mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
691 lines
17 KiB
C++
691 lines
17 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//
|
|
//=============================================================================//
|
|
|
|
#ifndef VECTOR4D_H
|
|
#define VECTOR4D_H
|
|
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include <math.h>
|
|
#include <stdlib.h> // For rand(). We really need a library!
|
|
#include <float.h>
|
|
#if defined(__SSE__) || defined(_M_IX86_FP)
|
|
#include <xmmintrin.h> // For SSE
|
|
#endif
|
|
#include "basetypes.h" // For vec_t, put this somewhere else?
|
|
#include "tier0/dbg.h"
|
|
#include "mathlib/math_pfns.h"
|
|
|
|
#if defined (__arm__) || defined(__aarch64__)
|
|
#include "sse2neon.h"
|
|
#endif
|
|
|
|
// forward declarations
|
|
class Vector;
|
|
class Vector2D;
|
|
|
|
//=========================================================
|
|
// 4D Vector4D
|
|
//=========================================================
|
|
|
|
class Vector4D
|
|
{
|
|
public:
|
|
// Members
|
|
vec_t x, y, z, w;
|
|
|
|
// Construction/destruction
|
|
Vector4D(void);
|
|
Vector4D(vec_t X, vec_t Y, vec_t Z, vec_t W);
|
|
Vector4D(const float *pFloat);
|
|
|
|
// Initialization
|
|
void Init(vec_t ix=0.0f, vec_t iy=0.0f, vec_t iz=0.0f, vec_t iw=0.0f);
|
|
|
|
// Got any nasty NAN's?
|
|
bool IsValid() const;
|
|
|
|
// array access...
|
|
vec_t operator[](int i) const;
|
|
vec_t& operator[](int i);
|
|
|
|
// Base address...
|
|
inline vec_t* Base();
|
|
inline vec_t const* Base() const;
|
|
|
|
// Cast to Vector and Vector2D...
|
|
Vector& AsVector3D();
|
|
Vector const& AsVector3D() const;
|
|
|
|
Vector2D& AsVector2D();
|
|
Vector2D const& AsVector2D() const;
|
|
|
|
// Initialization methods
|
|
void Random( vec_t minVal, vec_t maxVal );
|
|
|
|
// equality
|
|
bool operator==(const Vector4D& v) const;
|
|
bool operator!=(const Vector4D& v) const;
|
|
|
|
// arithmetic operations
|
|
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);
|
|
|
|
// negate the Vector4D components
|
|
void Negate();
|
|
|
|
// Get the Vector4D's magnitude.
|
|
vec_t Length() const;
|
|
|
|
// Get the Vector4D's magnitude squared.
|
|
vec_t LengthSqr(void) const;
|
|
|
|
// return true if this vector is (0,0,0,0) within tolerance
|
|
bool IsZero( float tolerance = 0.01f ) const
|
|
{
|
|
return (x > -tolerance && x < tolerance &&
|
|
y > -tolerance && y < tolerance &&
|
|
z > -tolerance && z < tolerance &&
|
|
w > -tolerance && w < tolerance);
|
|
}
|
|
|
|
// Get the distance from this Vector4D to the other one.
|
|
vec_t DistTo(const Vector4D &vOther) const;
|
|
|
|
// Get the distance from this Vector4D to the other one squared.
|
|
vec_t DistToSqr(const Vector4D &vOther) const;
|
|
|
|
// Copy
|
|
void CopyToArray(float* rgfl) const;
|
|
|
|
// Multiply, add, and assign to this (ie: *this = a + b * scalar). This
|
|
// is about 12% faster than the actual Vector4D equation (because it's done per-component
|
|
// rather than per-Vector4D).
|
|
void MulAdd(Vector4D const& a, Vector4D const& b, float scalar);
|
|
|
|
// Dot product.
|
|
vec_t Dot(Vector4D const& vOther) const;
|
|
|
|
// No copy constructors allowed if we're in optimal mode
|
|
#ifdef VECTOR_NO_SLOW_OPERATIONS
|
|
private:
|
|
#else
|
|
public:
|
|
#endif
|
|
Vector4D(Vector4D const& vOther);
|
|
|
|
// No assignment operators either...
