// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2026 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once JPH_NAMESPACE_BEGIN /// Emulates HLSL vector types and operations in C++. /// Note doesn't emulate things like barriers and group shared memory. namespace HLSLToCPP { using std::sqrt; using std::min; using std::max; using std::round; ////////////////////////////////////////////////////////////////////////////////////////// // float2 ////////////////////////////////////////////////////////////////////////////////////////// struct float2 { // Constructors inline float2() = default; constexpr float2(float inX, float inY) : x(inX), y(inY) { } explicit constexpr float2(float inS) : x(inS), y(inS) { } // Operators constexpr float2 & operator += (const float2 &inRHS) { x += inRHS.x; y += inRHS.y; return *this; } constexpr float2 & operator -= (const float2 &inRHS) { x -= inRHS.x; y -= inRHS.y; return *this; } constexpr float2 & operator *= (float inRHS) { x *= inRHS; y *= inRHS; return *this; } constexpr float2 & operator /= (float inRHS) { x /= inRHS; y /= inRHS; return *this; } constexpr float2 & operator *= (const float2 &inRHS) { x *= inRHS.x; y *= inRHS.y; return *this; } constexpr float2 & operator /= (const float2 &inRHS) { x /= inRHS.x; y /= inRHS.y; return *this; } // Equality constexpr bool operator == (const float2 &inRHS) const { return x == inRHS.x && y == inRHS.y; } constexpr bool operator != (const float2 &inRHS) const { return !(*this == inRHS); } // Component access const float & operator [] (uint inIndex) const { return (&x)[inIndex]; } float & operator [] (uint inIndex) { return (&x)[inIndex]; } // Swizzling (note return value is const to prevent assignment to swizzled results) const float2 swizzle_xy() const { return float2(x, y); } const float2 swizzle_yx() const { return float2(y, x); } float x, y; }; // Operators constexpr float2 operator - (const float2 &inA) { return float2(-inA.x, -inA.y); } constexpr float2 operator + (const float2 &inA, const float2 &inB) { return float2(inA.x + inB.x, inA.y + inB.y); } constexpr float2 operator - (const float2 &inA, const float2 &inB) { return float2(inA.x - inB.x, inA.y - inB.y); } constexpr float2 operator * (const float2 &inA, const float2 &inB) { return float2(inA.x * inB.x, inA.y * inB.y); } constexpr float2 operator / (const float2 &inA, const float2 &inB) { return float2(inA.x / inB.x, inA.y / inB.y); } constexpr float2 operator * (const float2 &inA, float inS) { return float2(inA.x * inS, inA.y * inS); } constexpr float2 operator * (float inS, const float2 &inA) { return inA * inS; } constexpr float2 operator / (const float2 &inA, float inS) { return float2(inA.x / inS, inA.y / inS); } // Dot product constexpr float dot(const float2 &inA, const float2 &inB) { return inA.x * inB.x + inA.y * inB.y; } // Min value constexpr float2 min(const float2 &inA, const float2 &inB) { return float2(min(inA.x, inB.x), min(inA.y, inB.y)); } // Max value constexpr float2 max(const float2 &inA, const float2 &inB) { return float2(max(inA.x, inB.x), max(inA.y, inB.y)); } // Length inline float length(const float2 &inV) { return sqrt(dot(inV, inV)); } // Normalization inline float2 normalize(const float2 &inV) { return inV / length(inV); } // Rounding to int inline float2 round(const float2 &inV) { return float2(round(inV.x), round(inV.y)); } ////////////////////////////////////////////////////////////////////////////////////////// // float3 ////////////////////////////////////////////////////////////////////////////////////////// struct uint3; struct float3 { // Constructors inline float3() = default; constexpr float3(const float2 &inV, float inZ) : x(inV.x), y(inV.y), z(inZ) { } constexpr float3(float inX, float inY, float inZ) : x(inX), y(inY), z(inZ) { } explicit constexpr float3(float inS) : x(inS), y(inS), z(inS) { } explicit constexpr float3(const uint3 &inV); // Operators constexpr float3 & operator += (const float3 &inRHS) { x += inRHS.x; y += inRHS.y; z += inRHS.z; return *this; } constexpr float3 & operator -= (const float3 &inRHS) { x -= inRHS.x; y -= inRHS.y; z -= inRHS.z; return *this; } constexpr float3 & operator *= (float inRHS) { x *= inRHS; y *= inRHS; z *= inRHS; return *this; } constexpr float3 & operator /= (float inRHS) { x /= inRHS; y /= inRHS; z /= inRHS; return *this; } constexpr float3 & operator *= (const float3 &inRHS) { x *= inRHS.x; y *= inRHS.y; z *= inRHS.z; return *this; } constexpr float3 & operator /= (const float3 &inRHS) { x /= inRHS.x; y /= inRHS.y; z /= inRHS.z; return *this; } // Equality constexpr bool operator == (const float3 &inRHS) const { return x == inRHS.x && y == inRHS.y && z == inRHS.z; } constexpr bool operator != (const float3 &inRHS) const { return !(*this == inRHS); } // Component access const float & operator [] (uint inIndex) const { return (&x)[inIndex]; } float & operator [] (uint inIndex) { return (&x)[inIndex]; } // Swizzling (note return value is const to prevent assignment to swizzled results) const float2 swizzle_xy() const { return float2(x, y); } const float2 swizzle_yx() const { return float2(y, x); } const float3 swizzle_xyz() const { return float3(x, y, z); } const float3 swizzle_xzy() const { return float3(x, z, y); } const float3 swizzle_yxz() const { return float3(y, x, z); } const float3 swizzle_yzx() const { return float3(y, z, x); } const float3 swizzle_zxy() const { return float3(z, x, y); } const float3 swizzle_zyx() const { return float3(z, y, x); } float x, y, z; }; // Operators constexpr float3 operator - (const float3 &inA) { return float3(-inA.x, -inA.y, -inA.z); } constexpr float3 operator + (const float3 &inA, const float3 &inB) { return float3(inA.x + inB.x, inA.y + inB.y, inA.z + inB.z); } constexpr float3 operator - (const float3 &inA, const float3 &inB) { return float3(inA.x - inB.x, inA.y - inB.y, inA.z - inB.z); } constexpr float3 operator * (const float3 &inA, const float3 &inB) { return float3(inA.x * inB.x, inA.y * inB.y, inA.z * inB.z); } constexpr float3 operator / (const float3 &inA, const float3 &inB) { return float3(inA.x / inB.x, inA.y / inB.y, inA.z / inB.z); } constexpr float3 operator * (const float3 &inA, float inS) { return float3(inA.x * inS, inA.y * inS, inA.z * inS); } constexpr float3 operator * (float inS, const float3 &inA) { return inA * inS; } constexpr float3 operator / (const float3 &inA, float inS) { return float3(inA.x / inS, inA.y / inS, inA.z / inS); } // Dot product constexpr float dot(const float3 &inA, const float3 &inB) { return inA.x * inB.x + inA.y * inB.y + inA.z * inB.z; } // Min value constexpr float3 min(const float3 &inA, const float3 &inB) { return float3(min(inA.x, inB.x), min(inA.y, inB.y), min(inA.z, inB.z)); } // Max value constexpr float3 max(const float3 &inA, const float3 &inB) { return float3(max(inA.x, inB.x), max(inA.y, inB.y), max(inA.z, inB.z)); } // Length inline float length(const float3 &inV) { return sqrt(dot(inV, inV)); } // Normalization inline float3 normalize(const float3 &inV) { return inV / length(inV); } // Rounding to int inline float3 round(const float3 &inV) { return float3(round(inV.x), round(inV.y), round(inV.z)); } // Cross product constexpr float3 cross(const float3 &inA, const float3 &inB) { return float3(inA.y * inB.z - inA.z * inB.y, inA.z * inB.x - inA.x * inB.z, inA.x * inB.y - inA.y * inB.x); } ////////////////////////////////////////////////////////////////////////////////////////// // float4 ////////////////////////////////////////////////////////////////////////////////////////// struct int4; struct float4 { // Constructors inline float4() = default; constexpr float4(const float3 &inV, float inW) : x(inV.x), y(inV.y), z(inV.z), w(inW) { } constexpr float4(float inX, float inY, float inZ, float inW) : x(inX), y(inY), z(inZ), w(inW) { } explicit constexpr float4(float inS) : x(inS), y(inS), z(inS), w(inS) { } explicit constexpr float4(const int4 &inV); // Operators constexpr float4 & operator += (const float4 &inRHS) { x += inRHS.x; y += inRHS.y; z += inRHS.z; w += inRHS.w; return *this; } constexpr float4 & operator -= (const float4 &inRHS) { x -= inRHS.x; y -= inRHS.y; z -= inRHS.z; w -= inRHS.w; return *this; } constexpr float4 & operator *= (float inRHS) { x *= inRHS; y *= inRHS; z *= inRHS; w *= inRHS; return *this; } constexpr float4 & operator /= (float inRHS) { x /= inRHS; y /= inRHS; z /= inRHS; w /= inRHS; return *this; } constexpr float4 & operator *= (const float4 &inRHS) { x *= inRHS.x; y *= inRHS.y; z *= inRHS.z; w *= inRHS.w; return *this; } constexpr float4 & operator /= (const float4 &inRHS) { x /= inRHS.x; y /= inRHS.y; z /= inRHS.z; w /= inRHS.w; return *this; } // Equality constexpr bool operator == (const float4 &inRHS) const { return x == inRHS.x && y == inRHS.y && z == inRHS.z && w == inRHS.w; } constexpr bool operator != (const float4 &inRHS) const { return !(*this == inRHS); } // Component access const float & operator [] (uint inIndex) const { return (&x)[inIndex]; } float & operator [] (uint inIndex) { return (&x)[inIndex]; } // Swizzling (note return value is const to prevent assignment to swizzled results) const float2 swizzle_xy() const { return float2(x, y); } const float2 swizzle_yx() const { return float2(y, x); } const float3 swizzle_xyz() const { return float3(x, y, z); } const float3 swizzle_xzy() const { return float3(x, z, y); } const float3 swizzle_yxz() const { return float3(y, x, z); } const float3 swizzle_yzx() const { return float3(y, z, x); } const float3 swizzle_zxy() const { return float3(z, x, y); } const float3 swizzle_zyx() const { return float3(z, y, x); } const float4 swizzle_xywz() const { return float4(x, y, w, z); } const float4 swizzle_xwyz() const { return float4(x, w, y, z); } const float4 swizzle_wxyz() const { return float4(w, x, y, z); } float x, y, z, w; }; // Operators constexpr float4 operator - (const float4 &inA) { return float4(-inA.x, -inA.y, -inA.z, -inA.w); } constexpr float4 operator + (const float4 &inA, const float4 &inB) { return float4(inA.x + inB.x, inA.y + inB.y, inA.z + inB.z, inA.w + inB.w); } constexpr float4 operator - (const float4 &inA, const float4 &inB) { return float4(inA.x - inB.x, inA.y - inB.y, inA.z - inB.z, inA.w - inB.w); } constexpr float4 operator * (const float4 &inA, const float4 &inB) { return float4(inA.x * inB.x, inA.y * inB.y, inA.z * inB.z, inA.w * inB.w); } constexpr float4 operator / (const float4 &inA, const float4 &inB) { return float4(inA.x / inB.x, inA.y / inB.y, inA.z / inB.z, inA.w / inB.w); } constexpr float4 operator * (const float4 &inA, float inS) { return float4(inA.x * inS, inA.y * inS, inA.z * inS, inA.w * inS); } constexpr float4 operator * (float inS, const float4 &inA) { return inA * inS; } constexpr float4 operator / (const float4 &inA, float inS) { return float4(inA.x / inS, inA.y / inS, inA.z / inS, inA.w / inS); } // Dot product constexpr float dot(const float4 &inA, const float4 &inB) { return inA.x * inB.x + inA.y * inB.y + inA.z * inB.z + inA.w * inB.w; } // Min value constexpr float4 min(const float4 &inA, const float4 &inB) { return float4(min(inA.x, inB.x), min(inA.y, inB.y), min(inA.z, inB.z), min(inA.w, inB.w)); } // Max value constexpr float4 max(const float4 &inA, const float4 &inB) { return float4(max(inA.x, inB.x), max(inA.y, inB.y), max(inA.z, inB.z), max(inA.w, inB.w)); } // Length inline float length(const float4 &inV) { return sqrt(dot(inV, inV)); } // Normalization inline float4 normalize(const float4 &inV) { return inV / length(inV); } // Rounding to int inline float4 round(const float4 &inV) { return float4(round(inV.x), round(inV.y), round(inV.z), round(inV.w)); } ////////////////////////////////////////////////////////////////////////////////////////// // uint3 ////////////////////////////////////////////////////////////////////////////////////////// struct uint3 { inline uint3() = default; constexpr uint3(uint32 inX, uint32 inY, uint32 inZ) : x(inX), y(inY), z(inZ) { } explicit constexpr uint3(const float3 &inV) : x(uint32(inV.x)), y(uint32(inV.y)), z(uint32(inV.z)) { } // Operators constexpr uint3 & operator += (const uint3 &inRHS) { x += inRHS.x; y += inRHS.y; z += inRHS.z; return *this; } constexpr uint3 & operator -= (const uint3 &inRHS) { x -= inRHS.x; y -= inRHS.y; z -= inRHS.z; return *this; } constexpr uint3 & operator *= (uint32 inRHS) { x *= inRHS; y *= inRHS; z *= inRHS; return *this; } constexpr uint3 & operator /= (uint32 inRHS) { x /= inRHS; y /= inRHS; z /= inRHS; return *this; } constexpr uint3 & operator *= (const uint3 &inRHS) { x *= inRHS.x; y *= inRHS.y; z *= inRHS.z; return *this; } constexpr uint3 & operator /= (const uint3 &inRHS) { x /= inRHS.x; y /= inRHS.y; z /= inRHS.z; return *this; } // Equality constexpr bool operator == (const uint3 &inRHS) const { return x == inRHS.x && y == inRHS.y && z == inRHS.z; } constexpr bool operator != (const uint3 &inRHS) const { return !(*this == inRHS); } // Component access const uint32 & operator [] (uint inIndex) const { return (&x)[inIndex]; } uint32 & operator [] (uint inIndex) { return (&x)[inIndex]; } // Swizzling (note return value is const to prevent assignment to swizzled results) const uint3 swizzle_xyz() const { return uint3(x, y, z); } const uint3 swizzle_xzy() const { return uint3(x, z, y); } const uint3 swizzle_yxz() const { return uint3(y, x, z); } const uint3 swizzle_yzx() const { return uint3(y, z, x); } const uint3 swizzle_zxy() const { return uint3(z, x, y); } const uint3 swizzle_zyx() const { return uint3(z, y, x); } uint32 x, y, z; }; // Operators constexpr uint3 operator + (const