#ifndef CVECTOR3F_HPP #define CVECTOR3F_HPP #include "Global.hpp" #include #include #include typedef union { float v[4]; #if __SSE__ __m128 mVec128; #endif } TVectorUnion; class ZE_ALIGN(16) CVector3f { public: ZE_DECLARE_ALIGNED_ALLOCATOR(); inline CVector3f() {zeroOut();} #if __SSE__ CVector3f(const __m128& mVec128) : mVec128(mVec128) {v[3] = 0.0f;} #endif CVector3f(float xyz) {splat(xyz);} CVector3f(float x, float y, float z) {v[0] = x; v[1] = y; v[2] = z; v[3] = 0.0;} CVector3f(Athena::io::IStreamReader& input) { x = input.readFloat(); y = input.readFloat(); z = input.readFloat(); v[3] = 0.0f; } inline bool operator ==(const CVector3f& rhs) const {return (x == rhs.x && y == rhs.y && z == rhs.z);} inline bool operator !=(const CVector3f& rhs) const {return !(*this == rhs);} inline CVector3f operator+(const CVector3f& rhs) const { #if __SSE__ return CVector3f(_mm_add_ps(mVec128, rhs.mVec128)); #else return CVector3f(x + rhs.x, y + rhs.y, z + rhs.z); #endif } inline CVector3f operator-(const CVector3f& rhs) const { #if __SSE__ return CVector3f(_mm_sub_ps(mVec128, rhs.mVec128)); #else return CVector3f(x - rhs.x, y - rhs.y, z - rhs.z); #endif } inline CVector3f operator-() const { #if __SSE__ return CVector3f(_mm_sub_ps(_mm_xor_ps(mVec128, mVec128), mVec128)); #else return CVector3f(-x, -y, -z); #endif } inline CVector3f operator*(const CVector3f& rhs) const { #if __SSE__ return CVector3f(_mm_mul_ps(mVec128, rhs.mVec128)); #else return CVector3f(x * rhs.x, y * rhs.y, z * rhs.z); #endif } inline CVector3f operator/(const CVector3f& rhs) const { #if __SSE__ return CVector3f(_mm_div_ps(mVec128, rhs.mVec128)); #else return CVector3f(x / rhs.x, y / rhs.y, z / rhs.z); #endif } inline CVector3f operator+(float val) const { #if __SSE__ TVectorUnion splat = {{val, val, val, 0.0}}; return CVector3f(_mm_add_ps(mVec128, splat.mVec128)); #else return CVector3f(x + val, y + val, z + val); #endif } inline CVector3f operator-(float val) const { #if __SSE__ TVectorUnion splat = {{val, val, val, 0.0}}; return CVector3f(_mm_sub_ps(mVec128, splat.mVec128)); #else return CVector3f(x - val, y - val, z - val); #endif } inline CVector3f operator*(float val) const { #if __SSE__ TVectorUnion splat = {{val, val, val, 0.0}}; return CVector3f(_mm_mul_ps(mVec128, splat.mVec128)); #else return CVector3f(x * val, y * val, z * val); #endif } inline CVector3f operator/(float val) const { #if __SSE__ TVectorUnion splat = {{val, val, val, 0.0}}; return CVector3f(_mm_div_ps(mVec128, splat.mVec128)); #else return CVector3f(x / val, y / val, z / val); #endif } inline const CVector3f& operator +=(const CVector3f& rhs) { #if __SSE__ mVec128 = _mm_add_ps(mVec128, rhs.mVec128); #else x += rhs.x; y += rhs.y; z += rhs.z; #endif return *this; } inline const CVector3f& operator -=(const CVector3f& rhs) { #if __SSE__ mVec128 = _mm_sub_ps(mVec128, rhs.mVec128); #else x -= rhs.x; y -= rhs.y; z -= rhs.z; #endif return *this; } inline const CVector3f& operator *=(const CVector3f& rhs) { #if __SSE__ mVec128 = _mm_mul_ps(mVec128, rhs.mVec128); #else x *= rhs.x; y *= rhs.y; z *= rhs.z; #endif return *this; } inline const CVector3f& operator /=(const CVector3f& rhs) { #if __SSE__ mVec128 = _mm_div_ps(mVec128, rhs.mVec128); #else