Jolt Physics
A multi core friendly Game Physics Engine
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Quat.inl
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1// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
2// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
3// SPDX-License-Identifier: MIT
4
6
8{
9#ifdef JPH_USE_SSE
10 __m128 abcd = mValue.mValue;
11 __m128 xyzw = inRHS.mValue.mValue;
12
13 // Names based on logical order, opposite of shuffle order.
14 __m128 abca = _mm_shuffle_ps(abcd, abcd, _MM_SHUFFLE(0, 2, 1, 0));
15 __m128 bcab = _mm_shuffle_ps(abcd, abcd, _MM_SHUFFLE(1, 0, 2, 1));
16 __m128 cabc = _mm_shuffle_ps(abcd, abcd, _MM_SHUFFLE(2, 1, 0, 2));
17 __m128 dddd = _mm_shuffle_ps(abcd, abcd, _MM_SHUFFLE(3, 3, 3, 3));
18
19 __m128 wwwx = _mm_shuffle_ps(xyzw, xyzw, _MM_SHUFFLE(0, 3, 3, 3));
20 __m128 zxyy = _mm_shuffle_ps(xyzw, xyzw, _MM_SHUFFLE(1, 1, 0, 2));
21 __m128 yzxz = _mm_shuffle_ps(xyzw, xyzw, _MM_SHUFFLE(2, 0, 2, 1));
22
23 __m128 m2 = _mm_mul_ps(bcab, zxyy);
24#ifdef JPH_USE_FMADD
25 __m128 m3 = _mm_fmadd_ps(abca, wwwx, m2);
26#else
27 __m128 m1 = _mm_mul_ps(abca, wwwx);
28 __m128 m3 = _mm_add_ps(m1, m2);
29#endif
30
31 // Negate last (logical) component.
32 m3 = _mm_xor_ps(_mm_set_ps(-0.0f, 0.0f, 0.0f, 0.0f), m3);
33
34#ifdef JPH_USE_FMADD
35 __m128 m5 = _mm_fnmadd_ps(cabc, yzxz, m3);
36 __m128 m7 = _mm_fmadd_ps(dddd, xyzw, m5);
37#else
38 __m128 m4 = _mm_mul_ps(dddd, xyzw);
39 __m128 m5 = _mm_mul_ps(cabc, yzxz);
40 __m128 m6 = _mm_sub_ps(m4, m5);
41 __m128 m7 = _mm_add_ps(m3, m6);
42#endif
43
44 // [(aw+bz)+(dx-cy),(bw+cx)+(dy-az),(cw+ay)+(dz-bx),-(ax+by)+(dw-cz)]
45 return Quat(Vec4(m7));
46#else
47 float a = mValue.GetX();
48 float b = mValue.GetY();
49 float c = mValue.GetZ();
50 float d = mValue.GetW();
51
52 float x = inRHS.mValue.GetX();
53 float y = inRHS.mValue.GetY();
54 float z = inRHS.mValue.GetZ();
55 float w = inRHS.mValue.GetW();
56
57 return Quat((a * w + b * z) + (d * x - c * y),
58 (b * w + c * x) + (d * y - a * z),
59 (c * w + a * y) + (d * z - b * x),
60 -(a * x + b * y) + (d * w - c * z));
61#endif
62}
63
65{
66#ifdef JPH_USE_SSE
67 __m128 abc0 = inLHS.mValue;
68 __m128 xyzw = inRHS.mValue.mValue;
69
70 // Names based on logical order, opposite of shuffle order.
71 __m128 abca = _mm_shuffle_ps(abc0, abc0, _MM_SHUFFLE(0, 2, 1, 0));
72 __m128 bcab = _mm_shuffle_ps(abc0, abc0, _MM_SHUFFLE(1, 0, 2, 1));
73 __m128 cabc = _mm_shuffle_ps(abc0, abc0, _MM_SHUFFLE(2, 1, 0, 2));
74
75 __m128 wwwx = _mm_shuffle_ps(xyzw, xyzw, _MM_SHUFFLE(0, 3, 3, 3));
76 __m128 zxyy = _mm_shuffle_ps(xyzw, xyzw, _MM_SHUFFLE(1, 1, 0, 2));
77 __m128 yzxz = _mm_shuffle_ps(xyzw, xyzw, _MM_SHUFFLE(2, 0, 2, 1));
78
79 __m128 m2 = _mm_mul_ps(bcab, zxyy);
80#ifdef JPH_USE_FMADD
81 __m128 m3 = _mm_fmadd_ps(abca, wwwx, m2);
82#else
83 __m128 m1 = _mm_mul_ps(abca, wwwx);
84 __m128 m3 = _mm_add_ps(m1, m2);
85#endif
86
87 // Negate last (logical) component.
