Jolt Physics
A multi core friendly Game Physics Engine
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Vec3.h
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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
5#pragma once
6
8#include <Jolt/Math/Float3.h>
9#include <Jolt/Math/Swizzle.h>
10#include <Jolt/Math/MathTypes.h>
11
13
16class [[nodiscard]] alignas(JPH_VECTOR_ALIGNMENT) Vec3
17{
18public:
20
21 // Underlying vector type
22#if defined(JPH_USE_SSE)
23 using Type = __m128;
24#elif defined(JPH_USE_NEON)
25 using Type = float32x4_t;
26#else
28#endif
29
30 // Argument type
32
34 Vec3() = default;
35 Vec3(const Vec3 &inRHS) = default;
36 Vec3 & operator = (const Vec3 &inRHS) = default;
37 explicit JPH_INLINE Vec3(Vec4Arg inRHS);
38 JPH_INLINE Vec3(Type inRHS) : mValue(inRHS) { CheckW(); }
39
41 explicit JPH_INLINE Vec3(const Float3 &inV);
42
44 JPH_INLINE Vec3(float inX, float inY, float inZ);
45
47 static JPH_INLINE Vec3 sZero();
48
50 static JPH_INLINE Vec3 sOne();
51
53 static JPH_INLINE Vec3 sNaN();
54
56 static JPH_INLINE Vec3 sAxisX() { return Vec3(1, 0, 0); }
57 static JPH_INLINE Vec3 sAxisY() { return Vec3(0, 1, 0); }
58 static JPH_INLINE Vec3 sAxisZ() { return Vec3(0, 0, 1); }
59
61 static JPH_INLINE Vec3 sReplicate(float inV);
62
64 static JPH_INLINE Vec3 sLoadFloat3Unsafe(const Float3 &inV);
65
67 static JPH_INLINE Vec3 sMin(Vec3Arg inV1, Vec3Arg inV2);
68
70 static JPH_INLINE Vec3 sMax(Vec3Arg inV1, Vec3Arg inV2);
71
73 static JPH_INLINE Vec3 sClamp(Vec3Arg inV, Vec3Arg inMin, Vec3Arg inMax);
74
76 static JPH_INLINE UVec4 sEquals(Vec3Arg inV1, Vec3Arg inV2);
77
79 static JPH_INLINE UVec4 sLess(Vec3Arg inV1, Vec3Arg inV2);
80
82 static JPH_INLINE UVec4 sLessOrEqual(Vec3Arg inV1, Vec3Arg inV2);
83
85 static JPH_INLINE UVec4 sGreater(Vec3Arg inV1, Vec3Arg inV2);
86
88 static JPH_INLINE UVec4 sGreaterOrEqual(Vec3Arg inV1, Vec3Arg inV2);
89
91 static JPH_INLINE Vec3 sFusedMultiplyAdd(Vec3Arg inMul1, Vec3Arg inMul2, Vec3Arg inAdd);
92
94 static JPH_INLINE Vec3 sSelect(Vec3Arg inNotSet, Vec3Arg inSet, UVec4Arg inControl);
95
97 static JPH_INLINE Vec3 sOr(Vec3Arg inV1, Vec3Arg inV2);
98
100 static JPH_INLINE Vec3 sXor(Vec3Arg inV1, Vec3Arg inV2);
101
103 static JPH_INLINE Vec3 sAnd(Vec3Arg inV1, Vec3Arg inV2);
104
108 static JPH_INLINE Vec3 sUnitSpherical(float inTheta, float inPhi);
109
111 JPH_EXPORT static const StaticArray<Vec3, 1026> sUnitSphere;
112
114 template <class Random>
115 static inline Vec3 sRandom(Random &inRandom);
116
118#if defined(JPH_USE_SSE)
119 JPH_INLINE float GetX() const { return _mm_cvtss_f32(mValue); }
120 JPH_INLINE float GetY() const { return mF32[1]; }
121 JPH_INLINE float GetZ() const { return mF32[2]; }
122#elif defined(JPH_USE_NEON)
123 JPH_INLINE float GetX() const { return vgetq_lane_f32(mValue, 0); }
124 JPH_INLINE float GetY() const { return vgetq_lane_f32(mValue, 1); }
125 JPH_INLINE float GetZ() const { return vgetq_lane_f32(mValue, 2); }
126#else
127 JPH_INLINE float GetX() const { return mF32[0]; }
128 JPH_INLINE float GetY() const { return mF32[1]; }
