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/********************************************************************************
* *
* D o u b l e - P r e c i s i o n 3 - E l e m e n t V e c t o r *
* *
*********************************************************************************
* Copyright (C) 1994,2022 by Jeroen van der Zijp. All Rights Reserved. *
*********************************************************************************
* This library is free software; you can redistribute it and/or modify *
* it under the terms of the GNU Lesser General Public License as published by *
* the Free Software Foundation; either version 3 of the License, or *
* (at your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/> *
********************************************************************************/
#include "xincs.h"
#include "fxver.h"
#include "fxdefs.h"
#include "fxmath.h"
#include "FXArray.h"
#include "FXHash.h"
#include "FXStream.h"
#include "FXObject.h"
#include "FXVec2d.h"
#include "FXVec3d.h"
#include "FXVec4d.h"
using namespace FX;
/*******************************************************************************/
namespace FX {
// Mask bottom 3 elements
#define MMM _mm256_set_epi64x(0,~0,~0,~0)
#if defined(FOX_HAS_AVX2)
// Convert from vector to color
FXColor colorFromVec3d(const FXVec3d& vec){
FXColor res;
// Scale and convert to integer: 00000000 000000BB 000000GG 000000RR
__m128i uuuu=_mm256_cvtpd_epi32(_mm256_mul_pd(_mm256_maskload_pd(&vec[0],MMM),_mm256_set1_pd(255.0)));
// Shuffle to lower 4 bytes: RRRRRRRR RRRRRRRR RRRRRRRR 00RRGGBB
__m128i bbbb=_mm_shuffle_epi8(uuuu,_mm_set_epi8(0,0,0,0, 0,0,0,0, 0,0,0,0, 12,0,4,8));
// Assign to output
res=_mm_cvtsi128_si32(bbbb);
// Set alpha to opaque
res|=FXRGBA(0,0,0,255);
return res;
}
// Convert from color to vector
FXVec3d colorToVec3d(FXColor clr){
FXVec3d res;
// Shuffle into place, zero the rest: 000000AA 000000BB 000000GG 000000RR
__m128i uuuu=_mm_shuffle_epi8(_mm_cvtsi32_si128(clr),_mm_set_epi8(8,8,8,3, 8,8,8,0, 8,8,8,1, 8,8,8,2));
// Convert to double and scale: AAAAAAAA BBBBBBBB GGGGGGGG RRRRRRRR
__m256d dddd=_mm256_mul_pd(_mm256_cvtepi32_pd(uuuu),_mm256_set1_pd(0.003921568627));
// Assign to output
_mm256_maskstore_pd(&res[0],MMM,dddd);
return res;
}
#else
// Convert from vector to color
FXColor colorFromVec3d(const FXVec3d& vec){
return FXRGB((vec.x*255.0+0.5),(vec.y*255.0+0.5),(vec.z*255.0+0.5));
}
// Convert from color to vector
FXVec3d colorToVec3d(FXColor clr){
return FXVec3d(0.003921568627*FXREDVAL(clr),0.003921568627*FXGREENVAL(clr),0.003921568627*FXBLUEVAL(clr));
}
#endif
// Normalize vector
FXVec3d normalize(const FXVec3d& v){
FXdouble m=v.length();
if(__likely(m)){ return v/m; }
return v;
}
// Return vector orthogonal to v
FXVec3d orthogonal(const FXVec3d& v){
FXVec3d result(0.0,0.0,0.0);
FXdouble x=Math::fabs(v.x);
FXdouble y=Math::fabs(v.y);
FXdouble z=Math::fabs(v.z);
if(x<y){
if(x<z){ // Y,Z largest
result.y= v.z; // v x X
result.z=-v.y;
}
else{ // Y, X largest
result.x= v.y; // v x Z
result.y=-v.x;
}
}
else{
if(y<z){ // X, Z largest
result.x=-v.z; // v x Y
result.z= v.x;
}
else{ // X, Y largest
result.x= v.y; // v x Z
result.y=-v.x;
}
}
return result;
}
// Compute normal from three points a,b,c
FXVec3d normal(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c){
return normalize((b-a)^(c-a));
}
// Compute approximate normal from four points a,b,c,d
FXVec3d normal(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c,const FXVec3d& d){
return normalize((c-a)^(d-b));
}
// Rotate vector vec by unit-length axis about angle specified as (ca,sa)
FXVec3d rotate(const FXVec3d& vec,const FXVec3d& axis,FXdouble ca,FXdouble sa){
FXVec3d v1((vec*axis)*axis);
FXVec3d v2(axis^vec);
FXVec3d v3(vec-v1);
return v1+v2*sa+v3*ca;
}
// Rotate vector vec by unit-length axis about angle ang
FXVec3d rotate(const FXVec3d& vec,const FXVec3d& axis,FXdouble ang){
return rotate(vec,axis,Math::cos(ang),Math::sin(ang));
}
// Save vector to stream
FXStream& operator<<(FXStream& store,const FXVec3d& v){
store << v.x << v.y << v.z;
return store;
}
// Load vector from stream
FXStream& operator>>(FXStream& store,FXVec3d& v){
store >> v.x >> v.y >> v.z;
return store;
}
}
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