Vec4.h 9.5 KB

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