/**************************************************************************** Copyright (c) 2007, Radon Labs GmbH Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn 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. ****************************************************************************/ #pragma once #include "core/types.h" #include "math/scalar.h" #include "math/OgreMath/OgreVector4.h" //------------------------------------------------------------------------------ namespace Math { class matrix44; class float4; // win32 VC++ does not support passing aligned objects as value so far // here is a bug-report at microsoft saying so: // http://connect.microsoft.com/VisualStudio/feedback/ViewFeedback.aspx?FeedbackID=334581 typedef const float4& __Float4Arg; class float4 { public: /// default constructor, NOTE: does NOT setup components! float4(); /// construct from values float4(scalar x, scalar y, scalar z, scalar w); /// !!!! copy constructor forbidden, otherwise passing float4's to a function /// !!!! via Registers doesnt work //float4(const float4& rhs); /// construct from Ogre::Vector4 float4(Ogre::Vector4 rhs); /// assignment operator void operator=(const float4 &rhs); /// assign an Ogre::Vector4 void operator=(Ogre::Vector4 rhs); /// flip sign float4 operator-() const; /// inplace add void operator+=(const float4 &rhs); /// inplace sub void operator-=(const float4 &rhs); /// inplace scalar multiply void operator*=(scalar s); /// muliply by a vector component-wise void operator*=(const float4& rhs); /// add 2 vectors float4 operator+(const float4 &rhs) const; /// subtract 2 vectors float4 operator-(const float4 &rhs) const; /// multiply with scalar float4 operator*(scalar s) const; /// equality operator bool operator==(const float4 &rhs) const; /// inequality operator bool operator!=(const float4 &rhs) const; /// [] operator scalar& operator[](const IndexT &index); /// write content to unaligned memory through the write cache void storeu(scalar* ptr) const; /// load content from unaligned memory void loadu(const scalar* ptr); /// stream content to 16-byte-aligned memory circumventing the write-cache void stream(scalar* ptr) const; /// set content void set(scalar x, scalar y, scalar z, scalar w); /// set the x component void set_x(scalar x); /// set the y component void set_y(scalar y); /// set the z component void set_z(scalar z); /// set the w component void set_w(scalar w); /// read/write access to x component scalar& x(); /// read/write access to y component scalar& y(); /// read/write access to z component scalar& z(); /// read/write access to w component scalar& w(); /// read-only access to x component scalar x() const; /// read-only access to y component scalar y() const; /// read-only access to z component scalar z() const; /// read-only access to w component scalar w() const; /// return length of vector scalar length() const; /// return squared length of vector scalar lengthsq() const; /// return compononent-wise absolute float4 abs() const; /// return 1.0 / vec static float4 reciprocal(const float4 &v); /// component-wise multiplication static float4 multiply(const float4 &v0, const float4 &v1); /// return 3-dimensional cross product static float4 cross3(const float4 &v0, const float4 &v1); /// return 3d dot product of vectors static scalar dot3(const float4 &v0, const float4 &v1); /// return 4d dot product of vectors static scalar dot4(const float4 &v0, const float4 &v1); /// perform linear interpolation between 2 4d vectors static float4 lerp(const float4 &v0, const float4 &v1, scalar s); /// return 4d vector made up of largest components of 2 vectors static float4 maximize(const float4 &v0, const float4 &v1); /// return 4d vector made up of smallest components of 2 vectors static float4 minimize(const float4 &v0, const float4 &v1); /// return normalized version of 4d vector static float4 normalize(const float4 &v); /// return floor of every vec elements static float4 floor(const float4 &v); /// transform 4d vector by matrix44 #ifdef __VC__ static __declspec(deprecated) float4 transform(const matrix44 &m, __Float4Arg v); #else static float4 transform(const matrix44 &m, __Float4Arg v); #endif /// return true if any XYZ component is less-then static bool less3_any(const