Vec4.h 9.5 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #pragma once
  4. #include <Jolt/Math/Float4.h>
  5. #include <Jolt/Math/Swizzle.h>
  6. #include <Jolt/Math/MathTypes.h>
  7. JPH_NAMESPACE_BEGIN
  8. class [[nodiscard]] alignas(JPH_VECTOR_ALIGNMENT) Vec4
  9. {
  10. public:
  11. JPH_OVERRIDE_NEW_DELETE
  12. // Underlying vector type
  13. #if defined(JPH_USE_SSE)
  14. using Type = __m128;
  15. #elif defined(JPH_USE_NEON)
  16. using Type = float32x4_t;
  17. #else
  18. using Type = struct { float mData[4]; };
  19. #endif
  20. /// Constructor
  21. Vec4() = default; ///< Intentionally not initialized for performance reasons
  22. Vec4(const Vec4 &inRHS) = default;
  23. explicit JPH_INLINE Vec4(Vec3Arg inRHS); ///< WARNING: W component undefined!
  24. JPH_INLINE Vec4(Vec3Arg inRHS, float inW);
  25. JPH_INLINE Vec4(Type inRHS) : mValue(inRHS) { }
  26. /// Create a vector from 4 components
  27. JPH_INLINE Vec4(float inX, float inY, float inZ, float inW);
  28. /// Vector with all zeros
  29. static JPH_INLINE Vec4 sZero();
  30. /// Vector with all NaN's
  31. static JPH_INLINE Vec4 sNaN();
  32. /// Replicate inV across all components
  33. static JPH_INLINE Vec4 sReplicate(float inV);
  34. /// Load 4 floats from memory
  35. static JPH_INLINE Vec4 sLoadFloat4(const Float4 *inV);
  36. /// Load 4 floats from memory, 16 bytes aligned
  37. static JPH_INLINE Vec4 sLoadFloat4Aligned(const Float4 *inV);
  38. /// Gather 4 floats from memory at inBase + inOffsets[i] * Scale
  39. template <const int Scale>
  40. static JPH_INLINE Vec4 sGatherFloat4(const float *inBase, UVec4Arg inOffsets);
  41. /// Return the minimum value of each of the components
  42. static JPH_INLINE Vec4 sMin(Vec4Arg inV1, Vec4Arg inV2);
  43. /// Return the maximum of each of the components
  44. static JPH_INLINE Vec4 sMax(Vec4Arg inV1, Vec4Arg inV2);
  45. /// Equals (component wise)
  46. static JPH_INLINE UVec4 sEquals(Vec4Arg inV1, Vec4Arg inV2);
  47. /// Less than (component wise)
  48. static JPH_INLINE UVec4 sLess(Vec4Arg inV1, Vec4Arg inV2);
  49. /// Less than or equal (component wise)
  50. static JPH_INLINE UVec4 sLessOrEqual(Vec4Arg inV1, Vec4Arg inV2);
  51. /// Greater than (component wise)
  52. static JPH_INLINE UVec4 sGreater(Vec4Arg inV1, Vec4Arg inV2);
  53. /// Greater than or equal (component wise)
  54. static JPH_INLINE UVec4 sGreaterOrEqual(Vec4Arg inV1, Vec4Arg inV2);
  55. /// Calculates inMul1 * inMul2 + inAdd
  56. static JPH_INLINE Vec4 sFusedMultiplyAdd(Vec4Arg inMul1, Vec4Arg inMul2, Vec4Arg inAdd);
  57. /// Component wise select, returns inV1 when highest bit of inControl = 0 and inV2 when highest bit of inControl = 1
  58. static JPH_INLINE Vec4 sSelect(Vec4Arg inV1, Vec4Arg inV2, UVec4Arg inControl);
  59. /// Logical or (component wise)
  60. static JPH_INLINE Vec4 sOr(Vec4Arg inV1, Vec4Arg inV2);
  61. /// Logical xor (component wise)
  62. static JPH_INLINE Vec4 sXor(Vec4Arg inV1, Vec4Arg inV2);
  63. /// Logical and (component wise)
  64. static JPH_INLINE Vec4 sAnd(Vec4Arg inV1, Vec4Arg inV2);
  65. /// Sort the four elements of ioValue and sort ioIndex at the same time.
