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690 lines
17 KiB
690 lines
17 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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// |
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//=============================================================================// |
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#ifndef VECTOR4D_H |
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#define VECTOR4D_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include <math.h> |
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#include <stdlib.h> // For rand(). We really need a library! |
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#include <float.h> |
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#if defined(__SSE__) || defined(_M_IX86_FP) |
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#include <xmmintrin.h> // For SSE |
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#endif |
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#include "basetypes.h" // For vec_t, put this somewhere else? |
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#include "tier0/dbg.h" |
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#include "mathlib/math_pfns.h" |
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#if defined (__arm__) || defined(__aarch64__) |
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#include "sse2neon.h" |
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#endif |
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// forward declarations |
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class Vector; |
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class Vector2D; |
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//========================================================= |
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// 4D Vector4D |
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//========================================================= |
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class alignas(16) Vector4D |
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{ |
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public: |
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// Members |
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vec_t x, y, z, w; |
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// Construction/destruction |
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#if defined( _DEBUG ) && defined( VECTOR_PARANOIA ) |
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inline Vector4D(void) |
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{ |
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// Initialize to NAN to catch errors |
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x = y = z = w = VEC_T_NAN; |
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} |
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#else |
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Vector4D(void) = default; |
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#endif |
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Vector4D(vec_t X, vec_t Y, vec_t Z, vec_t W); |
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Vector4D(const float *pFloat); |
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// Initialization |
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void Init(vec_t ix=0.0f, vec_t iy=0.0f, vec_t iz=0.0f, vec_t iw=0.0f); |
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// Got any nasty NAN's? |
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bool IsValid() const; |
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// array access... |
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vec_t operator[](int i) const; |
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vec_t& operator[](int i); |
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// Base address... |
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inline vec_t* Base(); |
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inline vec_t const* Base() const; |
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// Cast to Vector and Vector2D... |
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Vector& AsVector3D(); |
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Vector const& AsVector3D() const; |
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Vector2D& AsVector2D(); |
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Vector2D const& AsVector2D() const; |
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// Initialization methods |
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void Random( vec_t minVal, vec_t maxVal ); |
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// equality |
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bool operator==(const Vector4D& v) const; |
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bool operator!=(const Vector4D& v) const; |
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// arithmetic operations |
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Vector4D& operator+=(const Vector4D &v); |
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Vector4D& operator-=(const Vector4D &v); |
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Vector4D& operator*=(const Vector4D &v); |
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Vector4D& operator*=(float s); |
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Vector4D& operator/=(const Vector4D &v); |
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Vector4D& operator/=(float s); |
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// negate the Vector4D components |
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void Negate(); |
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// Get the Vector4D's magnitude. |
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vec_t Length() const; |
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// Get the Vector4D's magnitude squared. |
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vec_t LengthSqr(void) const; |
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// return true if this vector is (0,0,0,0) within tolerance |
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bool IsZero( float tolerance = 0.01f ) const |
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{ |
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return (x > -tolerance && x < tolerance && |
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y > -tolerance && y < tolerance && |
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z > -tolerance && z < tolerance && |
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w > -tolerance && w < tolerance); |
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} |
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// Get the distance from this Vector4D to the other one. |
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vec_t DistTo(const Vector4D &vOther) const; |
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// Get the distance from this Vector4D to the other one squared. |
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vec_t DistToSqr(const Vector4D &vOther) const; |
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// Copy |
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void CopyToArray(float* rgfl) const; |
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// Multiply, add, and assign to this (ie: *this = a + b * scalar). This |
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// is about 12% faster than the actual Vector4D equation (because it's done per-component |
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// rather than per-Vector4D). |
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void MulAdd(Vector4D const& a, Vector4D const& b, float scalar); |