float4 &v0, const float4 &v1); /// return true if all XYZ components are less-then static bool less3_all(const float4 &v0, const float4 &v1); /// return true if any XYZ component is greater static bool greater3_any(const float4 &v0, const float4 &v1); /// return true if any XYZ component is greater-or-equal static bool greaterequal3_any(const float4 &v0, const float4 &v1); /// return true if all XYZ components are greater-or-equal static bool greaterequal3_all(const float4 &v0, const float4 &v1); /// return true if any XYZ component is equal static bool equal3_any(const float4 &v0, const float4 &v1); /// return true if all XYZ components are equal static bool equal3_all(const float4 &v0, const float4 &v1); /// return true if any XYZW component is less-then static bool less4_any(const float4 &v0, const float4 &v1); /// unpack the first element from a Ogre::Vector4 static float unpack_x(Ogre::Vector4 v); /// unpack the second element from a Ogre::Vector4 static float unpack_y(Ogre::Vector4 v); /// unpack the third element from a Ogre::Vector4 static float unpack_z(Ogre::Vector4 v); /// unpack the fourth element from a Ogre::Vector4 static float unpack_w(Ogre::Vector4 v); Ogre::Vector4 vec; }; //------------------------------------------------------------------------------ /** */ __forceinline float4::float4() : vec(0.0f,0.0f,0.0f,0.0f) { // empty } //------------------------------------------------------------------------------ /** */ __forceinline float4::float4(scalar x, scalar y, scalar z, scalar w) { this->vec = Ogre::Vector4(x, y, z, w); } //------------------------------------------------------------------------------ /** */ __forceinline float4::float4(Ogre::Vector4 rhs) : vec(rhs) { // empty } //------------------------------------------------------------------------------ /** */ __forceinline void float4::operator=(const float4 &rhs) { this->vec = rhs.vec; } //------------------------------------------------------------------------------ /** */ __forceinline void float4::operator=(Ogre::Vector4 rhs) { this->vec = rhs; } //------------------------------------------------------------------------------ /** */ __forceinline bool float4::operator==(const float4 &rhs) const { return this->vec == rhs.vec; } //------------------------------------------------------------------------------ /** */ __forceinline bool float4::operator!=(const float4 &rhs) const { return this->vec != rhs.vec; } //------------------------------------------------------------------------------ /** */ __forceinline scalar& float4::operator[](const IndexT &index) { #if NEBULA3_BOUNDSCHECKS n_assert((index>=0) && (index<=3)); #endif return this->vec[index]; } //------------------------------------------------------------------------------ /** Store to non-aligned float pointer. */ __forceinline void float4::storeu(scalar* ptr) const { memcpy(ptr,(void*)this->vec.ptr(),sizeof(float4)); } //------------------------------------------------------------------------------ /** Load 4 floats from unaligned memory. */ __forceinline void float4::loadu(const scalar* ptr) { memcpy((void*)this->vec.ptr(),ptr,sizeof(float4)); } //------------------------------------------------------------------------------ /** */ __forceinline void float4::stream(scalar* ptr) const { memcpy(ptr,(void*)this->vec.ptr(),sizeof(float4)); } //------------------------------------------------------------------------------ /** */ __forceinline float4 float4::operator-() const { return -this->vec; } //------------------------------------------------------------------------------ /** */ __forceinline float4 float4::operator*(scalar t) const { return this->vec * t; } //------------------------------------------------------------------------------ /** */ __forceinline void float4::operator*=(const float4& rhs) { this->vec *= rhs.vec; } //------------------------------------------------------------------------------ /** */ __forceinline void float4::operator+=(const float4 &rhs) { this->vec += rhs.vec; } //------------------------------------------------------------------------------ /** */ __forceinline void float4::operator-=(const float4 &rhs) { this->vec = this->vec - rhs.vec; } //------------------------------------------------------------------------------ /** */ __forceinline void float4::operator*=(scalar s) { this->vec *= s; } //------------------------------------------------------------------------------ /** */ __forceinline float4 float4::operator+(const float4 &rhs) const { return this->vec + rhs.vec; } //------------------------------------------------------------------------------ /** */ __forceinline float4 float4::operator-(const float4 &rhs) const { return this->vec - rhs.vec; } //------------------------------------------------------------------------------ /** */ __forceinline void float4::set(scalar x, scalar y, scalar z, scalar w) { this->vec = Ogre::Vector4(x,y,z,w); } //------------------------------------------------------------------------------ /** */ __forceinline scalar& float4::x() { return this->vec.x; } //------------------------------------------------------------------------------ /** */ __forceinline scalar float4::x() const { return float4::unpack_x(this->vec); } //------------------------------------------------------------------------------ /** */ __forceinline scalar& float4::y() { return this->vec.y; } //------------------------------------------------------------------------------ /** */ __forceinline scalar float4::y() const { return float4::unpack_y(this->vec); } //------------------------------------------------------------------------------ /** */ __forceinline scalar& float4::z() { return this->vec.z; } //------------------------------------------------------------------------------ /** */ __forceinline scalar float4::z() const { return float4::unpack_z(this->vec); } //------------------------------------------------------------------------------ /** */ __forceinline scalar& float4::w() { return this->vec.w; } //------------------------------------------------------------------------------ /** */ __forceinline scalar float4::w() const { return float4::unpack_w(this->vec); } //------------------------------------------------------------------------------ /** */ __forceinline void float4::set_x(scalar x) { this->vec.x = x; } //------------------------------------------------------------------------------ /** */ __forceinline void float4::set_y(scalar y) { this->vec.y = y; } //------------------------------------------------------------------------------ /** */ __forceinline void float4::set_z(scalar z) { this->vec.z = z; } //------------------------------------------------------------------------------ /** */ __forceinline void float4::set_w(scalar w) { this->vec.w = w; } //------------------------------------------------------------------------------ /** */ __forceinline scalar float4::length() const { return Ogre::Vector3(this->vec.x,this->vec.y,this->vec.z).length(); } //------------------------------------------------------------------------------ /** */ __forceinline scalar float4::lengthsq() const { return Ogre::Vector3(this->vec.x,this->vec.y,this->vec.z).squaredLength(); } //------------------------------------------------------------------------------ /** */ __forceinline float4 float4::reciprocal(const float4 &v) { return 1/v.vec; } //------------------------------------------------------------------------------ /** */ __forceinline float4 float4::multiply(const float4 &v0, const float4 &v1) { return float4(v0.vec * v1.vec); } //------------------------------------------------------------------------------ /** */ __forceinline float4 float4::abs() const { return float4(fabsf(this->vec.x),fabsf(this->vec.y),fabsf(this->vec.z),fabsf(this->vec.w)); } //------------------------------------------------------------------------------ /** */ __forceinline float4 float4::cross3(const float4 &v0, const float4 &v1) { return float4(Ogre::Vector4(Ogre::Vector3(v0.vec.x,v0.vec.y,v0.vec.z).crossProduct(Ogre::Vector3(v1.vec.x,v1.vec.y,v1.vec.z)))); } //------------------------------------------------------------------------------ /** */ __forceinline scalar float4::dot3(const float4 &v0, const float4 &v1) { return Ogre::Vector3(v0.vec.x,v0.vec.y,v0.vec.z).dotProduct(Ogre::Vector3(v1.vec.x,v1.vec.y,v1.vec.z)); } //------------------------------------------------------------------------------ /** */ __forceinline scalar float4::dot4(const float4 &v0, const float4 &v1) { return v0.vec.x * v1.vec.x + v0.vec.y * v1.vec.y + v0.vec.z * v1.vec.z + v0.vec.w * v1.vec.w; } //------------------------------------------------------------------------------ /** */ __forceinline float4 float4::lerp(const float4 &v0, const float4 &v1, scalar s) { float4 Result; Result.set_x(v0.vec.x + s * (v1.vec.x - v0.vec.x)); Result.set_y(v0.vec.y + s * (v1.vec.y - v0.vec.y)); Result.set_z(v0.vec.z + s * (v1.vec.z - v0.vec.z)); Result.set_w(v0.vec.w + s * (v1.vec.w - v0.vec.w)); return Result; } //------------------------------------------------------------------------------ /** */ __forceinline float4 float4::maximize(const float4 &v0, const float4 &v1) { float4 result; result.set_x(v0.vec.x > v1.vec.x ? v0.vec.x : v1.vec.x); result.set_y(v0.vec.y > v1.vec.y ? v0.vec.y : v1.vec.y); result.set_z(v0.vec.z > v1.vec.z ? v0.vec.z : v1.vec.z); result.set_w(v0.vec.w > v1.vec.w ? v0.vec.w : v1.vec.w); return result; } //------------------------------------------------------------------------------ /** */ __forceinline float4 float4::minimize(const float4 &v0, const float4 &v1) { float4 result; result.set_x(v0.vec.x < v1.vec.x ? v0.vec.x : v1.vec.x); result.set_y(v0.vec.y < v1.vec.y ? v0.vec.y : v1.vec.y); result.set_z(v0.vec.z < v1.vec.z ? v0.vec.z : v1.vec.z); result.set_w(v0.vec.w < v1.vec.w ? v0.vec.w : v1.vec.w); return result; } //------------------------------------------------------------------------------ /** */ __forceinline float4 float4::normalize(const float4 &v) { if (float4::equal3_all(v, float4(0,0,0,0))) return v; else { scalar fLength = Ogre::Math::Sqrt( v.vec.x * v.vec.x + v.vec.y * v.vec.y + v.vec.z * v.vec.z + v.vec.w + v.vec.w ); // Will also work for zero-sized vectors, but will change nothing if ( fLength > 1e-08 ) { float4 retv = v; scalar fInvLength = 1.0f / fLength; retv.vec.x *= fInvLength; retv.vec.y *= fInvLength; retv.vec.z *= fInvLength; retv.vec.w *= fInvLength; return retv; } return v; } } //------------------------------------------------------------------------------ /** */ __forceinline bool float4::less4_any(const float4 &v0, const float4 &v1) { return (v0.vec.x < v1.vec.x || v0.vec.y < v1.vec.y || v0.vec.z < v1.vec.z || v0.vec.w < v1.vec.w); } //------------------------------------------------------------------------------ /** */ __forceinline bool float4::less3_any(const float4 &v0, const float4 &v1) { return (v0.vec.x < v1.vec.x || v0.vec.y < v1.vec.y || v0.vec.z < v1.vec.z); } //------------------------------------------------------------------------------ /** */ __forceinline bool float4::less3_all(const float4 &v0, const float4 &v1) { return (v0.vec.x < v1.vec.x && v0.vec.y < v1.vec.y && v0.vec.z < v1.vec.z); } //------------------------------------------------------------------------------ /** */ __forceinline bool float4::greater3_any(const float4 &v0, const float4 &v1) { return (v0.vec.x > v1.vec.x || v0.vec.y > v1.vec.y || v0.vec.z > v1.vec.z); } //------------------------------------------------------------------------------ /** */ __forceinline bool float4::greaterequal3_all(const float4 &v0, const float4 &v1) { return (v0.vec.x >= v1.vec.x && v0.vec.y >= v1.vec.y && v0.vec.z >= v1.vec.z); } //------------------------------------------------------------------------------ /** */ __forceinline bool float4::equal3_all(const float4 &v0, const float4 &v1) { return (v0.vec.x == v1.vec.x && v0.vec.y == v1.vec.y && v0.vec.z == v1.vec.z); } //------------------------------------------------------------------------------ /** */ __forceinline float float4::unpack_x(Ogre::Vector4 v) { return v.x; } //------------------------------------------------------------------------------ /** */ __forceinline float float4::unpack_y(Ogre::Vector4 v) { return v.y; } //------------------------------------------------------------------------------ /** */ __forceinline float float4::unpack_z(Ogre::Vector4 v) { return v.z; } //------------------------------------------------------------------------------ /** */ __forceinline float float4::unpack_w(Ogre::Vector4 v) { return v.w; } __forceinline float4 float4::floor(const float4 &v) { float4 result; result.set(floorf(v.x()),floorf(v.y()),floorf(v.z()),floorf(v.w())); return result; } } // namespace Math //------------------------------------------------------------------------------