  66. /// Based on a sorting network: http://en.wikipedia.org/wiki/Sorting_network
  67. static JPH_INLINE void sSort4(Vec4 &ioValue, UVec4 &ioIndex);
  68. /// Reverse sort the four elements of ioValue (highest first) and sort ioIndex at the same time.
  69. /// Based on a sorting network: http://en.wikipedia.org/wiki/Sorting_network
  70. static JPH_INLINE void sSort4Reverse(Vec4 &ioValue, UVec4 &ioIndex);
  71. /// Get individual components
  72. #if defined(JPH_USE_SSE)
  73. JPH_INLINE float GetX() const { return _mm_cvtss_f32(mValue); }
  74. JPH_INLINE float GetY() const { return mF32[1]; }
  75. JPH_INLINE float GetZ() const { return mF32[2]; }
  76. JPH_INLINE float GetW() const { return mF32[3]; }
  77. #elif defined(JPH_USE_NEON)
  78. JPH_INLINE float GetX() const { return vgetq_lane_f32(mValue, 0); }
  79. JPH_INLINE float GetY() const { return vgetq_lane_f32(mValue, 1); }
  80. JPH_INLINE float GetZ() const { return vgetq_lane_f32(mValue, 2); }
  81. JPH_INLINE float GetW() const { return vgetq_lane_f32(mValue, 3); }
  82. #else
  83. JPH_INLINE float GetX() const { return mF32[0]; }
  84. JPH_INLINE float GetY() const { return mF32[1]; }
  85. JPH_INLINE float GetZ() const { return mF32[2]; }
  86. JPH_INLINE float GetW() const { return mF32[3]; }
  87. #endif
  88. /// Set individual components
  89. JPH_INLINE void SetX(float inX) { mF32[0] = inX; }
  90. JPH_INLINE void SetY(float inY) { mF32[1] = inY; }
  91. JPH_INLINE void SetZ(float inZ) { mF32[2] = inZ; }
  92. JPH_INLINE void SetW(float inW) { mF32[3] = inW; }
  93. /// Get float component by index
  94. JPH_INLINE float operator [] (uint inCoordinate) const { JPH_ASSERT(inCoordinate < 4); return mF32[inCoordinate]; }
  95. JPH_INLINE float & operator [] (uint inCoordinate) { JPH_ASSERT(inCoordinate < 4); return mF32[inCoordinate]; }
  96. /// Comparison
  97. JPH_INLINE bool operator == (Vec4Arg inV2) const;
  98. JPH_INLINE bool operator != (Vec4Arg inV2) const { return !(*this == inV2); }
  99. /// Test if two vectors are close
  100. JPH_INLINE bool IsClose(Vec4Arg inV2, float inMaxDistSq = 1.0e-12f) const;
  101. /// Test if vector is normalized
  102. JPH_INLINE bool IsNormalized(float inTolerance = 1.0e-6f) const;
  103. /// Test if vector contains NaN elements
  104. JPH_INLINE bool IsNaN() const;
  105. /// Multiply two float vectors (component wise)
  106. JPH_INLINE Vec4 operator * (Vec4Arg inV2) const;
  107. /// Multiply vector with float
  108. JPH_INLINE Vec4 operator * (float inV2) const;
  109. /// Multiply vector with float
  110. friend JPH_INLINE Vec4 operator * (float inV1, Vec4Arg inV2);
  111. /// Divide vector by float
  112. JPH_INLINE Vec4 operator / (float inV2) const;
  113. /// Multiply vector with float
  114. JPH_INLINE Vec4 & operator *= (float inV2);
  115. /// Multiply vector with vector
  116. JPH_INLINE Vec4 & operator *= (Vec4Arg inV2);
  117. /// Divide vector by float
  118. JPH_INLINE Vec4 & operator /= (float inV2);
  119. /// Add two float vectors (component wise)
  120. JPH_INLINE Vec4 operator + (Vec4Arg inV2) const;
  121. /// Add two float vectors (component wise)
  122. JPH_INLINE Vec4 & operator += (Vec4Arg inV2);
  123. /// Negate
  124. JPH_INLINE Vec4 operator - () const;
  125. /// Subtract two float vectors (component wise)
  126. JPH_INLINE Vec4 operator - (Vec4Arg inV2) const;
  127. /// Add two float vectors (component wise)
  128. JPH_INLINE Vec4 & operator -= (Vec4Arg inV2);
  129. /// Divide (component wise)
  130. JPH_INLINE Vec4 operator / (Vec4Arg inV2) const;
  131. /// Swizzle the elements in inV
