//----------------------------------------------------------------------------// // // // ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation // // and distributed under the MIT License (MIT). // // // // Copyright (c) Guillaume Blanc // // // // Permission is hereby granted, free of charge, to any person obtaining a // // copy of this software and associated documentation files (the "Software"), // // to deal in the Software without restriction, including without limitation // // the rights to use, copy, modify, merge, publish, distribute, sublicense, // // and/or sell copies of the Software, and to permit persons to whom the // // Software is furnished to do so, subject to the following conditions: // // // // The above copyright notice and this permission notice shall be included in // // all copies or substantial portions of the Software. // // // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL // // THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER // // DEALINGS IN THE SOFTWARE. // // // //----------------------------------------------------------------------------// #ifndef OZZ_OZZ_BASE_MATHS_SOA_FLOAT_H_ #define OZZ_OZZ_BASE_MATHS_SOA_FLOAT_H_ #include #include "ozz/base/maths/math_constant.h" #include "ozz/base/maths/simd_math.h" #include "ozz/base/platform.h" namespace ozz { namespace math { struct SoaFloat2 { SimdFloat4 x, y; static OZZ_INLINE SoaFloat2 Load(_SimdFloat4 _x, _SimdFloat4 _y) { const SoaFloat2 r = {_x, _y}; return r; } static OZZ_INLINE SoaFloat2 zero() { const SoaFloat2 r = {simd_float4::zero(), simd_float4::zero()}; return r; } static OZZ_INLINE SoaFloat2 one() { const SoaFloat2 r = {simd_float4::one(), simd_float4::one()}; return r; } static OZZ_INLINE SoaFloat2 x_axis() { const SoaFloat2 r = {simd_float4::one(), simd_float4::zero()}; return r; } static OZZ_INLINE SoaFloat2 y_axis() { const SoaFloat2 r = {simd_float4::zero(), simd_float4::one()}; return r; } }; struct SoaFloat3 { SimdFloat4 x, y, z; static OZZ_INLINE SoaFloat3 Load(_SimdFloat4 _x, _SimdFloat4 _y, _SimdFloat4 _z) { const SoaFloat3 r = {_x, _y, _z}; return r; } static OZZ_INLINE SoaFloat3 Load(const SoaFloat2& _v, _SimdFloat4 _z) { const SoaFloat3 r = {_v.x, _v.y, _z}; return r; } static OZZ_INLINE SoaFloat3 zero() { const SoaFloat3 r = {simd_float4::zero(), simd_float4::zero(), simd_float4::zero()}; return r; } static OZZ_INLINE SoaFloat3 one() { const SoaFloat3 r = {simd_float4::one(), simd_float4::one(), simd_float4::one()}; return r; } static OZZ_INLINE SoaFloat3 x_axis() { const SoaFloat3 r = {simd_float4::one(), simd_float4::zero(), simd_float4::zero()}; return r; } static OZZ_INLINE SoaFloat3 y_axis() { const SoaFloat3 r = {simd_float4::zero(), simd_float4::one(), simd_float4::zero()}; return r; } static OZZ_INLINE SoaFloat3 z_axis() { const SoaFloat3 r = {simd_float4::zero(), simd_float4::zero(), simd_float4::one()}; return r; } }; struct SoaFloat4 { SimdFloat4 x, y, z, w; static OZZ_INLINE SoaFloat4 Load(_SimdFloat4 _x, _SimdFloat4 _y, _SimdFloat4 _z, const SimdFloat4& _w) { const