|
|
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 );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// SSE optimized routines
|
|
//-----------------------------------------------------------------------------
|
|
|
|
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:
|
|
// No copy constructors allowed if we're in optimal mode
|
|
Vector4DAligned( Vector4DAligned const& vOther );
|
|
|
|
// No assignment operators either...
|
|
Vector4DAligned& operator=( Vector4DAligned const& src );
|
|
} ALIGN16_POST;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Vector4D related operations
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Vector4D clear
|
|
void Vector4DClear( Vector4D& a );
|
|
|
|
// Copy
|
|
void Vector4DCopy( Vector4D const& src, Vector4D& dst );
|
|
|
|
// Vector4D arithmetic
|
|
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 );
|
|
|
|
// Vector4DAligned arithmetic
|
|
void Vector4DMultiplyAligned( Vector4DAligned const& a, vec_t b, Vector4DAligned& result );
|
|
|
|
|
|
#define Vector4DExpand( v ) (v).x, (v).y, (v).z, (v).w
|
|
|
|
// Normalization
|
|
vec_t Vector4DNormalize( Vector4D& v );
|
|
|
|
// Length
|
|
vec_t Vector4DLength( Vector4D const& v );
|
|
|
|
// Dot Product
|
|
vec_t DotProduct4D(Vector4D const& a, Vector4D const& b);
|
|
|
|
// Linearly interpolate between two vectors
|
|
void Vector4DLerp(Vector4D const& src1, Vector4D const& src2, vec_t t, Vector4D& dest );
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Inlined Vector4D methods
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// constructors
|
|
//-----------------------------------------------------------------------------
|
|
|
|
inline Vector4D::Vector4D(void)
|
|
{
|
|
#ifdef _DEBUG
|
|
// Initialize to NAN to catch errors
|
|
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() );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// copy constructor
|
|
//-----------------------------------------------------------------------------
|
|
|
|
inline Vector4D::Vector4D(const Vector4D &vOther)
|
|
{
|
|
Assert( vOther.IsValid() );
|
|
x = vOther.x; y = vOther.y; z = vOther.z; w = vOther.w;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// initialization
|
|
//-----------------------------------------------------------------------------
|
|
|
|
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;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// assignment
|
|
//-----------------------------------------------------------------------------
|
|
|
|
inline Vector4D& Vector4D::operator=(const Vector4D &vOther)
|
|
{
|
|
Assert( vOther.IsValid() );
|
|
x=vOther.x; y=vOther.y; z=vOther.z; w=vOther.w;
|
|
return *this;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Array access
|
|
//-----------------------------------------------------------------------------
|
|
|
|
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];
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Cast to Vector and Vector2D...
|
|
//-----------------------------------------------------------------------------
|
|
|
|
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;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Base address...
|
|
//-----------------------------------------------------------------------------
|
|
|
|
inline vec_t* Vector4D::Base()
|
|
{
|
|
return (vec_t*)this;
|
|
}
|
|
|
|
inline vec_t const* Vector4D::Base() const
|
|
{
|
|
return (vec_t const*)this;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// IsValid?
|
|
//-----------------------------------------------------------------------------
|
|
|
|
inline bool Vector4D::IsValid() const
|
|
{
|
|
return IsFinite(x) && IsFinite(y) && IsFinite(z) && IsFinite(w);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// comparison
|
|
//-----------------------------------------------------------------------------
|
|
|
|
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);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Copy
|
|
//-----------------------------------------------------------------------------
|
|
|
|
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;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// standard math operations
|
|
//-----------------------------------------------------------------------------
|
|
|
|
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;
|
|
}
|
|
|
|
// FIXME: Remove
|
|
// For backwards compatability
|
|
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;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// dot, cross
|
|
//-----------------------------------------------------------------------------
|
|
|
|
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 );
|
|
}
|
|
|
|
// for backwards compatability
|
|
inline vec_t Vector4D::Dot( Vector4D const& vOther ) const
|
|
{
|
|
return DotProduct4D( *this, vOther );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// length
|
|
//-----------------------------------------------------------------------------
|
|
|
|
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 );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Normalization
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// FIXME: Can't use until we're un-macroed in mathlib.h
|
|
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;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Get the distance from this Vector4D to the other one
|
|
//-----------------------------------------------------------------------------
|
|
|
|
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();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Vector4DAligned routines
|
|
//-----------------------------------------------------------------------------
|
|
|
|
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 )
|
|
// 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
|
|
|