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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PxShared/src/foundation/include/PsVecMath.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PxShared/src/foundation/include/PsVecMath.h')
| -rw-r--r-- | PxShared/src/foundation/include/PsVecMath.h | 1330 |
1 files changed, 1330 insertions, 0 deletions
diff --git a/PxShared/src/foundation/include/PsVecMath.h b/PxShared/src/foundation/include/PsVecMath.h new file mode 100644 index 00000000..25054aed --- /dev/null +++ b/PxShared/src/foundation/include/PsVecMath.h @@ -0,0 +1,1330 @@ +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and related documentation and +// any modifications thereto. Any use, reproduction, disclosure, or +// distribution of this software and related documentation without an express +// license agreement from NVIDIA Corporation is strictly prohibited. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright (c) 2008-2016 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_PSVECMATH_H +#define PSFOUNDATION_PSVECMATH_H + +#include "Ps.h" +#include "PsIntrinsics.h" +#include "foundation/PxVec3.h" +#include "foundation/PxVec4.h" +#include "foundation/PxMat33.h" +#include "foundation/PxUnionCast.h" + +// We can opt to use the scalar version of vectorised functions. +// This can catch type safety issues and might even work out more optimal on pc. +// It will also be useful for benchmarking and testing. +// NEVER submit with vector intrinsics deactivated without good reason. +// AM: deactivating SIMD for debug win64 just so autobuild will also exercise +// non-SIMD path, until a dedicated non-SIMD platform sich as Arm comes online. +// TODO: dima: reference all platforms with SIMD support here, +// all unknown/experimental cases should better default to NO SIMD. + +// enable/disable SIMD +#if PX_INTEL_FAMILY +#define COMPILE_VECTOR_INTRINSICS 1 +#elif PX_ANDROID&& PX_NEON +#define COMPILE_VECTOR_INTRINSICS 1 +#elif PX_IOS&& PX_NEON +#define COMPILE_VECTOR_INTRINSICS 1 +#else +#define COMPILE_VECTOR_INTRINSICS 0 +#endif + +#if defined(COMPILE_VECTOR_INTRINSICS) && PX_INTEL_FAMILY&&(PX_UNIX_FAMILY || PX_PS4) +// only SSE2 compatible platforms should reach this +#if PX_EMSCRIPTEN +#include <emmintrin.h> +#else +#include <xmmintrin.h> +#endif +#endif + +namespace physx +{ +namespace shdfnd +{ +namespace aos +{ + +// Basic AoS types are +// FloatV - 16-byte aligned representation of float. +// Vec3V - 16-byte aligned representation of PxVec3 stored as (x y z 0). +// Vec4V - 16-byte aligned representation of vector of 4 floats stored as (x y z w). +// BoolV - 16-byte aligned representation of vector of 4 bools stored as (x y z w). +// VecU32V - 16-byte aligned representation of 4 unsigned ints stored as (x y z w). +// VecI32V - 16-byte aligned representation of 4 signed ints stored as (x y z w). +// Mat33V - 16-byte aligned representation of any 3x3 matrix. +// Mat34V - 16-byte aligned representation of transformation matrix (rotation in col1,col2,col3 and translation in +// col4). +// Mat44V - 16-byte aligned representation of any 4x4 matrix. + +#if COMPILE_VECTOR_INTRINSICS +#include "PsAoS.h" +#else +#include "PsVecMathAoSScalar.h" +#endif + +////////////////////////////////////////// +// Construct a simd type from a scalar type +////////////////////////////////////////// + +// FloatV +//(f,f,f,f) +PX_FORCE_INLINE FloatV FLoad(const PxF32 f); + +// Vec3V +//(f,f,f,0) +PX_FORCE_INLINE Vec3V V3Load(const PxF32 f); +//(f.x,f.y,f.z,0) +PX_FORCE_INLINE Vec3V V3LoadU(const PxVec3& f); +//(f.x,f.y,f.z,0), f must be 16-byte aligned +PX_FORCE_INLINE Vec3V V3LoadA(const PxVec3& f); +//(f.x,f.y,f.z,w_undefined), f must be 16-byte aligned +PX_FORCE_INLINE Vec3V V3LoadUnsafeA(const PxVec3& f); +//(f.x,f.y,f.z,0) +PX_FORCE_INLINE Vec3V V3LoadU(const PxF32* f); +//(f.x,f.y,f.z,0), f must be 16-byte aligned +PX_FORCE_INLINE Vec3V V3LoadA(const PxF32* f); + +// Vec4V +//(f,f,f,f) +PX_FORCE_INLINE Vec4V V4Load(const PxF32 f); +//(f[0],f[1],f[2],f[3]) +PX_FORCE_INLINE Vec4V V4LoadU(const PxF32* const f); +//(f[0],f[1],f[2],f[3]), f must be 16-byte aligned +PX_FORCE_INLINE Vec4V V4LoadA(const PxF32* const f); +//(x,y,z,w) +PX_FORCE_INLINE Vec4V V4LoadXYZW(const PxF32& x, const PxF32& y, const PxF32& z, const PxF32& w); + +// BoolV +//(f,f,f,f) +PX_FORCE_INLINE BoolV BLoad(const bool f); +//(f[0],f[1],f[2],f[3]) +PX_FORCE_INLINE BoolV BLoad(const bool* const f); + +// VecU32V +//(f,f,f,f) +PX_FORCE_INLINE VecU32V U4Load(const PxU32 f); +//(f[0],f[1],f[2],f[3]) +PX_FORCE_INLINE VecU32V U4LoadU(const PxU32* f); +//(f[0],f[1],f[2],f[3]), f must be 16-byte aligned +PX_FORCE_INLINE VecU32V U4LoadA(const PxU32* f); +//((U32)x, (U32)y, (U32)z, (U32)w) +PX_FORCE_INLINE VecU32V U4LoadXYZW(PxU32 x, PxU32 y, PxU32 z, PxU32 w); + +// VecI32V +//(i,i,i,i) +PX_FORCE_INLINE VecI32V I4Load(const PxI32 i); +//(i,i,i,i) +PX_FORCE_INLINE VecI32V I4LoadU(const PxI32* i); +//(i,i,i,i) +PX_FORCE_INLINE VecI32V I4LoadA(const PxI32* i); + +// QuatV +//(x = v[0], y=v[1], z=v[2], w=v3[3]) and array don't need to aligned +PX_FORCE_INLINE QuatV QuatVLoadU(const PxF32* v); +//(x = v[0], y=v[1], z=v[2], w=v3[3]) and array need to aligned, fast load +PX_FORCE_INLINE QuatV QuatVLoadA(const PxF32* v); +//(x, y, z, w) +PX_FORCE_INLINE QuatV QuatVLoadXYZW(const PxF32 x, const PxF32 y, const PxF32 z, const PxF32 w); + +// not added to public api +Vec4V Vec4V_From_PxVec3_WUndefined(const PxVec3& v); + +/////////////////////////////////////////////////// +// Construct a simd type from a different simd type +/////////////////////////////////////////////////// + +// Vec3V +//(v.x,v.y,v.z,0) +PX_FORCE_INLINE Vec3V Vec3V_From_Vec4V(Vec4V v); +//(v.x,v.y,v.z,undefined) - be very careful with w!