  132. template<uint32 SwizzleX, uint32 SwizzleY, uint32 SwizzleZ, uint32 SwizzleW>
  133. JPH_INLINE Vec4 Swizzle() const;
  134. /// Replicate the X component to all components
  135. JPH_INLINE Vec4 SplatX() const;
  136. /// Replicate the Y component to all components
  137. JPH_INLINE Vec4 SplatY() const;
  138. /// Replicate the Z component to all components
  139. JPH_INLINE Vec4 SplatZ() const;
  140. /// Replicate the W component to all components
  141. JPH_INLINE Vec4 SplatW() const;
  142. /// Return the absolute value of each of the components
  143. JPH_INLINE Vec4 Abs() const;
  144. /// Reciprocal vector (1 / value) for each of the components
  145. JPH_INLINE Vec4 Reciprocal() const;
  146. /// Dot product, returns the dot product in X, Y and Z components
  147. JPH_INLINE Vec4 DotV(Vec4Arg inV2) const;
  148. /// Dot product
  149. JPH_INLINE float Dot(Vec4Arg inV2) const;
  150. /// Squared length of vector
  151. JPH_INLINE float LengthSq() const;
  152. /// Length of vector
  153. JPH_INLINE float Length() const;
  154. /// Normalize vector
  155. JPH_INLINE Vec4 Normalized() const;
  156. /// Store 4 floats to memory
  157. JPH_INLINE void StoreFloat4(Float4 *outV) const;
  158. /// Convert each component from a float to an int
  159. JPH_INLINE UVec4 ToInt() const;
  160. /// Reinterpret Vec4 as a UVec4 (doesn't change the bits)
  161. JPH_INLINE UVec4 ReinterpretAsInt() const;
  162. /// Store if X is negative in bit 0, Y in bit 1, Z in bit 2 and W in bit 3
  163. JPH_INLINE int GetSignBits() const;
  164. /// Get the minimum of X, Y, Z and W
  165. JPH_INLINE float ReduceMin() const;
  166. /// Get the maximum of X, Y, Z and W
  167. JPH_INLINE float ReduceMax() const;
  168. /// Component wise square root
  169. JPH_INLINE Vec4 Sqrt() const;
  170. /// Get vector that contains the sign of each element (returns 1.0f if positive, -1.0f if negative)
  171. JPH_INLINE Vec4 GetSign() const;
  172. /// Calcluate the sine and cosine for each element of this vector (input in radians)
  173. inline void SinCos(Vec4 &outSin, Vec4 &outCos) const;
  174. /// Calcluate the tangent for each element of this vector (input in radians)
  175. inline Vec4 Tan() const;
  176. /// Calculate the arc sine for each element of this vector (returns value in the range [-PI / 2, PI / 2])
  177. /// Note that all input values will be clamped to the range [-1, 1] and this function will not return NaNs like std::asin
  178. inline Vec4 ASin() const;
  179. /// Calculate the arc cosine for each element of this vector (returns value in the range [0, PI])
  180. /// Note that all input values will be clamped to the range [-1, 1] and this function will not return NaNs like std::acos
  181. inline Vec4 ACos() const;
  182. /// Calculate the arc tangent for each element of this vector (returns value in the range [-PI / 2, PI / 2])
  183. inline Vec4 ATan() const;
  184. /// Calculate the arc tangent of y / x using the signs of the arguments to determine the correct quadrant (returns value in the range [-PI, PI])
  185. inline static Vec4 sATan2(Vec4Arg inY, Vec4Arg inX);
  186. /// To String
  187. friend ostream & operator << (ostream &inStream, Vec4Arg inV)
  188. {
  189. inStream << inV.mF32[0] << ", " << inV.mF32[1] << ", " << inV.mF32[2] << ", " << inV.mF32[3];
  190. return inStream;
  191. }
  192. union
  193. {
  194. Type mValue;
  195. float mF32[4];
  196. };
  197. };
  198. static_assert(is_trivial<Vec4>(), "Is supposed to be a trivial type!");
  199. JPH_NAMESPACE_END
  200. #include "Vec4.inl"