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686 lines
17 KiB
686 lines
17 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#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> // For rand(). We really need a library!
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#include <float.h>
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#if !defined( _X360 )
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#include <xmmintrin.h> // For SSE
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#endif
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#include "basetypes.h" // For vec_t, put this somewhere else?
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#include "tier0/dbg.h"
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#include "mathlib/math_pfns.h"
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// forward declarations
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class Vector;
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class Vector2D;
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//=========================================================
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// 4D Vector4D
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//=========================================================
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class Vector4D
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{
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public:
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// Members
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vec_t x, y, z, w;
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// Construction/destruction
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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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// Initialization
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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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// Got any nasty NAN's?
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bool IsValid() const;
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// array access...
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vec_t operator[](int i) const;
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vec_t& operator[](int i);
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// Base address...
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inline vec_t* Base();
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inline vec_t const* Base() const;
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// Cast to Vector and Vector2D...
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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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// Initialization methods
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void Random( vec_t minVal, vec_t maxVal );
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// equality
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bool operator==(const Vector4D& v) const;
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bool operator!=(const Vector4D& v) const;
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// arithmetic operations
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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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// negate the Vector4D components
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void Negate();
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// Get the Vector4D's magnitude.
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vec_t Length() const;
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// Get the Vector4D's magnitude squared.
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vec_t LengthSqr(void) const;
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// return true if this vector is (0,0,0,0) within tolerance
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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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// Get the distance from this Vector4D to the other one.
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vec_t DistTo(const Vector4D &vOther) const;
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// Get the distance from this Vector4D to the other one squared.
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vec_t DistToSqr(const Vector4D &vOther) const;
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// Copy
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void CopyToArray(float* rgfl) const;
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// Multiply, add, and assign to this (ie: *this = a + b * scalar). This
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// is about 12% faster than the actual Vector4D equation (because it's done per-component
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// rather than per-Vector4D).
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void MulAdd(Vector4D const& a, Vector4D const& b, float scalar);
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// Dot product.
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vec_t Dot(Vector4D const& vOther) const;
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// No copy constructors allowed if we're in optimal mode
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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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// No assignment operators either...
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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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//-----------------------------------------------------------------------------
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// SSE optimized routines
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//-----------------------------------------------------------------------------
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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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// No copy constructors allowed if we're in optimal mode
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Vector4DAligned( Vector4DAligned const& vOther );
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// No assignment operators either...
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Vector4DAligned& operator=( Vector4DAligned const& src );
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} ALIGN16_POST;
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//-----------------------------------------------------------------------------
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// Vector4D related operations
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//-----------------------------------------------------------------------------
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// Vector4D clear
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void Vector4DClear( Vector4D& a );
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// Copy
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void Vector4DCopy( Vector4D const& src, Vector4D& dst );
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// Vector4D arithmetic
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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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// Vector4DAligned arithmetic
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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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// Normalization
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vec_t Vector4DNormalize( Vector4D& v );
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// Length
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vec_t Vector4DLength( Vector4D const& v );
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// Dot Product
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vec_t DotProduct4D(Vector4D const& a, Vector4D const& b);
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// Linearly interpolate between two vectors
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void Vector4DLerp(Vector4D const& src1, Vector4D const& src2, vec_t t, Vector4D& dest );
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//-----------------------------------------------------------------------------
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//
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// Inlined Vector4D methods
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// constructors
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//-----------------------------------------------------------------------------
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inline Vector4D::Vector4D(void)
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{
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#ifdef _DEBUG
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// Initialize to NAN to catch errors
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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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//-----------------------------------------------------------------------------
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// copy constructor
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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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//-----------------------------------------------------------------------------
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// initialization
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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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//-----------------------------------------------------------------------------
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// assignment
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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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//-----------------------------------------------------------------------------
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// Array access
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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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//-----------------------------------------------------------------------------
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// Cast to Vector and Vector2D...
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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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//-----------------------------------------------------------------------------
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// Base address...
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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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//-----------------------------------------------------------------------------
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// IsValid?
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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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//-----------------------------------------------------------------------------
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// comparison
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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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//-----------------------------------------------------------------------------
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// Copy
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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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//-----------------------------------------------------------------------------
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// standard math operations
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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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// FIXME: Remove
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// For backwards compatability
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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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//-----------------------------------------------------------------------------
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// dot, cross
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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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// for backwards compatability
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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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//-----------------------------------------------------------------------------
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// length
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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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//-----------------------------------------------------------------------------
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// Normalization
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//-----------------------------------------------------------------------------
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// FIXME: Can't use until we're un-macroed in mathlib.h
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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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//-----------------------------------------------------------------------------
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// Get the distance from this Vector4D to the other one
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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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|
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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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|
|
|
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|
//-----------------------------------------------------------------------------
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|
// Vector4DAligned routines
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|
//-----------------------------------------------------------------------------
|
|
|
|
inline Vector4DAligned::Vector4DAligned( vec_t X, vec_t Y, vec_t Z, vec_t W )
|
|
{
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|
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 )
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|
this->AsM128() = _mm_set1_ps( 0.0f );
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|
#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 )
|
|
// Replicate scalar float out to 4 components
|
|
__m128 packed = _mm_set1_ps( w );
|
|
|
|
// 4D SSE Vector MAD
|
|
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 // VECTOR4D_H
|
|
|