SoaFloat4 r = {_x, _y, _z, _w}; return r; } static OZZ_INLINE SoaFloat4 Load(const SoaFloat3& _v, _SimdFloat4 _w) { const SoaFloat4 r = {_v.x, _v.y, _v.z, _w}; return r; } static OZZ_INLINE SoaFloat4 Load(const SoaFloat2& _v, _SimdFloat4 _z, _SimdFloat4 _w) { const SoaFloat4 r = {_v.x, _v.y, _z, _w}; return r; } static OZZ_INLINE SoaFloat4 zero() { const SimdFloat4 zero = simd_float4::zero(); const SoaFloat4 r = {zero, zero, zero, zero}; return r; } static OZZ_INLINE SoaFloat4 one() { const SimdFloat4 one = simd_float4::one(); const SoaFloat4 r = {one, one, one, one}; return r; } static OZZ_INLINE SoaFloat4 x_axis() { const SimdFloat4 zero = simd_float4::zero(); const SoaFloat4 r = {simd_float4::one(), zero, zero, zero}; return r; } static OZZ_INLINE SoaFloat4 y_axis() { const SimdFloat4 zero = simd_float4::zero(); const SoaFloat4 r = {zero, simd_float4::one(), zero, zero}; return r; } static OZZ_INLINE SoaFloat4 z_axis() { const SimdFloat4 zero = simd_float4::zero(); const SoaFloat4 r = {zero, zero, simd_float4::one(), zero}; return r; } static OZZ_INLINE SoaFloat4 w_axis() { const SimdFloat4 zero = simd_float4::zero(); const SoaFloat4 r = {zero, zero, zero, simd_float4::one()}; return r; } }; } // namespace math } // namespace ozz // Returns per element addition of _a and _b using operator +. OZZ_INLINE ozz::math::SoaFloat4 operator+(const ozz::math::SoaFloat4& _a, const ozz::math::SoaFloat4& _b) { const ozz::math::SoaFloat4 r = {_a.x + _b.x, _a.y + _b.y, _a.z + _b.z, _a.w + _b.w}; return r; } OZZ_INLINE ozz::math::SoaFloat3 operator+(const ozz::math::SoaFloat3& _a, const ozz::math::SoaFloat3& _b) { const ozz::math::SoaFloat3 r = {_a.x + _b.x, _a.y + _b.y, _a.z + _b.z}; return r; } OZZ_INLINE ozz::math::SoaFloat2 operator+(const ozz::math::SoaFloat2& _a, const ozz::math::SoaFloat2& _b) { const ozz::math::SoaFloat2 r = {_a.x + _b.x, _a.y + _b.y}; return r; } // Returns per element subtraction of _a and _b using operator -. OZZ_INLINE ozz::math::SoaFloat4 operator-(const ozz::math::SoaFloat4& _a, const ozz::math::SoaFloat4& _b) { const ozz::math::SoaFloat4 r = {_a.x - _b.x, _a.y - _b.y, _a.z - _b.z, _a.w - _b.w}; return r; } OZZ_INLINE ozz::math::SoaFloat3 operator-(const ozz::math::SoaFloat3& _a, const ozz::math::SoaFloat3& _b) { const ozz::math::SoaFloat3 r = {_a.x - _b.x, _a.y - _b.y, _a.z - _b.z}; return r; } OZZ_INLINE ozz::math::SoaFloat2 operator-(const ozz::math::SoaFloat2& _a, const ozz::math::SoaFloat2& _b) { const ozz::math::SoaFloat2 r = {_a.x - _b.x, _a.y - _b.y}; return r; } // Returns per element negative value of _v. OZZ_INLINE ozz::math::SoaFloat4 operator-(const ozz::math::SoaFloat4& _v) { const ozz::math::SoaFloat4 r = {-_v.x, -_v.y, -_v.z, -_v.w}; return r; } OZZ_INLINE ozz::math::SoaFloat3 operator-(const ozz::math::SoaFloat3& _v) { const ozz::math::SoaFloat3 r = {-_v.x, -_v.y, -_v.z}; return r; } OZZ_INLINE ozz::math::SoaFloat2 operator-(const ozz::math::SoaFloat2& _v) { const ozz::math::SoaFloat2 r = {-_v.x, -_v.y}; return r; } // Returns per element multiplication of _a and _b using operator *. OZZ_INLINE ozz::math::SoaFloat4 operator*(const ozz::math::SoaFloat4& _a, const ozz::math::SoaFloat4& _b) { const ozz::math::SoaFloat4 r = {_a.x * _b.x, _a.y * _b.y, _a.z * _b.z, _a.w * _b.w}; return r; } OZZ_INLINE ozz::math::SoaFloat3 operator*(const ozz::math::SoaFloat3& _a, const ozz::math::SoaFloat3& _b) { const ozz::math::SoaFloat3 r = {_a.x * _b.x, _a.y * _b.y, _a.z * _b.z}; return r; } OZZ_INLINE ozz::math::SoaFloat2 operator*(const ozz::math::SoaFloat2& _a, const ozz::math::SoaFloat2& _b) { const ozz::math::SoaFloat2 r = {_a.x * _b.x, _a.y * _b.y}; return r; } // Returns per element multiplication of _a and scalar value _f using // operator *. OZZ_INLINE ozz::math::SoaFloat4 operator*(const ozz::math::SoaFloat4& _a, ozz::math::_SimdFloat4 _f) { const ozz::math::SoaFloat4 r = {_a.x * _f, _a.y * _f, _a.z * _f, _a.w * _f}; return r; } OZZ_INLINE ozz::math::SoaFloat3 operator*(const ozz::math::SoaFloat3& _a, ozz::math::_SimdFloat4 _f) { const ozz::math::SoaFloat3 r = {_a.x * _f, _a.y * _f, _a.z * _f}; return r; } OZZ_INLINE ozz::math::SoaFloat2 operator*(const ozz::math::SoaFloat2& _a, ozz::math::_SimdFloat4 _f) { const ozz::math::SoaFloat2 r = {_a.x * _f, _a.y * _f}; return r; } // Multiplies _a and _b, then adds _addend. // v = (_a * _b) + _addend OZZ_INLINE ozz::math::SoaFloat2 MAdd(const ozz::math::SoaFloat2& _a, const ozz::math::SoaFloat2& _b, const ozz::math::SoaFloat2& _addend) { const ozz::math::SoaFloat2 r = {ozz::math::MAdd(_a.x, _b.x, _addend.x), ozz::math::MAdd(_a.y, _b.y, _addend.y)}; return r; } OZZ_INLINE ozz::math::SoaFloat3 MAdd(const ozz::math::SoaFloat3& _a, const ozz::math::SoaFloat3& _b, const ozz::math::SoaFloat3& _addend) { const ozz::math::SoaFloat3 r = {ozz::math::MAdd(_a.x, _b.x, _addend.x), ozz::math::MAdd(_a.y, _b.y, _addend.y), ozz::math::MAdd(_a.z, _b.z, _addend.z)}; return r; } OZZ_INLINE ozz::math::SoaFloat4 MAdd(const ozz::math::SoaFloat4& _a, const ozz::math::SoaFloat4& _b, const ozz::math::SoaFloat4& _addend) { const ozz::math::SoaFloat4 r = {ozz::math::MAdd(_a.x, _b.x, _addend.x), ozz::math::MAdd(_a.y, _b.y, _addend.y), ozz::math::MAdd(_a.z, _b.z, _addend.z), ozz::math::MAdd(_a.w, _b.w, _addend.w)}; return r; } // Returns per element division of _a and _b using operator /. OZZ_INLINE ozz::math::SoaFloat4 operator/(const ozz::math::SoaFloat4& _a, const ozz::math::SoaFloat4& _b) { const ozz::math::SoaFloat4 r = {_a.x / _b.x, _a.y / _b.y, _a.z / _b.z, _a.w / _b.w}; return r; } OZZ_INLINE ozz::math::SoaFloat3 operator/(const ozz::math::SoaFloat3& _a, const ozz::math::SoaFloat3& _b) { const ozz::math::SoaFloat3 r = {_a.x / _b.x, _a.y / _b.y, _a.z / _b.z}; return r; } OZZ_INLINE ozz::math::SoaFloat2 operator/(const ozz::math::SoaFloat2& _a, const ozz::math::SoaFloat2& _b) { const ozz::math::SoaFloat2 r = {_a.x / _b.x, _a.y / _b.y}; return r; } // Returns per element division of _a and scalar value _f using operator/. OZZ_INLINE ozz::math::SoaFloat4 operator/(const ozz::math::SoaFloat4& _a, ozz::math::_SimdFloat4 _f) { const ozz::math::SoaFloat4 