uint3 &inA, const uint3 &inB) { return uint3(inA.x + inB.x, inA.y + inB.y, inA.z + inB.z); } constexpr uint3 operator - (const uint3 &inA, const uint3 &inB) { return uint3(inA.x - inB.x, inA.y - inB.y, inA.z - inB.z); } constexpr uint3 operator * (const uint3 &inA, const uint3 &inB) { return uint3(inA.x * inB.x, inA.y * inB.y, inA.z * inB.z); } constexpr uint3 operator / (const uint3 &inA, const uint3 &inB) { return uint3(inA.x / inB.x, inA.y / inB.y, inA.z / inB.z); } constexpr uint3 operator * (const uint3 &inA, uint32 inS) { return uint3(inA.x * inS, inA.y * inS, inA.z * inS); } constexpr uint3 operator * (uint32 inS, const uint3 &inA) { return inA * inS; } constexpr uint3 operator / (const uint3 &inA, uint32 inS) { return uint3(inA.x / inS, inA.y / inS, inA.z / inS); } // Dot product constexpr uint32 dot(const uint3 &inA, const uint3 &inB) { return inA.x * inB.x + inA.y * inB.y + inA.z * inB.z; } // Min value constexpr uint3 min(const uint3 &inA, const uint3 &inB) { return uint3(min(inA.x, inB.x), min(inA.y, inB.y), min(inA.z, inB.z)); } // Max value constexpr uint3 max(const uint3 &inA, const uint3 &inB) { return uint3(max(inA.x, inB.x), max(inA.y, inB.y), max(inA.z, inB.z)); } ////////////////////////////////////////////////////////////////////////////////////////// // uint4 ////////////////////////////////////////////////////////////////////////////////////////// struct uint4 { // Constructors inline uint4() = default; constexpr uint4(const uint3 &inV, uint32 inW) : x(inV.x), y(inV.y), z(inV.z), w(inW) { } constexpr uint4(uint32 inX, uint32 inY, uint32 inZ, uint32 inW) : x(inX), y(inY), z(inZ), w(inW) { } explicit constexpr uint4(uint32 inS) : x(inS), y(inS), z(inS), w(inS) { } // Operators constexpr uint4 & operator += (const uint4 &inRHS) { x += inRHS.x; y += inRHS.y; z += inRHS.z; w += inRHS.w; return *this; } constexpr uint4 & operator -= (const uint4 &inRHS) { x -= inRHS.x; y -= inRHS.y; z -= inRHS.z; w -= inRHS.w; return *this; } constexpr uint4 & operator *= (uint32 inRHS) { x *= inRHS; y *= inRHS; z *= inRHS; w *= inRHS; return *this; } constexpr uint4 & operator /= (uint32 inRHS) { x /= inRHS; y /= inRHS; z /= inRHS; w /= inRHS; return *this; } constexpr uint4 & operator *= (const uint4 &inRHS) { x *= inRHS.x; y *= inRHS.y; z *= inRHS.z; w *= inRHS.w; return *this; } constexpr uint4 & operator /= (const uint4 &inRHS) { x /= inRHS.x; y /= inRHS.y; z /= inRHS.z; w /= inRHS.w; return *this; } // Equality constexpr bool operator == (const uint4 &inRHS) const { return x == inRHS.x && y == inRHS.y && z == inRHS.z && w == inRHS.w; } constexpr bool operator != (const uint4 &inRHS) const { return !(*this == inRHS); } // Component access const uint32 & operator [] (uint inIndex) const { return (&x)[inIndex]; } uint32 & operator [] (uint inIndex) { return (&x)[inIndex]; } // Swizzling (note return value is const to prevent assignment to swizzled results) const uint3 swizzle_xyz() const { return uint3(x, y, z); } const uint3 swizzle_xzy() const { return uint3(x, z, y); } const uint3 swizzle_yxz() const { return uint3(y, x, z); } const uint3 swizzle_yzx() const { return uint3(y, z, x); } const uint3 swizzle_zxy() const { return uint3(z, x, y); } const uint3 swizzle_zyx() const { return uint3(z, y, x); } const uint4 swizzle_xywz() const { return uint4(x, y, w, z); } const uint4 swizzle_xwyz() const { return uint4(x, w, y, z); } const