diff options
Diffstat (limited to 'thirdparty/bullet/Bullet3Common/b3Quaternion.h')
-rw-r--r-- | thirdparty/bullet/Bullet3Common/b3Quaternion.h | 841 |
1 files changed, 414 insertions, 427 deletions
diff --git a/thirdparty/bullet/Bullet3Common/b3Quaternion.h b/thirdparty/bullet/Bullet3Common/b3Quaternion.h index ad20543348..9bd5ff7d90 100644 --- a/thirdparty/bullet/Bullet3Common/b3Quaternion.h +++ b/thirdparty/bullet/Bullet3Common/b3Quaternion.h @@ -12,19 +12,12 @@ subject to the following restrictions: 3. This notice may not be removed or altered from any source distribution. */ - - #ifndef B3_SIMD__QUATERNION_H_ #define B3_SIMD__QUATERNION_H_ - #include "b3Vector3.h" #include "b3QuadWord.h" - - - - #ifdef B3_USE_SSE const __m128 B3_ATTRIBUTE_ALIGNED16(b3vOnes) = {1.0f, 1.0f, 1.0f, 1.0f}; @@ -39,13 +32,14 @@ const b3SimdFloat4 B3_ATTRIBUTE_ALIGNED16(b3vPPPM) = {+0.0f, +0.0f, +0.0f, -0.0f #endif /**@brief The b3Quaternion implements quaternion to perform linear algebra rotations in combination with b3Matrix3x3, b3Vector3 and b3Transform. */ -class b3Quaternion : public b3QuadWord { +class b3Quaternion : public b3QuadWord +{ public: - /**@brief No initialization constructor */ + /**@brief No initialization constructor */ b3Quaternion() {} -#if (defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE))|| defined(B3_USE_NEON) - // Set Vector +#if (defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE)) || defined(B3_USE_NEON) + // Set Vector B3_FORCE_INLINE b3Quaternion(const b3SimdFloat4 vec) { mVec128 = vec; @@ -58,63 +52,70 @@ public: } // Assignment Operator - B3_FORCE_INLINE b3Quaternion& - operator=(const b3Quaternion& v) + B3_FORCE_INLINE b3Quaternion& + operator=(const b3Quaternion& v) { mVec128 = v.mVec128; - + return *this; } - + #endif // template <typename b3Scalar> // explicit Quaternion(const b3Scalar *v) : Tuple4<b3Scalar>(v) {} - /**@brief Constructor from scalars */ - b3Quaternion(const b3Scalar& _x, const b3Scalar& _y, const b3Scalar& _z, const b3Scalar& _w) - : b3QuadWord(_x, _y, _z, _w) + /**@brief Constructor from scalars */ + b3Quaternion(const b3Scalar& _x, const b3Scalar& _y, const b3Scalar& _z, const b3Scalar& _w) + : b3QuadWord(_x, _y, _z, _w) { //b3Assert(!((_x==1.f) && (_y==0.f) && (_z==0.f) && (_w==0.f))); } - /**@brief Axis angle Constructor + /**@brief Axis angle Constructor * @param axis The axis which the rotation is around * @param angle The magnitude of the rotation around the angle (Radians) */ - b3Quaternion(const b3Vector3& _axis, const b3Scalar& _angle) - { - setRotation(_axis, _angle); + b3Quaternion(const b3Vector3& _axis, const b3Scalar& _angle) + { + setRotation(_axis, _angle); } - /**@brief Constructor from Euler angles + /**@brief Constructor from Euler angles * @param yaw Angle around Y unless B3_EULER_DEFAULT_ZYX defined then Z * @param pitch Angle around X unless B3_EULER_DEFAULT_ZYX defined then Y * @param roll Angle around Z unless B3_EULER_DEFAULT_ZYX defined then X */ b3Quaternion(const b3Scalar& yaw, const b3Scalar& pitch, const b3Scalar& roll) - { + { #ifndef B3_EULER_DEFAULT_ZYX - setEuler(yaw, pitch, roll); + setEuler(yaw, pitch, roll); #else - setEulerZYX(yaw, pitch, roll); -#endif + setEulerZYX(yaw, pitch, roll); +#endif } - /**@brief Set the rotation using axis angle notation + /**@brief Set the rotation using axis angle notation * @param axis The axis around which to rotate * @param angle The magnitude of the rotation in Radians */ void setRotation(const b3Vector3& axis, const b3Scalar& _angle) { b3Scalar d = axis.length(); b3Assert(d != b3Scalar(0.0)); - b3Scalar s = b3Sin(_angle * b3Scalar(0.5)) / d; - setValue(axis.getX() * s, axis.getY() * s, axis.getZ() * s, - b3Cos(_angle * b3Scalar(0.5))); + if (d < B3_EPSILON) + { + setValue(0, 0, 0, 1); + } + else + { + b3Scalar s = b3Sin(_angle * b3Scalar(0.5)) / d; + setValue(axis.getX() * s, axis.getY() * s, axis.getZ() * s, + b3Cos(_angle * b3Scalar(0.5))); + } } - /**@brief Set the quaternion using Euler angles + /**@brief Set the quaternion using Euler angles * @param yaw Angle around Y * @param pitch Angle around X * @param roll Angle around Z */ void setEuler(const b3Scalar& yaw, const b3Scalar& pitch, const b3Scalar& roll) { - b3Scalar halfYaw = b3Scalar(yaw) * b3Scalar(0.5); - b3Scalar halfPitch = b3Scalar(pitch) * b3Scalar(0.5); - b3Scalar halfRoll = b3Scalar(roll) * b3Scalar(0.5); + b3Scalar halfYaw = b3Scalar(yaw) * b3Scalar(0.5); + b3Scalar halfPitch = b3Scalar(pitch) * b3Scalar(0.5); + b3Scalar halfRoll = b3Scalar(roll) * b3Scalar(0.5); b3Scalar cosYaw = b3Cos(halfYaw); b3Scalar sinYaw = b3Sin(halfYaw); b3Scalar cosPitch = b3Cos(halfPitch); @@ -122,34 +123,34 @@ public: b3Scalar cosRoll = b3Cos(halfRoll); b3Scalar sinRoll = b3Sin(halfRoll); setValue(cosRoll * sinPitch * cosYaw + sinRoll * cosPitch * sinYaw, - cosRoll * cosPitch * sinYaw - sinRoll * sinPitch * cosYaw, - sinRoll * cosPitch * cosYaw - cosRoll * sinPitch * sinYaw, - cosRoll * cosPitch * cosYaw + sinRoll * sinPitch * sinYaw); + cosRoll * cosPitch * sinYaw - sinRoll * sinPitch * cosYaw, + sinRoll * cosPitch * cosYaw - cosRoll * sinPitch * sinYaw, + cosRoll * cosPitch * cosYaw + sinRoll * sinPitch * sinYaw); } - + /**@brief Set the quaternion using euler angles * @param yaw Angle around Z * @param pitch Angle around Y * @param roll Angle around X */ void setEulerZYX(const b3Scalar& yawZ, const b3Scalar& pitchY, const b3Scalar& rollX) { - b3Scalar halfYaw = b3Scalar(yawZ) * b3Scalar(0.5); - b3Scalar halfPitch = b3Scalar(pitchY) * b3Scalar(0.5); - b3Scalar halfRoll = b3Scalar(rollX) * b3Scalar(0.5); + b3Scalar halfYaw = b3Scalar(yawZ) * b3Scalar(0.5); + b3Scalar halfPitch = b3Scalar(pitchY) * b3Scalar(0.5); + b3Scalar halfRoll = b3Scalar(rollX) * b3Scalar(0.5); b3Scalar cosYaw = b3Cos(halfYaw); b3Scalar sinYaw = b3Sin(halfYaw); b3Scalar cosPitch = b3Cos(halfPitch); b3Scalar sinPitch = b3Sin(halfPitch); b3Scalar cosRoll = b3Cos(halfRoll); b3Scalar sinRoll = b3Sin(halfRoll); - setValue(sinRoll * cosPitch * cosYaw - cosRoll * sinPitch * sinYaw, //x - cosRoll * sinPitch * cosYaw + sinRoll * cosPitch * sinYaw, //y - cosRoll * cosPitch * sinYaw - sinRoll * sinPitch * cosYaw, //z - cosRoll * cosPitch * cosYaw + sinRoll * sinPitch * sinYaw); //formerly yzx + setValue(sinRoll * cosPitch * cosYaw - cosRoll * sinPitch * sinYaw, //x + cosRoll * sinPitch * cosYaw + sinRoll * cosPitch * sinYaw, //y + cosRoll * cosPitch * sinYaw - sinRoll * sinPitch * cosYaw, //z + cosRoll * cosPitch * cosYaw + sinRoll * sinPitch * sinYaw); //formerly yzx normalize(); } - /**@brief Get the euler angles from this quaternion + /**@brief Get the euler angles from this quaternion * @param yaw Angle around Z * @param pitch Angle around Y * @param roll Angle around X */ @@ -166,221 +167,221 @@ public: squ = m_floats[3] * m_floats[3]; rollX = b3Atan2(2 * (m_floats[1] * m_floats[2] + m_floats[3] * m_floats[0]), squ - sqx - sqy + sqz); sarg = b3Scalar(-2.) * (m_floats[0] * m_floats[2] - m_floats[3] * m_floats[1]); - pitchY = sarg <= b3Scalar(-1.0) ? b3Scalar(-0.5) * B3_PI: (sarg >= b3Scalar(1.0) ? b3Scalar(0.5) * B3_PI : b3Asin(sarg)); + pitchY = sarg <= b3Scalar(-1.0) ? b3Scalar(-0.5) * B3_PI : (sarg >= b3Scalar(1.0) ? b3Scalar(0.5) * B3_PI : b3Asin(sarg)); yawZ = b3Atan2(2 * (m_floats[0] * m_floats[1] + m_floats[3] * m_floats[2]), squ + sqx - sqy - sqz); } - /**@brief Add two quaternions + /**@brief Add two quaternions * @param q The quaternion to add to this one */ - B3_FORCE_INLINE b3Quaternion& operator+=(const b3Quaternion& q) + B3_FORCE_INLINE b3Quaternion& operator+=(const b3Quaternion& q) { -#if defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE) +#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE) mVec128 = _mm_add_ps(mVec128, q.mVec128); #elif defined(B3_USE_NEON) mVec128 = vaddq_f32(mVec128, q.mVec128); -#else - m_floats[0] += q.getX(); - m_floats[1] += q.getY(); - m_floats[2] += q.getZ(); - m_floats[3] += q.m_floats[3]; +#else + m_floats[0] += q.getX(); + m_floats[1] += q.getY(); + m_floats[2] += q.getZ(); + m_floats[3] += q.m_floats[3]; #endif return *this; } - /**@brief Subtract out a quaternion + /**@brief Subtract out a quaternion * @param q The quaternion to subtract from this one */ - b3Quaternion& operator-=(const b3Quaternion& q) + b3Quaternion& operator-=(const b3Quaternion& q) { -#if defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE) +#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE) mVec128 = _mm_sub_ps(mVec128, q.mVec128); #elif defined(B3_USE_NEON) mVec128 = vsubq_f32(mVec128, q.mVec128); -#else - m_floats[0] -= q.getX(); - m_floats[1] -= q.getY(); - m_floats[2] -= q.getZ(); - m_floats[3] -= q.m_floats[3]; +#else + m_floats[0] -= q.getX(); + m_floats[1] -= q.getY(); + m_floats[2] -= q.getZ(); + m_floats[3] -= q.m_floats[3]; #endif - return *this; + return *this; } - /**@brief Scale this quaternion + /**@brief Scale this quaternion * @param s The scalar to scale by */ b3Quaternion& operator*=(const b3Scalar& s) { -#if defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE) - __m128 vs = _mm_load_ss(&s); // (S 0 0 0) - vs = b3_pshufd_ps(vs, 0); // (S S S S) +#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE) + __m128 vs = _mm_load_ss(&s); // (S 0 0 0) + vs = b3_pshufd_ps(vs, 0); // (S S S S) mVec128 = _mm_mul_ps(mVec128, vs); #elif defined(B3_USE_NEON) mVec128 = vmulq_n_f32(mVec128, s); #else - m_floats[0] *= s; - m_floats[1] *= s; - m_floats[2] *= s; - m_floats[3] *= s; + m_floats[0] *= s; + m_floats[1] *= s; + m_floats[2] *= s; + m_floats[3] *= s; #endif return *this; } - /**@brief Multiply this quaternion by q on the right + /**@brief Multiply this quaternion by q on the right * @param q The other quaternion * Equivilant to this = this * q */ b3Quaternion& operator*=(const b3Quaternion& q) { -#if defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE) +#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE) __m128 vQ2 = q.get128(); - - __m128 A1 = b3_pshufd_ps(mVec128, B3_SHUFFLE(0,1,2,0)); - __m128 B1 = b3_pshufd_ps(vQ2, B3_SHUFFLE(3,3,3,0)); - + + __m128 A1 = b3_pshufd_ps(mVec128, B3_SHUFFLE(0, 1, 2, 0)); + __m128 B1 = b3_pshufd_ps(vQ2, B3_SHUFFLE(3, 3, 3, 0)); + A1 = A1 * B1; - - __m128 A2 = b3_pshufd_ps(mVec128, B3_SHUFFLE(1,2,0,1)); - __m128 B2 = b3_pshufd_ps(vQ2, B3_SHUFFLE(2,0,1,1)); - + + __m128 A2 = b3_pshufd_ps(mVec128, B3_SHUFFLE(1, 2, 0, 1)); + __m128 B2 = b3_pshufd_ps(vQ2, B3_SHUFFLE(2, 0, 1, 1)); + A2 = A2 * B2; - - B1 = b3_pshufd_ps(mVec128, B3_SHUFFLE(2,0,1,2)); - B2 = b3_pshufd_ps(vQ2, B3_SHUFFLE(1,2,0,2)); - - B1 = B1 * B2; // A3 *= B3 - - mVec128 = b3_splat_ps(mVec128, 3); // A0 - mVec128 = mVec128 * vQ2; // A0 * B0 - - A1 = A1 + A2; // AB12 - mVec128 = mVec128 - B1; // AB03 = AB0 - AB3 - A1 = _mm_xor_ps(A1, b3vPPPM); // change sign of the last element - mVec128 = mVec128+ A1; // AB03 + AB12 - -#elif defined(B3_USE_NEON) - - float32x4_t vQ1 = mVec128; - float32x4_t vQ2 = q.get128(); - float32x4_t A0, A1, B1, A2, B2, A3, B3; - float32x2_t vQ1zx, vQ2wx, vQ1yz, vQ2zx, vQ2yz, vQ2xz; - - { - float32x2x2_t tmp; - tmp = vtrn_f32( vget_high_f32(vQ1), vget_low_f32(vQ1) ); // {z x}, {w y} - vQ1zx = tmp.val[0]; - - tmp = vtrn_f32( vget_high_f32(vQ2), vget_low_f32(vQ2) ); // {z x}, {w y} - vQ2zx = tmp.val[0]; - } - vQ2wx = vext_f32(vget_high_f32(vQ2), vget_low_f32(vQ2), 1); - - vQ1yz = vext_f32(vget_low_f32(vQ1), vget_high_f32(vQ1), 1); - - vQ2yz = vext_f32(vget_low_f32(vQ2), vget_high_f32(vQ2), 1); - vQ2xz = vext_f32(vQ2zx, vQ2zx, 1); - - A1 = vcombine_f32(vget_low_f32(vQ1), vQ1zx); // X Y z x - B1 = vcombine_f32(vdup_lane_f32(vget_high_f32(vQ2), 1), vQ2wx); // W W W X - - A2 = vcombine_f32(vQ1yz, vget_low_f32(vQ1)); - B2 = vcombine_f32(vQ2zx, vdup_lane_f32(vget_low_f32(vQ2), 1)); - - A3 = vcombine_f32(vQ1zx, vQ1yz); // Z X Y Z - B3 = vcombine_f32(vQ2yz, vQ2xz); // Y Z x z - - A1 = vmulq_f32(A1, B1); - A2 = vmulq_f32(A2, B2); - A3 = vmulq_f32(A3, B3); // A3 *= B3 - A0 = vmulq_lane_f32(vQ2, vget_high_f32(vQ1), 1); // A0 * B0 - - A1 = vaddq_f32(A1, A2); // AB12 = AB1 + AB2 - A0 = vsubq_f32(A0, A3); // AB03 = AB0 - AB3 - - // change the sign of the last element - A1 = (b3SimdFloat4)veorq_s32((int32x4_t)A1, (int32x4_t)b3vPPPM); - A0 = vaddq_f32(A0, A1); // AB03 + AB12 - - mVec128 = A0; + + B1 = b3_pshufd_ps(mVec128, B3_SHUFFLE(2, 0, 1, 2)); + B2 = b3_pshufd_ps(vQ2, B3_SHUFFLE(1, 2, 0, 2)); + + B1 = B1 * B2; // A3 *= B3 + + mVec128 = b3_splat_ps(mVec128, 3); // A0 + mVec128 = mVec128 * vQ2; // A0 * B0 + + A1 = A1 + A2; // AB12 + mVec128 = mVec128 - B1; // AB03 = AB0 - AB3 + A1 = _mm_xor_ps(A1, b3vPPPM); // change sign of the last element + mVec128 = mVec128 + A1; // AB03 + AB12 + +#elif defined(B3_USE_NEON) + + float32x4_t vQ1 = mVec128; + float32x4_t vQ2 = q.get128(); + float32x4_t A0, A1, B1, A2, B2, A3, B3; + float32x2_t vQ1zx, vQ2wx, vQ1yz, vQ2zx, vQ2yz, vQ2xz; + + { + float32x2x2_t tmp; + tmp = vtrn_f32(vget_high_f32(vQ1), vget_low_f32(vQ1)); // {z x}, {w y} + vQ1zx = tmp.val[0]; + + tmp = vtrn_f32(vget_high_f32(vQ2), vget_low_f32(vQ2)); // {z x}, {w y} + vQ2zx = tmp.val[0]; + } + vQ2wx = vext_f32(vget_high_f32(vQ2), vget_low_f32(vQ2), 1); + + vQ1yz = vext_f32(vget_low_f32(vQ1), vget_high_f32(vQ1), 1); + + vQ2yz = vext_f32(vget_low_f32(vQ2), vget_high_f32(vQ2), 1); + vQ2xz = vext_f32(vQ2zx, vQ2zx, 1); + + A1 = vcombine_f32(vget_low_f32(vQ1), vQ1zx); // X Y z x + B1 = vcombine_f32(vdup_lane_f32(vget_high_f32(vQ2), 1), vQ2wx); // W W W X + + A2 = vcombine_f32(vQ1yz, vget_low_f32(vQ1)); + B2 = vcombine_f32(vQ2zx, vdup_lane_f32(vget_low_f32(vQ2), 1)); + + A3 = vcombine_f32(vQ1zx, vQ1yz); // Z X Y Z + B3 = vcombine_f32(vQ2yz, vQ2xz); // Y Z x z + + A1 = vmulq_f32(A1, B1); + A2 = vmulq_f32(A2, B2); + A3 = vmulq_f32(A3, B3); // A3 *= B3 + A0 = vmulq_lane_f32(vQ2, vget_high_f32(vQ1), 1); // A0 * B0 + + A1 = vaddq_f32(A1, A2); // AB12 = AB1 + AB2 + A0 = vsubq_f32(A0, A3); // AB03 = AB0 - AB3 + + // change the sign of the last element + A1 = (b3SimdFloat4)veorq_s32((int32x4_t)A1, (int32x4_t)b3vPPPM); + A0 = vaddq_f32(A0, A1); // AB03 + AB12 + + mVec128 = A0; #else setValue( - m_floats[3] * q.getX() + m_floats[0] * q.m_floats[3] + m_floats[1] * q.getZ() - m_floats[2] * q.getY(), + m_floats[3] * q.getX() + m_floats[0] * q.m_floats[3] + m_floats[1] * q.getZ() - m_floats[2] * q.getY(), m_floats[3] * q.getY() + m_floats[1] * q.m_floats[3] + m_floats[2] * q.getX() - m_floats[0] * q.getZ(), m_floats[3] * q.getZ() + m_floats[2] * q.m_floats[3] + m_floats[0] * q.getY() - m_floats[1] * q.getX(), m_floats[3] * q.m_floats[3] - m_floats[0] * q.getX() - m_floats[1] * q.getY() - m_floats[2] * q.getZ()); #endif return *this; } - /**@brief Return the dot product between this quaternion and another + /**@brief Return the dot product between this quaternion and another * @param q The other quaternion */ b3Scalar dot(const b3Quaternion& q) const { -#if defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE) - __m128 vd; - +#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE) + __m128 vd; + vd = _mm_mul_ps(mVec128, q.mVec128); - - __m128 t = _mm_movehl_ps(vd, vd); + + __m128 t = _mm_movehl_ps(vd, vd); vd = _mm_add_ps(vd, t); t = _mm_shuffle_ps(vd, vd, 0x55); vd = _mm_add_ss(vd, t); - - return _mm_cvtss_f32(vd); + + return _mm_cvtss_f32(vd); #elif defined(B3_USE_NEON) float32x4_t vd = vmulq_f32(mVec128, q.mVec128); - float32x2_t x = vpadd_f32(vget_low_f32(vd), vget_high_f32(vd)); + float32x2_t x = vpadd_f32(vget_low_f32(vd), vget_high_f32(vd)); x = vpadd_f32(x, x); return vget_lane_f32(x, 0); -#else - return m_floats[0] * q.getX() + - m_floats[1] * q.getY() + - m_floats[2] * q.getZ() + - m_floats[3] * q.m_floats[3]; +#else + return m_floats[0] * q.getX() + + m_floats[1] * q.getY() + + m_floats[2] * q.getZ() + + m_floats[3] * q.m_floats[3]; #endif } - /**@brief Return the length squared of the quaternion */ + /**@brief Return the length squared of the quaternion */ b3Scalar length2() const { return dot(*this); } - /**@brief Return the length of the quaternion */ + /**@brief Return the length of the quaternion */ b3Scalar length() const { return b3Sqrt(length2()); } - /**@brief Normalize the quaternion + /**@brief Normalize the quaternion * Such that x^2 + y^2 + z^2 +w^2 = 1 */ - b3Quaternion& normalize() + b3Quaternion& normalize() { -#if defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE) - __m128 vd; - +#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE) + __m128 vd; + vd = _mm_mul_ps(mVec128, mVec128); - - __m128 t = _mm_movehl_ps(vd, vd); + + __m128 t = _mm_movehl_ps(vd, vd); vd = _mm_add_ps(vd, t); t = _mm_shuffle_ps(vd, vd, 0x55); vd = _mm_add_ss(vd, t); vd = _mm_sqrt_ss(vd); vd = _mm_div_ss(b3vOnes, vd); - vd = b3_pshufd_ps(vd, 0); // splat + vd = b3_pshufd_ps(vd, 0); // splat mVec128 = _mm_mul_ps(mVec128, vd); - + return *this; -#else +#else return *this /= length(); #endif } - /**@brief Return a scaled version of this quaternion + /**@brief Return a scaled version of this quaternion * @param s The scale factor */ B3_FORCE_INLINE b3Quaternion operator*(const b3Scalar& s) const { -#if defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE) - __m128 vs = _mm_load_ss(&s); // (S 0 0 0) - vs = b3_pshufd_ps(vs, 0x00); // (S S S S) - +#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE) + __m128 vs = _mm_load_ss(&s); // (S 0 0 0) + vs = b3_pshufd_ps(vs, 0x00); // (S S S S) + return b3Quaternion(_mm_mul_ps(mVec128, vs)); #elif defined(B3_USE_NEON) return b3Quaternion(vmulq_n_f32(mVec128, s)); @@ -389,7 +390,7 @@ public: #endif } - /**@brief Return an inversely scaled versionof this quaternion + /**@brief Return an inversely scaled versionof this quaternion * @param s The inverse scale factor */ b3Quaternion operator/(const b3Scalar& s) const { @@ -397,29 +398,29 @@ public: return *this * (b3Scalar(1.0) / s); } - /**@brief Inversely scale this quaternion + /**@brief Inversely scale this quaternion * @param s The scale factor */ - b3Quaternion& operator/=(const b3Scalar& s) + b3Quaternion& operator/=(const b3Scalar& s) { b3Assert(s != b3Scalar(0.0)); return *this *= b3Scalar(1.0) / s; } - /**@brief Return a normalized version of this quaternion */ - b3Quaternion normalized() const + /**@brief Return a normalized version of this quaternion */ + b3Quaternion normalized() const { return *this / length(); - } - /**@brief Return the angle between this quaternion and the other + } + /**@brief Return the angle between this quaternion and the other * @param q The other quaternion */ - b3Scalar angle(const b3Quaternion& q) const + b3Scalar angle(const b3Quaternion& q) const { b3Scalar s = b3Sqrt(length2() * q.length2()); b3Assert(s != b3Scalar(0.0)); return b3Acos(dot(q) / s); } - /**@brief Return the angle of rotation represented by this quaternion */ - b3Scalar getAngle() const + /**@brief Return the angle of rotation represented by this quaternion */ + b3Scalar getAngle() const { b3Scalar s = b3Scalar(2.) * b3Acos(m_floats[3]); return s; @@ -428,117 +429,116 @@ public: /**@brief Return the axis of the rotation represented by this quaternion */ b3Vector3 getAxis() const { - b3Scalar s_squared = 1.f-m_floats[3]*m_floats[3]; - - if (s_squared < b3Scalar(10.) * B3_EPSILON) //Check for divide by zero - return b3MakeVector3(1.0, 0.0, 0.0); // Arbitrary - b3Scalar s = 1.f/b3Sqrt(s_squared); + b3Scalar s_squared = 1.f - m_floats[3] * m_floats[3]; + + if (s_squared < b3Scalar(10.) * B3_EPSILON) //Check for divide by zero + return b3MakeVector3(1.0, 0.0, 0.0); // Arbitrary + b3Scalar s = 1.f / b3Sqrt(s_squared); return b3MakeVector3(m_floats[0] * s, m_floats[1] * s, m_floats[2] * s); } /**@brief Return the inverse of this quaternion */ b3Quaternion inverse() const { -#if defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE) +#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE) return b3Quaternion(_mm_xor_ps(mVec128, b3vQInv)); #elif defined(B3_USE_NEON) - return b3Quaternion((b3SimdFloat4)veorq_s32((int32x4_t)mVec128, (int32x4_t)b3vQInv)); -#else + return b3Quaternion((b3SimdFloat4)veorq_s32((int32x4_t)mVec128, (int32x4_t)b3vQInv)); +#else return b3Quaternion(-m_floats[0], -m_floats[1], -m_floats[2], m_floats[3]); #endif } - /**@brief Return the sum of this quaternion and the other + /**@brief Return the sum of this quaternion and the other * @param q2 The other quaternion */ B3_FORCE_INLINE b3Quaternion operator+(const b3Quaternion& q2) const { -#if defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE) +#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE) return b3Quaternion(_mm_add_ps(mVec128, q2.mVec128)); #elif defined(B3_USE_NEON) - return b3Quaternion(vaddq_f32(mVec128, q2.mVec128)); -#else + return b3Quaternion(vaddq_f32(mVec128, q2.mVec128)); +#else const b3Quaternion& q1 = *this; return b3Quaternion(q1.getX() + q2.getX(), q1.getY() + q2.getY(), q1.getZ() + q2.getZ(), q1.m_floats[3] + q2.m_floats[3]); #endif } - /**@brief Return the difference between this quaternion and the other + /**@brief Return the difference between this quaternion and the other * @param q2 The other quaternion */ B3_FORCE_INLINE b3Quaternion operator-(const b3Quaternion& q2) const { -#if defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE) +#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE) return b3Quaternion(_mm_sub_ps(mVec128, q2.mVec128)); #elif defined(B3_USE_NEON) - return b3Quaternion(vsubq_f32(mVec128, q2.mVec128)); -#else + return b3Quaternion(vsubq_f32(mVec128, q2.mVec128)); +#else const b3Quaternion& q1 = *this; return b3Quaternion(q1.getX() - q2.getX(), q1.getY() - q2.getY(), q1.getZ() - q2.getZ(), q1.m_floats[3] - q2.m_floats[3]); #endif } - /**@brief Return the negative of this quaternion + /**@brief Return the negative of this quaternion * This simply negates each element */ B3_FORCE_INLINE b3Quaternion operator-() const { -#if defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE) +#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE) return b3Quaternion(_mm_xor_ps(mVec128, b3vMzeroMask)); #elif defined(B3_USE_NEON) - return b3Quaternion((b3SimdFloat4)veorq_s32((int32x4_t)mVec128, (int32x4_t)b3vMzeroMask) ); -#else + return b3Quaternion((b3SimdFloat4)veorq_s32((int32x4_t)mVec128, (int32x4_t)b3vMzeroMask)); +#else const b3Quaternion& q2 = *this; - return b3Quaternion( - q2.getX(), - q2.getY(), - q2.getZ(), - q2.m_floats[3]); + return b3Quaternion(-q2.getX(), -q2.getY(), -q2.getZ(), -q2.m_floats[3]); #endif } - /**@todo document this and it's use */ - B3_FORCE_INLINE b3Quaternion farthest( const b3Quaternion& qd) const + /**@todo document this and it's use */ + B3_FORCE_INLINE b3Quaternion farthest(const b3Quaternion& qd) const { - b3Quaternion diff,sum; + b3Quaternion diff, sum; diff = *this - qd; sum = *this + qd; - if( diff.dot(diff) > sum.dot(sum) ) + if (diff.dot(diff) > sum.dot(sum)) return qd; return (-qd); } /**@todo document this and it's use */ - B3_FORCE_INLINE b3Quaternion nearest( const b3Quaternion& qd) const + B3_FORCE_INLINE b3Quaternion nearest(const b3Quaternion& qd) const { - b3Quaternion diff,sum; + b3Quaternion diff, sum; diff = *this - qd; sum = *this + qd; - if( diff.dot(diff) < sum.dot(sum) ) + if (diff.dot(diff) < sum.dot(sum)) return qd; return (-qd); } - - /**@brief Return the quaternion which is the result of Spherical Linear Interpolation between this and the other quaternion + /**@brief Return the quaternion which is the result of Spherical Linear Interpolation between this and the other quaternion * @param q The other quaternion to interpolate with * @param t The ratio between this and q to interpolate. If t = 0 the result is this, if t=1 the result is q. * Slerp interpolates assuming constant velocity. */ b3Quaternion slerp(const b3Quaternion& q, const b3Scalar& t) const { - b3Scalar magnitude = b3Sqrt(length2() * q.length2()); - b3Assert(magnitude > b3Scalar(0)); + b3Scalar magnitude = b3Sqrt(length2() * q.length2()); + b3Assert(magnitude > b3Scalar(0)); - b3Scalar product = dot(q) / magnitude; - if (b3Fabs(product) < b3Scalar(1)) + b3Scalar product = dot(q) / magnitude; + if (b3Fabs(product) < b3Scalar(1)) { - // Take care of long angle case see http://en.wikipedia.org/wiki/Slerp - const b3Scalar sign = (product < 0) ? b3Scalar(-1) : b3Scalar(1); - - const b3Scalar theta = b3Acos(sign * product); - const b3Scalar s1 = b3Sin(sign * t * theta); - const b3Scalar d = b3Scalar(1.0) / b3Sin(theta); - const b3Scalar s0 = b3Sin((b3Scalar(1.0) - t) * theta); - - return b3Quaternion( - (m_floats[0] * s0 + q.getX() * s1) * d, - (m_floats[1] * s0 + q.getY() * s1) * d, - (m_floats[2] * s0 + q.getZ() * s1) * d, - (m_floats[3] * s0 + q.m_floats[3] * s1) * d); + // Take care of long angle case see http://en.wikipedia.org/wiki/Slerp + const b3Scalar sign = (product < 0) ? b3Scalar(-1) : b3Scalar(1); + + const b3Scalar theta = b3Acos(sign * product); + const b3Scalar s1 = b3Sin(sign * t * theta); + const b3Scalar d = b3Scalar(1.0) / b3Sin(theta); + const b3Scalar s0 = b3Sin((b3Scalar(1.0) - t) * theta); + + return b3Quaternion( + (m_floats[0] * s0 + q.getX() * s1) * d, + (m_floats[1] * s0 + q.getY() * s1) * d, + (m_floats[2] * s0 + q.getZ() * s1) * d, + (m_floats[3] * s0 + q.m_floats[3] * s1) * d); } else { @@ -546,301 +546,294 @@ public: } } - static const b3Quaternion& getIdentity() + static const b3Quaternion& getIdentity() { - static const b3Quaternion identityQuat(b3Scalar(0.),b3Scalar(0.),b3Scalar(0.),b3Scalar(1.)); + static const b3Quaternion identityQuat(b3Scalar(0.), b3Scalar(0.), b3Scalar(0.), b3Scalar(1.)); return identityQuat; } B3_FORCE_INLINE const b3Scalar& getW() const { return m_floats[3]; } - - }; - - - - /**@brief Return the product of two quaternions */ B3_FORCE_INLINE b3Quaternion -operator*(const b3Quaternion& q1, const b3Quaternion& q2) +operator*(const b3Quaternion& q1, const b3Quaternion& q2) { -#if defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE) +#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE) __m128 vQ1 = q1.get128(); __m128 vQ2 = q2.get128(); __m128 A0, A1, B1, A2, B2; - - A1 = b3_pshufd_ps(vQ1, B3_SHUFFLE(0,1,2,0)); // X Y z x // vtrn - B1 = b3_pshufd_ps(vQ2, B3_SHUFFLE(3,3,3,0)); // W W W X // vdup vext + + A1 = b3_pshufd_ps(vQ1, B3_SHUFFLE(0, 1, 2, 0)); // X Y z x // vtrn + B1 = b3_pshufd_ps(vQ2, B3_SHUFFLE(3, 3, 3, 0)); // W W W X // vdup vext A1 = A1 * B1; - - A2 = b3_pshufd_ps(vQ1, B3_SHUFFLE(1,2,0,1)); // Y Z X Y // vext - B2 = b3_pshufd_ps(vQ2, B3_SHUFFLE(2,0,1,1)); // z x Y Y // vtrn vdup + + A2 = b3_pshufd_ps(vQ1, B3_SHUFFLE(1, 2, 0, 1)); // Y Z X Y // vext + B2 = b3_pshufd_ps(vQ2, B3_SHUFFLE(2, 0, 1, 1)); // z x Y Y // vtrn vdup A2 = A2 * B2; - B1 = b3_pshufd_ps(vQ1, B3_SHUFFLE(2,0,1,2)); // z x Y Z // vtrn vext - B2 = b3_pshufd_ps(vQ2, B3_SHUFFLE(1,2,0,2)); // Y Z x z // vext vtrn - - B1 = B1 * B2; // A3 *= B3 + B1 = b3_pshufd_ps(vQ1, B3_SHUFFLE(2, 0, 1, 2)); // z x Y Z // vtrn vext + B2 = b3_pshufd_ps(vQ2, B3_SHUFFLE(1, 2, 0, 2)); // Y Z x z // vext vtrn + + B1 = B1 * B2; // A3 *= B3 - A0 = b3_splat_ps(vQ1, 3); // A0 - A0 = A0 * vQ2; // A0 * B0 + A0 = b3_splat_ps(vQ1, 3); // A0 + A0 = A0 * vQ2; // A0 * B0 + + A1 = A1 + A2; // AB12 + A0 = A0 - B1; // AB03 = AB0 - AB3 + + A1 = _mm_xor_ps(A1, b3vPPPM); // change sign of the last element + A0 = A0 + A1; // AB03 + AB12 - A1 = A1 + A2; // AB12 - A0 = A0 - B1; // AB03 = AB0 - AB3 - - A1 = _mm_xor_ps(A1, b3vPPPM); // change sign of the last element - A0 = A0 + A1; // AB03 + AB12 - return b3Quaternion(A0); -#elif defined(B3_USE_NEON) +#elif defined(B3_USE_NEON) float32x4_t vQ1 = q1.get128(); float32x4_t vQ2 = q2.get128(); float32x4_t A0, A1, B1, A2, B2, A3, B3; - float32x2_t vQ1zx, vQ2wx, vQ1yz, vQ2zx, vQ2yz, vQ2xz; - - { - float32x2x2_t