diff options
| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/public/mathlib/vector4d.h | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/public/mathlib/vector4d.h')
| -rw-r--r-- | mp/src/public/mathlib/vector4d.h | 686 |
1 files changed, 686 insertions, 0 deletions
diff --git a/mp/src/public/mathlib/vector4d.h b/mp/src/public/mathlib/vector4d.h new file mode 100644 index 00000000..53052e4d --- /dev/null +++ b/mp/src/public/mathlib/vector4d.h @@ -0,0 +1,686 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+
+#ifndef VECTOR4D_H
+#define VECTOR4D_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include <math.h>
+#include <stdlib.h> // For rand(). We really need a library!
+#include <float.h>
+#if !defined( _X360 )
+#include <xmmintrin.h> // For SSE
+#endif
+#include "basetypes.h" // For vec_t, put this somewhere else?
+#include "tier0/dbg.h"
+#include "mathlib/math_pfns.h"
+
+// forward declarations
+class Vector;
+class Vector2D;
+
+//=========================================================
+// 4D Vector4D
+//=========================================================
+
+class Vector4D
+{
+public:
+ // Members
+ vec_t x, y, z, w;
+
+ // Construction/destruction
+ Vector4D(void);
+ Vector4D(vec_t X, vec_t Y, vec_t Z, vec_t W);
+ Vector4D(const float *pFloat);
+
+ // Initialization
+ void Init(vec_t ix=0.0f, vec_t iy=0.0f, vec_t iz=0.0f, vec_t iw=0.0f);
+
+ // Got any nasty NAN's?
+ bool IsValid() const;
+
+ // array access...
+ vec_t operator[](int i) const;
+ vec_t& operator[](int i);
+
+ // Base address...
+ inline vec_t* Base();
+ inline vec_t const* Base() const;
+
+ // Cast to Vector and Vector2D...
+ Vector& AsVector3D();
+ Vector const& AsVector3D() const;
+
+ Vector2D& AsVector2D();
+ Vector2D const& AsVector2D() const;
+
+ // Initialization methods
+ void Random( vec_t minVal, vec_t maxVal );
+
+ // equality
+ bool operator==(const Vector4D& v) const;
+ bool operator!=(const Vector4D& v) const;
+
+ // arithmetic operations
+ Vector4D& operator+=(const Vector4D &v);
+ Vector4D& operator-=(const Vector4D &v);
+ Vector4D& operator*=(const Vector4D &v);
+ Vector4D& operator*=(float s);
+ Vector4D& operator/=(const Vector4D &v);
+ Vector4D& operator/=(float s);
+
+ // negate the Vector4D components
+ void Negate();
+
+ // Get the Vector4D's magnitude.
+ vec_t Length() const;
+
+ // Get the Vector4D's magnitude squared.
+ vec_t LengthSqr(void) const;
+
+ // return true if this vector is (0,0,0,0) within tolerance
+ bool IsZero( float tolerance = 0.01f ) const
+ {
+ return (x > -tolerance && x < tolerance &&
+ y > -tolerance && y < tolerance &&
+ z > -tolerance && z < tolerance &&
+ w > -tolerance && w < tolerance);
+ }
+
+ // Get the distance from this Vector4D to the other one.
+ vec_t DistTo(const Vector4D &vOther) const;
+
+ // Get the distance from this Vector4D to the other one squared.
+ vec_t DistToSqr(const Vector4D &vOther) const;
+
+ // Copy
+ void CopyToArray(float* rgfl) const;
+
+ // Multiply, add, and assign to this (ie: *this = a + b * scalar). This
+ // is about 12% faster than the actual Vector4D equation (because it's done per-component
+ // rather than per-Vector4D).
+ void MulAdd(Vector4D const& a, Vector4D const& b, float scalar);
+
+ // Dot product.
