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GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/jolt_physics/Jolt/Math/UVec4.h
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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#include <Jolt/Math/Vec4.h>
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JPH_NAMESPACE_BEGIN
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class [[nodiscard]] alignas(JPH_VECTOR_ALIGNMENT) UVec4
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{
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public:
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JPH_OVERRIDE_NEW_DELETE
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// Underlying vector type
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#if defined(JPH_USE_SSE)
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using Type = __m128i;
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#elif defined(JPH_USE_NEON)
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using Type = uint32x4_t;
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#else
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using Type = struct { uint32 mData[4]; };
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#endif
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/// Constructor
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UVec4() = default; ///< Intentionally not initialized for performance reasons
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UVec4(const UVec4 &inRHS) = default;
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UVec4 & operator = (const UVec4 &inRHS) = default;
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JPH_INLINE UVec4(Type inRHS) : mValue(inRHS) { }
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/// Create a vector from 4 integer components
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JPH_INLINE UVec4(uint32 inX, uint32 inY, uint32 inZ, uint32 inW);
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/// Comparison
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JPH_INLINE bool operator == (UVec4Arg inV2) const;
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JPH_INLINE bool operator != (UVec4Arg inV2) const { return !(*this == inV2); }
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/// Swizzle the elements in inV
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template<uint32 SwizzleX, uint32 SwizzleY, uint32 SwizzleZ, uint32 SwizzleW>
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JPH_INLINE UVec4 Swizzle() const;
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/// Vector with all zeros
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static JPH_INLINE UVec4 sZero();
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/// Replicate int inV across all components
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static JPH_INLINE UVec4 sReplicate(uint32 inV);
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/// Load 1 int from memory and place it in the X component, zeros Y, Z and W
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static JPH_INLINE UVec4 sLoadInt(const uint32 *inV);
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/// Load 4 ints from memory
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static JPH_INLINE UVec4 sLoadInt4(const uint32 *inV);
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/// Load 4 ints from memory, aligned to 16 bytes
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static JPH_INLINE UVec4 sLoadInt4Aligned(const uint32 *inV);
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/// Gather 4 ints from memory at inBase + inOffsets[i] * Scale
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template <const int Scale>
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static JPH_INLINE UVec4 sGatherInt4(const uint32 *inBase, UVec4Arg inOffsets);
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/// Return the minimum value of each of the components
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static JPH_INLINE UVec4 sMin(UVec4Arg inV1, UVec4Arg inV2);
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/// Return the maximum of each of the components
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static JPH_INLINE UVec4 sMax(UVec4Arg inV1, UVec4Arg inV2);
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/// Equals (component wise)
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static JPH_INLINE UVec4 sEquals(UVec4Arg inV1, UVec4Arg inV2);
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/// Component wise select, returns inNotSet when highest bit of inControl = 0 and inSet when highest bit of inControl = 1
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static JPH_INLINE UVec4 sSelect(UVec4Arg inNotSet, UVec4Arg inSet, UVec4Arg inControl);
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/// Logical or (component wise)
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static JPH_INLINE UVec4 sOr(UVec4Arg inV1, UVec4Arg inV2);
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/// Logical xor (component wise)
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static JPH_INLINE UVec4 sXor(UVec4Arg inV1, UVec4Arg inV2);
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/// Logical and (component wise)
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static JPH_INLINE UVec4 sAnd(UVec4Arg inV1, UVec4Arg inV2);
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/// Logical not (component wise)
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static JPH_INLINE UVec4 sNot(UVec4Arg inV1);
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/// Sorts the elements in inIndex so that the values that correspond to trues in inValue are the first elements.
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/// The remaining elements will be set to inValue.w.
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/// I.e. if inValue = (true, false, true, false) and inIndex = (1, 2, 3, 4) the function returns (1, 3, 4, 4).