=0 because many functions require w==0 for correct operation eg V3Dot, V3Length, V3Cross etc etc. +PX_FORCE_INLINE Vec3V Vec3V_From_Vec4V_WUndefined(const Vec4V v); + +// Vec4V +//(f.x,f.y,f.z,f.w) +PX_FORCE_INLINE Vec4V Vec4V_From_Vec3V(Vec3V f); +//((PxF32)f.x, (PxF32)f.y, (PxF32)f.z, (PxF32)f.w) +PX_FORCE_INLINE Vec4V Vec4V_From_VecU32V(VecU32V a); +//((PxF32)f.x, (PxF32)f.y, (PxF32)f.z, (PxF32)f.w) +PX_FORCE_INLINE Vec4V Vec4V_From_VecI32V(VecI32V a); +//(*(reinterpret_cast<PxF32*>(&f.x), (reinterpret_cast<PxF32*>(&f.y), (reinterpret_cast<PxF32*>(&f.z), +//(reinterpret_cast<PxF32*>(&f.w)) +PX_FORCE_INLINE Vec4V Vec4V_ReinterpretFrom_VecU32V(VecU32V a); +//(*(reinterpret_cast<PxF32*>(&f.x), (reinterpret_cast<PxF32*>(&f.y), (reinterpret_cast<PxF32*>(&f.z), +//(reinterpret_cast<PxF32*>(&f.w)) +PX_FORCE_INLINE Vec4V Vec4V_ReinterpretFrom_VecI32V(VecI32V a); + +// VecU32V +//(*(reinterpret_cast<PxU32*>(&f.x), (reinterpret_cast<PxU32*>(&f.y), (reinterpret_cast<PxU32*>(&f.z), +//(reinterpret_cast<PxU32*>(&f.w)) +PX_FORCE_INLINE VecU32V VecU32V_ReinterpretFrom_Vec4V(Vec4V a); +//(b[0], b[1], b[2], b[3]) +PX_FORCE_INLINE VecU32V VecU32V_From_BoolV(const BoolVArg b); + +// VecI32V +//(*(reinterpret_cast<PxI32*>(&f.x), (reinterpret_cast<PxI32*>(&f.y), (reinterpret_cast<PxI32*>(&f.z), +//(reinterpret_cast<PxI32*>(&f.w)) +PX_FORCE_INLINE VecI32V VecI32V_ReinterpretFrom_Vec4V(Vec4V a); +//((I32)a.x, (I32)a.y, (I32)a.z, (I32)a.w) +PX_FORCE_INLINE VecI32V VecI32V_From_Vec4V(Vec4V a); +//((I32)b.x, (I32)b.y, (I32)b.z, (I32)b.w) +PX_FORCE_INLINE VecI32V VecI32V_From_BoolV(const BoolVArg b); + +/////////////////////////////////////////////////// +// Convert from a simd type back to a scalar type +/////////////////////////////////////////////////// + +// FloatV +// a.x +PX_FORCE_INLINE void FStore(const FloatV a, PxF32* PX_RESTRICT f); + +// Vec3V +//(a.x,a.y,a.z) +PX_FORCE_INLINE void V3StoreA(const Vec3V a, PxVec3& f); +//(a.x,a.y,a.z) +PX_FORCE_INLINE void V3StoreU(const Vec3V a, PxVec3& f); + +// Vec4V +PX_FORCE_INLINE void V4StoreA(const Vec4V a, PxF32* f); +PX_FORCE_INLINE void V4StoreU(const Vec4V a, PxF32* f); + +// BoolV +PX_FORCE_INLINE void BStoreA(const BoolV b, PxU32* f); + +// VecU32V +PX_FORCE_INLINE void U4StoreA(const VecU32V uv, PxU32* u); + +// VecI32V +PX_FORCE_INLINE void I4StoreA(const VecI32V iv, PxI32* i); + +////////////////////////////////////////////////////////////////// +// Test that simd types have elements in the floating point range +////////////////////////////////////////////////////////////////// + +// check for each component is valid ie in floating point range +PX_FORCE_INLINE bool isFiniteFloatV(const FloatV a); +// check for each component is valid ie in floating point range +PX_FORCE_INLINE bool isFiniteVec3V(const Vec3V a); +// check for each component is valid ie in floating point range +PX_FORCE_INLINE bool isFiniteVec4V(const Vec4V a); + +// Check that w-component is zero. +PX_FORCE_INLINE bool isValidVec3V(const Vec3V a); + +////////////////////////////////////////////////////////////////// +// Tests that all elements of two 16-byte types are completely equivalent. +// Use these tests for unit testing and asserts only. +////////////////////////////////////////////////////////////////// + +namespace _VecMathTests +{ +PX_FORCE_INLINE Vec3V getInvalidVec3V(); +PX_FORCE_INLINE bool allElementsEqualFloatV(const FloatV a, const FloatV b); +PX_FORCE_INLINE bool allElementsEqualVec3V(const Vec3V a, const Vec3V b); +PX_FORCE_INLINE bool allElementsEqualVec4V(const Vec4V a, const Vec4V b); +PX_FORCE_INLINE bool allElementsEqualBoolV(const BoolV a, const BoolV b); +PX_FORCE_INLINE bool allElementsEqualVecU32V(const VecU32V a, const VecU32V b); +PX_FORCE_INLINE bool allElementsEqualVecI32V(const VecI32V a, const VecI32V b); + +PX_FORCE_INLINE bool allElementsEqualMat33V(const Mat33V& a, const Mat33V& b) +{ + return (allElementsEqualVec3V(a.col0, b.col0) && allElementsEqualVec3V(a.col1, b.col1) && + allElementsEqualVec3V(a.col2, b.col2)); +} +PX_FORCE_INLINE bool allElementsEqualMat34V(const Mat34V& a, const Mat34V& b) +{ + return (allElementsEqualVec3V(a.col0, b.col0) && allElementsEqualVec3V(a.col1, b.col1) && + allElementsEqualVec3V(a.col2, b.col2) && allElementsEqualVec3V(a.col3, b.col3)); +} +PX_FORCE_INLINE bool allElementsEqualMat44V(const Mat44V& a, const Mat44V& b) +{ + return (allElementsEqualVec4V(a.col0, b.col0) && allElementsEqualVec4V(a.col1, b.col1) && + allElementsEqualVec4V(a.col2, b.col2) && allElementsEqualVec4V(a.col3, b.col3)); +} + +PX_FORCE_INLINE bool allElementsNearEqualFloatV(const FloatV a, const FloatV b); +PX_FORCE_INLINE bool allElementsNearEqualVec3V(const Vec3V a, const Vec3V b); +PX_FORCE_INLINE bool allElementsNearEqualVec4V(const Vec4V a, const Vec4V b); +PX_FORCE_INLINE bool allElementsNearEqualMat33V(const Mat33V& a, const Mat33V& b) +{ + return (allElementsNearEqualVec3V(a.col0, b.col0) && allElementsNearEqualVec3V(a.col1, b.col1) && + allElementsNearEqualVec3V(a.col2, b.col2)); +} +PX_FORCE_INLINE bool allElementsNearEqualMat34V(const Mat34V& a, const Mat34V& b) +{ + return (allElementsNearEqualVec3V(a.col0, b.col0) && allElementsNearEqualVec3V(a.col1, b.col1) && + allElementsNearEqualVec3V(a.col2, b.col2) && allElementsNearEqualVec3V(a.col3, b.col3)); +} +PX_FORCE_INLINE bool allElementsNearEqualMat44V(const Mat44V& a, const Mat44V& b) +{ + return (allElementsNearEqualVec4V(a.col0, b.col0) && allElementsNearEqualVec4V(a.col1, b.col1) && + allElementsNearEqualVec4V(a.col2, b.col2) && allElementsNearEqualVec4V(a.col3, b.col3)); +} +} + +////////////////////////////////////////////////////////////////// +// Math operations on FloatV +////////////////////////////////////////////////////////////////// + +//(0,0,0,0) +PX_FORCE_INLINE FloatV FZero(); +//(1,1,1,1) +PX_FORCE_INLINE FloatV FOne(); +//(0.5,0.5,0.5,0.5) +PX_FORCE_INLINE FloatV FHalf(); +//(PX_EPS_REAL,PX_EPS_REAL,PX_EPS_REAL,PX_EPS_REAL) +PX_FORCE_INLINE FloatV FEps(); +//(PX_MAX_REAL, PX_MAX_REAL, PX_MAX_REAL PX_MAX_REAL) +PX_FORCE_INLINE FloatV FMax(); +//(-PX_MAX_REAL, -PX_MAX_REAL, -PX_MAX_REAL -PX_MAX_REAL) +PX_FORCE_INLINE FloatV FNegMax(); +//(1e-6f, 1e-6f, 1e-6f, 1e-6f) +PX_FORCE_INLINE FloatV FEps6(); +//((PxF32*)&1, (PxF32*)&1, (PxF32*)&1, (PxF32*)&1) + +//-f (per component) +PX_FORCE_INLINE FloatV FNeg(const FloatV f); +// a+b (per component) +PX_FORCE_INLINE FloatV FAdd(const FloatV a, const FloatV b); +// a-b (per component) +PX_FORCE_INLINE FloatV FSub(const FloatV a, const FloatV b); +// a*b (per component) +PX_FORCE_INLINE FloatV FMul(const FloatV a, const FloatV b); +// a/b (per