+ vec_t Dot(Vector4D const& vOther) const;
+
+ // No copy constructors allowed if we're in optimal mode
+#ifdef VECTOR_NO_SLOW_OPERATIONS
+private:
+#else
+public:
+#endif
+ Vector4D(Vector4D const& vOther);
+
+ // No assignment operators either...
+ Vector4D& operator=( Vector4D const& src );
+};
+
+const Vector4D vec4_origin( 0.0f, 0.0f, 0.0f, 0.0f );
+const Vector4D vec4_invalid( FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX );
+
+//-----------------------------------------------------------------------------
+// SSE optimized routines
+//-----------------------------------------------------------------------------
+
+class ALIGN16 Vector4DAligned : public Vector4D
+{
+public:
+ Vector4DAligned(void) {}
+ Vector4DAligned( vec_t X, vec_t Y, vec_t Z, vec_t W );
+
+ inline void Set( vec_t X, vec_t Y, vec_t Z, vec_t W );
+ inline void InitZero( void );
+
+ inline __m128 &AsM128() { return *(__m128*)&x; }
+ inline const __m128 &AsM128() const { return *(const __m128*)&x; }
+
+private:
+ // No copy constructors allowed if we're in optimal mode
+ Vector4DAligned( Vector4DAligned const& vOther );
+
+ // No assignment operators either...
+ Vector4DAligned& operator=( Vector4DAligned const& src );
+} ALIGN16_POST;
+
+//-----------------------------------------------------------------------------
+// Vector4D related operations
+//-----------------------------------------------------------------------------
+
+// Vector4D clear
+void Vector4DClear( Vector4D& a );
+
+// Copy
+void Vector4DCopy( Vector4D const& src, Vector4D& dst );
+
+// Vector4D arithmetic
+void Vector4DAdd( Vector4D const& a, Vector4D const& b, Vector4D& result );
+void Vector4DSubtract( Vector4D const& a, Vector4D const& b, Vector4D& result );
+void Vector4DMultiply( Vector4D const& a, vec_t b, Vector4D& result );
+void Vector4DMultiply( Vector4D const& a, Vector4D const& b, Vector4D& result );
+void Vector4DDivide( Vector4D const& a, vec_t b, Vector4D& result );
+void Vector4DDivide( Vector4D const& a, Vector4D const& b, Vector4D& result );
+void Vector4DMA( Vector4D const& start, float s, Vector4D const& dir, Vector4D& result );
+
+// Vector4DAligned arithmetic
+void Vector4DMultiplyAligned( Vector4DAligned const& a, vec_t b, Vector4DAligned& result );
+
+
+#define Vector4DExpand( v ) (v).x, (v).y, (v).z, (v).w
+
+// Normalization
+vec_t Vector4DNormalize( Vector4D& v );
+
+// Length
+vec_t Vector4DLength( Vector4D const& v );
+
+// Dot Product
+vec_t DotProduct4D(Vector4D const& a, Vector4D const& b);
+
+// Linearly interpolate between two vectors
+void Vector4DLerp(Vector4D const& src1, Vector4D const& src2, vec_t t, Vector4D& dest );
+
+
+//-----------------------------------------------------------------------------
+//
+// Inlined Vector4D methods
+//
+//-----------------------------------------------------------------------------
+
+
+//-----------------------------------------------------------------------------
+// constructors
+//-----------------------------------------------------------------------------
+
+inline Vector4D::Vector4D(void)
+{
+#ifdef _DEBUG
+ // Initialize to NAN to catch errors