uint4 swizzle_wxyz() const { return uint4(w, x, y, z); } uint32 x, y, z, w; }; // Operators constexpr uint4 operator + (const uint4 &inA, const uint4 &inB) { return uint4(inA.x + inB.x, inA.y + inB.y, inA.z + inB.z, inA.w + inB.w); } constexpr uint4 operator - (const uint4 &inA, const uint4 &inB) { return uint4(inA.x - inB.x, inA.y - inB.y, inA.z - inB.z, inA.w - inB.w); } constexpr uint4 operator * (const uint4 &inA, const uint4 &inB) { return uint4(inA.x * inB.x, inA.y * inB.y, inA.z * inB.z, inA.w * inB.w); } constexpr uint4 operator / (const uint4 &inA, const uint4 &inB) { return uint4(inA.x / inB.x, inA.y / inB.y, inA.z / inB.z, inA.w / inB.w); } constexpr uint4 operator * (const uint4 &inA, uint32 inS) { return uint4(inA.x * inS, inA.y * inS, inA.z * inS, inA.w * inS); } constexpr uint4 operator * (uint32 inS, const uint4 &inA) { return inA * inS; } constexpr uint4 operator / (const uint4 &inA, uint32 inS) { return uint4(inA.x / inS, inA.y / inS, inA.z / inS, inA.w / inS); } // Dot product constexpr uint32 dot(const uint4 &inA, const uint4 &inB) { return inA.x * inB.x + inA.y * inB.y + inA.z * inB.z + inA.w * inB.w; } // Min value constexpr uint4 min(const uint4 &inA, const uint4 &inB) { return uint4(min(inA.x, inB.x), min(inA.y, inB.y), min(inA.z, inB.z), min(inA.w, inB.w)); } // Max value constexpr uint4 max(const uint4 &inA, const uint4 &inB) { return uint4(max(inA.x, inB.x), max(inA.y, inB.y), max(inA.z, inB.z), max(inA.w, inB.w)); } ////////////////////////////////////////////////////////////////////////////////////////// // int3 ////////////////////////////////////////////////////////////////////////////////////////// struct int3 { inline int3() = default; constexpr int3(int inX, int inY, int inZ) : x(inX), y(inY), z(inZ) { } explicit constexpr int3(const float3 &inV) : x(int(inV.x)), y(int(inV.y)), z(int(inV.z)) { } // Operators constexpr int3 & operator += (const int3 &inRHS) { x += inRHS.x; y += inRHS.y; z += inRHS.z; return *this; } constexpr int3 & operator -= (const int3 &inRHS) { x -= inRHS.x; y -= inRHS.y; z -= inRHS.z; return *this; } constexpr int3 & operator *= (int inRHS) { x *= inRHS; y *= inRHS; z *= inRHS; return *this; } constexpr int3 & operator /= (int inRHS) { x /= inRHS; y /= inRHS; z /= inRHS; return *this; } constexpr int3 & operator *= (const int3 &inRHS) { x *= inRHS.x; y *= inRHS.y; z *= inRHS.z; return *this; } constexpr int3 & operator /= (const int3 &inRHS) { x /= inRHS.x; y /= inRHS.y; z /= inRHS.z; return *this; } // Equality constexpr bool operator == (const int3 &inRHS) const { return x == inRHS.x && y == inRHS.y && z == inRHS.z; } constexpr bool operator != (const int3 &inRHS) const { return !(*this == inRHS); } // Component access const int & operator [] (uint inIndex) const { return (&x)[inIndex]; } int & operator [] (uint inIndex) { return (&x)[inIndex]; } // Swizzling (note return value is const to prevent assignment to swizzled results) const int3 swizzle_xyz() const { return int3(x, y, z); } const int3 swizzle_xzy() const { return int3(x, z, y); } const int3 swizzle_yxz() const { return int3(y, x, z); } const int3 swizzle_yzx() const { return int3(y, z, x); } const int3 swizzle_zxy() const { return int3(z, x, y); } const int3 swizzle_zyx() const { return int3(z, y, x); } int x, y, z; }; // Operators constexpr int3 operator - (const int3 &inA) { return int3(-inA.x, -inA.y, -inA.z); } constexpr