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+/*
+Copyright (c) 2003-2013 Gino van den Bergen / Erwin Coumans http://bulletphysics.org
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+
+#ifndef B3_SIMD_QUADWORD_H
+#define B3_SIMD_QUADWORD_H
+
+#include "b3Scalar.h"
+#include "b3MinMax.h"
+
+
+
+
+
+#if defined (__CELLOS_LV2) && defined (__SPU__)
+#include <altivec.h>
+#endif
+
+/**@brief The b3QuadWord class is base class for b3Vector3 and b3Quaternion.
+ * Some issues under PS3 Linux with IBM 2.1 SDK, gcc compiler prevent from using aligned quadword.
+ */
+#ifndef USE_LIBSPE2
+B3_ATTRIBUTE_ALIGNED16(class) b3QuadWord
+#else
+class b3QuadWord
+#endif
+{
+protected:
+
+#if defined (__SPU__) && defined (__CELLOS_LV2__)
+ union {
+ vec_float4 mVec128;
+ b3Scalar m_floats[4];
+ };
+public:
+ vec_float4 get128() const
+ {
+ return mVec128;
+ }
+
+#else //__CELLOS_LV2__ __SPU__
+
+#if defined(B3_USE_SSE) || defined(B3_USE_NEON)
+public:
+ union {
+ b3SimdFloat4 mVec128;
+ b3Scalar m_floats[4];
+ struct {b3Scalar x,y,z,w;};
+ };
+public:
+ B3_FORCE_INLINE b3SimdFloat4 get128() const
+ {
+ return mVec128;
+ }
+ B3_FORCE_INLINE void set128(b3SimdFloat4 v128)
+ {
+ mVec128 = v128;
+ }
+#else
+public:
+ union
+ {
+ b3Scalar m_floats[4];
+ struct {b3Scalar x,y,z,w;};
+ };
+#endif // B3_USE_SSE
+
+#endif //__CELLOS_LV2__ __SPU__
+
+ public:
+
+#if defined(B3_USE_SSE) || defined(B3_USE_NEON)
+
+ // Set Vector
+ B3_FORCE_INLINE b3QuadWord(const b3SimdFloat4 vec)
+ {
+ mVec128 = vec;
+ }
+
+ // Copy constructor
+ B3_FORCE_INLINE b3QuadWord(const b3QuadWord& rhs)
+ {
+ mVec128 = rhs.mVec128;
+ }
+
+ // Assignment Operator
+ B3_FORCE_INLINE b3QuadWord&
+ operator=(const b3QuadWord& v)
+ {
+ mVec128 = v.mVec128;
+
+ return *this;
+ }
+
+#endif
+
+ /**@brief Return the x value */
+ B3_FORCE_INLINE const b3Scalar& getX() const { return m_floats[0]; }
+ /**@brief Return the y value */
+ B3_FORCE_INLINE const b3Scalar& getY() const { return m_floats[1]; }
+ /**@brief Return the z value */
+ B3_FORCE_INLINE const b3Scalar& getZ() const { return m_floats[2]; }
+ /**@brief Set the x value */
+ B3_FORCE_INLINE void setX(b3Scalar _x) { m_floats[0] = _x;};
+ /**@brief Set the y value */
+ B3_FORCE_INLINE void setY(b3Scalar _y) { m_floats[1] = _y;};
+ /**@brief Set the z value */
+ B3_FORCE_INLINE void setZ(b3Scalar _z) { m_floats[2] = _z;};
+ /**@brief Set the w value */
+ B3_FORCE_INLINE void setW(b3Scalar _w) { m_floats[3] = _w;};
+ /**@brief Return the x value */
+
+
+ //B3_FORCE_INLINE b3Scalar& operator[](int i) { return (&m_floats[0])[i]; }
+ //B3_FORCE_INLINE const b3Scalar& operator[](int i) const { return (&m_floats[0])[i]; }
+ ///operator b3Scalar*() replaces operator[], using implicit conversion. We added operator != and operator == to avoid pointer comparisons.