r = {_a.x / _f, _a.y / _f, _a.z / _f, _a.w / _f}; return r; } OZZ_INLINE ozz::math::SoaFloat3 operator/(const ozz::math::SoaFloat3& _a, ozz::math::_SimdFloat4 _f) { const ozz::math::SoaFloat3 r = {_a.x / _f, _a.y / _f, _a.z / _f}; return r; } OZZ_INLINE ozz::math::SoaFloat2 operator/(const ozz::math::SoaFloat2& _a, ozz::math::_SimdFloat4 _f) { const ozz::math::SoaFloat2 r = {_a.x / _f, _a.y / _f}; return r; } // Returns true if each element of a is less than each element of _b. OZZ_INLINE ozz::math::SimdInt4 operator<(const ozz::math::SoaFloat4& _a, const ozz::math::SoaFloat4& _b) { const ozz::math::SimdInt4 x = ozz::math::CmpLt(_a.x, _b.x); const ozz::math::SimdInt4 y = ozz::math::CmpLt(_a.y, _b.y); const ozz::math::SimdInt4 z = ozz::math::CmpLt(_a.z, _b.z); const ozz::math::SimdInt4 w = ozz::math::CmpLt(_a.w, _b.w); return ozz::math::And(ozz::math::And(ozz::math::And(x, y), z), w); } OZZ_INLINE ozz::math::SimdInt4 operator<(const ozz::math::SoaFloat3& _a, const ozz::math::SoaFloat3& _b) { const ozz::math::SimdInt4 x = ozz::math::CmpLt(_a.x, _b.x); const ozz::math::SimdInt4 y = ozz::math::CmpLt(_a.y, _b.y); const ozz::math::SimdInt4 z = ozz::math::CmpLt(_a.z, _b.z); return ozz::math::And(ozz::math::And(x, y), z); } OZZ_INLINE ozz::math::SimdInt4 operator<(const ozz::math::SoaFloat2& _a, const ozz::math::SoaFloat2& _b) { const ozz::math::SimdInt4 x = ozz::math::CmpLt(_a.x, _b.x); const ozz::math::SimdInt4 y = ozz::math::CmpLt(_a.y, _b.y); return ozz::math::And(x, y); } // Returns true if each element of a is less or equal to each element of _b. OZZ_INLINE ozz::math::SimdInt4 operator<=(const ozz::math::SoaFloat4& _a, const ozz::math::SoaFloat4& _b) { const ozz::math::SimdInt4 x = ozz::math::CmpLe(_a.x, _b.x); const ozz::math::SimdInt4 y = ozz::math::CmpLe(_a.y, _b.y); const ozz::math::SimdInt4 z = ozz::math::CmpLe(_a.z, _b.z); const ozz::math::SimdInt4 w = ozz::math::CmpLe(_a.w, _b.w); return ozz::math::And(ozz::math::And(ozz::math::And(x, y), z), w); } OZZ_INLINE ozz::math::SimdInt4 operator<=(const ozz::math::SoaFloat3& _a, const ozz::math::SoaFloat3& _b) { const ozz::math::SimdInt4 x = ozz::math::CmpLe(_a.x, _b.x); const ozz::math::SimdInt4 y = ozz::math::CmpLe(_a.y, _b.y); const ozz::math::SimdInt4 z = ozz::math::CmpLe(_a.z, _b.z); return ozz::math::And(ozz::math::And(x, y), z); } OZZ_INLINE ozz::math::SimdInt4 operator<=(const ozz::math::SoaFloat2& _a, const ozz::math::SoaFloat2& _b) { const ozz::math::SimdInt4 x = ozz::math::CmpLe(_a.x, _b.x); const ozz::math::SimdInt4 y = ozz::math::CmpLe(_a.y, _b.y); return ozz::math::And(x, y); } // Returns true if each element of a is greater than each element of _b. OZZ_INLINE ozz::math::SimdInt4 operator>(const ozz::math::SoaFloat4& _a, const ozz::math::SoaFloat4& _b) { const ozz::math::SimdInt4 x = ozz::math::CmpGt(_a.x, _b.x); const ozz::math::SimdInt4 y = ozz::math::CmpGt(_a.y, _b.y); const ozz::math::SimdInt4 z = ozz::math::CmpGt(_a.z, _b.z); const ozz::math::SimdInt4 w = ozz::math::CmpGt(_a.w, _b.w); return ozz::math::And(ozz::math::And(ozz::math::And(x, y), z), w); } OZZ_INLINE