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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #pragma once
- #include <Jolt/Math/Float3.h>
- #include <Jolt/Math/Swizzle.h>
- #include <Jolt/Math/MathTypes.h>
- JPH_NAMESPACE_BEGIN
- /// 3 component vector (stored as 4 vectors).
- /// Note that we keep the 4th component the same as the 3rd component to avoid divisions by zero when JPH_FLOATING_POINT_EXCEPTIONS_ENABLED defined
- class [[nodiscard]] alignas(JPH_VECTOR_ALIGNMENT) Vec3
- {
- public:
- JPH_OVERRIDE_NEW_DELETE
- // Underlying vector type
- #if defined(JPH_USE_SSE)
- using Type = __m128;
- #elif defined(JPH_USE_NEON)
- using Type = float32x4_t;
- #else
- using Type = Vec4::Type;
- #endif
- /// Constructor
- Vec3() = default; ///< Intentionally not initialized for performance reasons
- Vec3(const Vec3 &inRHS) = default;
- explicit JPH_INLINE Vec3(Vec4Arg inRHS);
- JPH_INLINE Vec3(Type inRHS) : mValue(inRHS) { CheckW(); }
- /// Load 3 floats from memory
- explicit JPH_INLINE Vec3(const Float3 &inV);
- /// Create a vector from 3 components
- JPH_INLINE Vec3(float inX, float inY, float inZ);
- /// Vector with all zeros
- static JPH_INLINE Vec3 sZero();
- /// Vector with all NaN's
- static JPH_INLINE Vec3 sNaN();
- /// Vectors with the principal axis
- static JPH_INLINE Vec3 sAxisX() { return Vec3(1, 0, 0); }
- static JPH_INLINE Vec3 sAxisY() { return Vec3(0, 1, 0); }
- static JPH_INLINE Vec3 sAxisZ() { return Vec3(0, 0, 1); }
- /// Replicate inV across all components
- static JPH_INLINE Vec3 sReplicate(float inV);
-
- /// Load 3 floats from memory (reads 32 bits extra which it doesn't use)
- static JPH_INLINE Vec3 sLoadFloat3Unsafe(const Float3 &inV);
- /// Return the minimum value of each of the components
- static JPH_INLINE Vec3 sMin(Vec3Arg inV1, Vec3Arg inV2);
- /// Return the maximum of each of the components
- static JPH_INLINE Vec3 sMax(Vec3Arg inV1, Vec3Arg inV2);
- /// Clamp a vector between min and max (component wise)
- static JPH_INLINE Vec3 sClamp(Vec3Arg inV, Vec3Arg inMin, Vec3Arg inMax);
- /// Equals (component wise)
- static JPH_INLINE UVec4 sEquals(Vec3Arg inV1, Vec3Arg inV2);
- /// Less than (component wise)
- static JPH_INLINE UVec4 sLess(Vec3Arg inV1, Vec3Arg inV2);
- /// Less than or equal (component wise)
- static JPH_INLINE UVec4 sLessOrEqual(Vec3Arg inV1, Vec3Arg inV2);
- /// Greater than (component wise)
- static JPH_INLINE UVec4 sGreater(Vec3Arg inV1, Vec3Arg inV2);
- /// Greater than or equal (component wise)
- static JPH_INLINE UVec4 sGreaterOrEqual(Vec3Arg inV1, Vec3Arg inV2);
- /// Calculates inMul1 * inMul2 + inAdd
- static JPH_INLINE Vec3 sFusedMultiplyAdd(Vec3Arg inMul1, Vec3Arg inMul2, Vec3Arg inAdd);
- /// Component wise select, returns inV1 when highest bit of inControl = 0 and inV2 when highest bit of inControl = 1
- static JPH_INLINE Vec3 sSelect(Vec3Arg inV1, Vec3Arg inV2, UVec4Arg inControl);
- /// Logical or (component wise)
- static JPH_INLINE Vec3 sOr(Vec3Arg inV1, Vec3Arg inV2);
- /// Logical xor (component wise)
- static JPH_INLINE Vec3 sXor(Vec3Arg inV1, Vec3Arg inV2);
- /// Logical and (component wise)
- static JPH_INLINE Vec3 sAnd(Vec3Arg inV1, Vec3Arg inV2);
