9#if defined(JPH_USE_SSE4_1)
14 __m128 t0 = _mm_shuffle_ps(abcd, abcd, _MM_SHUFFLE(3, 3, 3, 3));
15 __m128 t1 = _mm_shuffle_ps(xyzw, xyzw, _MM_SHUFFLE(2, 3, 0, 1));
17 __m128 t3 = _mm_shuffle_ps(abcd, abcd, _MM_SHUFFLE(0, 0, 0, 0));
18 __m128 t4 = _mm_shuffle_ps(xyzw, xyzw, _MM_SHUFFLE(1, 0, 3, 2));
20 __m128 t5 = _mm_shuffle_ps(abcd, abcd, _MM_SHUFFLE(1, 1, 1, 1));
21 __m128 t6 = _mm_shuffle_ps(xyzw, xyzw, _MM_SHUFFLE(2, 0, 3, 1));
24 __m128 m0 = _mm_mul_ps(t0, t1);
27 __m128 m1 = _mm_mul_ps(t3, t4);
30 __m128 m2 = _mm_mul_ps(t5, t6);
33 __m128 t7 = _mm_shuffle_ps(abcd, abcd, _MM_SHUFFLE(2, 2, 2, 2));
34 __m128 t8 = _mm_shuffle_ps(xyzw, xyzw, _MM_SHUFFLE(3, 2, 0, 1));
35 __m128 m3 = _mm_mul_ps(t7, t8);
38 __m128 e = _mm_addsub_ps(m0, m1);
41 e = _mm_shuffle_ps(e, e, _MM_SHUFFLE(1, 3, 0, 2));
44 e = _mm_addsub_ps(e, m2);
47 e = _mm_shuffle_ps(e, e, _MM_SHUFFLE(2, 0, 1, 3));
50 e = _mm_addsub_ps(e, m3);
53 return Quat(
Vec4(_mm_shuffle_ps(e, e, _MM_SHUFFLE(2, 3, 1, 0))));
65 float x = lw * rx + lx * rw + ly * rz - lz * ry;
66 float y = lw * ry - lx * rz + ly * rw + lz * rx;
67 float z = lw * rz + lx * ry - ly * rx + lz * rw;
68 float w = lw * rw - lx * rx - ly * ry - lz * rz;
70 return Quat(x, y, z, w);
76#if defined(JPH_USE_SSE4_1)
77 __m128 abc0 = inLHS.
mValue;
81 __m128 aaaa = _mm_shuffle_ps(abc0, abc0, _MM_SHUFFLE(0, 0, 0, 0));
82 __m128 xzyw = _mm_shuffle_ps(xyzw, xyzw, _MM_SHUFFLE(3, 1, 2, 0));
83 __m128 axazayaw = _mm_mul_ps(aaaa, xzyw);
86 __m128 bbbb = _mm_shuffle_ps(abc0, abc0, _MM_SHUFFLE(1, 1, 1, 1));
87 __m128 ywxz = _mm_shuffle_ps(xyzw, xyzw, _MM_SHUFFLE(2, 0, 3, 1));
88 __m128 bybwbxbz = _mm_mul_ps(bbbb, ywxz);
91 __m128 cccc = _mm_shuffle_ps(abc0, abc0, _MM_SHUFFLE(2, 2, 2, 2));
92 __m128 yxzw = _mm_shuffle_ps(xyzw, xyzw, _MM_SHUFFLE(3, 2, 0, 1));
93 __m128 cycxczcw = _mm_mul_ps(cccc, yxzw);
96 __m128 e = _mm_xor_ps(axazayaw, _mm_set_ps(0.0f, 0.0f, -0.0f, -0.0f));
99 e = _mm_addsub_ps(e, bybwbxbz);
102 e = _mm_shuffle_ps(e, e, _MM_SHUFFLE(2, 0, 1, 3));
105 e = _mm_addsub_ps(e, cycxczcw);
108 return Quat(
Vec4(_mm_shuffle_ps(e, e, _MM_SHUFFLE(2, 3, 1, 0))));
110 float lx = inLHS.
GetX();
111 float ly = inLHS.
GetY();
112 float lz = inLHS.