ozz::math::SimdInt4 operator>(const ozz::math::SoaFloat3& _a, const ozz::math::SoaFloat3& _b) { const ozz::math::SimdInt4 x = ozz::math::CmpGt(_a.x, _b.x); const ozz::math::SimdInt4 y = ozz::math::CmpGt(_a.y, _b.y); const ozz::math::SimdInt4 z = ozz::math::CmpGt(_a.z, _b.z); return ozz::math::And(ozz::math::And(x, y), z); } OZZ_INLINE ozz::math::SimdInt4 operator>(const ozz::math::SoaFloat2& _a, const ozz::math::SoaFloat2& _b) { const ozz::math::SimdInt4 x = ozz::math::CmpGt(_a.x, _b.x); const ozz::math::SimdInt4 y = ozz::math::CmpGt(_a.y, _b.y); return ozz::math::And(x, y); } // Returns true if each element of a is greater or equal to each element of _b. OZZ_INLINE ozz::math::SimdInt4 operator>=(const ozz::math::SoaFloat4& _a, const ozz::math::SoaFloat4& _b) { const ozz::math::SimdInt4 x = ozz::math::CmpGe(_a.x, _b.x); const ozz::math::SimdInt4 y = ozz::math::CmpGe(_a.y, _b.y); const ozz::math::SimdInt4 z = ozz::math::CmpGe(_a.z, _b.z); const ozz::math::SimdInt4 w = ozz::math::CmpGe(_a.w, _b.w); return ozz::math::And(ozz::math::And(ozz::math::And(x, y), z), w); } OZZ_INLINE ozz::math::SimdInt4 operator>=(const ozz::math::SoaFloat3& _a, const ozz::math::SoaFloat3& _b) { const ozz::math::SimdInt4 x = ozz::math::CmpGe(_a.x, _b.x); const ozz::math::SimdInt4 y = ozz::math::CmpGe(_a.y, _b.y); const ozz::math::SimdInt4 z = ozz::math::CmpGe(_a.z, _b.z); return ozz::math::And(ozz::math::And(x, y), z); } OZZ_INLINE ozz::math::SimdInt4 operator>=(const ozz::math::SoaFloat2& _a, const ozz::math::SoaFloat2& _b) { const ozz::math::SimdInt4 x = ozz::math::CmpGe(_a.x, _b.x); const ozz::math::SimdInt4 y = ozz::math::CmpGe(_a.y, _b.y); return ozz::math::And(x, y); } // Returns true if each element of _a is equal to each element of _b. // Uses a bitwise comparison of _a and _b, no tolerance is applied. OZZ_INLINE ozz::math::SimdInt4 operator==(const ozz::math::SoaFloat4& _a, const ozz::math::SoaFloat4& _b) { const ozz::math::SimdInt4 x = ozz::math::CmpEq(_a.x, _b.x); const ozz::math::SimdInt4 y = ozz::math::CmpEq(_a.y, _b.y); const ozz::math::SimdInt4 z = ozz::math::CmpEq(_a.z, _b.z); const ozz::math::SimdInt4 w = ozz::math::CmpEq(_a.w, _b.w); return ozz::math::And(ozz::math::And(ozz::math::And(x, y), z), w); } OZZ_INLINE ozz::math::SimdInt4 operator==(const ozz::math::SoaFloat3& _a, const ozz::math::SoaFloat3& _b) { const ozz::math::SimdInt4 x = ozz::math::CmpEq(_a.x, _b.x); const ozz::math::SimdInt4 y = ozz::math::CmpEq(_a.y, _b.y); const ozz::math::SimdInt4 z = ozz::math::CmpEq(_a.z, _b.z); return ozz::math::And(ozz::math::And(x, y), z); } OZZ_INLINE ozz::math::SimdInt4 operator==(const ozz::math::SoaFloat2& _a, const ozz::math::SoaFloat2& _b) { const ozz::math::SimdInt4 x = ozz::math::CmpEq(_a.x, _b.x); const ozz::math::SimdInt4 y = ozz::math::CmpEq(_a.y, _b.y); return ozz::math::And(x, y); } // Returns true if each element of a is different from each element of _b. // Uses a bitwise comparison of _a and _b, no tolerance is applied. OZZ_INLINE ozz::math::SimdInt4 operator!