129 JPH_INLINE float GetZ() const { return mF32[2]; }
130#endif
131
133 JPH_INLINE void SetX(float inX) { mF32[0] = inX; }
134 JPH_INLINE void SetY(float inY) { mF32[1] = inY; }
135 JPH_INLINE void SetZ(float inZ) { mF32[2] = mF32[3] = inZ; } // Assure Z and W are the same
136
138 JPH_INLINE void Set(float inX, float inY, float inZ) { *this = Vec3(inX, inY, inZ); }
139
141 JPH_INLINE float operator [] (uint inCoordinate) const { JPH_ASSERT(inCoordinate < 3); return mF32[inCoordinate]; }
142
144 JPH_INLINE void SetComponent(uint inCoordinate, float inValue) { JPH_ASSERT(inCoordinate < 3); mF32[inCoordinate] = inValue; mValue = sFixW(mValue); } // Assure Z and W are the same
145
147 JPH_INLINE bool operator == (Vec3Arg inV2) const;
148 JPH_INLINE bool operator != (Vec3Arg inV2) const { return !(*this == inV2); }
149
151 JPH_INLINE bool IsClose(Vec3Arg inV2, float inMaxDistSq = 1.0e-12f) const;
152
154 JPH_INLINE bool IsNearZero(float inMaxDistSq = 1.0e-12f) const;
155
157 JPH_INLINE bool IsNormalized(float inTolerance = 1.0e-6f) const;
158
160 JPH_INLINE bool IsNaN() const;
161
163 JPH_INLINE Vec3 operator * (Vec3Arg inV2) const;
164
166 JPH_INLINE Vec3 operator * (float inV2) const;
167
169 friend JPH_INLINE Vec3 operator * (float inV1, Vec3Arg inV2);
170
172 JPH_INLINE Vec3 operator / (float inV2) const;
173
175 JPH_INLINE Vec3 & operator *= (float inV2);
176
178 JPH_INLINE Vec3 & operator *= (Vec3Arg inV2);
179
181 JPH_INLINE Vec3 & operator /= (float inV2);
182
184 JPH_INLINE Vec3 operator + (Vec3Arg inV2) const;
185
187 JPH_INLINE Vec3 & operator += (Vec3Arg inV2);
188
190 JPH_INLINE Vec3 operator - () const;
191
193 JPH_INLINE Vec3 operator - (Vec3Arg inV2) const;
194
196 JPH_INLINE Vec3 & operator -= (Vec3Arg inV2);
197
199 JPH_INLINE Vec3 operator / (Vec3Arg inV2) const;
200
202 template<uint32 SwizzleX, uint32 SwizzleY, uint32 SwizzleZ>
203 JPH_INLINE Vec3 Swizzle() const;
204
206 JPH_INLINE Vec4 SplatX() const;
207
209 JPH_INLINE Vec4 SplatY() const;
210
212 JPH_INLINE Vec4 SplatZ() const;
213
215 JPH_INLINE int GetLowestComponentIndex() const;
216
218 JPH_INLINE int GetHighestComponentIndex() const;
219
221 JPH_INLINE Vec3 Abs() const;
222
224 JPH_INLINE Vec3 Reciprocal() const;
225
227 JPH_INLINE static Vec3 sDifferenceOfProducts(Vec3Arg inA, Vec3Arg inB, Vec3Arg inC, Vec3Arg inD);
228
230 JPH_INLINE Vec3 Cross(Vec3Arg inV2) const;
231
233 JPH_INLINE Vec3 CrossPrecise(Vec3Arg inV2) const;
234
236 JPH_INLINE Vec3 DotV(Vec3Arg inV2) const;
237
239 JPH_INLINE Vec4 DotV4(Vec3Arg inV2) const;
240
242 JPH_INLINE float Dot(Vec3Arg inV2) const;
243
245 JPH_INLINE float LengthSq() const;
246
248 JPH_INLINE float Length() const;
249
251 JPH_INLINE Vec3 Normalized() const;
252
254 JPH_INLINE Vec3 NormalizedOr(Vec3Arg inZeroValue) const;
255
257 JPH_INLINE void StoreFloat3(Float3 *outV) const;
258
260 JPH_INLINE UVec4 ToInt() const;
261
263 JPH_INLINE UVec4 ReinterpretAsInt() const;
264
266 JPH_INLINE float ReduceMin() const;
267
269 JPH_INLINE float ReduceMax() const;
270
272 JPH_INLINE float ReduceSum() const;
273
275 JPH_INLINE Vec3 Sqrt() const;
276