component) +PX_FORCE_INLINE FloatV FDiv(const FloatV a, const FloatV b); +// a/b (per component) +PX_FORCE_INLINE FloatV FDivFast(const FloatV a, const FloatV b); +// 1.0f/a +PX_FORCE_INLINE FloatV FRecip(const FloatV a); +// 1.0f/a +PX_FORCE_INLINE FloatV FRecipFast(const FloatV a); +// 1.0f/sqrt(a) +PX_FORCE_INLINE FloatV FRsqrt(const FloatV a); +// 1.0f/sqrt(a) +PX_FORCE_INLINE FloatV FRsqrtFast(const FloatV a); +// sqrt(a) +PX_FORCE_INLINE FloatV FSqrt(const FloatV a); +// a*b+c +PX_FORCE_INLINE FloatV FScaleAdd(const FloatV a, const FloatV b, const FloatV c); +// c-a*b +PX_FORCE_INLINE FloatV FNegScaleSub(const FloatV a, const FloatV b, const FloatV c); +// fabs(a) +PX_FORCE_INLINE FloatV FAbs(const FloatV a); +// c ? a : b (per component) +PX_FORCE_INLINE FloatV FSel(const BoolV c, const FloatV a, const FloatV b); +// a>b (per component) +PX_FORCE_INLINE BoolV FIsGrtr(const FloatV a, const FloatV b); +// a>=b (per component) +PX_FORCE_INLINE BoolV FIsGrtrOrEq(const FloatV a, const FloatV b); +// a==b (per component) +PX_FORCE_INLINE BoolV FIsEq(const FloatV a, const FloatV b); +// Max(a,b) (per component) +PX_FORCE_INLINE FloatV FMax(const FloatV a, const FloatV b); +// Min(a,b) (per component) +PX_FORCE_INLINE FloatV FMin(const FloatV a, const FloatV b); +// Clamp(a,b) (per component) +PX_FORCE_INLINE FloatV FClamp(const FloatV a, const FloatV minV, const FloatV maxV); + +// a.x>b.x +PX_FORCE_INLINE PxU32 FAllGrtr(const FloatV a, const FloatV b); +// a.x>=b.x +PX_FORCE_INLINE PxU32 FAllGrtrOrEq(const FloatV a, const FloatV b); +// a.x==b.x +PX_FORCE_INLINE PxU32 FAllEq(const FloatV a, const FloatV b); +// a<min || a>max +PX_FORCE_INLINE PxU32 FOutOfBounds(const FloatV a, const FloatV min, const FloatV max); +// a>=min && a<=max +PX_FORCE_INLINE PxU32 FInBounds(const FloatV a, const FloatV min, const FloatV max); +// a<-bounds || a>bounds +PX_FORCE_INLINE PxU32 FOutOfBounds(const FloatV a, const FloatV bounds); +// a>=-bounds && a<=bounds +PX_FORCE_INLINE PxU32 FInBounds(const FloatV a, const FloatV bounds); + +// round float a to the near int +PX_FORCE_INLINE FloatV FRound(const FloatV a); +// calculate the sin of float a +PX_FORCE_INLINE FloatV FSin(const FloatV a); +// calculate the cos of float b +PX_FORCE_INLINE FloatV FCos(const FloatV a); + +////////////////////////////////////////////////////////////////// +// Math operations on Vec3V +////////////////////////////////////////////////////////////////// + +//(f,f,f,f) +PX_FORCE_INLINE Vec3V V3Splat(const FloatV f); + +//(x,y,z) +PX_FORCE_INLINE Vec3V V3Merge(const FloatVArg x, const FloatVArg y, const FloatVArg z); + +//(1,0,0,0) +PX_FORCE_INLINE Vec3V V3UnitX(); +//(0,1,0,0) +PX_FORCE_INLINE Vec3V V3UnitY(); +//(0,0,1,0) +PX_FORCE_INLINE Vec3V V3UnitZ(); + +//(f.x,f.x,f.x,f.x) +PX_FORCE_INLINE FloatV V3GetX(const Vec3V f); +//(f.y,f.y,f.y,f.y) +PX_FORCE_INLINE FloatV V3GetY(const Vec3V f); +//(f.z,f.z,f.z,f.z) +PX_FORCE_INLINE FloatV V3GetZ(const Vec3V f); + +//(f,v.y,v.z,v.w) +PX_FORCE_INLINE Vec3V V3SetX(const Vec3V v, const FloatV f); +//(v.x,f,v.z,v.w) +PX_FORCE_INLINE Vec3V V3SetY(const Vec3V v, const FloatV f); +//(v.x,v.y,f,v.w) +PX_FORCE_INLINE Vec3V V3SetZ(const Vec3V v, const FloatV f); + +// v.x=f +PX_FORCE_INLINE void V3WriteX(Vec3V& v, const PxF32 f); +// v.y=f +PX_FORCE_INLINE void V3WriteY(Vec3V& v, const PxF32 f); +// v.z=f +PX_FORCE_INLINE void V3WriteZ(Vec3V& v, const PxF32 f); +// v.x=f.x, v.y=f.y, v.z=f.z +PX_FORCE_INLINE void V3WriteXYZ(Vec3V& v, const PxVec3& f); +// return v.x +PX_FORCE_INLINE PxF32 V3ReadX(const Vec3V& v); +// return v.y +PX_FORCE_INLINE PxF32 V3ReadY(const Vec3V& v); +// return v.y +PX_FORCE_INLINE PxF32 V3ReadZ(const Vec3V& v); +// return (v.x,v.y,v.z) +PX_FORCE_INLINE const PxVec3& V3ReadXYZ(const Vec3V& v); + +//(a.x, b.x, c.x) +PX_FORCE_INLINE Vec3V V3ColX(const Vec3V a, const Vec3V b, const Vec3V c); +//(a.y, b.y, c.y) +PX_FORCE_INLINE Vec3V V3ColY(const Vec3V a, const Vec3V b, const Vec3V c); +//(a.z, b.z, c.z) +PX_FORCE_INLINE Vec3V V3ColZ(const Vec3V a, const Vec3V b, const Vec3V c); + +//(0,0,0,0) +PX_FORCE_INLINE Vec3V V3Zero(); +//(1,1,1,1) +PX_FORCE_INLINE Vec3V V3One(); +//(PX_EPS_REAL,PX_EPS_REAL,PX_EPS_REAL,PX_EPS_REAL) +PX_FORCE_INLINE Vec3V V3Eps(); +//-c (per component) +PX_FORCE_INLINE Vec3V V3Neg(const Vec3V c); +// a+b (per component) +PX_FORCE_INLINE Vec3V V3Add(const Vec3V a, const Vec3V b); +// a-b (per component) +PX_FORCE_INLINE Vec3V V3Sub(const Vec3V a, const Vec3V b); +// a*b (per component) +PX_FORCE_INLINE Vec3V V3Scale(const Vec3V a, const FloatV b); +// a*b (per component) +PX_FORCE_INLINE Vec3V V3Mul(const Vec3V a, const Vec3V b); +// a/b (per component) +PX_FORCE_INLINE Vec3V V3ScaleInv(const Vec3V a, const FloatV b); +// a/b (per component) +PX_FORCE_INLINE Vec3V V3Div(const Vec3V a, const Vec3V b); +// a/b (per component) +PX_FORCE_INLINE Vec3V V3ScaleInvFast(const Vec3V a, const FloatV b); +// a/b (per component) +PX_FORCE_INLINE Vec3V V3DivFast(const Vec3V a, const Vec3V b); +// 1.0f/a +PX_FORCE_INLINE Vec3V V3Recip(const Vec3V a); +// 1.0f/a +PX_FORCE_INLINE Vec3V V3RecipFast(const Vec3V a); +// 1.0f/sqrt(a) +PX_FORCE_INLINE Vec3V V3Rsqrt(const Vec3V a); +// 1.0f/sqrt(a) +PX_FORCE_INLINE Vec3V V3RsqrtFast(const Vec3V a); +// a*b+c +PX_FORCE_INLINE Vec3V V3ScaleAdd(const Vec3V a, const FloatV b, const Vec3V c); +// c-a*b +PX_FORCE_INLINE Vec3V V3NegScaleSub(const Vec3V a, const FloatV b, const Vec3V c); +// a*b+c +PX_FORCE_INLINE Vec3V V3MulAdd(const Vec3V a, const Vec3V b, const Vec3V c); +// c-a*b +PX_FORCE_INLINE Vec3V V3NegMulSub(const Vec3V a, const Vec3V b, const Vec3V c); +// fabs(a) +PX_FORCE_INLINE Vec3V V3Abs(const Vec3V a); + +// a.b +// Note: a.w and b.w must have value zero +PX_FORCE_INLINE FloatV V3Dot(const Vec3V a, const Vec3V b); +// aXb +// Note: a.w and b.w must have value zero +PX_FORCE_INLINE Vec3V V3Cross(const Vec3V a, const Vec3V b); +// |a.a|^1/2 +// Note: a.w must have value zero +PX_FORCE_INLINE FloatV V3Length(const Vec3V a); +// a.a +// Note: a.w must have value zero +PX_FORCE_INLINE FloatV V3LengthSq(const Vec3V a); +// a*|a.a|^-1/2 +// Note: a.w must have value zero +PX_FORCE_INLINE Vec3V V3Normalize(const Vec3V a); +// a.a>0 ? a*|a.a|^-1/2 : (0,0,0,0) +// Note: a.w must have value zero +PX_FORCE_INLINE FloatV V3Length(const Vec3V a); +// a.a>0 ? a*|a.a|^-1/2 : unsafeReturnValue +// Note: a.w must have value zero +PX_FORCE_INLINE Vec3V V3NormalizeSafe(const Vec3V a, const Vec3V unsafeReturnValue); +// a.x + a.y + a.z +// Note: a.w must have value zero +PX_FORCE_INLINE FloatV V3SumElems(const Vec3V a); + +// c ? a : b (per component) +PX_FORCE_INLINE Vec3V V3Sel(const BoolV c, const Vec3V a, const Vec3V b); +// a>b (per component) +PX_FORCE_INLINE BoolV V3IsGrtr(const Vec3V a, const Vec3V b); +// a>=b (per component) +PX_FORCE_INLINE BoolV V3IsGrtrOrEq(const Vec3V a, const Vec3V b); +// a==b (per component) +PX_FORCE_INLINE BoolV V3IsEq(const Vec3V a, const Vec3V b); +// Max(a,b) (per component) +PX_FORCE_INLINE Vec3V V3Max(const Vec3V a, const Vec3V b); +// Min(a,b) (per component) +PX_FORCE_INLINE Vec3V V3Min(const Vec3V a, const Vec3V b); + +// Extract the maximum value from a +// Note: a.w must have value zero +PX_FORCE_INLINE FloatV V3ExtractMax(const Vec3V a); + +// Extract the minimum value from a +// Note: a.w must have value zero +PX_FORCE_INLINE FloatV V3ExtractMin(const Vec3V a); + +// Clamp(a,b) (per component) +PX_FORCE_INLINE Vec3V V3Clamp(const Vec3V a, const Vec3V minV, const Vec3V maxV); + +// Extract the sign for each component +PX_FORCE_INLINE Vec3V V3Sign(const Vec3V a); + +// Test all components. +// (a.x>b.x && a.y>b.y && a.z>b.z) +// Note: a.w and b.w must have value zero +PX_FORCE_INLINE PxU32 V3AllGrtr(const Vec3V a, const Vec3V b); +// (a.x>=b.x && a.y>=b.y && a.z>=b.z) +// Note: a.w and b.w must have value zero +PX_FORCE_INLINE PxU32 V3AllGrtrOrEq(const Vec3V a, const Vec3V b); +// (a.x==b.x && a.y==b.y && a.z==b.z) +// Note: a.w and b.w must have value zero +PX_FORCE_INLINE PxU32 V3AllEq(const Vec3V a, const Vec3V b); +// a.x<min.x || a.y<min.y || a.z<min.z || a.x>max.x || a.y>max.y || a.z>max.z +// Note: a.w and min.w and max.w must have value zero +PX_FORCE_INLINE PxU32 V3OutOfBounds(const Vec3V a, const Vec3V min, const Vec3V max); +// a.x>=min.x && a.y>=min.y && a.z>=min.z && a.x<=max.x && a.y<=max.y && a.z<=max.z +// Note: a.w and min.w and max.w must have value zero +PX_FORCE_INLINE PxU32 V3InBounds(const Vec3V a, const Vec3V min, const Vec3V max); +// a.x<-bounds.x || a.y<=-bounds.y || a.z<bounds.z || a.x>bounds.x || a.y>bounds.y || a.z>bounds.z +// Note: a.w and bounds.w must have value zero +PX_FORCE_INLINE PxU32 V3OutOfBounds(const Vec3V a, const Vec3V bounds); +// a.x>=-bounds.x && a.y>=-bounds.y && a.z>=-bounds.z && a.x<=bounds.x && a.y<=bounds.y && a.z<=bounds.z +// Note: a.w and bounds.w must have value zero +PX_FORCE_INLINE PxU32 V3InBounds(const Vec3V a, const Vec3V bounds); + +//(floor(a.x + 0.5f), floor(a.y + 0.5f), floor(a.z + 0.5f)) +PX_FORCE_INLINE Vec3V V3Round(const Vec3V a); + +//(sinf(a.x), sinf(a.y), sinf(a.z)) +PX_FORCE_INLINE Vec3V V3Sin(const Vec3V a); +//(cosf(a.x), cosf(a.y), cosf(a.z)) +PX_FORCE_INLINE Vec3V V3Cos(const Vec3V a); + +//(a.y,a.z,a.z) +PX_FORCE_INLINE Vec3V V3PermYZZ(const Vec3V a); +//(a.x,a.y,a.x) +PX_FORCE_INLINE Vec3V V3PermXYX(const Vec3V a); +//(a.y,a.z,a.x) +PX_FORCE_INLINE Vec3V V3PermYZX(const Vec3V a); +//(a.z, a.x, a.y) +PX_FORCE_INLINE Vec3V V3PermZXY(const Vec3V a); +//(a.z,a.z,a.y) +PX_FORCE_INLINE Vec3V V3PermZZY(const Vec3V a); +//(a.y,a.x,a.x) +PX_FORCE_INLINE Vec3V V3PermYXX(const Vec3V a); +//(0, v1.z, v0.y) +PX_FORCE_INLINE Vec3V V3Perm_Zero_1Z_0Y(const Vec3V v0, const Vec3V v1); +//(v0.z, 0, v1.x) +PX_FORCE_INLINE Vec3V V3Perm_0Z_Zero_1X(const Vec3V v0, const Vec3V v1); +//(v1.y, v0.x, 0) +PX_FORCE_INLINE Vec3V V3Perm_1Y_0X_Zero(const Vec3V v0, const Vec3V v1); + +// Transpose 3 Vec3Vs inplace. Sets the w component to zero +// [ x0, y0, z0, w0] [ x1, y1, z1, w1] [ x2, y2, z2, w2] -> [x0 x1 x2 0] [y0 y1 y2 0] [z0 z1 z2 0] +PX_FORCE_INLINE void V3Transpose(Vec3V& col0, Vec3V& col1, Vec3V& col2); + +////////////////////////////////////////////////////////////////// +// Math operations on Vec4V +////////////////////////////////////////////////////////////////// + +//(f,f,f,f) +PX_FORCE_INLINE Vec4V V4Splat(const FloatV f); + +//(f[0],f[1],f[2],f[3]) +PX_FORCE_INLINE Vec4V V4Merge(const FloatV* const f); +//(x,y,z,w) +PX_FORCE_INLINE Vec4V V4Merge(const FloatVArg x, const FloatVArg y, const FloatVArg z, const FloatVArg w); +//(x.w, y.w, z.w, w.w) +PX_FORCE_INLINE Vec4V V4MergeW(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w); +//(x.z, y.z, z.z, w.z) +PX_FORCE_INLINE Vec4V V4MergeZ(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w); +//(x.y, y.y, z.y, w.y) +PX_FORCE_INLINE Vec4V V4MergeY(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w); +//(x.x, y.x, z.x, w.x) +PX_FORCE_INLINE Vec4V V4MergeX(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w); + +//(a.x, b.x, a.y, b.y) +PX_FORCE_INLINE Vec4V V4UnpackXY(const Vec4VArg a, const Vec4VArg b); +//(a.z, b.z, a.w, b.w) +PX_FORCE_INLINE Vec4V V4UnpackZW(const Vec4VArg a, const Vec4VArg b); + +//(1,0,0,0) +PX_FORCE_INLINE Vec4V V4UnitW(); +//(0,1,0,0) +PX_FORCE_INLINE Vec4V V4UnitY(); +//(0,0,1,0) +PX_FORCE_INLINE Vec4V V4UnitZ(); +//(0,0,0,1) +PX_FORCE_INLINE Vec4V V4UnitW(); + +//(f.x,f.x,f.x,f.x) +PX_FORCE_INLINE FloatV V4GetX(const Vec4V f); +//(f.y,f.y,f.y,f.y) +PX_FORCE_INLINE FloatV V4GetY(const Vec4V f); +//(f.z,f.z,f.z,f.z) +PX_FORCE_INLINE FloatV V4GetZ(const Vec4V f); +//(f.w,f.w,f.w,f.w) +PX_FORCE_INLINE FloatV V4GetW(const Vec4V f); + +//(f,v.y,v.z,v.w) +PX_FORCE_INLINE Vec4V V4SetX(const Vec4V v, const FloatV f); +//(v.x,f,v.z,v.w) +PX_FORCE_INLINE Vec4V V4SetY(const Vec4V v, const FloatV f); +//(v.x,v.y,f,v.w) +PX_FORCE_INLINE Vec4V V4SetZ(const Vec4V v, const FloatV f); +//(v.x,v.y,v.z,f) +PX_FORCE_INLINE Vec4V V4SetW(const Vec4V v, const FloatV f); + +//(v.x,v.y,v.z,0) +PX_FORCE_INLINE Vec4V V4ClearW(const Vec4V v); + +//(a[elementIndex], a[elementIndex], a[elementIndex], a[elementIndex]) +template <int elementIndex> +PX_FORCE_INLINE Vec4V V4SplatElement(Vec4V a); + +// v.x=f +PX_FORCE_INLINE void V4WriteX(Vec4V& v, const PxF32 f); +// v.y=f +PX_FORCE_INLINE void V4WriteY(Vec4V& v, const PxF32 f); +// v.z=f +PX_FORCE_INLINE void