88 m3 = _mm_xor_ps(_mm_set_ps(-0.0f, 0.0f, 0.0f, 0.0f), m3);
89
90 __m128 m4 = _mm_mul_ps(cabc, yzxz);
91
92 // [(aw+bz)-cy,(bw+cx)-az,(cw+ay)-bx,-(ax+by)-cz]
93 return Quat(Vec4(_mm_sub_ps(m3, m4)));
94#else
95 float a = inLHS.GetX();
96 float b = inLHS.GetY();
97 float c = inLHS.GetZ();
98
99 float x = inRHS.mValue.GetX();
100 float y = inRHS.mValue.GetY();
101 float z = inRHS.mValue.GetZ();
102 float w = inRHS.mValue.GetW();
103
104 return Quat((a * w + b * z) - c * y,
105 (b * w + c * x) - a * z,
106 (c * w + a * y) - b * x,
107 -(a * x + b * y) - c * z);
108#endif
109}
110
111Quat Quat::sRotation(Vec3Arg inAxis, float inAngle)
112{
113 // returns [inAxis * sin(0.5f * inAngle), cos(0.5f * inAngle)]
114 JPH_ASSERT(inAxis.IsNormalized());
115 Vec4 s, c;
116 Vec4::sReplicate(0.5f * inAngle).SinCos(s, c);
117 return Quat(Vec4::sSelect(Vec4(inAxis) * s, c, UVec4(0, 0, 0, 0xffffffffU)));
118}
119
120void Quat::GetAxisAngle(Vec3 &outAxis, float &outAngle) const
121{
123 Quat w_pos = EnsureWPositive();
124 float abs_w = w_pos.GetW();
125 if (abs_w >= 1.0f)
126 {
127 outAxis = Vec3::sZero();
128 outAngle = 0.0f;
129 }
130 else
131 {
132 outAngle = 2.0f * ACos(abs_w);
133 outAxis = w_pos.GetXYZ().NormalizedOr(Vec3::sZero());
134 }
135}
136
137Vec3 Quat::GetAngularVelocity(float inDeltaTime) const
138{
140
141 // w = cos(angle / 2), ensure it is positive so that we get an angle in the range [0, PI]
142 Quat w_pos = EnsureWPositive();
143
144 // The imaginary part of the quaternion is axis * sin(angle / 2),
145 // if the length is small use the approximation sin(x) = x to calculate angular velocity
146 Vec3 xyz = w_pos.GetXYZ();
147 float xyz_len_sq = xyz.LengthSq();
148 if (xyz_len_sq < 4.0e-4f) // Max error introduced is sin(0.02) - 0.02 = 7e-5 (when w is near 1 the angle becomes more inaccurate in the code below, so don't make this number too small)
149 return (2.0f / inDeltaTime) * xyz;
150
151 // Otherwise calculate the angle from w = cos(angle / 2) and determine the axis by normalizing the imaginary part
152 // Note that it is also possible to calculate the angle through angle = 2 * atan2(|xyz|, w). This is more accurate but also 2x as expensive.
