#ifndef VECTOR4D_H #define VECTOR4D_H #ifdef _WIN32 #pragma once #endif #include #include #include #if !defined( _X360 ) #include #endif #include "basetypes.h" #include "dbg.h" #include "math_pfns.h" class Vector; class Vector2D; class Vector4D { public: vec_t x, y, z, w; Vector4D(void); Vector4D(vec_t X, vec_t Y, vec_t Z, vec_t W); Vector4D(const float* pFloat); void Init(vec_t ix = 0.0f, vec_t iy = 0.0f, vec_t iz = 0.0f, vec_t iw = 0.0f); bool IsValid() const; vec_t operator[](int i) const; vec_t& operator[](int i); inline vec_t* Base(); inline vec_t const* Base() const; Vector& AsVector3D(); Vector const& AsVector3D() const; Vector2D& AsVector2D(); Vector2D const& AsVector2D() const; void Random(vec_t minVal, vec_t maxVal); bool operator==(const Vector4D& v) const; bool operator!=(const Vector4D& v) const; Vector4D& operator+=(const Vector4D& v); Vector4D& operator-=(const Vector4D& v); Vector4D& operator*=(const Vector4D& v); Vector4D& operator*=(float s); Vector4D& operator/=(const Vector4D& v); Vector4D& operator/=(float s); void Negate(); vec_t Length() const; vec_t LengthSqr(void) const; bool IsZero(float tolerance = 0.01f) const { return (x > -tolerance && x < tolerance&& y > -tolerance && y < tolerance&& z > -tolerance && z < tolerance&& w > -tolerance && w < tolerance); } vec_t DistTo(const Vector4D& vOther) const; vec_t DistToSqr(const Vector4D& vOther) const; void CopyToArray(float* rgfl) const; void MulAdd(Vector4D const& a, Vector4D const& b, float scalar); vec_t Dot(Vector4D const& vOther) const; #ifdef VECTOR_NO_SLOW_OPERATIONS private: #else public: #endif Vector4D(Vector4D const& vOther); Vector4D& operator=(Vector4D const& src); }; const Vector4D vec4_origin(0.0f, 0.0f, 0.0f, 0.0f); const Vector4D vec4_invalid(FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX); class ALIGN16 Vector4DAligned : public Vector4D { public: Vector4DAligned(void) {} Vector4DAligned(vec_t X, vec_t Y, vec_t Z, vec_t W); inline void Set(vec_t X, vec_t Y, vec_t Z, vec_t W); inline void InitZero(void); inline __m128& AsM128() { return *(__m128*) & x; } inline const __m128& AsM128() const { return *(const __m128*) & x; } private: Vector4DAligned(Vector4DAligned const& vOther); Vector4DAligned& operator=(Vector4DAligned const& src); } ALIGN16_POST; void Vector4DClear(Vector4D& a); void Vector4DCopy(Vector4D const& src, Vector4D& dst); void Vector4DAdd(Vector4D const& a, Vector4D const& b, Vector4D& result); void Vector4DSubtract(Vector4D const& a, Vector4D const& b, Vector4D& result); void Vector4DMultiply(Vector4D const& a, vec_t b, Vector4D& result); void Vector4DMultiply(Vector4D const& a, Vector4D const& b, Vector4D& result); void Vector4DDivide(Vector4D const& a, vec_t b, Vector4D& result); void Vector4DDivide(Vector4D const& a, Vector4D const& b, Vector4D& result); void Vector4DMA(Vector4D const& start, float s, Vector4D const& dir, Vector4D& result); void Vector4DMultiplyAligned(Vector4DAligned