V4WriteZ(Vec4V& v, const PxF32 f); +// v.w=f +PX_FORCE_INLINE void V4WriteW(Vec4V& v, const PxF32 f); +// v.x=f.x, v.y=f.y, v.z=f.z +PX_FORCE_INLINE void V4WriteXYZ(Vec4V& v, const PxVec3& f); +// return v.x +PX_FORCE_INLINE PxF32 V4ReadX(const Vec4V& v); +// return v.y +PX_FORCE_INLINE PxF32 V4ReadY(const Vec4V& v); +// return v.z +PX_FORCE_INLINE PxF32 V4ReadZ(const Vec4V& v); +// return v.w +PX_FORCE_INLINE PxF32 V4ReadW(const Vec4V& v); +// return (v.x,v.y,v.z) +PX_FORCE_INLINE const PxVec3& V4ReadXYZ(const Vec4V& v); + +//(0,0,0,0) +PX_FORCE_INLINE Vec4V V4Zero(); +//(1,1,1,1) +PX_FORCE_INLINE Vec4V V4One(); +//(PX_EPS_REAL,PX_EPS_REAL,PX_EPS_REAL,PX_EPS_REAL) +PX_FORCE_INLINE Vec4V V4Eps(); + +//-c (per component) +PX_FORCE_INLINE Vec4V V4Neg(const Vec4V c); +// a+b (per component) +PX_FORCE_INLINE Vec4V V4Add(const Vec4V a, const Vec4V b); +// a-b (per component) +PX_FORCE_INLINE Vec4V V4Sub(const Vec4V a, const Vec4V b); +// a*b (per component) +PX_FORCE_INLINE Vec4V V4Scale(const Vec4V a, const FloatV b); +// a*b (per component) +PX_FORCE_INLINE Vec4V V4Mul(const Vec4V a, const Vec4V b); +// a/b (per component) +PX_FORCE_INLINE Vec4V V4ScaleInv(const Vec4V a, const FloatV b); +// a/b (per component) +PX_FORCE_INLINE Vec4V V4Div(const Vec4V a, const Vec4V b); +// a/b (per component) +PX_FORCE_INLINE Vec4V V4ScaleInvFast(const Vec4V a, const FloatV b); +// a/b (per component) +PX_FORCE_INLINE Vec4V V4DivFast(const Vec4V a, const Vec4V b); +// 1.0f/a +PX_FORCE_INLINE Vec4V V4Recip(const Vec4V a); +// 1.0f/a +PX_FORCE_INLINE Vec4V V4RecipFast(const Vec4V a); +// 1.0f/sqrt(a) +PX_FORCE_INLINE Vec4V V4Rsqrt(const Vec4V a); +// 1.0f/sqrt(a) +PX_FORCE_INLINE Vec4V V4RsqrtFast(const Vec4V a); +// a*b+c +PX_FORCE_INLINE Vec4V V4ScaleAdd(const Vec4V a, const FloatV b, const Vec4V c); +// c-a*b +PX_FORCE_INLINE Vec4V V4NegScaleSub(const Vec4V a, const FloatV b, const Vec4V c); +// a*b+c +PX_FORCE_INLINE Vec4V V4MulAdd(const Vec4V a, const Vec4V b, const Vec4V c); +// c-a*b +PX_FORCE_INLINE Vec4V V4NegMulSub(const Vec4V a, const Vec4V b, const Vec4V c); + +// fabs(a) +PX_FORCE_INLINE Vec4V V4Abs(const Vec4V a); +// bitwise a & ~b +PX_FORCE_INLINE Vec4V V4Andc(const Vec4V a, const VecU32V b); + +// a.b (W is taken into account) +PX_FORCE_INLINE FloatV V4Dot(const Vec4V a, const Vec4V b); +// a.b (same computation as V3Dot. W is ignored in input) +PX_FORCE_INLINE FloatV V4Dot3(const Vec4V a, const Vec4V b); +// aXb (same computation as V3Cross. W is ignored in input and undefined in output) +PX_FORCE_INLINE Vec4V V4Cross(const Vec4V a, const Vec4V b); + +//|a.a|^1/2 +PX_FORCE_INLINE FloatV V4Length(const Vec4V a); +// a.a +PX_FORCE_INLINE FloatV V4LengthSq(const Vec4V a); + +// a*|a.a|^-1/2 +PX_FORCE_INLINE Vec4V V4Normalize(const Vec4V a); +// a.a>0 ? a*|a.a|^-1/2 : unsafeReturnValue +PX_FORCE_INLINE Vec4V V4NormalizeSafe(const Vec4V a, const Vec4V unsafeReturnValue); +// a*|a.a|^-1/2 +PX_FORCE_INLINE Vec4V V4NormalizeFast(const Vec4V a); + +// c ? a : b (per component) +PX_FORCE_INLINE Vec4V V4Sel(const BoolV c, const Vec4V a, const Vec4V b); +// a>b (per component) +PX_FORCE_INLINE BoolV V4IsGrtr(const Vec4V a, const Vec4V b); +// a>=b (per component) +PX_FORCE_INLINE BoolV V4IsGrtrOrEq(const Vec4V a, const Vec4V b); +// a==b (per component) +PX_FORCE_INLINE BoolV V4IsEq(const Vec4V a, const Vec4V b); +// Max(a,b) (per component) +PX_FORCE_INLINE Vec4V V4Max(const Vec4V a, const Vec4V b); +// Min(a,b) (per component) +PX_FORCE_INLINE Vec4V V4Min(const Vec4V a, const Vec4V b); +// Get the maximum component from a +PX_FORCE_INLINE FloatV V4ExtractMax(const Vec4V a); +// Get the minimum component from a +PX_FORCE_INLINE FloatV V4ExtractMin(const Vec4V a); + +// Clamp(a,b) (per component) +PX_FORCE_INLINE Vec4V V4Clamp(const Vec4V a, const Vec4V minV, const Vec4V maxV); + +// return 1 if all components of a are greater than all components of b. +PX_FORCE_INLINE PxU32 V4AllGrtr(const Vec4V a, const Vec4V b); +// return 1 if all components of a are greater than or equal to all components of b +PX_FORCE_INLINE PxU32 V4AllGrtrOrEq(const Vec4V a, const Vec4V b); +// return 1 if XYZ components of a are greater than or equal to XYZ components of b. W is ignored. +PX_FORCE_INLINE PxU32 V4AllGrtrOrEq3(const Vec4V a, const Vec4V b); +// return 1 if all components of a are equal to all components of b +PX_FORCE_INLINE PxU32 V4AllEq(const Vec4V a, const Vec4V b); +// return 1 if any XYZ component of a is greater than the corresponding component of b. W is ignored. +PX_FORCE_INLINE PxU32 V4AnyGrtr3(const Vec4V a, const Vec4V b); + +// round(a)(per component) +PX_FORCE_INLINE Vec4V V4Round(const Vec4V a); +// sin(a) (per component) +PX_FORCE_INLINE Vec4V V4Sin(const Vec4V a); +// cos(a) (per component) +PX_FORCE_INLINE Vec4V V4Cos(const Vec4V a); + +// Permute v into a new vec4v with YXWZ format +PX_FORCE_INLINE Vec4V V4PermYXWZ(const Vec4V v); +// Permute v into a new vec4v with XZXZ format +PX_FORCE_INLINE Vec4V V4PermXZXZ(const Vec4V v); +// Permute v into a new vec4v with YWYW format +PX_FORCE_INLINE Vec4V V4PermYWYW(const Vec4V v); +// Permute v into a new vec4v with YZXW format +PX_FORCE_INLINE Vec4V V4PermYZXW(const Vec4V v); + +// Permute v into a new vec4v with format {a[x], a[y], a[z], a[w]} +// V4Perm<1,3,1,3> is equal to V4PermYWYW +// V4Perm<0,2,0,2> is equal to V4PermXZXZ +// V3Perm<1,0,3,2> is equal to V4PermYXWZ +template <PxU8 x, PxU8 y, PxU8 z, PxU8 w> +PX_FORCE_INLINE Vec4V V4Perm(const Vec4V a); + +// Transpose 4 Vec4Vs inplace. +// [ x0, y0, z0, w0] [ x1, y1, z1, w1] [ x2, y2, z2, w2] [ x3, y3, z3, w3] -> +// [ x0, x1, x2, x3] [ y0, y1, y2, y3] [ z0, z1, z2, z3] [ w0, w1, w2, w3] +PX_FORCE_INLINE void V3Transpose(Vec3V& col0, Vec3V& col1, Vec3V& col2); + +// q = cos(a/2) + u*sin(a/2) +PX_FORCE_INLINE QuatV QuatV_From_RotationAxisAngle(const Vec3V u, const FloatV a); +// convert q to a unit quaternion +PX_FORCE_INLINE QuatV QuatNormalize(const QuatV q); +//|q.q|^1/2 +PX_FORCE_INLINE FloatV QuatLength(const QuatV q); +// q.q +PX_FORCE_INLINE FloatV QuatLengthSq(const QuatV q); +// a.b +PX_FORCE_INLINE FloatV QuatDot(const QuatV a, const QuatV b); +//(-q.x, -q.y, -q.z, q.w) +PX_FORCE_INLINE QuatV