153 float angle = 2.0f * ACos(w_pos.GetW());
154 return (xyz / (sqrt(xyz_len_sq) * inDeltaTime)) * angle;
155}
156
158{
159 /*
160 Uses (inFrom = v1, inTo = v2):
161
162 angle = arcos(v1 . v2 / |v1||v2|)
163 axis = normalize(v1 x v2)
164
165 Quaternion is then:
166
167 s = sin(angle / 2)
168 x = axis.x * s
169 y = axis.y * s
170 z = axis.z * s
171 w = cos(angle / 2)
172
173 Using identities:
174
175 sin(2 * a) = 2 * sin(a) * cos(a)
176 cos(2 * a) = cos(a)^2 - sin(a)^2
177 sin(a)^2 + cos(a)^2 = 1
178
179 This reduces to:
180
181 x = (v1 x v2).x
182 y = (v1 x v2).y
183 z = (v1 x v2).z
184 w = |v1||v2| + v1 . v2
185
186 which then needs to be normalized because the whole equation was multiplied by 2 cos(angle / 2)
187 */
188
189 float len_v1_v2 = sqrt(inFrom.LengthSq() * inTo.LengthSq());
190 float w = len_v1_v2 + inFrom.Dot(inTo);
191
192 if (w == 0.0f)
193 {
194 if (len_v1_v2 == 0.0f)
195 {
196 // If either of the vectors has zero length, there is no rotation and we return identity
197 return Quat::sIdentity();
198 }
199 else
200 {
201 // If vectors are perpendicular, take one of the many 180 degree rotations that exist
202 return Quat(Vec4(inFrom.GetNormalizedPerpendicular(), 0));
203 }
204 }
205
206 Vec3 v = inFrom.Cross(inTo);
207 return Quat(Vec4(v, w)).Normalized();
208}
209
210template <class Random>
211Quat Quat::sRandom(Random &inRandom)
212{
213 std::uniform_real_distribution<float> zero_to_one(0.0f, 1.0f);
214 float x0 = zero_to_one(inRandom);
215 float r1 = sqrt(1.0f - x0), r2 = sqrt(x0);
216 std::uniform_real_distribution<float> zero_to_two_pi(0.0f, 2.0f * JPH_PI);
217 Vec4 s, c;
218 Vec4(zero_to_two_pi(inRandom), zero_to_two_pi(inRandom), 0, 0).SinCos(s, c);
219 return Quat(s.GetX() * r1, c.GetX() * r1, s.GetY() * r2, c.GetY() * r2);
220}
221
223{
224 Vec4 half(0.5f * inAngles);
225 Vec4 s, c;
226 half.SinCos(s, c);
227
228 float cx = c.GetX();
229 float sx = s.GetX();
230 float cy = c.GetY();
231 float sy = s.GetY();
232 float cz = c.GetZ();
233 float sz = s.GetZ();
234
235 return Quat(
236 cz * sx * cy - sz * cx * sy,
237 cz * cx * sy + sz * sx * cy,
238 sz * cx * cy - cz * sx * sy,
239 cz * cx * cy + sz * sx * sy);
240}
241
243{
244 float y_sq = GetY() * GetY();
245
246 // X
247 float t0 = 2.0f * (GetW() * GetX() + GetY() * GetZ());
248 float t1 = 1.0f - 2.0f * (GetX() * GetX() + y_sq);
249
250 // Y
251 float t2 = 2.0f * (GetW() * GetY() - GetZ() * GetX());
252 t2 = t2 > 1.0f? 1.0f : t2;
253 t2 = t2 < -1.0f? -1.0f : t2;
254
255 // Z
256 float t3 = 2.0f * (GetW() * GetZ() + GetX() * GetY());
257 float t4 = 1.0f - 2.0f * (y_sq + GetZ() * GetZ());
258
259 return Vec3(ATan2(t0, t1), ASin(t2), ATan2(t3, t4));
260}
261
263{
264 Quat twist(Vec4(GetXYZ().Dot(inAxis) * inAxis, GetW()));
265 float twist_len = twist.LengthSq();
266 if (twist_len != 0.0f)
267 return twist / sqrt(twist_len);
268 else
269 return Quat::sIdentity();
270}
271
272void Quat::GetSwingTwist(Quat &outSwing, Quat &outTwist) const
273{
274 float x = GetX(), y = GetY(), z = GetZ(), w = GetW();
275 float s = sqrt(Square(w) + Square(x));
276 if (s != 0.0f)
277 {
278 outTwist = Quat(x / s, 0, 0, w / s);
279 outSwing = Quat(0, (w * y - x * z) / s, (w * z + x * y) / s, s);
280 }
281 else
282 {
283 // If both x and w are zero, this must be a 180 degree rotation around either y or z
284 outTwist = Quat::sIdentity();
285 outSwing = *this;
286 }
287}
288
289Quat Quat::LERP(QuatArg inDestination, float inFraction) const
290{
291 float scale0 = 1.0f - inFraction;
292 return Quat(Vec4::sReplicate(scale0) * mValue + Vec4::sReplicate(inFraction) * inDestination.mValue);
293}
294
295Quat Quat::SLERP(QuatArg inDestination, float inFraction) const
296{
297 // Difference at which to LERP instead of SLERP
298 const float delta = 0.0001f;
299
300 // Calc cosine
301 float sign_scale1 = 1.0f;
302 float cos_omega = Dot(inDestination);
303
304 // Adjust signs (if necessary)