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// Dot product. |
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vec_t Dot(Vector4D const& vOther) const; |
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// No copy constructors allowed if we're in optimal mode |
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#ifdef VECTOR_NO_SLOW_OPERATIONS |
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private: |
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#else |
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public: |
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#endif |
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Vector4D(Vector4D const& vOther); |
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// No assignment operators either... |
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Vector4D& operator=( Vector4D const& src ); |
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}; |
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const Vector4D vec4_origin( 0.0f, 0.0f, 0.0f, 0.0f ); |
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const Vector4D vec4_invalid( FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX ); |
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//----------------------------------------------------------------------------- |
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// SSE optimized routines |
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//----------------------------------------------------------------------------- |
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class ALIGN16 Vector4DAligned : public Vector4D |
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{ |
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public: |
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Vector4DAligned(void) = default; |
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Vector4DAligned( vec_t X, vec_t Y, vec_t Z, vec_t W ); |
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inline void Set( vec_t X, vec_t Y, vec_t Z, vec_t W ); |
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inline void InitZero( void ); |
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inline __m128 &AsM128() { return *(__m128*)&x; } |
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inline const __m128 &AsM128() const { return *(const __m128*)&x; } |
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private: |
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// No copy constructors allowed if we're in optimal mode |
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Vector4DAligned( Vector4DAligned const& vOther ); |
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// No assignment operators either... |
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Vector4DAligned& operator=( Vector4DAligned const& src ); |
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} ALIGN16_POST; |
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//----------------------------------------------------------------------------- |
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// Vector4D related operations |
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//----------------------------------------------------------------------------- |
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// Vector4D clear |
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void Vector4DClear( Vector4D& a ); |
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// Copy |
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void Vector4DCopy( Vector4D const& src, Vector4D& dst ); |
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// Vector4D arithmetic |
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void Vector4DAdd( Vector4D const& a, Vector4D const& b, Vector4D& result ); |
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void Vector4DSubtract( Vector4D const& a, Vector4D const& b, Vector4D& result ); |
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void Vector4DMultiply( Vector4D const& a, vec_t b, Vector4D& result ); |
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void Vector4DMultiply( Vector4D const& a, Vector4D const& b, Vector4D& result ); |
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void Vector4DDivide( Vector4D const& a, vec_t b, Vector4D& result ); |
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void Vector4DDivide( Vector4D const& a, Vector4D const& b, Vector4D& result ); |
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void Vector4DMA( Vector4D const& start, float s, Vector4D const& dir, Vector4D& result ); |
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// Vector4DAligned arithmetic |
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void Vector4DMultiplyAligned( Vector4DAligned const& a, vec_t b, Vector4DAligned& result ); |
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#define Vector4DExpand( v ) (v).x, (v).y, (v).z, (v).w |
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// Normalization |
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vec_t Vector4DNormalize( Vector4D& v ); |
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// Length |
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vec_t Vector4DLength( Vector4D const& v ); |
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// Dot Product |
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vec_t DotProduct4D(Vector4D const& a, Vector4D const& b); |
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// Linearly interpolate between two vectors |
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void Vector4DLerp(Vector4D const& src1, Vector4D const& src2, vec_t t, Vector4D& dest ); |
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//----------------------------------------------------------------------------- |
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// |
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// Inlined Vector4D methods |
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// |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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// constructors |
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//----------------------------------------------------------------------------- |
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inline Vector4D::Vector4D(vec_t X, vec_t Y, vec_t Z, vec_t W ) |
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{ |
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x = X; y = Y; z = Z; w = W; |
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Assert( IsValid() ); |
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} |
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inline Vector4D::Vector4D(const float *pFloat) |
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{ |
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Assert( pFloat ); |
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x = pFloat[0]; y = pFloat[1]; z = pFloat[2]; w = pFloat[3]; |
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Assert( IsValid() ); |
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} |
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//----------------------------------------------------------------------------- |
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// copy constructor |
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//----------------------------------------------------------------------------- |
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inline Vector4D::Vector4D(const Vector4D &vOther) |
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{ |
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Assert( vOther.IsValid() ); |
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x = vOther.x; y = vOther.y; z = vOther.z; w = vOther.w; |