278 JPH_INLINE Vec3 GetNormalizedPerpendicular() const;
279
281 JPH_INLINE Vec3 GetSign() const;
282
284 template <int X, int Y, int Z>
285 JPH_INLINE Vec3 FlipSign() const;
286
288 JPH_INLINE uint32 CompressUnitVector() const;
289
291 JPH_INLINE static Vec3 sDecompressUnitVector(uint32 inValue);
292
294 friend ostream & operator << (ostream &inStream, Vec3Arg inV)
295 {
296 inStream << inV.mF32[0] << ", " << inV.mF32[1] << ", " << inV.mF32[2];
297 return inStream;
298 }
299
301 JPH_INLINE void CheckW() const;
302
304 static JPH_INLINE Type sFixW(Type inValue);
305
306 union
307 {
309 float mF32[4];
310 };
311};
312
313static_assert(std::is_trivially_default_constructible<Vec3>() && std::is_trivially_copyable<Vec3>(), "Is supposed to be a trivial type!");
314
316
317#include "Vec3.inl"
#define JPH_EXPORT
Definition Core.h:286
unsigned int uint
Definition Core.h:546
#define JPH_NAMESPACE_END
Definition Core.h:469
std::uint32_t uint32
Definition Core.h:549
#define JPH_NAMESPACE_BEGIN
Definition Core.h:463
DVec3 operator*(double inV1, DVec3Arg inV2)
Definition DVec3.inl:623
#define JPH_ASSERT(...)
Definition IssueReporting.h:33
JPH_INLINE float Sqrt(float inV)
Take the square root of a float value.
Definition Math.h:76
const Vec4 Vec4Arg
Definition MathTypes.h:25
const Vec3 Vec3Arg
Definition MathTypes.h:19
const UVec4 UVec4Arg
Definition MathTypes.h:26
#define JPH_OVERRIDE_NEW_DELETE
Macro to override the new and delete functions.
Definition Memory.h:50
Class that holds 3 floats. Used as a storage class. Convert to Vec3 for calculations.
Definition Float3.h:13
Simple variable length array backed by a fixed size buffer.
Definition StaticArray.h:14
Definition UVec4.h:12
Definition Vec3.h:17
JPH_INLINE float Dot(Vec3Arg inV2) const
Dot product.
Definition Vec3.inl:931
JPH_INLINE Vec3 Normalized() const
Normalize vector.
Definition Vec3.inl:973
static JPH_INLINE Type sFixW(Type inValue)
Internal helper function that ensures that the Z component is replicated to the W component to preven...
Vec4::Type Type
Definition Vec3.h:27
static JPH_INLINE Vec3 sAxisX()
Vectors with the principal axis.
Definition Vec3.h:56
JPH_INLINE Vec4 SplatX() const
Replicate the X component to all components.
Definition Vec3.inl:761
JPH_INLINE void SetComponent(uint inCoordinate, float inValue)
Set float component by index.
Definition Vec3.h:144
JPH_INLINE Vec3 Cross(Vec3Arg inV2) const
Cross product.
Definition Vec3.inl:855
JPH_INLINE Vec3 GetNormalizedPerpendicular() const
Get normalized vector that is perpendicular to this vector.
Definition Vec3.inl:1119
Vec3(const Vec3 &inRHS)=default
static JPH_INLINE Vec3 sAxisY()
Definition Vec3.h:57
JPH_INLINE float GetX() const
Get individual components.
Definition Vec3.h:127
static JPH_INLINE Vec3 sDecompressUnitVector(uint32 inValue)
Decompress a unit vector from a 32 bit value.
Definition Vec3.inl:1236
JPH_INLINE float Length() const
Length of vector.
Definition Vec3.inl:951
JPH_INLINE float ReduceMin() const
Get the minimum of X, Y and Z.
Definition Vec3.inl:1105
JPH_INLINE float ReduceMax() const
Get the maximum of X, Y and Z.