tmp; - tmp = vtrn_f32( vget_high_f32(vQ1), vget_low_f32(vQ1) ); // {z x}, {w y} - vQ1zx = tmp.val[0]; + float32x2_t vQ1zx, vQ2wx, vQ1yz, vQ2zx, vQ2yz, vQ2xz; + + { + float32x2x2_t tmp; + tmp = vtrn_f32(vget_high_f32(vQ1), vget_low_f32(vQ1)); // {z x}, {w y} + vQ1zx = tmp.val[0]; - tmp = vtrn_f32( vget_high_f32(vQ2), vget_low_f32(vQ2) ); // {z x}, {w y} - vQ2zx = tmp.val[0]; - } - vQ2wx = vext_f32(vget_high_f32(vQ2), vget_low_f32(vQ2), 1); + tmp = vtrn_f32(vget_high_f32(vQ2), vget_low_f32(vQ2)); // {z x}, {w y} + vQ2zx = tmp.val[0]; + } + vQ2wx = vext_f32(vget_high_f32(vQ2), vget_low_f32(vQ2), 1); - vQ1yz = vext_f32(vget_low_f32(vQ1), vget_high_f32(vQ1), 1); + vQ1yz = vext_f32(vget_low_f32(vQ1), vget_high_f32(vQ1), 1); - vQ2yz = vext_f32(vget_low_f32(vQ2), vget_high_f32(vQ2), 1); - vQ2xz = vext_f32(vQ2zx, vQ2zx, 1); + vQ2yz = vext_f32(vget_low_f32(vQ2), vget_high_f32(vQ2), 1); + vQ2xz = vext_f32(vQ2zx, vQ2zx, 1); - A1 = vcombine_f32(vget_low_f32(vQ1), vQ1zx); // X Y z x - B1 = vcombine_f32(vdup_lane_f32(vget_high_f32(vQ2), 1), vQ2wx); // W W W X + A1 = vcombine_f32(vget_low_f32(vQ1), vQ1zx); // X Y z x + B1 = vcombine_f32(vdup_lane_f32(vget_high_f32(vQ2), 1), vQ2wx); // W W W X A2 = vcombine_f32(vQ1yz, vget_low_f32(vQ1)); - B2 = vcombine_f32(vQ2zx, vdup_lane_f32(vget_low_f32(vQ2), 1)); + B2 = vcombine_f32(vQ2zx, vdup_lane_f32(vget_low_f32(vQ2), 1)); - A3 = vcombine_f32(vQ1zx, vQ1yz); // Z X Y Z - B3 = vcombine_f32(vQ2yz, vQ2xz); // Y Z x z + A3 = vcombine_f32(vQ1zx, vQ1yz); // Z X Y Z + B3 = vcombine_f32(vQ2yz, vQ2xz); // Y Z x z A1 = vmulq_f32(A1, B1); A2 = vmulq_f32(A2, B2); - A3 = vmulq_f32(A3, B3); // A3 *= B3 - A0 = vmulq_lane_f32(vQ2, vget_high_f32(vQ1), 1); // A0 * B0 - - A1 = vaddq_f32(A1, A2); // AB12 = AB1 + AB2 - A0 = vsubq_f32(A0, A3); // AB03 = AB0 - AB3 - - // change the sign of the last element - A1 = (b3SimdFloat4)veorq_s32((int32x4_t)A1, (int32x4_t)b3vPPPM); - A0 = vaddq_f32(A0, A1); // AB03 + AB12 - + A3 = vmulq_f32(A3, B3); // A3 *= B3 + A0 = vmulq_lane_f32(vQ2, vget_high_f32(vQ1), 1); // A0 * B0 + + A1 = vaddq_f32(A1, A2); // AB12 = AB1 + AB2 + A0 = vsubq_f32(A0, A3); // AB03 = AB0 - AB3 + + // change the sign of the last element + A1 = (b3SimdFloat4)veorq_s32((int32x4_t)A1, (int32x4_t)b3vPPPM); + A0 = vaddq_f32(A0, A1); // AB03 + AB12 + return b3Quaternion(A0); #else return b3Quaternion( - q1.getW() * q2.getX() + q1.getX() * q2.getW() + q1.getY() * q2.getZ() - q1.getZ() * q2.getY(), + q1.getW() * q2.getX() + q1.getX() * q2.getW() + q1.getY() * q2.getZ() - q1.getZ() * q2.getY(), q1.getW() * q2.getY() + q1.getY() * q2.getW() + q1.getZ() * q2.getX() - q1.getX() * q2.getZ(), q1.getW() * q2.getZ() + q1.getZ() * q2.getW() + q1.getX() * q2.getY() - q1.getY() * q2.getX(), - q1.getW() * q2.getW() - q1.getX() * q2.getX() - q1.getY() * q2.getY() - q1.getZ() * q2.getZ()); + q1.getW() * q2.getW() - q1.getX() * q2.getX() - q1.getY() * q2.getY() - q1.getZ() * q2.getZ()); #endif } B3_FORCE_INLINE b3Quaternion operator*(const b3Quaternion& q, const b3Vector3& w) { -#if defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE) +#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE) __m128 vQ1 = q.get128(); __m128 vQ2 = w.get128(); __m128 A1, B1, A2, B2, A3, B3; - - A1 = b3_pshufd_ps(vQ1, B3_SHUFFLE(3,3,3,0)); - B1 = b3_pshufd_ps(vQ2, B3_SHUFFLE(0,1,2,0)); + + A1 = b3_pshufd_ps(vQ1, B3_SHUFFLE(3, 3, 3, 0)); + B1 = b3_pshufd_ps(vQ2, B3_SHUFFLE(0, 1, 2, 0)); A1 = A1 * B1; - - A2 = b3_pshufd_ps(vQ1, B3_SHUFFLE(1,2,0,1)); - B2 = b3_pshufd_ps(vQ2, B3_SHUFFLE(2,0,1,1)); + + A2 = b3_pshufd_ps(vQ1, B3_SHUFFLE(1, 2, 0, 1)); + B2 = b3_pshufd_ps(vQ2, B3_SHUFFLE(2, 0, 1, 1)); A2 = A2 * B2; - A3 = b3_pshufd_ps(vQ1, B3_SHUFFLE(2,0,1,2)); - B3 = b3_pshufd_ps(vQ2, B3_SHUFFLE(1,2,0,2)); - - A3 = A3 * B3; // A3 *= B3 + A3 = b3_pshufd_ps(vQ1, B3_SHUFFLE(2, 0, 1, 2)); + B3 = b3_pshufd_ps(vQ2, B3_SHUFFLE(1, 2, 0, 2)); + + A3 = A3 * B3; // A3 *= B3 + + A1 = A1 + A2; // AB12 + A1 = _mm_xor_ps(A1, b3vPPPM); // change sign of the last element + A1 = A1 - A3; // AB123 = AB12 - AB3 - A1 = A1 + A2; // AB12 - A1 = _mm_xor_ps(A1, b3vPPPM); // change sign of the last element - A1 = A1 - A3; // AB123 = AB12 - AB3 - return b3Quaternion(A1); - -#elif defined(B3_USE_NEON) + +#elif defined(B3_USE_NEON) float32x4_t vQ1 = q.get128(); float32x4_t vQ2 = w.get128(); float32x4_t A1, B1, A2, B2, A3, B3; - float32x2_t vQ1wx, vQ2zx, vQ1yz, vQ2yz, vQ1zx, vQ2xz; - - vQ1wx = vext_f32(vget_high_f32(vQ1), vget_low_f32(vQ1), 1); - { - float32x2x2_t tmp; + float32x2_t vQ1wx, vQ2zx, vQ1yz, vQ2yz, vQ1zx, vQ2xz; - tmp = vtrn_f32( vget_high_f32(vQ2), vget_low_f32(vQ2) ); // {z