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} |
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//----------------------------------------------------------------------------- |
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// initialization |
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//----------------------------------------------------------------------------- |
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inline void Vector4D::Init( vec_t ix, vec_t iy, vec_t iz, vec_t iw ) |
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{ |
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x = ix; y = iy; z = iz; w = iw; |
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Assert( IsValid() ); |
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} |
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inline void Vector4D::Random( vec_t minVal, vec_t maxVal ) |
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{ |
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x = minVal + ((vec_t)rand() / VALVE_RAND_MAX) * (maxVal - minVal); |
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y = minVal + ((vec_t)rand() / VALVE_RAND_MAX) * (maxVal - minVal); |
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z = minVal + ((vec_t)rand() / VALVE_RAND_MAX) * (maxVal - minVal); |
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w = minVal + ((vec_t)rand() / VALVE_RAND_MAX) * (maxVal - minVal); |
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} |
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inline void Vector4DClear( Vector4D& a ) |
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{ |
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a.x = a.y = a.z = a.w = 0.0f; |
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} |
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//----------------------------------------------------------------------------- |
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// assignment |
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//----------------------------------------------------------------------------- |
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inline Vector4D& Vector4D::operator=(const Vector4D &vOther) |
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{ |
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Assert( vOther.IsValid() ); |
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x=vOther.x; y=vOther.y; z=vOther.z; w=vOther.w; |
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return *this; |
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} |
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//----------------------------------------------------------------------------- |
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// Array access |
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//----------------------------------------------------------------------------- |
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inline vec_t& Vector4D::operator[](int i) |
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{ |
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Assert( (i >= 0) && (i < 4) ); |
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return ((vec_t*)this)[i]; |
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} |
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inline vec_t Vector4D::operator[](int i) const |
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{ |
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Assert( (i >= 0) && (i < 4) ); |
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return ((vec_t*)this)[i]; |
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} |
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//----------------------------------------------------------------------------- |
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// Cast to Vector and Vector2D... |
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//----------------------------------------------------------------------------- |
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inline Vector& Vector4D::AsVector3D() |
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{ |
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return *(Vector*)this; |
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} |
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inline Vector const& Vector4D::AsVector3D() const |
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{ |
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return *(Vector const*)this; |
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} |
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inline Vector2D& Vector4D::AsVector2D() |
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{ |
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return *(Vector2D*)this; |
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} |
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inline Vector2D const& Vector4D::AsVector2D() const |
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{ |
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return *(Vector2D const*)this; |
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} |
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//----------------------------------------------------------------------------- |
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// Base address... |
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//----------------------------------------------------------------------------- |
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inline vec_t* Vector4D::Base() |
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{ |
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return (vec_t*)this; |
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} |
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inline vec_t const* Vector4D::Base() const |
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{ |
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return (vec_t const*)this; |
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} |
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//----------------------------------------------------------------------------- |
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// IsValid? |
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//----------------------------------------------------------------------------- |
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inline bool Vector4D::IsValid() const |
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{ |
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return IsFinite(x) && IsFinite(y) && IsFinite(z) && IsFinite(w); |
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} |
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//----------------------------------------------------------------------------- |
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// comparison |
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//----------------------------------------------------------------------------- |
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inline bool Vector4D::operator==( Vector4D const& src ) const |
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{ |
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Assert( src.IsValid() && IsValid() ); |
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return (src.x == x) && (src.y == y) && (src.z == z) && (src.w == w); |
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} |
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inline bool Vector4D::operator!=( Vector4D const& src ) const |
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{ |
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Assert( src.IsValid() && IsValid() ); |