+ B3_FORCE_INLINE operator b3Scalar *() { return &m_floats[0]; }
+ B3_FORCE_INLINE operator const b3Scalar *() const { return &m_floats[0]; }
+
+ B3_FORCE_INLINE bool operator==(const b3QuadWord& other) const
+ {
+#ifdef B3_USE_SSE
+ return (0xf == _mm_movemask_ps((__m128)_mm_cmpeq_ps(mVec128, other.mVec128)));
+#else
+ return ((m_floats[3]==other.m_floats[3]) &&
+ (m_floats[2]==other.m_floats[2]) &&
+ (m_floats[1]==other.m_floats[1]) &&
+ (m_floats[0]==other.m_floats[0]));
+#endif
+ }
+
+ B3_FORCE_INLINE bool operator!=(const b3QuadWord& other) const
+ {
+ return !(*this == other);
+ }
+
+ /**@brief Set x,y,z and zero w
+ * @param x Value of x
+ * @param y Value of y
+ * @param z Value of z
+ */
+ B3_FORCE_INLINE void setValue(const b3Scalar& _x, const b3Scalar& _y, const b3Scalar& _z)
+ {
+ m_floats[0]=_x;
+ m_floats[1]=_y;
+ m_floats[2]=_z;
+ m_floats[3] = 0.f;
+ }
+
+/* void getValue(b3Scalar *m) const
+ {
+ m[0] = m_floats[0];
+ m[1] = m_floats[1];
+ m[2] = m_floats[2];
+ }
+*/
+/**@brief Set the values
+ * @param x Value of x
+ * @param y Value of y
+ * @param z Value of z
+ * @param w Value of w
+ */
+ B3_FORCE_INLINE void setValue(const b3Scalar& _x, const b3Scalar& _y, const b3Scalar& _z,const b3Scalar& _w)
+ {
+ m_floats[0]=_x;
+ m_floats[1]=_y;
+ m_floats[2]=_z;
+ m_floats[3]=_w;
+ }
+ /**@brief No initialization constructor */
+ B3_FORCE_INLINE b3QuadWord()
+ // :m_floats[0](b3Scalar(0.)),m_floats[1](b3Scalar(0.)),m_floats[2](b3Scalar(0.)),m_floats[3](b3Scalar(0.))
+ {
+ }
+
+ /**@brief Three argument constructor (zeros w)
+ * @param x Value of x
+ * @param y Value of y
+ * @param z Value of z
+ */
+ B3_FORCE_INLINE b3QuadWord(const b3Scalar& _x, const b3Scalar& _y, const b3Scalar& _z)
+ {
+ m_floats[0] = _x, m_floats[1] = _y, m_floats[2] = _z, m_floats[3] = 0.0f;
+ }
+
+/**@brief Initializing constructor
+ * @param x Value of x
+ * @param y Value of y
+ * @param z Value of z
+ * @param w Value of w
+ */
+ B3_FORCE_INLINE b3QuadWord(const b3Scalar& _x, const b3Scalar& _y, const b3Scalar& _z,const b3Scalar& _w)
+ {
+ m_floats[0] = _x, m_floats[1] = _y, m_floats[2] = _z, m_floats[3] = _w;
+ }
+
+ /**@brief Set each element to the max of the current values and the values of another b3QuadWord
+ * @param other The other b3QuadWord to compare with
+ */
+ B3_FORCE_INLINE void setMax(const b3QuadWord& other)
+ {
+ #ifdef B3_USE_SSE
+ mVec128 = _mm_max_ps(mVec128, other.mVec128);
+ #elif defined(B3_USE_NEON)
+ mVec128 = vmaxq_f32(mVec128, other.mVec128);
+ #else
+ b3SetMax(m_floats[0], other.m_floats[0]);
+ b3SetMax(m_floats[1], other.m_floats[1]);
+ b3SetMax(m_floats[2], other.m_floats[2]);
+ b3SetMax(m_floats[3], other.m_floats[3]);
+ #endif
+ }
+ /**@brief Set each element to the min of the current values and the values of another b3QuadWord
+ * @param other The other b3QuadWord to compare with
+ */
+ B3_FORCE_INLINE void setMin(const b3QuadWord& other)
+ {
+ #ifdef B3_USE_SSE
+ mVec128 = _mm_min_ps(mVec128, other.mVec128);
+ #elif defined(B3_USE_NEON)
+ mVec128 = vminq_f32(mVec128, other.mVec128);
+ #else
+ b3SetMin(m_floats[0], other.m_floats[0]);
+ b3SetMin(m_floats[1], other.m_floats[1]);
+ b3SetMin(m_floats[2], other.m_floats[2]);
+ b3SetMin(m_floats[3], other.m_floats[3]);
+ #endif
+ }
+
+
+
+};
+
+#endif //B3_SIMD_QUADWORD_H