QuatConjugate(const QuatV q); +//(q.x, q.y, q.z) +PX_FORCE_INLINE Vec3V QuatGetImaginaryPart(const QuatV q); +// convert quaternion to matrix 33 +PX_FORCE_INLINE Mat33V QuatGetMat33V(const QuatVArg q); +// convert quaternion to matrix 33 +PX_FORCE_INLINE void QuatGetMat33V(const QuatVArg q, Vec3V& column0, Vec3V& column1, Vec3V& column2); +// convert matrix 33 to quaternion +PX_FORCE_INLINE QuatV Mat33GetQuatV(const Mat33V& a); +// brief computes rotation of x-axis +PX_FORCE_INLINE Vec3V QuatGetBasisVector0(const QuatV q); +// brief computes rotation of y-axis +PX_FORCE_INLINE Vec3V QuatGetBasisVector1(const QuatV q); +// brief computes rotation of z-axis +PX_FORCE_INLINE Vec3V QuatGetBasisVector2(const QuatV q); +// calculate the rotation vector from q and v +PX_FORCE_INLINE Vec3V QuatRotate(const QuatV q, const Vec3V v); +// calculate the rotation vector from the conjugate quaternion and v +PX_FORCE_INLINE Vec3V QuatRotateInv(const QuatV q, const Vec3V v); +// quaternion multiplication +PX_FORCE_INLINE QuatV QuatMul(const QuatV a, const QuatV b); +// quaternion add +PX_FORCE_INLINE QuatV QuatAdd(const QuatV a, const QuatV b); +// (-q.x, -q.y, -q.z, -q.w) +PX_FORCE_INLINE QuatV QuatNeg(const QuatV q); +// (a.x - b.x, a.y-b.y, a.z-b.z, a.w-b.w ) +PX_FORCE_INLINE QuatV QuatSub(const QuatV a, const QuatV b); +// (a.x*b, a.y*b, a.z*b, a.w*b) +PX_FORCE_INLINE QuatV QuatScale(const QuatV a, const FloatV b); +// (x = v[0], y = v[1], z = v[2], w =v[3]) +PX_FORCE_INLINE QuatV QuatMerge(const FloatV* const v); +// (x = v[0], y = v[1], z = v[2], w =v[3]) +PX_FORCE_INLINE QuatV QuatMerge(const FloatVArg x, const FloatVArg y, const FloatVArg z, const FloatVArg w); +// (x = 0.f, y = 0.f, z = 0.f, w = 1.f) +PX_FORCE_INLINE QuatV QuatIdentity(); +// check for each component is valid +PX_FORCE_INLINE bool isFiniteQuatV(const QuatV q); +// check for each component is valid +PX_FORCE_INLINE bool isValidQuatV(const QuatV q); +// check for each component is valid +PX_FORCE_INLINE bool isSaneQuatV(const QuatV q); + +// Math operations on 16-byte aligned booleans. +// x=false y=false z=false w=false +PX_FORCE_INLINE BoolV BFFFF(); +// x=false y=false z=false w=true +PX_FORCE_INLINE BoolV BFFFT(); +// x=false y=false z=true w=false +PX_FORCE_INLINE BoolV BFFTF(); +// x=false y=false z=true w=true +PX_FORCE_INLINE BoolV BFFTT(); +// x=false y=true z=false w=false +PX_FORCE_INLINE BoolV BFTFF(); +// x=false y=true z=false w=true +PX_FORCE_INLINE BoolV BFTFT(); +// x=false y=true z=true w=false +PX_FORCE_INLINE BoolV BFTTF(); +// x=false y=true z=true w=true +PX_FORCE_INLINE BoolV BFTTT(); +// x=true y=false z=false w=false +PX_FORCE_INLINE BoolV BTFFF(); +// x=true y=false z=false w=true +PX_FORCE_INLINE BoolV BTFFT(); +// x=true y=false z=true w=false +PX_FORCE_INLINE BoolV BTFTF(); +// x=true y=false z=true w=true +PX_FORCE_INLINE BoolV BTFTT(); +// x=true y=true z=false w=false +PX_FORCE_INLINE BoolV BTTFF(); +// x=true y=true z=false w=true +PX_FORCE_INLINE BoolV BTTFT(); +// x=true y=true z=true w=false +PX_FORCE_INLINE BoolV BTTTF(); +// x=true y=true z=true w=true +PX_FORCE_INLINE BoolV BTTTT(); + +// x=false y=false z=false w=true +PX_FORCE_INLINE BoolV BWMask(); +// x=true y=false z=false w=false +PX_FORCE_INLINE BoolV BXMask(); +// x=false y=true z=false w=false +PX_FORCE_INLINE BoolV BYMask(); +// x=false y=false z=true w=false +PX_FORCE_INLINE BoolV BZMask(); + +// get x component +PX_FORCE_INLINE BoolV BGetX(const BoolV f); +// get y component +PX_FORCE_INLINE BoolV BGetY(const BoolV f); +// get z component +PX_FORCE_INLINE BoolV BGetZ(const BoolV f); +// get w component +PX_FORCE_INLINE BoolV BGetW(const BoolV f); + +// Use elementIndex to splat xxxx or yyyy or zzzz or wwww +template <int elementIndex> +PX_FORCE_INLINE BoolV BSplatElement(Vec4V a); + +// component-wise && (AND) +PX_FORCE_INLINE BoolV BAnd(const BoolV a, const BoolV b); +// component-wise || (OR) +PX_FORCE_INLINE BoolV BOr(const BoolV a, const BoolV b); +// component-wise not +PX_FORCE_INLINE BoolV BNot(const BoolV a); + +// if all four components are true, return true, otherwise return false +PX_FORCE_INLINE BoolV BAllTrue4(const BoolV a); + +// if any four components is true, return true, otherwise return false +PX_FORCE_INLINE BoolV BAnyTrue4(const BoolV a); + +// if all three(0, 1, 2) components are true, return true, otherwise return false +PX_FORCE_INLINE BoolV BAllTrue3(const BoolV a); + +// if any three (0, 1, 2) components is true, return true, otherwise return false +PX_FORCE_INLINE BoolV BAnyTrue3(const BoolV a); + +// Return 1 if all components equal, zero otherwise. +PX_FORCE_INLINE PxU32 BAllEq(const BoolV a, const BoolV b); + +// Specialized/faster BAllEq function for b==TTTT +PX_FORCE_INLINE PxU32 BAllEqTTTT(const BoolV a); +// Specialized/faster BAllEq function for b==FFFF +PX_FORCE_INLINE PxU32 BAllEqFFFF(const BoolV a); + +/// Get BoolV as bits set in an PxU32. A bit in the output is set if the element is 'true' in the input. +/// There is a bit for each element in a, with element 0s value held in bit0, element 1 in bit 1s and so forth. +/// If nothing is true in the input it will return 0, and if all are true if will return 0xf. +/// NOTE! That performance of the function varies considerably by platform, thus it is recommended to use +/// where your algorithm really needs a BoolV in an integer variable. +PX_FORCE_INLINE PxU32 BGetBitMask(const BoolV a); + +// VecI32V stuff + +PX_FORCE_INLINE VecI32V VecI32V_Zero(); + +PX_FORCE_INLINE VecI32V VecI32V_One(); + +PX_FORCE_INLINE VecI32V VecI32V_Two(); + +PX_FORCE_INLINE VecI32V VecI32V_MinusOne(); + +// Compute a shift parameter for VecI32V_LeftShift and VecI32V_RightShift +// Each element of shift must be identical ie the vector must have form {count, count, count, count} with count>=0 +PX_FORCE_INLINE VecShiftV VecI32V_PrepareShift(const VecI32VArg shift); + +// Shift each element of a leftwards by the same amount +// Compute shift with VecI32V_PrepareShift +//{a.x<<shift[0], a.y<<shift[0], a.z<<shift[0], a.w<<shift[0]} +PX_FORCE_INLINE VecI32V VecI32V_LeftShift(const VecI32VArg a, const VecShiftVArg shift); + +// Shift each element of a rightwards by the same