int3 operator + (const int3 &inA, const int3 &inB) { return int3(inA.x + inB.x, inA.y + inB.y, inA.z + inB.z); } constexpr int3 operator - (const int3 &inA, const int3 &inB) { return int3(inA.x - inB.x, inA.y - inB.y, inA.z - inB.z); } constexpr int3 operator * (const int3 &inA, const int3 &inB) { return int3(inA.x * inB.x, inA.y * inB.y, inA.z * inB.z); } constexpr int3 operator / (const int3 &inA, const int3 &inB) { return int3(inA.x / inB.x, inA.y / inB.y, inA.z / inB.z); } constexpr int3 operator * (const int3 &inA, int inS) { return int3(inA.x * inS, inA.y * inS, inA.z * inS); } constexpr int3 operator * (int inS, const int3 &inA) { return inA * inS; } constexpr int3 operator / (const int3 &inA, int inS) { return int3(inA.x / inS, inA.y / inS, inA.z / inS); } // Dot product constexpr int dot(const int3 &inA, const int3 &inB) { return inA.x * inB.x + inA.y * inB.y + inA.z * inB.z; } // Min value constexpr int3 min(const int3 &inA, const int3 &inB) { return int3(min(inA.x, inB.x), min(inA.y, inB.y), min(inA.z, inB.z)); } // Max value constexpr int3 max(const int3 &inA, const int3 &inB) { return int3(max(inA.x, inB.x), max(inA.y, inB.y), max(inA.z, inB.z)); } ////////////////////////////////////////////////////////////////////////////////////////// // int4 ////////////////////////////////////////////////////////////////////////////////////////// struct int4 { // Constructors inline int4() = default; constexpr int4(const int3 &inV, int inW) : x(inV.x), y(inV.y), z(inV.z), w(inW) { } constexpr int4(int inX, int inY, int inZ, int inW) : x(inX), y(inY), z(inZ), w(inW) { } explicit constexpr int4(int inS) : x(inS), y(inS), z(inS), w(inS) { } explicit constexpr int4(const float4 &inV) : x(int(inV.x)), y(int(inV.y)), z(int(inV.z)), w(int(inV.w)) { } // Operators constexpr int4 & operator += (const int4 &inRHS) { x += inRHS.x; y += inRHS.y; z += inRHS.z; w += inRHS.w; return *this; } constexpr int4 & operator -= (const int4 &inRHS) { x -= inRHS.x; y -= inRHS.y; z -= inRHS.z; w -= inRHS.w; return *this; } constexpr int4 & operator *= (int inRHS) { x *= inRHS; y *= inRHS; z *= inRHS; w *= inRHS; return *this; } constexpr int4 & operator /= (int inRHS) { x /= inRHS; y /= inRHS; z /= inRHS; w /= inRHS; return *this; } constexpr int4 & operator *= (const int4 &inRHS) { x *= inRHS.x; y *= inRHS.y; z *= inRHS.z; w *= inRHS.w; return *this; } constexpr int4 & operator /= (const int4 &inRHS) { x /= inRHS.x; y /= inRHS.y; z /= inRHS.z; w /= inRHS.w; return *this; } // Equality constexpr bool operator == (const int4 &inRHS) const { return x == inRHS.x && y == inRHS.y && z == inRHS.z && w == inRHS.w; } constexpr bool operator != (const int4 &inRHS) const { return !(*this == inRHS); } // Component access const int & operator [] (uint inIndex) const { return (&x)[inIndex]; } int & operator [] (uint inIndex) { return (&x)[inIndex]; } // Swizzling (note return value is const to prevent assignment to swizzled results) const int3 swizzle_xyz() const { return int3(x, y, z); } const int3 swizzle_xzy() const { return int3(x, z, y); } const int3 swizzle_yxz() const { return int3(y, x, z); } const int3 swizzle_yzx() const { return int3(y, z, x); } const int3 swizzle_zxy() const { return int3(z, x, y); } const int3 swizzle_zyx() const { return int3(z, y, x); } const int4 swizzle_xywz() const { return int4(x, y, w, z); } const int4 swizzle_xwyz() const { return int4(x, w, y, z); } const int4 swizzle_wxyz() const { return int4(w, x, y, z); } int x, y, z, w; }; // Operators constexpr int4 operator - (const int4 &inA) { return int4(-inA.x, -inA.y, -inA.z, -inA.w); } constexpr int4 operator + (const int4 &inA, const int4 &inB) { return int4(inA.x + inB.x, inA.y + inB.y, inA.z + inB.z, inA.w + inB.w); } constexpr int4 operator - (const int4 &inA, const int4 &inB) { return int4(inA.x - inB.x, inA.y - inB.y, inA.z - inB.z, inA.w - inB.w); } constexpr int4 operator * (const int4 &inA, const int4 &inB) { return int4(inA.x * inB.x, inA.y * inB.y, inA.z * inB.z, inA.w * inB.w); } constexpr int4 operator / (const int4 &inA, const int4 &inB) { return int4(inA.x / inB.x, inA.y / inB.y, inA.z / inB.z, inA.w / inB.w); } constexpr int4 operator * (const int4 &inA, int inS) { return int4(inA.x * inS, inA.y * inS, inA.z * inS, inA.w * inS); } constexpr int4 operator * (int inS, const int4 &inA) { return inA * inS; } constexpr int4 operator / (const int4 &inA, int inS) { return int4(inA.x / inS, inA.y / inS, inA.z / inS, inA.w / inS); } // Dot product constexpr int dot(const int4 &inA, const int4 &inB) { return inA.x * inB.x + inA.y * inB.y + inA.z * inB.z + inA.w * inB.w; } // Min value constexpr int4 min(const int4 &inA, const int4 &inB) { return int4(min(inA.x, inB.x), min(inA.y, inB.y), min(inA.z, inB.z), min(inA.w, inB.w)); } // Max value constexpr int4 max(const int4 &inA, const int4 &inB) { return int4(max(inA.x, inB.x), max(inA.y, inB.y), max(inA.z, inB.z), max(inA.w, inB.w)); } ////////////////////////////////////////////////////////////////////////////////////////// // Mat44 ////////////////////////////////////////////////////////////////////////////////////////// struct Mat44 { // Constructors inline Mat44() = default; constexpr Mat44(const float4 &inC0, const float4 &inC1, const float4 &inC2, const float4 &inC3) : c { inC0, inC1, inC2, inC3 } { } // Columns float4 & operator [] (uint inIndex) { return c[inIndex]; } const float4 & operator [] (uint inIndex) const { return c[inIndex]; } private: float4 c[4]; }; ////////////////////////////////////////////////////////////////////////////////////////// // Other types ////////////////////////////////////////////////////////////////////////////////////////// using Quat = float4; using Plane = float4; // Clamp value template constexpr T clamp(const T &inValue, const T &inMinValue, const T &inMaxValue) { return min(max(inValue, inMinValue), inMaxValue); } // Atomic add template T JPH_AtomicAdd(T &ioT, const T &inValue) { std::atomic *value = reinterpret_cast *>(&ioT); return value->fetch_add(inValue) + inValue; } // Bitcast float4 to int4 inline int4 asint(const float4 &inV) { return int4(BitCast(inV.x), BitCast(inV.y), BitCast(inV.z), BitCast(inV.w)); } // Functions that couldn't be declared earlier constexpr float3::float3(const uint3 &inV) : x(float(inV.x)), y(float(inV.y)), z(float(inV.z)) { } constexpr float4::float4(const int4 &inV) : x(float(inV.x)), y(float(inV.y)), z(float(inV.z)), w(float(inV.w)) { } // Swizzle operators #define xy swizzle_xy() #define yx swizzle_yx() #define xyz swizzle_xyz() #define xzy swizzle_xzy() #define yxz swizzle_yxz() #define yzx swizzle_yzx() #define zxy swizzle_zxy() #define zyx swizzle_zyx() #define xywz swizzle_xywz() #define xwyz swizzle_xwyz() #define wxyz swizzle_wxyz() } // HLSLToCPP JPH_NAMESPACE_END