- /// Get unit vector given spherical coordinates
- /// inTheta \f$\in [0, \pi]\f$ is angle between vector and z-axis
- /// inPhi \f$\in [0, 2 \pi]\f$ is the angle in the xy-plane starting from the x axis and rotating counter clockwise around the z-axis
- static JPH_INLINE Vec3 sUnitSpherical(float inTheta, float inPhi);
- /// A set of vectors uniformly spanning the surface of a unit sphere, usable for debug purposes
- static const std::vector<Vec3> sUnitSphere;
- /// Get random unit vector
- template <class Random>
- static inline Vec3 sRandom(Random &inRandom);
- /// Get individual components
- #if defined(JPH_USE_SSE)
- JPH_INLINE float GetX() const { return _mm_cvtss_f32(mValue); }
- JPH_INLINE float GetY() const { return mF32[1]; }
- JPH_INLINE float GetZ() const { return mF32[2]; }
- #elif defined(JPH_USE_NEON)
- JPH_INLINE float GetX() const { return vgetq_lane_f32(mValue, 0); }
- JPH_INLINE float GetY() const { return vgetq_lane_f32(mValue, 1); }
- JPH_INLINE float GetZ() const { return vgetq_lane_f32(mValue, 2); }
- #else
- JPH_INLINE float GetX() const { return mF32[0]; }
- JPH_INLINE float GetY() const { return mF32[1]; }
- JPH_INLINE float GetZ() const { return mF32[2]; }
- #endif
-
- /// Set individual components
- JPH_INLINE void SetX(float inX) { mF32[0] = inX; }
- JPH_INLINE void SetY(float inY) { mF32[1] = inY; }
- JPH_INLINE void SetZ(float inZ) { mF32[2] = mF32[3] = inZ; } // Assure Z and W are the same
- /// Get float component by index
- JPH_INLINE float operator [] (uint inCoordinate) const { JPH_ASSERT(inCoordinate < 3); return mF32[inCoordinate]; }
- /// Set float component by index
- JPH_INLINE void SetComponent(uint inCoordinate, float inValue) { JPH_ASSERT(inCoordinate < 3); mF32[inCoordinate] = inValue; mValue = sFixW(mValue); } // Assure Z and W are the same
- /// Comparison
- JPH_INLINE bool operator == (Vec3Arg inV2) const;
- JPH_INLINE bool operator != (Vec3Arg inV2) const { return !(*this == inV2); }
- /// Test if two vectors are close
- JPH_INLINE bool IsClose(Vec3Arg inV2, float inMaxDistSq = 1.0e-12f) const;
- /// Test if vector is near zero
- JPH_INLINE bool IsNearZero(float inMaxDistSq = 1.0e-12f) const;
- /// Test if vector is normalized
- JPH_INLINE bool IsNormalized(float inTolerance = 1.0e-6f) const;
- /// Test if vector contains NaN elements
- JPH_INLINE bool IsNaN() const;
- /// Multiply two float vectors (component wise)
- JPH_INLINE Vec3 operator * (Vec3Arg inV2) const;
- /// Multiply vector with float
- JPH_INLINE Vec3 operator * (float inV2) const;
- /// Multiply vector with float
- friend JPH_INLINE Vec3 operator * (float inV1, Vec3Arg inV2);
- /// Divide vector by float
- JPH_INLINE Vec3 operator / (float inV2) const;
- /// Multiply vector with float
- JPH_INLINE Vec3 & operator *= (float inV2);
- /// Multiply vector with vector
- JPH_INLINE Vec3 & operator *= (Vec3Arg inV2);
- /// Divide vector by float
- JPH_INLINE Vec3 & operator /= (float inV2);
- /// Add two float vectors (component wise)
- JPH_INLINE Vec3 operator + (Vec3Arg inV2) const;
- /// Add two float vectors (component wise)
- JPH_INLINE Vec3 & operator += (Vec3Arg inV2);
- /// Negate
- JPH_INLINE Vec3 operator - () const;