amount +// Compute shift with VecI32V_PrepareShift +//{a.x>>shift[0], a.y>>shift[0], a.z>>shift[0], a.w>>shift[0]} +PX_FORCE_INLINE VecI32V VecI32V_RightShift(const VecI32VArg a, const VecShiftVArg shift); + +PX_FORCE_INLINE VecI32V VecI32V_Add(const VecI32VArg a, const VecI32VArg b); + +PX_FORCE_INLINE VecI32V VecI32V_Or(const VecI32VArg a, const VecI32VArg b); + +PX_FORCE_INLINE VecI32V VecI32V_GetX(const VecI32VArg a); + +PX_FORCE_INLINE VecI32V VecI32V_GetY(const VecI32VArg a); + +PX_FORCE_INLINE VecI32V VecI32V_GetZ(const VecI32VArg a); + +PX_FORCE_INLINE VecI32V VecI32V_GetW(const VecI32VArg a); + +PX_FORCE_INLINE VecI32V VecI32V_Sub(const VecI32VArg a, const VecI32VArg b); + +PX_FORCE_INLINE BoolV VecI32V_IsGrtr(const VecI32VArg a, const VecI32VArg b); + +PX_FORCE_INLINE BoolV VecI32V_IsEq(const VecI32VArg a, const VecI32VArg b); + +PX_FORCE_INLINE VecI32V V4I32Sel(const BoolV c, const VecI32V a, const VecI32V b); + +// VecU32V stuff + +PX_FORCE_INLINE VecU32V U4Zero(); + +PX_FORCE_INLINE VecU32V U4One(); + +PX_FORCE_INLINE VecU32V U4Two(); + +PX_FORCE_INLINE BoolV V4IsEqU32(const VecU32V a, const VecU32V b); + +PX_FORCE_INLINE VecU32V V4U32Sel(const BoolV c, const VecU32V a, const VecU32V b); + +PX_FORCE_INLINE VecU32V V4U32or(VecU32V a, VecU32V b); + +PX_FORCE_INLINE VecU32V V4U32xor(VecU32V a, VecU32V b); + +PX_FORCE_INLINE VecU32V V4U32and(VecU32V a, VecU32V b); + +PX_FORCE_INLINE VecU32V V4U32Andc(VecU32V a, VecU32V b); + +// VecU32 - why does this not return a bool? +PX_FORCE_INLINE VecU32V V4IsGrtrV32u(const Vec4V a, const Vec4V b); + +// Math operations on 16-byte aligned Mat33s (represents any 3x3 matrix) +// a*b +PX_FORCE_INLINE Vec3V M33MulV3(const Mat33V& a, const Vec3V b); +// A*x + b +PX_FORCE_INLINE Vec3V M33MulV3AddV3(const Mat33V& A, const Vec3V b, const Vec3V c); +// transpose(a) * b +PX_FORCE_INLINE Vec3V M33TrnspsMulV3(const Mat33V& a, const Vec3V b); +// a*b +PX_FORCE_INLINE Mat33V M33MulM33(const Mat33V& a, const Mat33V& b); +// a+b +PX_FORCE_INLINE Mat33V M33Add(const Mat33V& a, const Mat33V& b); +// a+b +PX_FORCE_INLINE Mat33V M33Sub(const Mat33V& a, const Mat33V& b); +//-a +PX_FORCE_INLINE Mat33V M33Neg(const Mat33V& a); +// absolute value of the matrix +PX_FORCE_INLINE Mat33V M33Abs(const Mat33V& a); +// inverse mat +PX_FORCE_INLINE Mat33V M33Inverse(const Mat33V& a); +// transpose(a) +PX_FORCE_INLINE Mat33V M33Trnsps(const Mat33V& a); +// create an identity matrix +PX_FORCE_INLINE Mat33V M33Identity(); + +// create a vec3 to store the diagonal element of the M33 +PX_FORCE_INLINE Mat33V M33Diagonal(const Vec3VArg); + +// Not implemented +// return 1 if all components of a are equal to all components of b +// PX_FORCE_INLINE PxU32 V4U32AllEq(const VecU32V a, const VecU32V b); +// v.w=f +// PX_FORCE_INLINE void V3WriteW(Vec3V& v, const PxF32 f); +// PX_FORCE_INLINE PxF32 V3ReadW(const Vec3V& v); + +// Not used +// PX_FORCE_INLINE Vec4V V4LoadAligned(Vec4V* addr); +// PX_FORCE_INLINE Vec4V V4LoadUnaligned(Vec4V* addr); +// floor(a)(per component) +// PX_FORCE_INLINE Vec4V V4Floor(Vec4V a); +// ceil(a) (per component) +// PX_FORCE_INLINE Vec4V V4Ceil(Vec4V a); +// PX_FORCE_INLINE VecU32V V4ConvertToU32VSaturate(const Vec4V a, PxU32 power); + +// Math operations on 16-byte aligned Mat34s (represents transformation matrix - rotation and translation). +// namespace _Mat34V +//{ +// //a*b +// PX_FORCE_INLINE Vec3V multiplyV(const Mat34V& a, const Vec3V b); +// //a_rotation * b +// PX_FORCE_INLINE Vec3V multiply3X3V(const Mat34V& a, const Vec3V b); +// //transpose(a_rotation)*b +// PX_FORCE_INLINE Vec3V multiplyTranspose3X3V(const Mat34V& a, const Vec3V b); +// //a*b +// PX_FORCE_INLINE Mat34V multiplyV(const Mat34V& a, const Mat34V& b); +// //a_rotation*b +// PX_FORCE_INLINE Mat33V multiply3X3V(const Mat34V& a, const Mat33V& b); +// //a_rotation*b_rotation +// PX_FORCE_INLINE Mat33V multiply3X3V(const Mat34V& a, const Mat34V& b); +// //a+b +// PX_FORCE_INLINE Mat34V addV(const Mat34V& a, const Mat34V& b); +// //a^-1 +// PX_FORCE_INLINE Mat34V getInverseV(const Mat34V& a); +// //transpose(a_rotation) +// PX_FORCE_INLINE Mat33V getTranspose3X3(const Mat34V& a); +//}; //namespace _Mat34V + +// a*b +//#define M34MulV3(a,b) (M34MulV3(a,b)) +////a_rotation * b +//#define M34Mul33V3(a,b) (M34Mul33V3(a,b)) +////transpose(a_rotation)*b +//#define M34TrnspsMul33V3(a,b) (M34TrnspsMul33V3(a,b)) +////a*b +//#define M34MulM34(a,b) (_Mat34V::multiplyV(a,b)) +// a_rotation*b +//#define M34MulM33(a,b) (M34MulM33(a,b)) +// a_rotation*b_rotation +//#define M34Mul33MM34(a,b) (M34MulM33(a,b)) +// a+b +//#define M34Add(a,b) (M34Add(a,b)) +////a^-1 +//#define M34Inverse(a,b) (M34Inverse(a)) +// transpose(a_rotation) +//#define M34Trnsps33(a) (M33Trnsps3X3(a)) + +// Math operations on 16-byte aligned Mat44s (represents any 4x4 matrix) +// namespace _Mat44V +//{ +// //a*b +// PX_FORCE_INLINE Vec4V multiplyV(const Mat44V& a, const Vec4V b); +// //transpose(a)*b +// PX_FORCE_INLINE Vec4V multiplyTransposeV(const Mat44V& a, const Vec4V b); +// //a*b +// PX_FORCE_INLINE Mat44V multiplyV(const Mat44V& a, const Mat44V& b); +// //a+b +// PX_FORCE_INLINE Mat44V addV(const Mat44V& a, const Mat44V& b); +// //a&-1 +// PX_FORCE_INLINE Mat44V getInverseV(const Mat44V& a); +// //transpose(a) +// PX_FORCE_INLINE Mat44V getTransposeV(const Mat44V& a); +//}; //namespace _Mat44V + +// namespace _VecU32V +//{ +// // pack 8 U32s to 8 U16s with saturation +// PX_FORCE_INLINE VecU16V pack2U32VToU16VSaturate(VecU32V a, VecU32V b); +// PX_FORCE_INLINE VecU32V orV(VecU32V a, VecU32V b); +// PX_FORCE_INLINE VecU32V andV(VecU32V a, VecU32V b); +// PX_FORCE_INLINE VecU32V andcV(VecU32V a, VecU32V b); +// // conversion from integer to float +// PX_FORCE_INLINE Vec4V convertToVec4V(VecU32V a); +// // splat a[elementIndex] into all fields of a +// template<int elementIndex> +// PX_FORCE_INLINE VecU32V splatElement(VecU32V a); +// PX_FORCE_INLINE void storeAligned(VecU32V a, VecU32V* address); +//}; + +// namespace _VecI32V +//{ +// template<int a> PX_FORCE_INLINE VecI32V splatI32(); +//}; +// +// namespace _VecU16V +//{ +// PX_FORCE_INLINE VecU16V orV(VecU16V a, VecU16V b); +// PX_FORCE_INLINE VecU16V andV(VecU16V