+ x = y = z = w = VEC_T_NAN;
+#endif
+}
+
+inline Vector4D::Vector4D(vec_t X, vec_t Y, vec_t Z, vec_t W )
+{
+ x = X; y = Y; z = Z; w = W;
+ Assert( IsValid() );
+}
+
+inline Vector4D::Vector4D(const float *pFloat)
+{
+ Assert( pFloat );
+ x = pFloat[0]; y = pFloat[1]; z = pFloat[2]; w = pFloat[3];
+ Assert( IsValid() );
+}
+
+
+//-----------------------------------------------------------------------------
+// copy constructor
+//-----------------------------------------------------------------------------
+
+inline Vector4D::Vector4D(const Vector4D &vOther)
+{
+ Assert( vOther.IsValid() );
+ x = vOther.x; y = vOther.y; z = vOther.z; w = vOther.w;
+}
+
+//-----------------------------------------------------------------------------
+// initialization
+//-----------------------------------------------------------------------------
+
+inline void Vector4D::Init( vec_t ix, vec_t iy, vec_t iz, vec_t iw )
+{
+ x = ix; y = iy; z = iz; w = iw;
+ Assert( IsValid() );
+}
+
+inline void Vector4D::Random( vec_t minVal, vec_t maxVal )
+{
+ x = minVal + ((vec_t)rand() / VALVE_RAND_MAX) * (maxVal - minVal);
+ y = minVal + ((vec_t)rand() / VALVE_RAND_MAX) * (maxVal - minVal);
+ z = minVal + ((vec_t)rand() / VALVE_RAND_MAX) * (maxVal - minVal);
+ w = minVal + ((vec_t)rand() / VALVE_RAND_MAX) * (maxVal - minVal);
+}
+
+inline void Vector4DClear( Vector4D& a )
+{
+ a.x = a.y = a.z = a.w = 0.0f;
+}
+
+//-----------------------------------------------------------------------------
+// assignment
+//-----------------------------------------------------------------------------
+
+inline Vector4D& Vector4D::operator=(const Vector4D &vOther)
+{
+ Assert( vOther.IsValid() );
+ x=vOther.x; y=vOther.y; z=vOther.z; w=vOther.w;
+ return *this;
+}
+
+//-----------------------------------------------------------------------------
+// Array access
+//-----------------------------------------------------------------------------
+
+inline vec_t& Vector4D::operator[](int i)
+{
+ Assert( (i >= 0) && (i < 4) );
+ return ((vec_t*)this)[i];
+}
+
+inline vec_t Vector4D::operator[](int i) const
+{
+ Assert( (i >= 0) && (i < 4) );
+ return ((vec_t*)this)[i];
+}
+
+//-----------------------------------------------------------------------------
+// Cast to Vector and Vector2D...
+//-----------------------------------------------------------------------------
+
+inline Vector& Vector4D::AsVector3D()
+{
+ return *(Vector*)this;
+}
+
+inline Vector const& Vector4D::AsVector3D() const
+{
+ return *(Vector const*)this;
+}
+
+inline Vector2D& Vector4D::AsVector2D()
+{
+ return *(Vector2D*)this;
+}
+
+inline Vector2D const& Vector4D::AsVector2D() const
+{
+ return *(Vector2D const*)this;
+}
+
+//-----------------------------------------------------------------------------
+// Base address...
+//-----------------------------------------------------------------------------
+
+inline vec_t* Vector4D::Base()
+{
+ return (vec_t*)this;
+}
+
+inline vec_t const* Vector4D::Base() const
+{
+ return (vec_t const*)this;
+}
+
+//-----------------------------------------------------------------------------
+// IsValid?