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return (src.x != x) || (src.y != y) || (src.z != z) || (src.w != w); |
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} |
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//----------------------------------------------------------------------------- |
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// Copy |
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//----------------------------------------------------------------------------- |
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inline void Vector4DCopy( Vector4D const& src, Vector4D& dst ) |
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{ |
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Assert( src.IsValid() ); |
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dst.x = src.x; |
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dst.y = src.y; |
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dst.z = src.z; |
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dst.w = src.w; |
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} |
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inline void Vector4D::CopyToArray(float* rgfl) const |
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{ |
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Assert( IsValid() ); |
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Assert( rgfl ); |
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rgfl[0] = x; rgfl[1] = y; rgfl[2] = z; rgfl[3] = w; |
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} |
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//----------------------------------------------------------------------------- |
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// standard math operations |
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//----------------------------------------------------------------------------- |
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inline void Vector4D::Negate() |
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{ |
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Assert( IsValid() ); |
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x = -x; y = -y; z = -z; w = -w; |
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} |
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inline Vector4D& Vector4D::operator+=(const Vector4D& v) |
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{ |
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Assert( IsValid() && v.IsValid() ); |
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x+=v.x; y+=v.y; z += v.z; w += v.w; |
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return *this; |
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} |
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inline Vector4D& Vector4D::operator-=(const Vector4D& v) |
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{ |
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Assert( IsValid() && v.IsValid() ); |
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x-=v.x; y-=v.y; z -= v.z; w -= v.w; |
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return *this; |
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} |
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inline Vector4D& Vector4D::operator*=(float fl) |
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{ |
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x *= fl; |
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y *= fl; |
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z *= fl; |
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w *= fl; |
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Assert( IsValid() ); |
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return *this; |
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} |
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inline Vector4D& Vector4D::operator*=(Vector4D const& v) |
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{ |
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x *= v.x; |
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y *= v.y; |
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z *= v.z; |
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w *= v.w; |
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Assert( IsValid() ); |
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return *this; |
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} |
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inline Vector4D& Vector4D::operator/=(float fl) |
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{ |
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Assert( fl != 0.0f ); |
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float oofl = 1.0f / fl; |
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x *= oofl; |
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y *= oofl; |
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z *= oofl; |
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w *= oofl; |
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Assert( IsValid() ); |
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return *this; |
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} |
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inline Vector4D& Vector4D::operator/=(Vector4D const& v) |
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{ |
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Assert( v.x != 0.0f && v.y != 0.0f && v.z != 0.0f && v.w != 0.0f ); |
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x /= v.x; |
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y /= v.y; |
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z /= v.z; |
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w /= v.w; |
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Assert( IsValid() ); |
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return *this; |
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} |
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inline void Vector4DAdd( Vector4D const& a, Vector4D const& b, Vector4D& c ) |
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{ |
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Assert( a.IsValid() && b.IsValid() ); |
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c.x = a.x + b.x; |
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c.y = a.y + b.y; |
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c.z = a.z + b.z; |
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c.w = a.w + b.w; |
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} |
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inline void Vector4DSubtract( Vector4D const& a, Vector4D const& b, Vector4D& c ) |
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{ |
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Assert( a.IsValid() && b.IsValid() ); |
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c.x = a.x - b.x; |
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c.y = a.y - b.y; |
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c.z = a.z - b.z; |
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c.w = a.w - b.w; |
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} |
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inline void Vector4DMultiply( Vector4D const& a, vec_t b, Vector4D& c ) |
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{ |
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Assert( a.IsValid() && IsFinite(b) ); |
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c.x = a.x * b; |
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c.y = a.y * b; |
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c.z = a.z * b; |
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c.w = a.w * b; |
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} |