GetZ();
119 float x = (lx * rw) + ly * rz - lz * ry;
120 float y = -(lx * rz) + ly * rw + lz * rx;
121 float z = (lx * ry) - ly * rx + lz * rw;
122 float w = -(lx * rx) - ly * ry - lz * rz;
124 return Quat(x, y, z, w);
141 float abs_w = w_pos.
GetW();
149 outAngle = 2.0f *
ACos(abs_w);
165 if (xyz_len_sq < 4.0e-4f)
166 return (2.0f / inDeltaTime) *
xyz;
170 float angle = 2.0f *
ACos(w_pos.
GetW());
171 return (
xyz / (sqrt(xyz_len_sq) * inDeltaTime)) * angle;
207 float w = len_v1_v2 + inFrom.
Dot(inTo);
211 if (len_v1_v2 == 0.0f)
227template <
class Random>
230 std::uniform_real_distribution<float> zero_to_one(0.0f, 1.0f);
231 float x0 = zero_to_one(inRandom);
232 float r1 = sqrt(1.0f - x0), r2 = sqrt(x0);
233 std::uniform_real_distribution<float> zero_to_two_pi(0.0f, 2.0f * JPH_PI);
235 Vec4(zero_to_two_pi(inRandom), zero_to_two_pi(inRandom), 0, 0).
SinCos(s, c);
241 Vec4 half(0.5f * inAngles);
253 cz * sx * cy - sz * cx * sy,
254 cz * cx * sy + sz * sx * cy,
255 sz * cx * cy - cz * sx * sy,
256 cz * cx * cy + sz * sx * sy);
265 float t1 = 1.0f - 2.0f * (
GetX() *
GetX() + y_sq);
269 t2 = t2 > 1.0f? 1.0f : t2;
270 t2 = t2 < -1.0f? -1.0f : t2;
274 float t4 = 1.0f - 2.0f * (y_sq +
GetZ() *
GetZ());
283 if (twist_len != 0.0f)
284 return twist / sqrt(twist_len);
295 outTwist =
Quat(x / s, 0, 0, w / s);
296 outSwing =
Quat(0, (w * y - x * z) / s, (w * z + x * y) / s, s);
308 float scale0 = 1.0f - inFraction;
315 const float delta = 0.0001f;
318 float sign_scale1 = 1.0f;
319 float cos_omega =
Dot(inDestination);
322 if (cos_omega < 0.0f)
324 cos_omega = -cos_omega;
329 float scale0, scale1;
330 if (1.0f - cos_omega > delta)
333 float omega =
ACos(cos_omega);
334 float sin_omega =
Sin(omega);
335 scale0 =
Sin((1.0f - inFraction) * omega) / sin_omega;
336 scale1 = sign_scale1 *
Sin(inFraction * omega) / sin_omega;
341 scale0 = 1.0f - inFraction;
342 scale1 = sign_scale1 * inFraction;
370 return inValue + (v + v);
381 return inValue + (v + v);
422 float w = sqrt(max(1.0f - v.
LengthSq(), 0.0f));
#define JPH_NAMESPACE_END
Definition Core.h:425
#define JPH_NAMESPACE_BEGIN
Definition Core.h:419
#define xyz
Definition HLSLToCPP.h:513
#define yzx
Definition HLSLToCPP.h:516
#define JPH_ASSERT(...)
Definition IssueReporting.h:33
JPH_INLINE constexpr T Square(T inV)
Square a value.
Definition Math.h:55
@ SWIZZLE_Z
Use the Z component.
Definition Swizzle.h:14
@ SWIZZLE_W
Use the W component.
Definition Swizzle.h:15
@ SWIZZLE_X
Use the X component.
Definition Swizzle.h:12
@ SWIZZLE_Y
Use the Y component.
Definition Swizzle.h:13
JPH_INLINE float ACos(float inX)
Definition Trigonometry.h:42
JPH_INLINE float ATan2(float inY, float inX)
Arc tangent of y / x using the signs of the arguments to determine the correct quadrant (returns valu...
