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Vector3.inl
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Vector3.inl
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VEC_INLINE CVector::operator float*()
{
return (float*)e;
}
VEC_INLINE CVector::operator const float*() const
{
return (const float*)e;
}
VEC_INLINE CVector::operator D3DXVECTOR3*()
{
return (D3DXVECTOR3*)this;
}
VEC_INLINE CVector::operator const D3DXVECTOR3*() const
{
return (const D3DXVECTOR3*)this;
}
VEC_INLINE float CVector::operator[](int index)
{
assert(index >=0 && index < 4);
return e[index];
}
VEC_INLINE CVector& CVector::operator+=(const CVector &v)
{
return *this = Add(*this, v);
}
VEC_INLINE CVector& CVector::operator-=(const CVector &v)
{
return *this = Subtract(*this, v);
}
VEC_INLINE CVector& CVector::operator*=(const float &scalar)
{
return *this = Multiply(*this, scalar);
}
VEC_INLINE CVector& CVector::operator/=(const float &scalar)
{
return *this = Divide(*this, scalar);
}
VEC_INLINE CVector CVector::operator+(const CVector &v) const
{
return(Add(*this, v));
}
VEC_INLINE CVector CVector::operator-(const CVector &v) const
{
return(Subtract(*this, v));
}
VEC_INLINE CVector CVector::operator*(const float scalar) const
{
return(Multiply(*this, scalar));
}
VEC_INLINE CVector CVector::operator/(const float scalar) const
{
return(Divide(*this, scalar));
}
// Cross product
VEC_INLINE CVector CVector::operator^(const CVector &v) const
{
return(Cross(*this, v));
}
// Dot product
VEC_INLINE float CVector::operator*(const CVector &v) const
{
return(Dot(*this, v));
}
VEC_INLINE BOOL CVector::operator==(const CVector &v) const
{
if(!CMaths::FComp(x, v.x))
return false;
if(!CMaths::FComp(y, v.y))
return false;
if(!CMaths::FComp(z, v.z))
return false;
return true;
}
VEC_INLINE BOOL CVector::operator!=(const CVector &v) const
{
if(!CMaths::FComp(x, v.x))
return true;
if(!CMaths::FComp(y, v.y))
return true;
if(!CMaths::FComp(z, v.z))
return true;
return false;
}
VEC_INLINE CVector CVector::operator-() const
{
return(Negate(*this));
}
VEC_INLINE CVector& CVector::Normalise()
{
// No need to optimise this, as it uses the SSE optimised / operator :]
float mag = Magnitude(*this);
// Avoid 0 magnitude
if(CMaths::FComp(mag, 0))
return *this;
return (*this = Divide(*this, mag));
}
VEC_INLINE float CVector::GetSqrMagnitude() const
{
return(SqrMagnitude(*this));
}
VEC_INLINE float CVector::GetMagnitude() const
{
return(Magnitude(*this));
}
VEC_INLINE CVector CVector::FPU_Negate(const CVector &v)
{
return(CVector(-v.x, -v.y, -v.z));
}
VEC_INLINE CVector CVector::SSE_Negate(const CVector &v)
{
CVector vTemp;
__asm
{
lea eax, vTemp
mov esi, v
movss xmm1, [CMaths::NEG_MASK]
shufps xmm1, xmm1, 0
movaps xmm0, [esi]
xorps xmm0, xmm1
movaps [eax], xmm0
}
//return vTemp;
}
VEC_INLINE CVector CVector::FPU_Add(const CVector &v1, const CVector &v2)
{
return(CVector(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z));
}
VEC_INLINE CVector CVector::SSE_Add(const CVector &v1, const CVector &v2)
{
CVector vTemp;
__asm
{
// Copy v1 into xmm0 and v2 into xmm1
lea eax, vTemp
mov ecx, v1
mov esi, v2
movaps xmm0, [ecx]
movaps xmm1, [esi]
// Add em
addps xmm0, xmm1
// Store result in temp
