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