305 if (cos_omega < 0.0f)
306 {
307 cos_omega = -cos_omega;
308 sign_scale1 = -1.0f;
309 }
310
311 // Calculate coefficients
312 float scale0, scale1;
313 if (1.0f - cos_omega > delta)
314 {
315 // Standard case (slerp)
316 float omega = ACos(cos_omega);
317 float sin_omega = Sin(omega);
318 scale0 = Sin((1.0f - inFraction) * omega) / sin_omega;
319 scale1 = sign_scale1 * Sin(inFraction * omega) / sin_omega;
320 }
321 else
322 {
323 // Quaternions are very close so we can do a linear interpolation
324 scale0 = 1.0f - inFraction;
325 scale1 = sign_scale1 * inFraction;
326 }
327
328 // Interpolate between the two quaternions
329 return Quat(Vec4::sReplicate(scale0) * mValue + Vec4::sReplicate(scale1) * inDestination.mValue).Normalized();
330}
331
333{
334 // Rotating a vector by a quaternion is done by: p' = q * (p, 0) * q^-1 (q^-1 = conjugated(q) for a unit quaternion)
335 // Using Rodrigues formula: https://en.m.wikipedia.org/wiki/Euler%E2%80%93Rodrigues_formula
336 // This is equivalent to: p' = p + 2 * (q.w * q.xyz x p + q.xyz x (q.xyz x p))
337 //
338 // This is:
339 //
340 // Vec3 xyz = GetXYZ();
341 // Vec3 q_cross_p = xyz.Cross(inValue);
342 // Vec3 q_cross_q_cross_p = xyz.Cross(q_cross_p);
343 // Vec3 v = mValue.SplatW3() * q_cross_p + q_cross_q_cross_p;
344 // return inValue + (v + v);
345 //
346 // But we can write out the cross products in a more efficient way:
348 Vec3 xyz = GetXYZ();
350 Vec3 q_cross_p = (inValue.Swizzle<SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X>() * xyz - yzx * inValue).Swizzle<SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X>();
351 Vec3 q_cross_q_cross_p = (q_cross_p.Swizzle<SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X>() * xyz - yzx * q_cross_p).Swizzle<SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X>();
352 Vec3 v = mValue.SplatW3() * q_cross_p + q_cross_q_cross_p;
353 return inValue + (v + v);
354}
355
357{
359 Vec3 xyz = GetXYZ(); // Needs to be negated, but we do this in the equations below
361 Vec3 q_cross_p = (yzx * inValue - inValue.Swizzle<SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X>() * xyz).Swizzle<SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X>();
362 Vec3 q_cross_q_cross_p = (yzx * q_cross_p - q_cross_p.Swizzle<SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X>() * xyz).Swizzle<SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X>();
363 Vec3 v = mValue.SplatW3() * q_cross_p + q_cross_q_cross_p;
364 return inValue + (v + v);
365}
366
368{
369 // This is *this * Vec3::sAxisX() written out:
371 Vec4 t = mValue + mValue;
372 return Vec3(t.SplatX() * mValue + (t.SplatW() * mValue.Swizzle<SWIZZLE_W, SWIZZLE_Z, SWIZZLE_Y, SWIZZLE_X>()).FlipSign<1, 1, -1, 1>() - Vec4(1, 0, 0, 0));
373}
374
376{
377 // This is *this * Vec3::sAxisY() written out:
379 Vec4 t = mValue + mValue;
380 return Vec3(t.SplatY() * mValue + (t.SplatW() * mValue.Swizzle<SWIZZLE_Z, SWIZZLE_W, SWIZZLE_X, SWIZZLE_Y>()).FlipSign<-1, 1, 1, 1>() - Vec4(0, 1, 0, 0));
381}
382
384{
385 // This is *this * Vec3::sAxisZ() written out:
387 Vec4 t = mValue + mValue;
388 return Vec3(t.SplatZ() * mValue + (t.SplatW() * mValue.Swizzle<SWIZZLE_Y, SWIZZLE_X, SWIZZLE_W, SWIZZLE_Z>()).FlipSign<1, -1, 1, 1>() - Vec4(0, 0, 1, 0));
389}
390
391void Quat::StoreFloat3(Float3 *outV) const
392{
395}
396
397void Quat::StoreFloat4(Float4 *outV) const
398{
399 mValue.StoreFloat4(outV);
400}
401
403{
405 float w = sqrt(max(1.0f - v.LengthSq(), 0.0f)); // It is possible that the length of v is a fraction above 1, and we don't want to introduce NaN's in that case so we clamp to 0
406 return Quat(Vec4(v, w));
407}
408
#define JPH_NAMESPACE_END
Definition Core.h:428
#define JPH_NAMESPACE_BEGIN
Definition Core.h:422
#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
Definition Quat.h:33
static Quat sRandom(Random &inRandom)
Random unit quaternion.