+//-----------------------------------------------------------------------------
+
+inline bool Vector4D::IsValid() const
+{
+ return IsFinite(x) && IsFinite(y) && IsFinite(z) && IsFinite(w);
+}
+
+//-----------------------------------------------------------------------------
+// comparison
+//-----------------------------------------------------------------------------
+
+inline bool Vector4D::operator==( Vector4D const& src ) const
+{
+ Assert( src.IsValid() && IsValid() );
+ return (src.x == x) && (src.y == y) && (src.z == z) && (src.w == w);
+}
+
+inline bool Vector4D::operator!=( Vector4D const& src ) const
+{
+ Assert( src.IsValid() && IsValid() );
+ return (src.x != x) || (src.y != y) || (src.z != z) || (src.w != w);
+}
+
+
+//-----------------------------------------------------------------------------
+// Copy
+//-----------------------------------------------------------------------------
+
+inline void Vector4DCopy( Vector4D const& src, Vector4D& dst )
+{
+ Assert( src.IsValid() );
+ dst.x = src.x;
+ dst.y = src.y;
+ dst.z = src.z;
+ dst.w = src.w;
+}
+
+inline void Vector4D::CopyToArray(float* rgfl) const
+{
+ Assert( IsValid() );
+ Assert( rgfl );
+ rgfl[0] = x; rgfl[1] = y; rgfl[2] = z; rgfl[3] = w;
+}
+
+//-----------------------------------------------------------------------------
+// standard math operations
+//-----------------------------------------------------------------------------
+
+inline void Vector4D::Negate()
+{
+ Assert( IsValid() );
+ x = -x; y = -y; z = -z; w = -w;
+}
+
+inline Vector4D& Vector4D::operator+=(const Vector4D& v)
+{
+ Assert( IsValid() && v.IsValid() );
+ x+=v.x; y+=v.y; z += v.z; w += v.w;
+ return *this;
+}
+
+inline Vector4D& Vector4D::operator-=(const Vector4D& v)
+{
+ Assert( IsValid() && v.IsValid() );
+ x-=v.x; y-=v.y; z -= v.z; w -= v.w;
+ return *this;
+}
+
+inline Vector4D& Vector4D::operator*=(float fl)
+{
+ x *= fl;
+ y *= fl;
+ z *= fl;
+ w *= fl;
+ Assert( IsValid() );
+ return *this;
+}
+
+inline Vector4D& Vector4D::operator*=(Vector4D const& v)
+{
+ x *= v.x;
+ y *= v.y;
+ z *= v.z;
+ w *= v.w;
+ Assert( IsValid() );
+ return *this;
+}
+
+inline Vector4D& Vector4D::operator/=(float fl)
+{
+ Assert( fl != 0.0f );
+ float oofl = 1.0f / fl;
+ x *= oofl;
+ y *= oofl;
+ z *= oofl;
+ w *= oofl;
+ Assert( IsValid() );
+ return *this;
+}
+
+inline Vector4D& Vector4D::operator/=(Vector4D const& v)
+{
+ Assert( v.x != 0.0f && v.y != 0.0f && v.z != 0.0f && v.w != 0.0f );
+ x /= v.x;
+ y /= v.y;
+ z /= v.z;
+ w /= v.w;
+ Assert( IsValid() );
+ return *this;
+}
+
+inline void Vector4DAdd( Vector4D const& a, Vector4D const& b, Vector4D& c )
+{
+ Assert( a.IsValid() && b.IsValid() );
+ c.x = a.x + b.x;
+ c.y = a.y + b.y;
+ c.z = a.z + b.z;
+ c.w = a.w + b.w;
+}
+
+inline void Vector4DSubtract( Vector4D const& a, Vector4D const& b, Vector4D& c )
+{
+ Assert( a.IsValid() && b.IsValid() );
+ c.x = a.x - b.x;
+ c.y = a.y - b.y;
+ c.z = a.z - b.z;
+ c.w = a.w - b.w;
+}
+
+inline void Vector4DMultiply( Vector4D const& a, vec_t b, Vector4D& c )
+{