const& a, vec_t b, Vector4DAligned& result); #define Vector4DExpand( v ) (v).x, (v).y, (v).z, (v).w vec_t Vector4DNormalize(Vector4D& v); vec_t Vector4DLength(Vector4D const& v); vec_t DotProduct4D(Vector4D const& a, Vector4D const& b); void Vector4DLerp(Vector4D const& src1, Vector4D const& src2, vec_t t, Vector4D& dest); inline Vector4D::Vector4D(void) { #ifdef _DEBUG x = y = z = w = VEC_T_NAN; #endif } inline Vector4D::Vector4D(vec_t X, vec_t Y, vec_t Z, vec_t W) { x = X; y = Y; z = Z; w = W; Assert(IsValid()); } inline Vector4D::Vector4D(const float* pFloat) { Assert(pFloat); x = pFloat[0]; y = pFloat[1]; z = pFloat[2]; w = pFloat[3]; Assert(IsValid()); } inline Vector4D::Vector4D(const Vector4D& vOther) { Assert(vOther.IsValid()); x = vOther.x; y = vOther.y; z = vOther.z; w = vOther.w; } inline void Vector4D::Init(vec_t ix, vec_t iy, vec_t iz, vec_t iw) { x = ix; y = iy; z = iz; w = iw; Assert(IsValid()); } inline void Vector4D::Random(vec_t minVal, vec_t maxVal) { x = minVal + ((vec_t)rand() / VALVE_RAND_MAX) * (maxVal - minVal); y = minVal + ((vec_t)rand() / VALVE_RAND_MAX) * (maxVal - minVal); z = minVal + ((vec_t)rand() / VALVE_RAND_MAX) * (maxVal - minVal); w = minVal + ((vec_t)rand() / VALVE_RAND_MAX) * (maxVal - minVal); } inline void Vector4DClear(Vector4D& a) { a.x = a.y = a.z = a.w = 0.0f; } inline Vector4D& Vector4D::operator=(const Vector4D& vOther) { Assert(vOther.IsValid()); x = vOther.x; y = vOther.y; z = vOther.z; w = vOther.w; return *this; } inline vec_t& Vector4D::operator[](int i) { Assert((i >= 0) && (i < 4)); return ((vec_t*)this)[i]; } inline vec_t Vector4D::operator[](int i) const { Assert((i >= 0) && (i < 4)); return ((vec_t*)this)[i]; } inline Vector& Vector4D::AsVector3D() { return *(Vector*)this; } inline Vector const& Vector4D::AsVector3D() const { return *(Vector const*)this; } inline Vector2D& Vector4D::AsVector2D() { return *(Vector2D*)this; } inline Vector2D const& Vector4D::AsVector2D() const { return *(Vector2D const*)this; } inline vec_t* Vector4D::Base() { return (vec_t*)this; } inline vec_t const* Vector4D::Base() const { return (vec_t const*)this; } inline bool Vector4D::IsValid() const { return IsFinite(x) && IsFinite(y) && IsFinite(z) && IsFinite(w); } inline bool Vector4D::operator==(Vector4D const& src) const { Assert(src.IsValid() && IsValid()); return (src.x == x) && (src.y == y) && (src.z == z) && (src.w == w); } inline bool Vector4D::operator!=(Vector4D const& src) const { Assert(src.IsValid() && IsValid()); return (src.x != x) || (src.y != y) || (src.z != z) || (src.w != w); } inline void Vector4DCopy(Vector4D const& src, Vector4D& dst) { Assert(src.IsValid()); dst.x = src.x; dst.y = src.y; dst.z = src.z; dst.w = src.w; } inline void Vector4D::CopyToArray(float* rgfl) const { Assert(IsValid()); Assert(rgfl); rgfl[0] = x; rgfl[1] = y; rgfl[2] = z; rgfl[3] = w; } inline void Vector4D::Negate() { Assert(IsValid()); x = -x; y = -y; z = -z; w = -w; } inline Vector4D& Vector4D::operator+=(const Vector4D& v) { Assert(IsValid() && v.IsValid()); x += v.x; y += v.y; z += v.z; w += v.w; return *this; } inline Vector4D& Vector4D::operator-=(const Vector4D& v) { Assert(IsValid() && v.IsValid()); x -= v.x; y -= v.y; z -= v.z; w -= v.w; return *this; } inline Vector4D& Vector4D::operator*=(float fl) { x *= fl; y *= fl; z *= fl; w *= fl; Assert(IsValid()); return *this; } inline Vector4D& Vector4D::operator*=(Vector4D const& v) { x *= v.x; y *= v.y; z *= v.z; w *= v.w; Assert(IsValid()); return *this; } inline Vector4D& Vector4D::operator/=(float fl) { Assert(fl != 0.0f); float oofl = 1.0f / fl; x *= oofl; y *= oofl; z *= oofl; w *= oofl; Assert(IsValid()); return *this; } inline Vector4D& Vector4D::operator/=(Vector4D const& v) { Assert(v.x != 0.0f && v.y != 0.0f && v.z != 0.0f && v.w != 0.0f); x /= v.x; y /= v.y; z /= v.z; w /= v.w; Assert(IsValid()); return *this; } inline void Vector4DAdd(Vector4D const& a, Vector4D const& b, Vector4D& c) { Assert(a.IsValid() && b.IsValid()); c.x = a.x + b.x; c.y = a.y + b.y; c.z = a.z + b.z; c.w = a.w + b.w; } inline void Vector4DSubtract(Vector4D const& a, Vector4D const& b, Vector4D& c) { Assert(a.IsValid() && b.IsValid()); c.x = a.x - b.x; c.y = a.y - b.y; c.z = a.z - b.z; c.w = a.w - b.w; } inline void Vector4DMultiply(Vector4D const& a, vec_t b, Vector4D& c) { Assert(a.IsValid() && IsFinite(b)); c.x = a.x * b; c.y = a.y * b; c.z = a.z * b; c.w = a.w * b; } inline void Vector4DMultiply(Vector4D const& a, Vector4D const& b, Vector4D& c) { Assert(a.IsValid() && b.IsValid()); c.x = a.x * b.x; c.y = a.y * b.y; c.z = a.z * b.z; c.w = a.w * b.w; } inline void Vector4DDivide(Vector4D const& a, vec_t b, Vector4D& c) { Assert(a.IsValid()); Assert(b != 0.0f); vec_t oob = 1.0f / b; c.x = a.x * oob; c.y = a.y * oob; c.z = a.z * oob; c.w = a.w * oob; } inline void Vector4DDivide(Vector4D const& a, Vector4D const& b, Vector4D& c) { Assert(a.IsValid()); Assert((b.x != 0.0f) && (b.y != 0.0f) && (b.z != 0.0f) && (b.w != 0.0f)); c.x = a.x / b.x; c.y = a.y / b.y; c.z = a.z / b.z; c.w = a.w / b.w; } inline void Vector4DMA(Vector4D const& start, float s, Vector4D const& dir, Vector4D& result) { Assert(start.IsValid() && IsFinite(s) && dir.IsValid()); result.x = start.x + s * dir.x; result.y = start.y + s * dir.y; result.z = start.z + s * dir.z; result.w = start.w + s * dir.w; } inline void Vector4D::MulAdd(Vector4D const& a, Vector4D const& b, float scalar) { x = a.x + b.x * scalar; y = a.y + b.y * scalar; z = a.z + b.z * scalar; w = a.w + b.w * scalar; } inline void Vector4DLerp(const Vector4D& src1, const Vector4D& src2, vec_t t, Vector4D& dest) { dest[0] = src1[0] + (src2[0] - src1[0]) * t; dest[1] = src1[1] + (src2[1] - src1[1]) * t; dest[2] = src1[2] + (src2[2] - src1[2]) * t; dest[3] = src1[3] + (src2[3] - src1[3]) * t; } inline vec_t DotProduct4D(const Vector4D& a, const