Definition Vec3.inl:1112
static JPH_INLINE Vec3 sDifferenceOfProducts(Vec3Arg inA, Vec3Arg inB, Vec3Arg inC, Vec3Arg inD)
Calculates inA * inB - inC * inD with more precision when FMA instructions are available....
Definition Vec3.inl:843
JPH_INLINE int GetLowestComponentIndex() const
Get index of component with lowest value.
Definition Vec3.inl:809
JPH_INLINE void SetY(float inY)
Definition Vec3.h:134
JPH_INLINE Vec4 DotV4(Vec3Arg inV2) const
Dot product, returns the dot product in X, Y, Z and W components.
Definition Vec3.inl:941
JPH_INLINE Vec3 Abs() const
Return the absolute value of each of the components.
Definition Vec3.inl:819
JPH_INLINE Vec3(Type inRHS)
Definition Vec3.h:38
static JPH_INLINE Vec3 sOne()
Vector with all ones.
Definition Vec3.inl:157
JPH_INLINE Vec3 Reciprocal() const
Reciprocal vector (1 / value) for each of the components.
Definition Vec3.inl:838
JPH_INLINE Vec3 NormalizedOr(Vec3Arg inZeroValue) const
Normalize vector or return inZeroValue if the length of the vector is zero.
Definition Vec3.inl:978
JPH_INLINE Vec3 FlipSign() const
Flips the signs of the components, e.g. FlipSign<-1, 1, -1>() will flip the signs of the X and Z comp...
Definition Vec3.inl:1189
JPH_INLINE float ReduceSum() const
Get the sum of X, Y and Z.
Definition Vec3.inl:898
JPH_INLINE uint32 CompressUnitVector() const
Compress a unit vector to a 32 bit value, precision is around 10^-4.
Definition Vec3.inl:1197
JPH_INLINE Vec4 SplatZ() const
Replicate the Z component to all components.
Definition Vec3.inl:793
JPH_INLINE Vec3 CrossPrecise(Vec3Arg inV2) const
Cross product (more precise version when FMA is available).
Definition Vec3.inl:893
Vec3Arg ArgType
Definition Vec3.h:31
JPH_INLINE void SetZ(float inZ)
Definition Vec3.h:135
JPH_INLINE void CheckW() const
Internal helper function that checks that W is equal to Z, so e.g. dividing by it should not generate...
static JPH_INLINE Vec3 sAxisZ()
Definition Vec3.h:58
JPH_INLINE UVec4 ToInt() const
Convert each component from a float to an int.
Definition Vec3.inl:1077
JPH_INLINE void SetX(float inX)
Set individual components.
Definition Vec3.h:133
Type mValue
Definition Vec3.h:308
JPH_INLINE float GetY() const
Definition Vec3.h:128
JPH_INLINE Vec4 SplatY() const
Replicate the Y component to all components.
Definition Vec3.inl:777
JPH_INLINE void StoreFloat3(Float3 *outV) const
Store 3 floats to memory.
Definition Vec3.inl:1055
JPH_INLINE float LengthSq() const
Squared length of vector.
Definition Vec3.inl:946
float mF32[4]
Definition Vec3.h:309
static JPH_INLINE Vec3 sZero()
Vector with all zeros.
Definition Vec3.inl:125
JPH_INLINE void Set(float inX, float inY, float inZ)
Set all components.
Definition Vec3.h:138
JPH_INLINE UVec4 ReinterpretAsInt() const
Reinterpret Vec3 as a UVec4 (doesn't change the bits).
Definition Vec3.inl:1094
JPH_INLINE Vec3 DotV(Vec3Arg inV2) const
Dot product, returns the dot product in X, Y and Z components.
Definition Vec3.inl:936
JPH_INLINE float GetZ() const
Definition Vec3.h:129
JPH_INLINE Vec3 GetSign() const
Get vector that contains the sign of each element (returns 1.0f if positive, -1.0f if negative).
Definition Vec3.inl:1161
static JPH_INLINE Vec3 sNaN()
Vector with all NaN's.
Definition Vec3.inl:162
Vec3()=default
Constructor.
JPH_INLINE int GetHighestComponentIndex() const
Get index of component with highest value.
Definition Vec3.inl:814
JPH_INLINE Vec3 Swizzle() const
Swizzle the elements in inV.
Definition Vec4.h:14
struct { float mData[4];} Type
Definition Vec4.h:24