Definition Trigonometry.h:74
JPH_NAMESPACE_BEGIN JPH_INLINE float Sin(float inX)
Sine of x (input in radians)
Definition Trigonometry.h:12
JPH_INLINE float ASin(float inX)
Definition Trigonometry.h:35
Class that holds 3 floats. Used as a storage class. Convert to Vec3 for calculations.
Definition Float3.h:13
Class that holds 4 float values. Convert to Vec4 to perform calculations.
Definition Float4.h:11
static Quat sRandom(Random &inRandom)
Random unit quaternion.
Definition Quat.inl:228
JPH_INLINE Vec3 InverseRotate(Vec3Arg inValue) const
Rotate a vector by the inverse of this quaternion.
Definition Quat.inl:373
JPH_INLINE float GetW() const
Get W component (real part)
Definition Quat.h:79
static JPH_INLINE Quat sMultiplyImaginary(Vec3Arg inLHS, QuatArg inRHS)
Multiply a quaternion with imaginary components and no real component (x, y, z, 0) with a quaternion.
Definition Quat.inl:74
static Quat sEulerAngles(Vec3Arg inAngles)
Conversion from Euler angles. Rotation order is X then Y then Z (RotZ * RotY * RotX)....
Definition Quat.inl:239
JPH_INLINE float GetY() const
Get Y component (imaginary part j)
Definition Quat.h:73
JPH_INLINE float GetZ() const
Get Z component (imaginary part k)
Definition Quat.h:76
static JPH_INLINE Quat sRotation(Vec3Arg inAxis, float inAngle)
Rotation from axis and angle.
Definition Quat.inl:128
JPH_INLINE float GetX() const
Get X component (imaginary part i)
Definition Quat.h:70
JPH_INLINE Vec3 GetAngularVelocity(float inDeltaTime) const
Calculate angular velocity given that this quaternion represents the rotation that is reached after i...
Definition Quat.inl:154
JPH_INLINE Quat LERP(QuatArg inDestination, float inFraction) const
Definition Quat.inl:306
static JPH_INLINE Quat sLoadFloat3Unsafe(const Float3 &inV)
Load 3 floats from memory (X, Y and Z component and then calculates W) reads 32 bits extra which it d...
Definition Quat.inl:419
JPH_INLINE float LengthSq() const
Definition Quat.h:136
JPH_INLINE void GetAxisAngle(Vec3 &outAxis, float &outAngle) const
Get axis and angle that represents this quaternion, outAngle will always be in the range .
Definition Quat.inl:137
static JPH_INLINE Quat sIdentity()
Definition Quat.h:104
JPH_INLINE void GetSwingTwist(Quat &outSwing, Quat &outTwist) const
Definition Quat.inl:289
JPH_INLINE void StoreFloat4(Float4 *outV) const
Store as 4 floats.
Definition Quat.inl:414
static JPH_INLINE Quat sFromTo(Vec3Arg inFrom, Vec3Arg inTo)
Definition Quat.inl:174
friend Quat operator*(float inValue, QuatArg inRHS)
Definition Quat.h:158
JPH_INLINE Quat EnsureWPositive() const
Ensures that the W component is positive by negating the entire quaternion if it is not....
Definition Quat.h:191
JPH_INLINE Quat GetTwist(Vec3Arg inAxis) const
Definition Quat.inl:279
JPH_INLINE float Dot(QuatArg inRHS) const
Dot product.
Definition Quat.h:182
Quat()=default
Intentionally not initialized for performance reasons.
JPH_INLINE Vec3 RotateAxisZ() const
Rotate a the vector (0, 0, 1) with this quaternion.
Definition Quat.inl:400
JPH_INLINE Vec3 RotateAxisX() const
Rotate a the vector (1, 0, 0) with this quaternion.
Definition Quat.inl:384
JPH_INLINE Vec3 RotateAxisY() const
Rotate a the vector (0, 1, 0) with this quaternion.
Definition Quat.inl:392
Vec3 GetEulerAngles() const
Conversion to Euler angles. Rotation order is X then Y then Z (RotZ * RotY * RotX)....
Definition Quat.inl:259
bool IsNormalized(float inTolerance=1.0e-5f) const
If the length of this quaternion is 1 +/- inTolerance.