=(const ozz::math::SoaFloat4& _a, const ozz::math::SoaFloat4& _b) { const ozz::math::SimdInt4 x = ozz::math::CmpNe(_a.x, _b.x); const ozz::math::SimdInt4 y = ozz::math::CmpNe(_a.y, _b.y); const ozz::math::SimdInt4 z = ozz::math::CmpNe(_a.z, _b.z); const ozz::math::SimdInt4 w = ozz::math::CmpNe(_a.w, _b.w); return ozz::math::Or(ozz::math::Or(ozz::math::Or(x, y), z), w); } OZZ_INLINE ozz::math::SimdInt4 operator!=(const ozz::math::SoaFloat3& _a, const ozz::math::SoaFloat3& _b) { const ozz::math::SimdInt4 x = ozz::math::CmpNe(_a.x, _b.x); const ozz::math::SimdInt4 y = ozz::math::CmpNe(_a.y, _b.y); const ozz::math::SimdInt4 z = ozz::math::CmpNe(_a.z, _b.z); return ozz::math::Or(ozz::math::Or(x, y), z); } OZZ_INLINE ozz::math::SimdInt4 operator!=(const ozz::math::SoaFloat2& _a, const ozz::math::SoaFloat2& _b) { const ozz::math::SimdInt4 x = ozz::math::CmpNe(_a.x, _b.x); const ozz::math::SimdInt4 y = ozz::math::CmpNe(_a.y, _b.y); return ozz::math::Or(x, y); } namespace ozz { namespace math { // Returns the (horizontal) addition of each element of _v. OZZ_INLINE SimdFloat4 HAdd(const SoaFloat4& _v) { return _v.x + _v.y + _v.z + _v.w; } OZZ_INLINE SimdFloat4 HAdd(const SoaFloat3& _v) { return _v.x + _v.y + _v.z; } OZZ_INLINE SimdFloat4 HAdd(const SoaFloat2& _v) { return _v.x + _v.y; } // Returns the dot product of _a and _b. OZZ_INLINE SimdFloat4 Dot(const SoaFloat4& _a, const SoaFloat4& _b) { return _a.x * _b.x + _a.y * _b.y + _a.z * _b.z + _a.w * _b.w; } OZZ_INLINE SimdFloat4 Dot(const SoaFloat3& _a, const SoaFloat3& _b) { return _a.x * _b.x + _a.y * _b.y + _a.z * _b.z; } OZZ_INLINE SimdFloat4 Dot(const SoaFloat2& _a, const SoaFloat2& _b) { return _a.x * _b.x + _a.y * _b.y; } // Returns the cross product of _a and _b. OZZ_INLINE SoaFloat3 Cross(const SoaFloat3& _a, const SoaFloat3& _b) { const SoaFloat3 r = {_a.y * _b.z - _b.y * _a.z, _a.z * _b.x - _b.z * _a.x, _a.x * _b.y - _b.x * _a.y}; return r; } // Returns the length |_v| of _v. OZZ_INLINE SimdFloat4 Length(const SoaFloat4& _v) { const SimdFloat4 len2 = _v.x * _v.x + _v.y * _v.y + _v.z * _v.z + _v.w * _v.w; return Sqrt(len2); } OZZ_INLINE SimdFloat4 Length(const SoaFloat3& _v) { const SimdFloat4 len2 = _v.x * _v.x + _v.y * _v.y + _v.z * _v.z; return Sqrt(len2); } OZZ_INLINE SimdFloat4 Length(const SoaFloat2& _v) { const SimdFloat4 len2 = _v.x * _v.x + _v.y * _v.y; return Sqrt(len2); } // Returns the square length |_v|^2 of _v. OZZ_INLINE SimdFloat4 LengthSqr(const SoaFloat4& _v) { return _v.x * _v.x + _v.y * _v.y + _v.z * _v.z + _v.w * _v.w; } OZZ_INLINE SimdFloat4 LengthSqr(const SoaFloat3& _v) { return _v.x * _v.x + _v.y * _v.y + _v.z * _v.z; } OZZ_INLINE SimdFloat4 LengthSqr(const SoaFloat2& _v) { return _v.x * _v.x + _v.y * _v.y; } // Returns the normalized vector _v. OZZ_INLINE SoaFloat4 Normalize(const SoaFloat4& _v) { const SimdFloat4 len2 = _v.x * _v.x + _v.y * _v.y + _v.z * _v.z + _v.w * _v.w; assert(AreAllTrue(CmpNe(len2, simd_float4::zero())) && "_v is not normalizable"); const SimdFloat4 inv_len = math::simd_float4::one() / Sqrt(len2); const SoaFloat4 