- /// Subtract two float vectors (component wise)
- JPH_INLINE Vec3 operator - (Vec3Arg inV2) const;
- /// Add two float vectors (component wise)
- JPH_INLINE Vec3 & operator -= (Vec3Arg inV2);
- /// Divide (component wise)
- JPH_INLINE Vec3 operator / (Vec3Arg inV2) const;
- /// Swizzle the elements in inV
- template<uint32 SwizzleX, uint32 SwizzleY, uint32 SwizzleZ>
- JPH_INLINE Vec3 Swizzle() const;
- /// Replicate the X component to all components
- JPH_INLINE Vec4 SplatX() const;
- /// Replicate the Y component to all components
- JPH_INLINE Vec4 SplatY() const;
- /// Replicate the Z component to all components
- JPH_INLINE Vec4 SplatZ() const;
- /// Get index of component with lowest value
- JPH_INLINE int GetLowestComponentIndex() const;
- /// Get index of component with highest value
- JPH_INLINE int GetHighestComponentIndex() const;
- /// Return the absolute value of each of the components
- JPH_INLINE Vec3 Abs() const;
- /// Reciprocal vector (1 / value) for each of the components
- JPH_INLINE Vec3 Reciprocal() const;
- /// Cross product
- JPH_INLINE Vec3 Cross(Vec3Arg inV2) const;
- /// Dot product, returns the dot product in X, Y and Z components
- JPH_INLINE Vec3 DotV(Vec3Arg inV2) const;
- /// Dot product, returns the dot product in X, Y, Z and W components
- JPH_INLINE Vec4 DotV4(Vec3Arg inV2) const;
- /// Dot product
- JPH_INLINE float Dot(Vec3Arg inV2) const;
- /// Squared length of vector
- JPH_INLINE float LengthSq() const;
- /// Length of vector
- JPH_INLINE float Length() const;
- /// Normalize vector
- JPH_INLINE Vec3 Normalized() const;
- /// Normalize vector or return inZeroValue if the length of the vector is zero
- JPH_INLINE Vec3 NormalizedOr(Vec3Arg inZeroValue) const;
- /// Store 3 floats to memory
- JPH_INLINE void StoreFloat3(Float3 *outV) const;
- /// Convert each component from a float to an int
- JPH_INLINE UVec4 ToInt() const;
- /// Reinterpret Vec3 as a UVec4 (doesn't change the bits)
- JPH_INLINE UVec4 ReinterpretAsInt() const;
- /// Get the minimum of X, Y and Z
- JPH_INLINE float ReduceMin() const;
- /// Get the maximum of X, Y and Z
- JPH_INLINE float ReduceMax() const;
- /// Component wise square root
- JPH_INLINE Vec3 Sqrt() const;
- /// Get normalized vector that is perpendicular to this vector
- JPH_INLINE Vec3 GetNormalizedPerpendicular() const;
- /// Get vector that contains the sign of each element (returns 1.0f if positive, -1.0f if negative)
- JPH_INLINE Vec3 GetSign() const;
- /// To String
- friend ostream & operator << (ostream &inStream, Vec3Arg inV)
- {
- inStream << inV.mF32[0] << ", " << inV.mF32[1] << ", " << inV.mF32[2];
- return inStream;
- }
- /// Internal helper function that checks that W is equal to Z, so e.g. dividing by it should not generate div by 0
- JPH_INLINE void CheckW() const;
-
- /// Internal helper function that ensures that the Z component is replicated to the W component to prevent divisions by zero
- static JPH_INLINE Type sFixW(Type inValue);
- union
- {
- Type mValue;
- float mF32[4];
- };
- };
- static_assert(is_trivial<Vec3>(), "Is supposed to be a trivial type!");
- JPH_NAMESPACE_END
- #include "Vec3.inl"
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