x /= rhs.x; y /= rhs.y; z /= rhs.z; #endif return *this; } inline void normalize() { float mag = length(); assert(mag != 0.0); mag = 1.0 / mag; *this *= mag; } inline CVector3f normalized() const { float mag = length(); assert(mag != 0.0); mag = 1.0 / mag; return *this * mag; } inline CVector3f cross(const CVector3f& rhs) const { return CVector3f(y * rhs.z - z * rhs.y, z * rhs.x - x * rhs.z, x * rhs.y - y * rhs.x); } inline float dot(const CVector3f& rhs) const { #if __SSE4_1__ TVectorUnion result; result.mVec128 = _mm_dp_ps(mVec128, rhs.mVec128, 0x71); return result.v[0]; #elif __SSE__ TVectorUnion result; result.mVec128 = _mm_mul_ps(mVec128, rhs.mVec128); return result.v[0] + result.v[1] + result.v[2]; #else return (x * rhs.x) + (y * rhs.y) + (z * rhs.z); #endif } inline float lengthSquared() const { #if __SSE4_1__ TVectorUnion result; result.mVec128 = _mm_dp_ps(mVec128, mVec128, 0x71); return result.v[0]; #elif __SSE__ TVectorUnion result; result.mVec128 = _mm_mul_ps(mVec128, mVec128); return result.v[0] + result.v[1] + result.v[2]; #else return x*x + y*y + z*z; #endif } inline float length() const { return sqrtf(lengthSquared()); } inline void zeroOut() { #if __SSE__ mVec128 = _mm_xor_ps(mVec128, mVec128); #else v[0] = 0.0; v[1] = 0.0; v[2] = 0.0; v[3] = 0.0; #endif } inline void splat(float xyz) { #if __SSE__ TVectorUnion splat = {{xyz, xyz, xyz, 0.0f}}; mVec128 = splat.mVec128; #else v[0] = xyz; v[1] = xyz; v[2] = xyz; v[3] = 0.0f; #endif } static float getAngleDiff(const CVector3f& a, const CVector3f& b); static inline CVector3f lerp(const CVector3f& a, const CVector3f& b, float t) { return (a + (b - a) * t); } static inline CVector3f nlerp(const CVector3f& a, const CVector3f& b, float t) { return lerp(a, b, t).normalized(); } static CVector3f slerp(const CVector3f& a, const CVector3f& b, float t); inline float& operator[](size_t idx) {return (&x)[idx];} inline const float& operator[](size_t idx) const {return (&x)[idx];} union { struct { float x, y, z; }; float v[4]; #if __SSE__ __m128 mVec128; #endif }; static const CVector3f skOne; static const CVector3f skNegOne; static const CVector3f skZero; }; static inline CVector3f operator+(float lhs, const CVector3f& rhs) { #if __SSE__ TVectorUnion splat = {{lhs, lhs, lhs, 0.0}}; return CVector3f(_mm_add_ps(splat.mVec128, rhs.mVec128)); #else return CVector3f(lhs + rhs.x, lhs + rhs.y, lhs + rhs.z); #endif } static inline CVector3f operator-(float lhs, const CVector3f& rhs) { #if __SSE__ TVectorUnion splat = {{lhs, lhs, lhs, 0.0}}; return CVector3f(_mm_sub_ps(splat.mVec128, rhs.mVec128)); #else return CVector3f(lhs - rhs.x, lhs - rhs.y, lhs - rhs.z); #endif } static inline CVector3f operator*(float lhs, const CVector3f& rhs) { #if __SSE__ TVectorUnion splat = {{lhs, lhs, lhs, 0.0}}; return CVector3f(_mm_mul_ps(splat.mVec128, rhs.mVec128)); #else return CVector3f(lhs * rhs.x, lhs * rhs.y, lhs * rhs.z); #endif } static inline CVector3f operator/(float lhs, const CVector3f& rhs) { #if __SSE__ TVectorUnion splat = {{lhs, lhs, lhs, 0.0}}; return CVector3f(_mm_div_ps(splat.mVec128, rhs.mVec128)); #else return CVector3f(lhs / rhs.x, lhs / rhs.y, lhs / rhs.z); #endif } #endif // CVECTOR3F_HPP