r = {_v.x * inv_len, _v.y * inv_len, _v.z * inv_len, _v.w * inv_len}; return r; } OZZ_INLINE SoaFloat3 Normalize(const SoaFloat3& _v) { const SimdFloat4 len2 = _v.x * _v.x + _v.y * _v.y + _v.z * _v.z; assert(AreAllTrue(CmpNe(len2, simd_float4::zero())) && "_v is not normalizable"); const SimdFloat4 inv_len = math::simd_float4::one() / Sqrt(len2); const SoaFloat3 r = {_v.x * inv_len, _v.y * inv_len, _v.z * inv_len}; return r; } OZZ_INLINE SoaFloat2 Normalize(const SoaFloat2& _v) { const SimdFloat4 len2 = _v.x * _v.x + _v.y * _v.y; assert(AreAllTrue(CmpNe(len2, simd_float4::zero())) && "_v is not normalizable"); const SimdFloat4 inv_len = math::simd_float4::one() / Sqrt(len2); const SoaFloat2 r = {_v.x * inv_len, _v.y * inv_len}; return r; } // Test if each vector _v is normalized. OZZ_INLINE math::SimdInt4 IsNormalized(const SoaFloat4& _v) { const SimdFloat4 len2 = _v.x * _v.x + _v.y * _v.y + _v.z * _v.z + _v.w * _v.w; return CmpLt(Abs(len2 - math::simd_float4::one()), simd_float4::Load1(kNormalizationToleranceSq)); } OZZ_INLINE math::SimdInt4 IsNormalized(const SoaFloat3& _v) { const SimdFloat4 len2 = _v.x * _v.x + _v.y * _v.y + _v.z * _v.z; return CmpLt(Abs(len2 - math::simd_float4::one()), simd_float4::Load1(kNormalizationToleranceSq)); } OZZ_INLINE math::SimdInt4 IsNormalized(const SoaFloat2& _v) { const SimdFloat4 len2 = _v.x * _v.x + _v.y * _v.y; return CmpLt(Abs(len2 - math::simd_float4::one()), simd_float4::Load1(kNormalizationToleranceSq)); } // Test if each vector _v is normalized using estimated tolerance. OZZ_INLINE math::SimdInt4 IsNormalizedEst(const SoaFloat4& _v) { const SimdFloat4 len2 = _v.x * _v.x + _v.y * _v.y + _v.z * _v.z + _v.w * _v.w; return CmpLt(Abs(len2 - math::simd_float4::one()), simd_float4::Load1(kNormalizationToleranceEstSq)); } OZZ_INLINE math::SimdInt4 IsNormalizedEst(const SoaFloat3& _v) { const SimdFloat4 len2 = _v.x * _v.x + _v.y * _v.y + _v.z * _v.z; return CmpLt(Abs(len2 - math::simd_float4::one()), simd_float4::Load1(kNormalizationToleranceEstSq)); } OZZ_INLINE math::SimdInt4 IsNormalizedEst(const SoaFloat2& _v) { const SimdFloat4 len2 = _v.x * _v.x + _v.y * _v.y; return CmpLt(Abs(len2 - math::simd_float4::one()), simd_float4::Load1(kNormalizationToleranceEstSq)); } // Returns the normalized vector _v if the norm of _v is not 0. // Otherwise returns _safer. OZZ_INLINE SoaFloat4 NormalizeSafe(const SoaFloat4& _v, const SoaFloat4& _safer) { assert(AreAllTrue(IsNormalizedEst(_safer)) && "_safer is not normalized"); const SimdFloat4 len2 = _v.x * _v.x + _v.y * _v.y + _v.z * _v.z + _v.w * _v.w; const math::SimdInt4 b = CmpNe(len2, math::simd_float4::zero()); const SimdFloat4 inv_len = math::simd_float4::one() / Sqrt(len2); const SoaFloat4 r = { Select(b, _v.x * inv_len, _safer.x), Select(b, _v.y * inv_len, _safer.y), Select(b, _v.z * inv_len, _safer.z), Select(b, _v.w * inv_len, _safer.w)}; return r; } OZZ_INLINE SoaFloat3 NormalizeSafe(const SoaFloat3& _v, const SoaFloat3& _safer) { assert(AreAllTrue(IsNormalizedEst(_safer)) && "_safer is not normalized"); const