a, VecU16V b); +// PX_FORCE_INLINE VecU16V andcV(VecU16V a, VecU16V b); +// PX_FORCE_INLINE void storeAligned(VecU16V val, VecU16V *address); +// PX_FORCE_INLINE VecU16V loadAligned(VecU16V* addr); +// PX_FORCE_INLINE VecU16V loadUnaligned(VecU16V* addr); +// PX_FORCE_INLINE VecU16V compareGt(VecU16V a, VecU16V b); +// template<int elementIndex> +// PX_FORCE_INLINE VecU16V splatElement(VecU16V a); +// PX_FORCE_INLINE VecU16V subtractModulo(VecU16V a, VecU16V b); +// PX_FORCE_INLINE VecU16V addModulo(VecU16V a, VecU16V b); +// PX_FORCE_INLINE VecU32V getLo16(VecU16V a); // [0,2,4,6] 16-bit values to [0,1,2,3] 32-bit vector +// PX_FORCE_INLINE VecU32V getHi16(VecU16V a); // [1,3,5,7] 16-bit values to [0,1,2,3] 32-bit vector +//}; +// +// namespace _VecI16V +//{ +// template <int val> PX_FORCE_INLINE VecI16V splatImmediate(); +//}; +// +// namespace _VecU8V +//{ +//}; + +// a*b +//#define M44MulV4(a,b) (M44MulV4(a,b)) +////transpose(a)*b +//#define M44TrnspsMulV4(a,b) (M44TrnspsMulV4(a,b)) +////a*b +//#define M44MulM44(a,b) (M44MulM44(a,b)) +////a+b +//#define M44Add(a,b) (M44Add(a,b)) +////a&-1 +//#define M44Inverse(a) (M44Inverse(a)) +////transpose(a) +//#define M44Trnsps(a) (M44Trnsps(a)) + +// dsequeira: these used to be assert'd out in SIMD builds, but they're necessary if +// we want to be able to write some scalar functions which run using SIMD data structures + +PX_FORCE_INLINE void V3WriteX(Vec3V& v, const PxF32 f) +{ + reinterpret_cast<PxVec3&>(v).x = f; +} + +PX_FORCE_INLINE void V3WriteY(Vec3V& v, const PxF32 f) +{ + reinterpret_cast<PxVec3&>(v).y = f; +} + +PX_FORCE_INLINE void V3WriteZ(Vec3V& v, const PxF32 f) +{ + reinterpret_cast<PxVec3&>(v).z = f; +} + +PX_FORCE_INLINE void V3WriteXYZ(Vec3V& v, const PxVec3& f) +{ + reinterpret_cast<PxVec3&>(v) = f; +} + +PX_FORCE_INLINE PxF32 V3ReadX(const Vec3V& v) +{ + return reinterpret_cast<const PxVec3&>(v).x; +} + +PX_FORCE_INLINE PxF32 V3ReadY(const Vec3V& v) +{ + return reinterpret_cast<const PxVec3&>(v).y; +} + +PX_FORCE_INLINE PxF32 V3ReadZ(const Vec3V& v) +{ + return reinterpret_cast<const PxVec3&>(v).z; +} + +PX_FORCE_INLINE const PxVec3& V3ReadXYZ(const Vec3V& v) +{ + return reinterpret_cast<const PxVec3&>(v); +} + +PX_FORCE_INLINE void V4WriteX(Vec4V& v, const PxF32 f) +{ + reinterpret_cast<PxVec4&>(v).x = f; +} + +PX_FORCE_INLINE void V4WriteY(Vec4V& v, const PxF32 f) +{ + reinterpret_cast<PxVec4&>(v).y = f; +} + +PX_FORCE_INLINE void V4WriteZ(Vec4V& v, const PxF32 f) +{ + reinterpret_cast<PxVec4&>(v).z = f; +} + +PX_FORCE_INLINE void V4WriteW(Vec4V& v, const PxF32 f) +{ + reinterpret_cast<PxVec4&>(v).w = f; +} + +PX_FORCE_INLINE void V4WriteXYZ(Vec4V& v, const PxVec3& f) +{ + reinterpret_cast<PxVec3&>(v) = f; +} + +PX_FORCE_INLINE PxF32 V4ReadX(const Vec4V& v) +{ + return reinterpret_cast<const PxVec4&>(v).x; +} + +PX_FORCE_INLINE PxF32 V4ReadY(const Vec4V& v) +{ + return reinterpret_cast<const PxVec4&>(v).y; +} + +PX_FORCE_INLINE PxF32 V4ReadZ(const Vec4V& v) +{ + return reinterpret_cast<const PxVec4&>(v).z; +} + +PX_FORCE_INLINE PxF32 V4ReadW(const Vec4V& v) +{ + return reinterpret_cast<const PxVec4&>(v).w; +} + +PX_FORCE_INLINE const PxVec3& V4ReadXYZ(const Vec4V& v) +{ + return reinterpret_cast<const PxVec3&>(v); +} + +// this macro transposes 4 Vec4V into 3 Vec4V (assuming that the W component can be ignored +#define PX_TRANSPOSE_44_34(inA, inB, inC, inD, outA, outB, outC) \ + \ +outA = V4UnpackXY(inA, inC); \ + \ +inA = V4UnpackZW(inA, inC); \ + \ +inC = V4UnpackXY(inB, inD); \ + \ +inB = V4UnpackZW(inB, inD); \ + \ +outB = V4UnpackZW(outA, inC); \ + \ +outA = V4UnpackXY(outA, inC); \ + \ +outC = V4UnpackXY(inA, inB); + +// this macro transposes 3 Vec4V into 4 Vec4V (with W components as garbage!) +#define PX_TRANSPOSE_34_44(inA, inB, inC, outA, outB, outC, outD) \ + outA = V4UnpackXY(inA, inC); \ + inA = V4UnpackZW(inA, inC); \ + outC = V4UnpackXY(inB, inB); \ + inC = V4UnpackZW(inB, inB); \ + outB = V4UnpackZW(outA, outC); \ + outA = V4UnpackXY(outA, outC); \ + outC = V4UnpackXY(inA, inC); \ + outD = V4UnpackZW(inA, inC); + +#define PX_TRANSPOSE_44(inA, inB, inC, inD, outA, outB, outC, outD) \ + outA = V4UnpackXY(inA, inC); \ + inA = V4UnpackZW(inA, inC); \ + inC = V4UnpackXY(inB, inD); \ + inB = V4UnpackZW(inB, inD); \ + outB = V4UnpackZW(outA, inC); \ + outA = V4UnpackXY(outA, inC); \ + outC = V4UnpackXY(inA, inB); \ + outD = V4UnpackZW(inA, inB); + +// This function returns a Vec4V, where each element is the dot product of one pair of Vec3Vs. On PC, each element in +// the result should be identical to the results if V3Dot was performed +// for each pair of Vec3V. +// However, on other platforms, the result might diverge by some small margin due to differences in FP rounding, e.g. if +// _mm_dp_ps was used or some other approximate dot product or fused madd operations +// were used. +// Where there does not exist a hw-accelerated dot-product operation, this approach should be the fastest way to compute +// the dot product of 4 vectors. +PX_FORCE_INLINE Vec4V V3Dot4(const Vec3VArg a0, const Vec3VArg b0, const Vec3VArg a1, const Vec3VArg b1, + const Vec3VArg a2, const Vec3VArg b2, const Vec3VArg a3, const Vec3VArg b3) +{ + Vec4V a0b0 = Vec4V_From_Vec3V(V3Mul(a0, b0)); + Vec4V a1b1 = Vec4V_From_Vec3V(V3Mul(a1, b1)); + Vec4V a2b2 = Vec4V_From_Vec3V(V3Mul(a2, b2)); + Vec4V a3b3 = Vec4V_From_Vec3V(V3Mul(a3, b3)); + + Vec4V aTrnsps, bTrnsps, cTrnsps; + + PX_TRANSPOSE_44_34(a0b0, a1b1, a2b2, a3b3, aTrnsps, bTrnsps, cTrnsps); + + return V4Add(V4Add(aTrnsps, bTrnsps), cTrnsps); +} + +//(f.x,f.y,f.z,0) - Alternative/faster V3LoadU implementation when it is safe to read "W", i.e. the 32bits after the PxVec3. +PX_FORCE_INLINE Vec3V V3LoadU_SafeReadW(const PxVec3& f) +{ + return Vec3V_From_Vec4V(V4LoadU(&f.x)); +} + +// Now for the cross-platform implementations of the 16-byte aligned maths functions (win32/360/ppu/spu etc). +#if COMPILE_VECTOR_INTRINSICS +#include "PsInlineAoS.h" +#else // #if COMPILE_VECTOR_INTRINSICS +#include "PsVecMathAoSScalarInline.h" +#endif // #if !COMPILE_VECTOR_INTRINSICS +#include "PsVecQuat.h" + +} // namespace aos +} // namespace shdfnd +} // namespace physx + +#endif // PSFOUNDATION_PSVECMATH_H |