg b) { return BoolV(BOOL_TO_U32(a.i32[0] > b.i32[0]), BOOL_TO_U32(a.i32[1] > b.i32[1]), BOOL_TO_U32(a.i32[2] > b.i32[2]), BOOL_TO_U32(a.i32[3] > b.i32[3])); } PX_FORCE_INLINE BoolV VecI32V_IsEq(const VecI32VArg a, const VecI32VArg b) { return BoolV(BOOL_TO_U32(a.i32[0] == b.i32[0]), BOOL_TO_U32(a.i32[1] == b.i32[1]), BOOL_TO_U32(a.i32[2] == b.i32[2]), BOOL_TO_U32(a.i32[3] == b.i32[3])); } PX_FORCE_INLINE VecI32V V4I32Sel(const BoolV c, const VecI32V a, const VecI32V b) { return VecI32V(c.ux ? a.i32[0] : b.i32[0], c.uy ? a.i32[1] : b.i32[1], c.uz ? a.i32[2] : b.i32[2], c.uw ? a.i32[3] : b.i32[3]); } PX_FORCE_INLINE VecI32V VecI32V_Zero() { return VecI32V(0, 0, 0, 0); } PX_FORCE_INLINE VecI32V VecI32V_One() { return VecI32V(1, 1, 1, 1); } PX_FORCE_INLINE VecI32V VecI32V_Two() { return VecI32V(2, 2, 2, 2); } PX_FORCE_INLINE VecI32V VecI32V_MinusOne() { return VecI32V(-1, -1, -1, -1); } PX_FORCE_INLINE VecU32V U4Zero() { return VecU32V(0, 0, 0, 0); } PX_FORCE_INLINE VecU32V U4One() { return VecU32V(1, 1, 1, 1); } PX_FORCE_INLINE VecU32V U4Two() { return VecU32V(2, 2, 2, 2); } PX_FORCE_INLINE VecShiftV VecI32V_PrepareShift(const VecI32VArg shift) { return shift; } PX_FORCE_INLINE VecI32V VecI32V_LeftShift(const VecI32VArg a, const VecShiftVArg count) { return VecI32V(a.i32[0] << count.i32[0], a.i32[1] << count.i32[1], a.i32[2] << count.i32[2], a.i32[3] << count.i32[3]); } PX_FORCE_INLINE VecI32V VecI32V_RightShift(const VecI32VArg a, const VecShiftVArg count) { return VecI32V(a.i32[0] >> count.i32[0], a.i32[1] >> count.i32[1], a.i32[2] >> count.i32[2], a.i32[3] >> count.i32[3]); } PX_FORCE_INLINE VecI32V VecI32V_And(const VecI32VArg a, const VecI32VArg b) { return VecI32V(a.i32[0] & b.i32[0], a.i32[1] & b.i32[1], a.i32[2] & b.i32[2], a.i32[3] & b.i32[3]); } PX_FORCE_INLINE VecI32V VecI32V_Or(const VecI32VArg a, const VecI32VArg b) { return VecI32V(a.i32[0] | b.i32[0], a.i32[1] | b.i32[1], a.i32[2] | b.i32[2], a.i32[3] | b.i32[3]); } PX_FORCE_INLINE VecI32V VecI32V_GetX(const VecI32VArg a) { return VecI32V(a.i32[0], a.i32[0], a.i32[0], a.i32[0]); } PX_FORCE_INLINE VecI32V VecI32V_GetY(const VecI32VArg a) { return VecI32V(a.i32[1], a.i32[1], a.i32[1], a.i32[1]); } PX_FORCE_INLINE VecI32V VecI32V_GetZ(const VecI32VArg a) { return VecI32V(a.i32[2], a.i32[2], a.i32[2], a.i32[2]); } PX_FORCE_INLINE VecI32V VecI32V_GetW(const VecI32VArg a) { return VecI32V(a.i32[3], a.i32[3], a.i32[3], a.i32[3]); } PX_FORCE_INLINE VecI32V VecI32V_Sel(const BoolV c, const