movaps [eax], xmm0
}
//return(CVector(vTemp.x, vTemp.y, vTemp.z));
}
VEC_INLINE CVector CVector::FPU_Subtract(const CVector &v1, const CVector &v2)
{
return(CVector(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z));
}
VEC_INLINE CVector CVector::SSE_Subtract(const CVector &v1, const CVector &v2)
{
CVector vTemp;
__asm
{
// Copy v1 into xmm0 and v2 into xmm1
lea eax, vTemp
mov ecx, v1
mov esi, v2
movaps xmm0, [ecx]
movaps xmm1, [esi]
// Subtract em
subps xmm0, xmm1
// Store result in temp
movaps [eax], xmm0
}
//return vTemp;
}
VEC_INLINE CVector CVector::FPU_Multiply(const CVector &v, const float scalar)
{
return(CVector(v.x*scalar, v.y*scalar, v.z*scalar));
}
VEC_INLINE CVector CVector::SSE_Multiply(const CVector &v, float scalar)
{
CVector vTemp;
__asm
{
// Copy *this into xmm0
lea eax, vTemp
mov ecx, v
// Multiply by scalar
movss xmm1, scalar // xmm1 = scalar
shufps xmm1, xmm1, 0 // Broadcast scalar
movaps xmm0, [ecx] // xmm0 = v
mulps xmm0, xmm1 // xmm0 = temp * scalar
// Store result in temp
movaps [eax], xmm0 // temp = xmm0
}
//return vTemp;
}
VEC_INLINE CVector CVector::FPU_Divide(const CVector &v, const float scalar)
{
// Get 1/a
float rcpscalar = CMaths::Rcp(scalar);
return(CVector(v.x * rcpscalar, v.y * rcpscalar, v.z * rcpscalar));
}
VEC_INLINE CVector CVector::SSE_Divide(const CVector &v, const float scalar)
{
CVector vTemp;
__asm
{
lea eax, vTemp
mov ecx, v
// Get 1/scalar and broadcast it across xmm1
movss xmm1, scalar
rcpss xmm2, xmm1 // get rcp of scalar (uses Newton-Raphson for improved precision)
mulps xmm1, xmm2
mulps xmm1, xmm2
addps xmm2, xmm2
subps xmm2, xmm1
shufps xmm2, xmm2, 0
// multiply by this, and copy into temp
movaps xmm0, [ecx] // xmm0 = v
mulps xmm0, xmm2 // xmm0 = v * (1/scalar)
movaps [eax], xmm0
}
//return vTemp;
}
VEC_INLINE float CVector::FPU_SqrMagnitude(const CVector &v)
{
// Avoid a zero vector
if(CMaths::FComp(v.x, 0) && CMaths::FComp(v.y, 0) && CMaths::FComp(v.z, 0))
return 0;
// Compute the magnitude, ignores w component
return(v.x * v.x + v.y * v.y + v.z * v.z);
}
VEC_INLINE float CVector::SSE_SqrMagnitude(const CVector &v)
{
float result;
// Avoid a zero vector
if(CMaths::FComp(v.x, 0) && CMaths::FComp(v.y, 0) && CMaths::FComp(v.z, 0))
return 0;
// Compute the magnitude, ignores w component
__asm
{
mov edx, v
// Put *this into xmm0
movaps xmm0, [edx]
// Multiply it by itself
mulps xmm0, xmm0 // xmm0 = w*w | z*z | y*y | x*x
// Move z*z into lower half of xmm1
movhlps xmm1, xmm0
// Add x*x + z*z
addss xmm1, xmm0
// Now add (x*x+z+z) to y*y
shufps xmm0, xmm1, 0x01
addss xmm0, xmm1
// Store result
movss result, xmm0
}
return result;
}
VEC_INLINE float CVector::FPU_Magnitude(const CVector &v)
{
float result = SqrMagnitude(v);
// Avoid 0 length
if(CMaths::FComp(result, 0))
return 0;
return CMaths::Sqrt(result);
}
VEC_INLINE float CVector::SSE_Magnitude(const CVector &v)
{
float result = SqrMagnitude(v);
// Avoid 0 length
if(CMaths::FComp(result, 0))
return 0;
__asm
{
movaps xmm2, f30
movaps xmm3, f05
movss xmm0, result
rsqrtss xmm1, xmm0
mulss xmm0, xmm1
mulss xmm0, xmm1
mulss xmm1, xmm3
subss xmm2, xmm0
mulss xmm1, xmm2
rcpss xmm0, xmm1
mulss xmm1, xmm0
mulss xmm1, xmm0
addss xmm0, xmm0
subss xmm0, xmm1
