/****************************************************************************** Copyright (C) 2023 by Lain Bailey This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . ******************************************************************************/ #pragma once #include "math-defs.h" #include "vec4.h" #include "../util/sse-intrin.h" #ifdef __cplusplus extern "C" { #endif struct plane; struct matrix3; struct matrix4; struct quat; struct vec3 { union { struct { float x, y, z, w; }; float ptr[4]; __m128 m; }; }; static inline void vec3_zero(struct vec3 *v) { v->m = _mm_setzero_ps(); } static inline void vec3_set(struct vec3 *dst, float x, float y, float z) { dst->m = _mm_set_ps(0.0f, z, y, x); } static inline void vec3_copy(struct vec3 *dst, const struct vec3 *v) { dst->m = v->m; } EXPORT void vec3_from_vec4(struct vec3 *dst, const struct vec4 *v); static inline void vec3_add(struct vec3 *dst, const struct vec3 *v1, const struct vec3 *v2) { dst->m = _mm_add_ps(v1->m, v2->m); dst->w = 0.0f; } static inline void vec3_sub(struct vec3 *dst, const struct vec3 *v1, const struct vec3 *v2) { dst->m = _mm_sub_ps(v1->m, v2->m); dst->w = 0.0f; } static inline void vec3_mul(struct vec3 *dst, const struct vec3 *v1, const struct vec3 *v2) { dst->m = _mm_mul_ps(v1->m, v2->m); } static inline void vec3_div(struct vec3 *dst, const struct vec3 *v1, const struct vec3 *v2) { dst->m = _mm_div_ps(v1->m, v2->m); dst->w = 0.0f; } static inline void vec3_addf(struct vec3 *dst, const struct vec3 *v, float f) { dst->m = _mm_add_ps(v->m, _mm_set1_ps(f)); dst->w = 0.0f; } static inline void vec3_subf(struct vec3 *dst, const struct vec3 *v, float f) { dst->m = _mm_sub_ps(v->m, _mm_set1_ps(f)); dst->w = 0.0f; } static inline void vec3_mulf(struct vec3 *dst, const struct vec3 *v, float f) { dst->m = _mm_mul_ps(v->m, _mm_set1_ps(f)); } static inline void vec3_divf(struct vec3 *dst, const struct vec3 *v, float f) { dst->m = _mm_div_ps(v->m, _mm_set1_ps(f)); dst->w = 0.0f; } static inline float vec3_dot(const struct vec3 *v1, const struct vec3 *v2) { struct vec3 add; __m128 mul = _mm_mul_ps(v1->m, v2->m); add.m = _mm_add_ps(_mm_movehl_ps(mul, mul), mul); add.m = _mm_add_ps(_mm_shuffle_ps(add.m, add.m, 0x55), add.m); return add.x; } static inline void vec3_cross(struct vec3 *dst, const struct vec3 *v1, const struct vec3 *v2) { __m128 s1v1 = _mm_shuffle_ps(v1->m, v1->m, _MM_SHUFFLE(3, 0, 2, 1)); __m128 s1v2 = _mm_shuffle_ps(v2->m, v2->m, _MM_SHUFFLE(3, 1, 0, 2)); __m128 s2v1 = _mm_shuffle_ps(v1->m, v1->m, _MM_SHUFFLE(3, 1, 0, 2)); __m128 s2v2 = _mm_shuffle_ps(v2->m, v2->m, _MM_SHUFFLE(3, 0, 2, 1)); dst->m = _mm_sub_ps(_mm_mul_ps(s1v1, s1v2), _mm_mul_ps(s2v1, s2v2)); } static inline void vec3_neg(struct vec3 *dst, const struct vec3 *v) { dst->x = -v->x; dst->y = -v->y; dst->z = -v->z; dst->w = 0.0f; } static inline float vec3_len(const struct vec3 *v) { float dot_val = vec3_dot(v, v); return (dot_val > 0.0f) ? sqrtf(dot_val) : 0.0f; } static inline float vec3_dist(const struct vec3 *v1, const struct vec3 *v2) { struct vec3 temp; float dot_val; vec3_sub(&temp, v1, v2); dot_val = vec3_dot(&temp, &temp); return (dot_val > 0.0f) ? sqrtf(dot_val) : 0.0f; } static inline void vec3_norm(struct vec3 *dst, const struct vec3 *v) { float dot_val = vec3_dot(v, v); dst->m = (dot_val > 0.0f) ? _mm_mul_ps(v->m, _mm_set1_ps(1.0f / sqrtf(dot_val))) : _mm_setzero_ps(); } static inline bool vec3_close(const struct vec3 *v1, const struct vec3 *v2, float epsilon) { struct vec3 test; vec3_sub(&test, v1, v2); return test.x < epsilon && test.y < epsilon && test.z < epsilon; } static inline void vec3_min(struct vec3 *dst, const struct vec3 *v1, const struct vec3 *v2) { dst->m = _mm_min_ps(v1->m, v2->m); dst->w = 0.0f; } static inline void vec3_minf(struct vec3 *dst, const struct vec3 *v, float f) { dst->m = _mm_min_ps(v->m, _mm_set1_ps(f)); dst->w = 0.0f; } static inline void vec3_max(struct vec3 *dst, const struct vec3 *v1, const struct vec3 *v2) { dst->m = _mm_max_ps(v1->m, v2->m); dst->w = 0.0f; } static inline void vec3_maxf(struct vec3 *dst, const struct vec3 *v, float f) { dst->m = _mm_max_ps(v->m, _mm_set1_ps(f)); dst->w = 0.0f; } static inline void vec3_abs(struct vec3 *dst, const struct vec3 *v) { dst->x = fabsf(v->x); dst->y = fabsf(v->y); dst->z = fabsf(v->z); dst->w = 0.0f; } static inline void vec3_floor(struct vec3 *dst, const struct vec3 *v) { dst->x = floorf(v->x); dst->y = floorf(v->y); dst->z = floorf(v->z); dst->w = 0.0f; } static inline void vec3_ceil(struct vec3 *dst, const struct vec3 *v) { dst->x = ceilf(v->x); dst->y = ceilf(v->y); dst->z = ceilf(v->z); dst->w = 0.0f; } EXPORT float vec3_plane_dist(const struct vec3 *v, const struct plane *p); EXPORT void vec3_transform(struct vec3 *dst, const struct vec3 *v, const struct matrix4 *m); EXPORT void vec3_rotate(struct vec3 *dst, const struct vec3 *v, const struct matrix3 *m); EXPORT void vec3_transform3x4(struct vec3 *dst, const struct vec3 *v, const struct matrix3 *m); EXPORT void vec3_mirror(struct vec3 *dst, const struct vec3 *v, const struct plane *p); EXPORT void vec3_mirrorv(struct vec3 *dst, const struct vec3 *v, const struct vec3 *vec); EXPORT void vec3_rand(struct vec3 *dst, int positive_only); #ifdef __cplusplus } #endif