Definition Quat.inl:211
JPH_INLINE Vec3 InverseRotate(Vec3Arg inValue) const
Rotate a vector by the inverse of this quaternion.
Definition Quat.inl:356
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:64
static Quat sEulerAngles(Vec3Arg inAngles)
Conversion from Euler angles. Rotation order is X then Y then Z (RotZ * RotY * RotX)....
Definition Quat.inl:222
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:111
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:137
JPH_INLINE Quat LERP(QuatArg inDestination, float inFraction) const
Definition Quat.inl:289
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:402
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:120
static JPH_INLINE Quat sIdentity()
Definition Quat.h:104
JPH_INLINE void GetSwingTwist(Quat &outSwing, Quat &outTwist) const
Definition Quat.inl:272
JPH_INLINE void StoreFloat4(Float4 *outV) const
Store as 4 floats.
Definition Quat.inl:397
static JPH_INLINE Quat sFromTo(Vec3Arg inFrom, Vec3Arg inTo)
Definition Quat.inl:157
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:262
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:383
JPH_INLINE Vec3 RotateAxisX() const
Rotate a the vector (1, 0, 0) with this quaternion.
Definition Quat.inl:367
JPH_INLINE Vec3 RotateAxisY() const
Rotate a the vector (0, 1, 0) with this quaternion.
Definition Quat.inl:375
Vec3 GetEulerAngles() const
Conversion to Euler angles. Rotation order is X then Y then Z (RotZ * RotY * RotX)....
Definition Quat.inl:242
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:391
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:295
Definition UVec4.h:12
Definition Vec3.h:17
JPH_INLINE float Dot(Vec3Arg inV2) const
Dot product.
Definition Vec3.inl:943
JPH_INLINE Vec3 Normalized() const
Normalize vector.
Definition Vec3.inl:1044
JPH_INLINE Vec3 Cross(Vec3Arg inV2) const
Cross product.
Definition Vec3.inl:841
JPH_INLINE Vec3 GetNormalizedPerpendicular() const
Get normalized vector that is perpendicular to this vector.
Definition Vec3.inl:1217
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:1128
JPH_INLINE Vec3 NormalizedOr(Vec3Arg inZeroValue) const
Normalize vector or return inZeroValue if the length of the vector is zero.
Definition Vec3.inl:1076
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:1153
JPH_INLINE float LengthSq() const
Squared length of vector.
Definition Vec3.inl:972
static JPH_INLINE Vec3 sZero()
Vector with all zeros.
Definition Vec3.inl:125
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:167
JPH_INLINE float GetZ() const
Definition Vec3.h:129
JPH_INLINE Vec3 Swizzle() const
Swizzle the elements in inV.
Definition Vec4.h:14
JPH_INLINE Vec4 SplatX() const
Replicate the X component to all components.
Definition Vec4.inl:808
JPH_INLINE Vec3 SplatW3() const
Replicate the W component to all components.
Definition Vec4.inl:920
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:1102
JPH_INLINE float GetW() const
Definition Vec4.h:122
JPH_INLINE Vec4 SplatY() const
Replicate the Y component to all components.
Definition Vec4.inl:824
JPH_INLINE Vec4 SplatZ() const
Replicate the Z component to all components.
Definition Vec4.inl:840
JPH_INLINE Vec4 SplatW() const
Replicate the W component to all components.
Definition Vec4.inl:856
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:314
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:377
JPH_INLINE float GetY() const
Definition Vec4.h:120
static JPH_INLINE Vec4 sReplicate(float inV)
Replicate inV across all components.
Definition Vec4.inl:97
void SinCos(Vec4 &outSin, Vec4 &outCos) const
Calculate the sine and cosine for each element of this vector (input in radians)
Definition Vec4.inl:1216
JPH_INLINE void StoreFloat4(Float4 *outV) const
Store 4 floats to memory.
Definition Vec4.inl:1133