movss result, xmm0
}
return result;
}
VEC_INLINE float CVector::FPU_Dot(const CVector &v1, const CVector &v2)
{
return(v1.x * v2.x + v1.y * v2.y + v1.z * v2.z);
}
VEC_INLINE float CVector::SSE_Dot(const CVector &v1, const CVector &v2)
{
// Return the dot product of v1 and v2
float result;
// Compute dot product, ignores w component
__asm
{
mov ecx, v1
mov esi, v2
// Put v2 into xmm0 and v2 into xmm1
movaps xmm0, [ecx]
movaps xmm1, [esi]
mulps xmm0, xmm1 // xmm0 = xxx | z*z | y*y | x*x
movhlps xmm1, xmm0 // xmm1 = xxx | xxx | xxx | z*z
addss xmm1, xmm0 // xmm1 = xxx | xxx | xxx | x*x+z*z
shufps xmm0, xmm1, 0x01 // xmm0 = xxx | xxx | xxx | y*y 00 00 00 01
addss xmm0, xmm1 // xmm0 = xxx | xxx | xxx | x*x+z*z+y*y
// Store result
movss result, xmm0
}
return result;
}
VEC_INLINE float CVector::FPU_DotW(const CVector &v1, const CVector &v2)
{
// Compute dot product, uses w component
return(v1.x * v2.x + v1.y * v2.y + v1.z * v2.z + v1.w * v2.w);
}
VEC_INLINE float CVector::SSE_DotW(const CVector &v1, const CVector &v2)
{
// Return the dot product of v1 and v2
float result;
// Compute dot product, uses w component
__asm
{
mov ecx, v1
mov esi, v2
// Put *this into xmm0
movaps xmm0, [ecx]
movaps xmm1, [esi]
mulps xmm0, xmm1 // xmm0 = w*w | z*z | y*y | x*x
movhlps xmm2, xmm0 // xmm2 = xxx | xxx | w*w | z*z
addps xmm2, xmm0 // xmm2 = xxx | xxx | y+w | x+z
shufps xmm2, xmm2, 0x10 // xmm2 = xxx | y*y+w*w | xxx | x*x+z*z 00 01 00 00
movhlps xmm0, xmm2 // xmm0 = xxx | xxx | xxx | y*y+w*w
addps xmm0, xmm2 // xmm0 = xxx | xxx | xxx | x*x+z*z+y*y+w*w
// Store result
movss result, xmm0
}
return result;
}
VEC_INLINE CVector CVector::FPU_Cross(const CVector &v1, const CVector &v2)
{
return(CVector(v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x));
}
VEC_INLINE CVector CVector::SSE_Cross(const CVector &v1, const CVector &v2)
{
CVector vTemp;
__asm
{
lea eax, vTemp
mov esi, v1
mov edi, v2
movaps xmm0, [esi] // xmm0 = w | z | y | x *v1
movaps xmm1, xmm0 // xmm1 = w | z | y | x
movaps xmm2, [edi] // xmm2 = w | z | y | x *v2
shufps xmm1, xmm1, 0xC9 // xmm1 = w | x | z | y 11 00 10 01
shufps xmm0, xmm0, 0xD2 // xmm0 = w | y | x | z 11 01 00 10
mulps xmm0, xmm2 // xmm0 = y*vz | x*vy | z*vx
shufps xmm0, xmm0, 0xC9 // xmm0 = z*vx | y*vz | x*vy 11 00 10 01
mulps xmm1, xmm2 // xmm1 = x*vz | z*vy | y*vx
subps xmm0, xmm1 // xmm0 = z*vx-x*vz | y*vz-z*vy | x*vy-y*vx
shufps xmm0, xmm0, 0xC9 // xmm0 = x*vy-y*vx | z*vx-x*vz | y*vz-z*vy 11 00 10 01
movaps [eax], xmm0
}
//return vTemp;
}
VEC_INLINE CVector CVector::Normalise(const CVector &v)
{
// Get magnitude of v
float mag = Magnitude(v);
// Avoid 0 magnitude
if(CMaths::FComp(mag, 0))
return(CVector(v));
return(Divide(v, mag));
}
VEC_INLINE BOOL CVector::IsNormalised(const CVector &v)
{
// No need to get sqrt, sqrt(1) is 1 anyway
float mag = SqrMagnitude(v);
// use FComp to compensate for precision errors
return(CMaths::FComp(mag, 1.0f));
}
VEC_INLINE CVector CVector::Lerp(const CVector &v1, const CVector &v2, const float t)
{
// Interpolate between the 2 vectors using time constant t
return(CVector(v1 + (v2 - v1) * t));
}
VEC_INLINE CVector operator*(const float scalar, const CVector &v)
{
return(CVector::Multiply(v, scalar));
}