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inline void Vector4DMultiply( Vector4D const& a, Vector4D const& b, Vector4D& c ) |
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{ |
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Assert( a.IsValid() && b.IsValid() ); |
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c.x = a.x * b.x; |
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c.y = a.y * b.y; |
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c.z = a.z * b.z; |
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c.w = a.w * b.w; |
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} |
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inline void Vector4DDivide( Vector4D const& a, vec_t b, Vector4D& c ) |
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{ |
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Assert( a.IsValid() ); |
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Assert( b != 0.0f ); |
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vec_t oob = 1.0f / b; |
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c.x = a.x * oob; |
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c.y = a.y * oob; |
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c.z = a.z * oob; |
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c.w = a.w * oob; |
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} |
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inline void Vector4DDivide( Vector4D const& a, Vector4D const& b, Vector4D& c ) |
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{ |
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Assert( a.IsValid() ); |
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Assert( (b.x != 0.0f) && (b.y != 0.0f) && (b.z != 0.0f) && (b.w != 0.0f) ); |
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c.x = a.x / b.x; |
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c.y = a.y / b.y; |
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c.z = a.z / b.z; |
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c.w = a.w / b.w; |
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} |
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inline void Vector4DMA( Vector4D const& start, float s, Vector4D const& dir, Vector4D& result ) |
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{ |
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Assert( start.IsValid() && IsFinite(s) && dir.IsValid() ); |
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result.x = start.x + s*dir.x; |
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result.y = start.y + s*dir.y; |
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result.z = start.z + s*dir.z; |
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result.w = start.w + s*dir.w; |
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} |
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// FIXME: Remove |
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// For backwards compatability |
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inline void Vector4D::MulAdd(Vector4D const& a, Vector4D const& b, float scalar) |
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{ |
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x = a.x + b.x * scalar; |
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y = a.y + b.y * scalar; |
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z = a.z + b.z * scalar; |
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w = a.w + b.w * scalar; |
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} |
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inline void Vector4DLerp(const Vector4D& src1, const Vector4D& src2, vec_t t, Vector4D& dest ) |
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{ |
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dest[0] = src1[0] + (src2[0] - src1[0]) * t; |
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dest[1] = src1[1] + (src2[1] - src1[1]) * t; |
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dest[2] = src1[2] + (src2[2] - src1[2]) * t; |
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dest[3] = src1[3] + (src2[3] - src1[3]) * t; |
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} |
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//----------------------------------------------------------------------------- |
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// dot, cross |
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//----------------------------------------------------------------------------- |
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inline vec_t DotProduct4D(const Vector4D& a, const Vector4D& b) |
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{ |
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Assert( a.IsValid() && b.IsValid() ); |
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return( a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w ); |
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} |
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// for backwards compatability |
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inline vec_t Vector4D::Dot( Vector4D const& vOther ) const |
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{ |
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return DotProduct4D( *this, vOther ); |
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} |
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//----------------------------------------------------------------------------- |
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// length |
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//----------------------------------------------------------------------------- |
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inline vec_t Vector4DLength( Vector4D const& v ) |
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{ |
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Assert( v.IsValid() ); |
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return (vec_t)FastSqrt(v.x*v.x + v.y*v.y + v.z*v.z + v.w*v.w); |
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} |
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inline vec_t Vector4D::LengthSqr(void) const |
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{ |
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Assert( IsValid() ); |
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return (x*x + y*y + z*z + w*w); |
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} |
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inline vec_t Vector4D::Length(void) const |
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{ |
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return Vector4DLength( *this ); |
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} |
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//----------------------------------------------------------------------------- |
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// Normalization |
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//----------------------------------------------------------------------------- |
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// FIXME: Can't use until we're un-macroed in mathlib.h |
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inline vec_t Vector4DNormalize( Vector4D& v ) |
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{ |
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Assert( v.IsValid() ); |
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vec_t l = v.Length(); |
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if (l != 0.0f) |
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{ |
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v /= l; |
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} |
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else |
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{ |