SimdFloat4 len2 = _v.x * _v.x + _v.y * _v.y + _v.z * _v.z; const math::SimdInt4 b = CmpNe(len2, math::simd_float4::zero()); const SimdFloat4 inv_len = math::simd_float4::one() / Sqrt(len2); const SoaFloat3 r = {Select(b, _v.x * inv_len, _safer.x), Select(b, _v.y * inv_len, _safer.y), Select(b, _v.z * inv_len, _safer.z)}; return r; } OZZ_INLINE SoaFloat2 NormalizeSafe(const SoaFloat2& _v, const SoaFloat2& _safer) { assert(AreAllTrue(IsNormalizedEst(_safer)) && "_safer is not normalized"); const SimdFloat4 len2 = _v.x * _v.x + _v.y * _v.y; const math::SimdInt4 b = CmpNe(len2, math::simd_float4::zero()); const SimdFloat4 inv_len = math::simd_float4::one() / Sqrt(len2); const SoaFloat2 r = {Select(b, _v.x * inv_len, _safer.x), Select(b, _v.y * inv_len, _safer.y)}; return r; } // Returns the linear interpolation of _a and _b with coefficient _f. // _f is not limited to range [0,1]. OZZ_INLINE SoaFloat4 Lerp(const SoaFloat4& _a, const SoaFloat4& _b, _SimdFloat4 _f) { const SoaFloat4 r = {(_b.x - _a.x) * _f + _a.x, (_b.y - _a.y) * _f + _a.y, (_b.z - _a.z) * _f + _a.z, (_b.w - _a.w) * _f + _a.w}; return r; } OZZ_INLINE SoaFloat3 Lerp(const SoaFloat3& _a, const SoaFloat3& _b, _SimdFloat4 _f) { const SoaFloat3 r = {(_b.x - _a.x) * _f + _a.x, (_b.y - _a.y) * _f + _a.y, (_b.z - _a.z) * _f + _a.z}; return r; } OZZ_INLINE SoaFloat2 Lerp(const SoaFloat2& _a, const SoaFloat2& _b, _SimdFloat4 _f) { const SoaFloat2 r = {(_b.x - _a.x) * _f + _a.x, (_b.y - _a.y) * _f + _a.y}; return r; } // Returns the minimum of each element of _a and _b. OZZ_INLINE SoaFloat4 Min(const SoaFloat4& _a, const SoaFloat4& _b) { const SoaFloat4 r = {Min(_a.x, _b.x), Min(_a.y, _b.y), Min(_a.z, _b.z), Min(_a.w, _b.w)}; return r; } OZZ_INLINE SoaFloat3 Min(const SoaFloat3& _a, const SoaFloat3& _b) { const SoaFloat3 r = {Min(_a.x, _b.x), Min(_a.y, _b.y), Min(_a.z, _b.z)}; return r; } OZZ_INLINE SoaFloat2 Min(const SoaFloat2& _a, const SoaFloat2& _b) { const SoaFloat2 r = {Min(_a.x, _b.x), Min(_a.y, _b.y)}; return r; } // Returns the maximum of each element of _a and _b. OZZ_INLINE SoaFloat4 Max(const SoaFloat4& _a, const SoaFloat4& _b) { const SoaFloat4 r = {Max(_a.x, _b.x), Max(_a.y, _b.y), Max(_a.z, _b.z), Max(_a.w, _b.w)}; return r; } OZZ_INLINE SoaFloat3 Max(const SoaFloat3& _a, const SoaFloat3& _b) { const SoaFloat3 r = {Max(_a.x, _b.x), Max(_a.y, _b.y), Max(_a.z, _b.z)}; return r; } OZZ_INLINE SoaFloat2 Max(const SoaFloat2& _a, const SoaFloat2& _b) { const SoaFloat2 r = {Max(_a.x, _b.x), Max(_a.y, _b.y)}; return r; } // Clamps each element of _x between _a and _b. // _a must be less or equal to b; OZZ_INLINE SoaFloat4 Clamp(const SoaFloat4& _a, const SoaFloat4& _v, const SoaFloat4& _b) { return Max(_a, Min(_v, _b)); } OZZ_INLINE SoaFloat3 Clamp(const SoaFloat3& _a, const SoaFloat3& _v, const SoaFloat3& _b) { return Max(_a, Min(_v, _b)); } OZZ_INLINE SoaFloat2 Clamp(const SoaFloat2& _a, const SoaFloat2& _v, const SoaFloat2& _b) { return Max(_a, Min(_v, _b)); } } // namespace math } // namespace ozz #endif // OZZ_OZZ_BASE_MATHS_SOA_FLOAT_H_