+ Assert( a.IsValid() && IsFinite(b) );
+ c.x = a.x * b;
+ c.y = a.y * b;
+ c.z = a.z * b;
+ c.w = a.w * b;
+}
+
+inline void Vector4DMultiply( Vector4D const& a, Vector4D const& b, Vector4D& c )
+{
+ Assert( a.IsValid() && b.IsValid() );
+ c.x = a.x * b.x;
+ c.y = a.y * b.y;
+ c.z = a.z * b.z;
+ c.w = a.w * b.w;
+}
+
+inline void Vector4DDivide( Vector4D const& a, vec_t b, Vector4D& c )
+{
+ Assert( a.IsValid() );
+ Assert( b != 0.0f );
+ vec_t oob = 1.0f / b;
+ c.x = a.x * oob;
+ c.y = a.y * oob;
+ c.z = a.z * oob;
+ c.w = a.w * oob;
+}
+
+inline void Vector4DDivide( Vector4D const& a, Vector4D const& b, Vector4D& c )
+{
+ Assert( a.IsValid() );
+ Assert( (b.x != 0.0f) && (b.y != 0.0f) && (b.z != 0.0f) && (b.w != 0.0f) );
+ c.x = a.x / b.x;
+ c.y = a.y / b.y;
+ c.z = a.z / b.z;
+ c.w = a.w / b.w;
+}
+
+inline void Vector4DMA( Vector4D const& start, float s, Vector4D const& dir, Vector4D& result )
+{
+ Assert( start.IsValid() && IsFinite(s) && dir.IsValid() );
+ result.x = start.x + s*dir.x;
+ result.y = start.y + s*dir.y;
+ result.z = start.z + s*dir.z;
+ result.w = start.w + s*dir.w;
+}
+
+// FIXME: Remove
+// For backwards compatability
+inline void Vector4D::MulAdd(Vector4D const& a, Vector4D const& b, float scalar)
+{
+ x = a.x + b.x * scalar;
+ y = a.y + b.y * scalar;
+ z = a.z + b.z * scalar;
+ w = a.w + b.w * scalar;
+}
+
+inline void Vector4DLerp(const Vector4D& src1, const Vector4D& src2, vec_t t, Vector4D& dest )
+{
+ dest[0] = src1[0] + (src2[0] - src1[0]) * t;
+ dest[1] = src1[1] + (src2[1] - src1[1]) * t;
+ dest[2] = src1[2] + (src2[2] - src1[2]) * t;
+ dest[3] = src1[3] + (src2[3] - src1[3]) * t;
+}
+
+//-----------------------------------------------------------------------------
+// dot, cross
+//-----------------------------------------------------------------------------
+
+inline vec_t DotProduct4D(const Vector4D& a, const Vector4D& b)
+{
+ Assert( a.IsValid() && b.IsValid() );
+ return( a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w );
+}
+
+// for backwards compatability
+inline vec_t Vector4D::Dot( Vector4D const& vOther ) const
+{
+ return DotProduct4D( *this, vOther );
+}
+
+
+//-----------------------------------------------------------------------------
+// length
+//-----------------------------------------------------------------------------
+
+inline vec_t Vector4DLength( Vector4D const& v )
+{
+ Assert( v.IsValid() );
+ return (vec_t)FastSqrt(v.x*v.x + v.y*v.y + v.z*v.z + v.w*v.w);
+}
+
+inline vec_t Vector4D::LengthSqr(void) const
+{
+ Assert( IsValid() );
+ return (x*x + y*y + z*z + w*w);
+}
+
+inline vec_t Vector4D::Length(void) const
+{
+ return Vector4DLength( *this );
+}
+
+
+//-----------------------------------------------------------------------------
+// Normalization
+//-----------------------------------------------------------------------------
+
+// FIXME: Can't use until we're un-macroed in mathlib.h
+inline vec_t Vector4DNormalize( Vector4D& v )
+{
+ Assert( v.IsValid() );
+ vec_t l = v.Length();
+ if (l != 0.0f)
+ {
+ v /= l;
+ }
+ else
+ {
+ v.x = v.y = v.z = v.w = 0.0f;