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v.x = v.y = v.z = v.w = 0.0f; |
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} |
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return l; |
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} |
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//----------------------------------------------------------------------------- |
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// Get the distance from this Vector4D to the other one |
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//----------------------------------------------------------------------------- |
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inline vec_t Vector4D::DistTo(const Vector4D &vOther) const |
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{ |
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Vector4D delta; |
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Vector4DSubtract( *this, vOther, delta ); |
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return delta.Length(); |
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} |
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inline vec_t Vector4D::DistToSqr(const Vector4D &vOther) const |
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{ |
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Vector4D delta; |
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Vector4DSubtract( *this, vOther, delta ); |
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return delta.LengthSqr(); |
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} |
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//----------------------------------------------------------------------------- |
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// Vector4DAligned routines |
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//----------------------------------------------------------------------------- |
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inline Vector4DAligned::Vector4DAligned( vec_t X, vec_t Y, vec_t Z, vec_t W ) |
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{ |
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x = X; y = Y; z = Z; w = W; |
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Assert( IsValid() ); |
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} |
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inline void Vector4DAligned::Set( vec_t X, vec_t Y, vec_t Z, vec_t W ) |
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{ |
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x = X; y = Y; z = Z; w = W; |
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Assert( IsValid() ); |
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} |
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inline void Vector4DAligned::InitZero( void ) |
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{ |
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#if !defined( _X360 ) |
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this->AsM128() = _mm_set1_ps( 0.0f ); |
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#else |
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this->AsM128() = __vspltisw( 0 ); |
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#endif |
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Assert( IsValid() ); |
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} |
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inline void Vector4DMultiplyAligned( Vector4DAligned const& a, Vector4DAligned const& b, Vector4DAligned& c ) |
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{ |
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Assert( a.IsValid() && b.IsValid() ); |
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#if !defined( _X360 ) |
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c.x = a.x * b.x; |
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c.y = a.y * b.y; |
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c.z = a.z * b.z; |
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c.w = a.w * b.w; |
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#else |
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c.AsM128() = __vmulfp( a.AsM128(), b.AsM128() ); |
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#endif |
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} |
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inline void Vector4DWeightMAD( vec_t w, Vector4DAligned const& vInA, Vector4DAligned& vOutA, Vector4DAligned const& vInB, Vector4DAligned& vOutB ) |
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{ |
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Assert( vInA.IsValid() && vInB.IsValid() && IsFinite(w) ); |
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#if !defined( _X360 ) |
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vOutA.x += vInA.x * w; |
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vOutA.y += vInA.y * w; |
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vOutA.z += vInA.z * w; |
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vOutA.w += vInA.w * w; |
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vOutB.x += vInB.x * w; |
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vOutB.y += vInB.y * w; |
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vOutB.z += vInB.z * w; |
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vOutB.w += vInB.w * w; |
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#else |
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__vector4 temp; |
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temp = __lvlx( &w, 0 ); |
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temp = __vspltw( temp, 0 ); |
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vOutA.AsM128() = __vmaddfp( vInA.AsM128(), temp, vOutA.AsM128() ); |
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vOutB.AsM128() = __vmaddfp( vInB.AsM128(), temp, vOutB.AsM128() ); |
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#endif |
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} |
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inline void Vector4DWeightMADSSE( vec_t w, Vector4DAligned const& vInA, Vector4DAligned& vOutA, Vector4DAligned const& vInB, Vector4DAligned& vOutB ) |
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{ |
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Assert( vInA.IsValid() && vInB.IsValid() && IsFinite(w) ); |
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#if !defined( _X360 ) |
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// Replicate scalar float out to 4 components |
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__m128 packed = _mm_set1_ps( w ); |
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// 4D SSE Vector MAD |
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vOutA.AsM128() = _mm_add_ps( vOutA.AsM128(), _mm_mul_ps( vInA.AsM128(), packed ) ); |
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vOutB.AsM128() = _mm_add_ps( vOutB.AsM128(), _mm_mul_ps( vInB.AsM128(), packed ) ); |
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#else |
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__vector4 temp; |
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temp = __lvlx( &w, 0 ); |
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temp = __vspltw( temp, 0 ); |
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vOutA.AsM128() = __vmaddfp( vInA.AsM128(), temp, vOutA.AsM128() ); |
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vOutB.AsM128() = __vmaddfp( vInB.AsM128(), temp, vOutB.AsM128() ); |
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#endif |
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} |
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#endif // VECTOR4D_H |
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