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static JPH_INLINE UVec4 sSort4True(UVec4Arg inValue, UVec4Arg inIndex);
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/// Get individual components
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#if defined(JPH_USE_SSE)
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JPH_INLINE uint32 GetX() const { return uint32(_mm_cvtsi128_si32(mValue)); }
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JPH_INLINE uint32 GetY() const { return mU32[1]; }
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JPH_INLINE uint32 GetZ() const { return mU32[2]; }
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JPH_INLINE uint32 GetW() const { return mU32[3]; }
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#elif defined(JPH_USE_NEON)
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JPH_INLINE uint32 GetX() const { return vgetq_lane_u32(mValue, 0); }
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JPH_INLINE uint32 GetY() const { return vgetq_lane_u32(mValue, 1); }
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JPH_INLINE uint32 GetZ() const { return vgetq_lane_u32(mValue, 2); }
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JPH_INLINE uint32 GetW() const { return vgetq_lane_u32(mValue, 3); }
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#else
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JPH_INLINE uint32 GetX() const { return mU32[0]; }
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JPH_INLINE uint32 GetY() const { return mU32[1]; }
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JPH_INLINE uint32 GetZ() const { return mU32[2]; }
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JPH_INLINE uint32 GetW() const { return mU32[3]; }
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#endif
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/// Set individual components
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JPH_INLINE void SetX(uint32 inX) { mU32[0] = inX; }
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JPH_INLINE void SetY(uint32 inY) { mU32[1] = inY; }
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JPH_INLINE void SetZ(uint32 inZ) { mU32[2] = inZ; }
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JPH_INLINE void SetW(uint32 inW) { mU32[3] = inW; }
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/// Get component by index
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JPH_INLINE uint32 operator [] (uint inCoordinate) const { JPH_ASSERT(inCoordinate < 4); return mU32[inCoordinate]; }
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JPH_INLINE uint32 & operator [] (uint inCoordinate) { JPH_ASSERT(inCoordinate < 4); return mU32[inCoordinate]; }
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/// Multiplies each of the 4 integer components with an integer (discards any overflow)
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JPH_INLINE UVec4 operator * (UVec4Arg inV2) const;
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/// Adds an integer value to all integer components (discards any overflow)
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JPH_INLINE UVec4 operator + (UVec4Arg inV2);
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/// Add two integer vectors (component wise)
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JPH_INLINE UVec4 & operator += (UVec4Arg inV2);
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/// Replicate the X component to all components
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JPH_INLINE UVec4 SplatX() const;
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/// Replicate the Y component to all components
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JPH_INLINE UVec4 SplatY() const;
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/// Replicate the Z component to all components
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JPH_INLINE UVec4 SplatZ() const;
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/// Replicate the W component to all components
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JPH_INLINE UVec4 SplatW() const;
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/// Convert each component from an int to a float
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JPH_INLINE Vec4 ToFloat() const;
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/// Reinterpret UVec4 as a Vec4 (doesn't change the bits)
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JPH_INLINE Vec4 ReinterpretAsFloat() const;
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/// Store 4 ints to memory
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JPH_INLINE void StoreInt4(uint32 *outV) const;
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/// Store 4 ints to memory, aligned to 16 bytes
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JPH_INLINE void StoreInt4Aligned(uint32 *outV) const;
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/// Test if any of the components are true (true is when highest bit of component is set)
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JPH_INLINE bool TestAnyTrue() const;
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/// Test if any of X, Y or Z components are true (true is when highest bit of component is set)
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JPH_INLINE bool TestAnyXYZTrue() const;
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/// Test if all components are true (true is when highest bit of component is set)
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JPH_INLINE bool TestAllTrue() const;
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/// Test if X, Y and Z components are true (true is when highest bit of component is set)
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JPH_INLINE bool TestAllXYZTrue() const;
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/// Count the number of components that are true (true is when highest bit of component is set)
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JPH_INLINE int CountTrues() const;
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/// Store if X is true in bit 0, Y in bit 1, Z in bit 2 and W in bit 3 (true is when highest bit of component is set)
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JPH_INLINE int GetTrues() const;
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/// Shift all components by Count bits to the left (filling with zeros from the left)
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template <const uint Count>
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JPH_INLINE UVec4 LogicalShiftLeft() const;
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/// Shift all components by Count bits to the right (filling with zeros from the right)
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template <const uint Count>
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JPH_INLINE UVec4 LogicalShiftRight() const;
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/// Shift all components by Count bits to the right (shifting in the value of the highest bit)
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template <const uint Count>
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JPH_INLINE UVec4 ArithmeticShiftRight() const;
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/// Takes the lower 4 16 bits and expands them to X, Y, Z and W
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JPH_INLINE UVec4 Expand4Uint16Lo() const;
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/// Takes the upper 4 16 bits and expands them to X, Y, Z and W
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JPH_INLINE UVec4 Expand4Uint16Hi() const;
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/// Takes byte 0 .. 3 and expands them to X, Y, Z and W
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JPH_INLINE UVec4 Expand4Byte0() const;
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/// Takes byte 4 .. 7 and expands them to X, Y, Z and W
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JPH_INLINE UVec4 Expand4Byte4() const;
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/// Takes byte 8 .. 11 and expands them to X, Y, Z and W
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JPH_INLINE UVec4 Expand4Byte8() const;
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/// Takes byte 12 .. 15 and expands them to X, Y, Z and W
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JPH_INLINE UVec4 Expand4Byte12() const;
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/// Shift vector components by 4 - Count floats to the left, so if Count = 1 the resulting vector is (W, 0, 0, 0), when Count = 3 the resulting vector is (Y, Z, W, 0)
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JPH_INLINE UVec4 ShiftComponents4Minus(int inCount) const;
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/// To String
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friend ostream & operator << (ostream &inStream, UVec4Arg inV)
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{
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inStream << inV.mU32[0] << ", " << inV.mU32[1] << ", " << inV.mU32[2] << ", " << inV.mU32[3];
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return inStream;
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}
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union
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{
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Type mValue;
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uint32 mU32[4];
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};
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};
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static_assert(std::is_trivial<UVec4>(), "Is supposed to be a trivial type!");
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JPH_NAMESPACE_END
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#include "UVec4.inl"
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