Definition Quat.h:60
JPH_INLINE void StoreFloat3(Float3 *outV) const
Store as 3 floats to memory (X, Y and Z component). Ensures that W is positive before storing.
Definition Quat.inl:408
JPH_INLINE Vec3 GetXYZ() const
Get the imaginary part of the quaternion.
Definition Quat.h:82
Vec4 mValue
4 vector that stores [x, y, z, w] parts of the quaternion
Definition Quat.h:264
JPH_INLINE Quat SLERP(QuatArg inDestination, float inFraction) const
Definition Quat.inl:312
JPH_INLINE float Dot(Vec3Arg inV2) const
Dot product.
Definition Vec3.inl:650
JPH_INLINE Vec3 Normalized() const
Normalize vector.
Definition Vec3.inl:707
JPH_INLINE Vec3 Cross(Vec3Arg inV2) const
Cross product.
Definition Vec3.inl:595
JPH_INLINE Vec3 GetNormalizedPerpendicular() const
Get normalized vector that is perpendicular to this vector.
Definition Vec3.inl:827
JPH_INLINE float GetX() const
Get individual components.
Definition Vec3.h:127
JPH_INLINE bool IsNormalized(float inTolerance=1.0e-6f) const
Test if vector is normalized.
Definition Vec3.inl:752
JPH_INLINE Vec3 NormalizedOr(Vec3Arg inZeroValue) const
Normalize vector or return inZeroValue if the length of the vector is zero.
Definition Vec3.inl:721
Type mValue
Definition Vec3.h:299
JPH_INLINE float GetY() const
Definition Vec3.h:128
JPH_INLINE void StoreFloat3(Float3 *outV) const
Store 3 floats to memory.
Definition Vec3.inl:772
JPH_INLINE float LengthSq() const
Squared length of vector.
Definition Vec3.inl:666
static JPH_INLINE Vec3 sZero()
Vector with all zeros.
Definition Vec3.inl:103
static JPH_INLINE Vec3 sLoadFloat3Unsafe(const Float3 &inV)
Load 3 floats from memory (reads 32 bits extra which it doesn't use)
Definition Vec3.inl:135
JPH_INLINE float GetZ() const
Definition Vec3.h:129
JPH_INLINE Vec3 Swizzle() const
Swizzle the elements in inV.
JPH_INLINE Vec4 SplatX() const
Replicate the X component to all components.
Definition Vec4.inl:573
JPH_INLINE Vec3 SplatW3() const
Replicate the W component to all components.
Definition Vec4.inl:650
JPH_INLINE Vec4 FlipSign() const
Flips the signs of the components, e.g. FlipSign<-1, 1, -1, 1>() will flip the signs of the X and Z c...
Definition Vec4.inl:785
JPH_INLINE float GetW() const
Definition Vec4.h:122
JPH_INLINE Vec4 SplatY() const
Replicate the Y component to all components.
Definition Vec4.inl:584
JPH_INLINE Vec4 SplatZ() const
Replicate the Z component to all components.
Definition Vec4.inl:595
JPH_INLINE Vec4 SplatW() const
Replicate the W component to all components.
Definition Vec4.inl:606
JPH_INLINE float GetX() const
Get individual components.
Definition Vec4.h:119
JPH_INLINE Vec4 Swizzle() const
Swizzle the elements in inV.
Type mValue
Definition Vec4.h:311
JPH_INLINE float GetZ() const
Definition Vec4.h:121
static JPH_INLINE Vec4 sSelect(Vec4Arg inNotSet, Vec4Arg inSet, UVec4Arg inControl)
Component wise select, returns inNotSet when highest bit of inControl = 0 and inSet when highest bit ...
Definition Vec4.inl:264
JPH_INLINE float GetY() const
Definition Vec4.h:120
static JPH_INLINE Vec4 sReplicate(float inV)
Replicate inV across all components.
Definition Vec4.inl:74
void SinCos(Vec4 &outSin, Vec4 &outCos) const
Calculate the sine and cosine for each element of this vector (input in radians)
Definition Vec4.inl:867
JPH_INLINE void StoreFloat4(Float4 *outV) const
Store 4 floats to memory.
Definition Vec4.inl:807