+ }
+ return l;
+}
+
+//-----------------------------------------------------------------------------
+// Get the distance from this Vector4D to the other one
+//-----------------------------------------------------------------------------
+
+inline vec_t Vector4D::DistTo(const Vector4D &vOther) const
+{
+ Vector4D delta;
+ Vector4DSubtract( *this, vOther, delta );
+ return delta.Length();
+}
+
+inline vec_t Vector4D::DistToSqr(const Vector4D &vOther) const
+{
+ Vector4D delta;
+ Vector4DSubtract( *this, vOther, delta );
+ return delta.LengthSqr();
+}
+
+
+//-----------------------------------------------------------------------------
+// Vector4DAligned routines
+//-----------------------------------------------------------------------------
+
+inline Vector4DAligned::Vector4DAligned( vec_t X, vec_t Y, vec_t Z, vec_t W )
+{
+ x = X; y = Y; z = Z; w = W;
+ Assert( IsValid() );
+}
+
+inline void Vector4DAligned::Set( vec_t X, vec_t Y, vec_t Z, vec_t W )
+{
+ x = X; y = Y; z = Z; w = W;
+ Assert( IsValid() );
+}
+
+inline void Vector4DAligned::InitZero( void )
+{
+#if !defined( _X360 )
+ this->AsM128() = _mm_set1_ps( 0.0f );
+#else
+ this->AsM128() = __vspltisw( 0 );
+#endif
+ Assert( IsValid() );
+}
+
+inline void Vector4DMultiplyAligned( Vector4DAligned const& a, Vector4DAligned const& b, Vector4DAligned& c )
+{
+ Assert( a.IsValid() && b.IsValid() );
+#if !defined( _X360 )
+ c.x = a.x * b.x;
+ c.y = a.y * b.y;
+ c.z = a.z * b.z;
+ c.w = a.w * b.w;
+#else
+ c.AsM128() = __vmulfp( a.AsM128(), b.AsM128() );
+#endif
+}
+
+inline void Vector4DWeightMAD( vec_t w, Vector4DAligned const& vInA, Vector4DAligned& vOutA, Vector4DAligned const& vInB, Vector4DAligned& vOutB )
+{
+ Assert( vInA.IsValid() && vInB.IsValid() && IsFinite(w) );
+
+#if !defined( _X360 )
+ vOutA.x += vInA.x * w;
+ vOutA.y += vInA.y * w;
+ vOutA.z += vInA.z * w;
+ vOutA.w += vInA.w * w;
+
+ vOutB.x += vInB.x * w;
+ vOutB.y += vInB.y * w;
+ vOutB.z += vInB.z * w;
+ vOutB.w += vInB.w * w;
+#else
+ __vector4 temp;
+
+ temp = __lvlx( &w, 0 );
+ temp = __vspltw( temp, 0 );
+
+ vOutA.AsM128() = __vmaddfp( vInA.AsM128(), temp, vOutA.AsM128() );
+ vOutB.AsM128() = __vmaddfp( vInB.AsM128(), temp, vOutB.AsM128() );
+#endif
+}
+
+inline void Vector4DWeightMADSSE( vec_t w, Vector4DAligned const& vInA, Vector4DAligned& vOutA, Vector4DAligned const& vInB, Vector4DAligned& vOutB )
+{
+ Assert( vInA.IsValid() && vInB.IsValid() && IsFinite(w) );
+
+#if !defined( _X360 )
+ // Replicate scalar float out to 4 components
+ __m128 packed = _mm_set1_ps( w );
+
+ // 4D SSE Vector MAD
+ vOutA.AsM128() = _mm_add_ps( vOutA.AsM128(), _mm_mul_ps( vInA.AsM128(), packed ) );
+ vOutB.AsM128() = _mm_add_ps( vOutB.AsM128(), _mm_mul_ps( vInB.AsM128(), packed ) );
+#else
+ __vector4 temp;
+
+ temp = __lvlx( &w, 0 );
+ temp = __vspltw( temp, 0 );
+
+ vOutA.AsM128() = __vmaddfp( vInA.AsM128(), temp, vOutA.AsM128() );
+ vOutB.AsM128() = __vmaddfp( vInB.AsM128(), temp, vOutB.AsM128() );
+#endif
+}
+
+#endif // VECTOR4D_H
+
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