VecI32VArg a, const VecI32VArg b) { return VecI32V(c.ux ? a.i32[0] : b.i32[0], c.uy ? a.i32[1] : b.i32[1], c.uz ? a.i32[2] : b.i32[2], c.uw ? a.i32[3] : b.i32[3]); } PX_FORCE_INLINE VecI32V VecI32V_Merge(const VecI32VArg a, const VecI32VArg b, const VecI32VArg c, const VecI32VArg d) { return VecI32V(a.i32[0], b.i32[0], c.i32[0], d.i32[0]); } PX_FORCE_INLINE void PxI32_From_VecI32V(const VecI32VArg a, PxI32* i) { *i = a.i32[0]; } PX_FORCE_INLINE VecI32V VecI32V_From_BoolV(const BoolVArg b) { return VecI32V(PxI32(b.ux), PxI32(b.uy), PxI32(b.uz), PxI32(b.uw)); } PX_FORCE_INLINE VecU32V VecU32V_From_BoolV(const BoolVArg b) { return VecU32V(b.ux, b.uy, b.uz, b.uw); } PX_FORCE_INLINE void QuatGetMat33V(const QuatVArg q, Vec3V& column0, Vec3V& column1, Vec3V& column2) { const FloatV one = FOne(); const FloatV x = V4GetX(q); const FloatV y = V4GetY(q); const FloatV z = V4GetZ(q); const FloatV w = V4GetW(q); const FloatV x2 = FAdd(x, x); const FloatV y2 = FAdd(y, y); const FloatV z2 = FAdd(z, z); const FloatV xx = FMul(x2, x); const FloatV yy = FMul(y2, y); const FloatV zz = FMul(z2, z); const FloatV xy = FMul(x2, y); const FloatV xz = FMul(x2, z); const FloatV xw = FMul(x2, w); const FloatV yz = FMul(y2, z); const FloatV yw = FMul(y2, w); const FloatV zw = FMul(z2, w); const FloatV v = FSub(one, xx); column0 = V3Merge(FSub(FSub(one, yy), zz), FAdd(xy, zw), FSub(xz, yw)); column1 = V3Merge(FSub(xy, zw), FSub(v, zz), FAdd(yz, xw)); column2 = V3Merge(FAdd(xz, yw), FSub(yz, xw), FSub(v, yy)); } // not used /* PX_FORCE_INLINE Vec4V V4LoadAligned(Vec4V* addr) { return *addr; } */ /* PX_FORCE_INLINE Vec4V V4LoadUnaligned(Vec4V* addr) { return *addr; } */ /* PX_FORCE_INLINE Vec4V V4Ceil(const Vec4V a) { return Vec4V(PxCeil(a.x), PxCeil(a.y), PxCeil(a.z), PxCeil(a.w)); } PX_FORCE_INLINE Vec4V V4Floor(const Vec4V a) { return Vec4V(PxFloor(a.x), PxFloor(a.y), PxFloor(a.z), PxFloor(a.w)); } */ /* PX_FORCE_INLINE VecU32V V4ConvertToU32VSaturate(const Vec4V a, PxU32 power) { PX_ASSERT(power == 0 && "Non-zero power not supported in convertToU32VSaturate"); PX_UNUSED(power); // prevent warning in release builds PxF32 ffffFFFFasFloat = PxF32(0xFFFF0000); return VecU32V( PxU32(PxClamp((a).x, 0.0f, ffffFFFFasFloat)), PxU32(PxClamp((a).y, 0.0f, ffffFFFFasFloat)), PxU32(PxClamp((a).z, 0.0f, ffffFFFFasFloat)), PxU32(PxClamp((a).w, 0.0f, ffffFFFFasFloat))); } */ } // namespace aos } // namespace shdfnd } // namespace physx #endif // PSFOUNDATION_PSVECMATHAOSSCALARINLINE_H