Vector4D& b) { Assert(a.IsValid() && b.IsValid()); return(a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w); } inline vec_t Vector4D::Dot(Vector4D const& vOther) const { return DotProduct4D(*this, vOther); } inline vec_t Vector4DLength(Vector4D const& v) { Assert(v.IsValid()); return (vec_t)FastSqrt(v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w); } inline vec_t Vector4D::LengthSqr(void) const { Assert(IsValid()); return (x * x + y * y + z * z + w * w); } inline vec_t Vector4D::Length(void) const { return Vector4DLength(*this); } inline vec_t Vector4DNormalize(Vector4D& v) { Assert(v.IsValid()); vec_t l = v.Length(); if (l != 0.0f) { v /= l; } else { v.x = v.y = v.z = v.w = 0.0f; } return l; } inline vec_t Vector4D::DistTo(const Vector4D& vOther) const { Vector4D delta; Vector4DSubtract(*this, vOther, delta); return delta.Length(); } inline vec_t Vector4D::DistToSqr(const Vector4D& vOther) const { Vector4D delta; Vector4DSubtract(*this, vOther, delta); return delta.LengthSqr(); } inline Vector4DAligned::Vector4DAligned(vec_t X, vec_t Y, vec_t Z, vec_t W) { x = X; y = Y; z = Z; w = W; Assert(IsValid()); } inline void Vector4DAligned::Set(vec_t X, vec_t Y, vec_t Z, vec_t W) { x = X; y = Y; z = Z; w = W; Assert(IsValid()); } inline void Vector4DAligned::InitZero(void) { #if !defined( _X360 ) this->AsM128() = _mm_set1_ps(0.0f); #else this->AsM128() = __vspltisw(0); #endif Assert(IsValid()); } inline void Vector4DMultiplyAligned(Vector4DAligned const& a, Vector4DAligned const& b, Vector4DAligned& c) { Assert(a.IsValid() && b.IsValid()); #if !defined( _X360 ) c.x = a.x * b.x; c.y = a.y * b.y; c.z = a.z * b.z; c.w = a.w * b.w; #else c.AsM128() = __vmulfp(a.AsM128(), b.AsM128()); #endif } inline void Vector4DWeightMAD(vec_t w, Vector4DAligned const& vInA, Vector4DAligned& vOutA, Vector4DAligned const& vInB, Vector4DAligned& vOutB) { Assert(vInA.IsValid() && vInB.IsValid() && IsFinite(w)); #if !defined( _X360 ) vOutA.x += vInA.x * w; vOutA.y += vInA.y * w; vOutA.z += vInA.z * w; vOutA.w += vInA.w * w; vOutB.x += vInB.x * w; vOutB.y += vInB.y * w; vOutB.z += vInB.z * w; vOutB.w += vInB.w * w; #else __vector4 temp; temp = __lvlx(&w, 0); temp = __vspltw(temp, 0); vOutA.AsM128() = __vmaddfp(vInA.AsM128(), temp, vOutA.AsM128()); vOutB.AsM128() = __vmaddfp(vInB.AsM128(), temp, vOutB.AsM128()); #endif } inline void Vector4DWeightMADSSE(vec_t w, Vector4DAligned const& vInA, Vector4DAligned& vOutA, Vector4DAligned const& vInB, Vector4DAligned& vOutB) { Assert(vInA.IsValid() && vInB.IsValid() && IsFinite(w)); #if !defined( _X360 ) __m128 packed = _mm_set1_ps(w); vOutA.AsM128() = _mm_add_ps(vOutA.AsM128(), _mm_mul_ps(vInA.AsM128(), packed)); vOutB.AsM128() = _mm_add_ps(vOutB.AsM128(), _mm_mul_ps(vInB.AsM128(), packed)); #else __vector4 temp; temp = __lvlx(&w, 0); temp = __vspltw(temp, 0); vOutA.AsM128() = __vmaddfp(vInA.AsM128(), temp, vOutA.AsM128()); vOutB.AsM128() = __vmaddfp(vInB.AsM128(), temp, vOutB.AsM128()); #endif } #endif