x}, {w y} - vQ2zx = tmp.val[0]; + vQ1wx = vext_f32(vget_high_f32(vQ1), vget_low_f32(vQ1), 1); + { + float32x2x2_t tmp; - tmp = vtrn_f32( vget_high_f32(vQ1), vget_low_f32(vQ1) ); // {z x}, {w y} - vQ1zx = tmp.val[0]; - } + tmp = vtrn_f32(vget_high_f32(vQ2), vget_low_f32(vQ2)); // {z x}, {w y} + vQ2zx = tmp.val[0]; - vQ1yz = vext_f32(vget_low_f32(vQ1), vget_high_f32(vQ1), 1); + tmp = vtrn_f32(vget_high_f32(vQ1), vget_low_f32(vQ1)); // {z x}, {w y} + vQ1zx = tmp.val[0]; + } + + vQ1yz = vext_f32(vget_low_f32(vQ1), vget_high_f32(vQ1), 1); - vQ2yz = vext_f32(vget_low_f32(vQ2), vget_high_f32(vQ2), 1); - vQ2xz = vext_f32(vQ2zx, vQ2zx, 1); + vQ2yz = vext_f32(vget_low_f32(vQ2), vget_high_f32(vQ2), 1); + vQ2xz = vext_f32(vQ2zx, vQ2zx, 1); - A1 = vcombine_f32(vdup_lane_f32(vget_high_f32(vQ1), 1), vQ1wx); // W W W X - B1 = vcombine_f32(vget_low_f32(vQ2), vQ2zx); // X Y z x + A1 = vcombine_f32(vdup_lane_f32(vget_high_f32(vQ1), 1), vQ1wx); // W W W X + B1 = vcombine_f32(vget_low_f32(vQ2), vQ2zx); // X Y z x A2 = vcombine_f32(vQ1yz, vget_low_f32(vQ1)); - B2 = vcombine_f32(vQ2zx, vdup_lane_f32(vget_low_f32(vQ2), 1)); + B2 = vcombine_f32(vQ2zx, vdup_lane_f32(vget_low_f32(vQ2), 1)); - A3 = vcombine_f32(vQ1zx, vQ1yz); // Z X Y Z - B3 = vcombine_f32(vQ2yz, vQ2xz); // Y Z x z + A3 = vcombine_f32(vQ1zx, vQ1yz); // Z X Y Z + B3 = vcombine_f32(vQ2yz, vQ2xz); // Y Z x z A1 = vmulq_f32(A1, B1); A2 = vmulq_f32(A2, B2); - A3 = vmulq_f32(A3, B3); // A3 *= B3 - - A1 = vaddq_f32(A1, A2); // AB12 = AB1 + AB2 - - // change the sign of the last element - A1 = (b3SimdFloat4)veorq_s32((int32x4_t)A1, (int32x4_t)b3vPPPM); - - A1 = vsubq_f32(A1, A3); // AB123 = AB12 - AB3 - + A3 = vmulq_f32(A3, B3); // A3 *= B3 + + A1 = vaddq_f32(A1, A2); // AB12 = AB1 + AB2 + + // change the sign of the last element + A1 = (b3SimdFloat4)veorq_s32((int32x4_t)A1, (int32x4_t)b3vPPPM); + + A1 = vsubq_f32(A1, A3); // AB123 = AB12 - AB3 + return b3Quaternion(A1); - + #else - return b3Quaternion( - q.getW() * w.getX() + q.getY() * w.getZ() - q.getZ() * w.getY(), - q.getW() * w.getY() + q.getZ() * w.getX() - q.getX() * w.getZ(), - q.getW() * w.getZ() + q.getX() * w.getY() - q.getY() * w.getX(), - -q.getX() * w.getX() - q.getY() * w.getY() - q.getZ() * w.getZ()); + return b3Quaternion( + q.getW() * w.getX() + q.getY() * w.getZ() - q.getZ() * w.getY(), + q.getW() * w.getY() + q.getZ() * w.getX() - q.getX() * w.getZ(), + q.getW() * w.getZ() + q.getX() * w.getY() - q.getY() * w.getX(), + -q.getX() * w.getX() - q.getY() * w.getY() - q.getZ() * w.getZ()); #endif } B3_FORCE_INLINE b3Quaternion operator*(const b3Vector3& w, const b3Quaternion& q) { -#if defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE) +#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE) __m128 vQ1 = w.get128(); __m128 vQ2 = q.get128(); __m128 A1, B1, A2, B2, A3, B3; - - A1 = b3_pshufd_ps(vQ1, B3_SHUFFLE(0,1,2,0)); // X Y z x - B1 = b3_pshufd_ps(vQ2, B3_SHUFFLE(3,3,3,0)); // W W W X + + A1 = b3_pshufd_ps(vQ1, B3_SHUFFLE(0, 1, 2, 0)); // X Y z x + B1 = b3_pshufd_ps(vQ2, B3_SHUFFLE(3, 3, 3, 0)); // W W W X A1 = A1 * B1; - - A2 = b3_pshufd_ps(vQ1, B3_SHUFFLE(1,2,0,1)); - B2 = b3_pshufd_ps(vQ2, B3_SHUFFLE(2,0,1,1)); - A2 = A2 *B2; + A2 = b3_pshufd_ps(vQ1, B3_SHUFFLE(1, 2, 0, 1)); + B2 = b3_pshufd_ps(vQ2, B3_SHUFFLE(2, 0, 1, 1)); + + A2 = A2 * B2; + + A3 = b3_pshufd_ps(vQ1, B3_SHUFFLE(2, 0, 1, 2)); + B3 = b3_pshufd_ps(vQ2, B3_SHUFFLE(1, 2, 0, 2)); + + A3 = A3 * B3; // A3 *= B3 - A3 = b3_pshufd_ps(vQ1, B3_SHUFFLE(2,0,1,2)); - B3 = b3_pshufd_ps(vQ2, B3_SHUFFLE(1,2,0,2)); - - A3 = A3 * B3; // A3 *= B3 + A1 = A1 + A2; // AB12 + A1 = _mm_xor_ps(A1, b3vPPPM); // change sign of the last element + A1 = A1 - A3; // AB123 = AB12 - AB3 - A1 = A1 + A2; // AB12 - A1 = _mm_xor_ps(A1, b3vPPPM); // change sign of the last element - A1 = A1 - A3; // AB123 = AB12 - AB3 - return b3Quaternion(A1); -#elif defined(B3_USE_NEON) +#elif defined(B3_USE_NEON) float32x4_t vQ1 = w.get128(); float32x4_t vQ2 = q.get128(); - float32x4_t A1, B1, A2, B2, A3, B3; - float32x2_t vQ1zx, vQ2wx, vQ1yz, vQ2zx, vQ2yz, vQ2xz; - - { - float32x2x2_t tmp; - - tmp = vtrn_f32( vget_high_f32(vQ1), vget_low_f32(vQ1) ); // {z x}, {w y} - vQ1zx = tmp.val[0]; + float32x4_t A1, B1, A2, B2, A3, B3; + float32x2_t vQ1zx, vQ2wx, vQ1yz, vQ2zx, vQ2yz, vQ2xz; - tmp = vtrn_f32( vget_high_f32(vQ2), vget_low_f32(vQ2) ); // {z x}, {w y} - vQ2zx = tmp.val[0]; - } - vQ2wx = vext_f32(vget_high_f32(vQ2), vget_low_f32(vQ2), 1); + { + float32x2x2_t tmp; + + tmp = vtrn_f32(vget_high_f32(vQ1), vget_low_f32(vQ1)); // {z x}, {w y} + vQ1zx = tmp.val[0]; + + tmp = vtrn_f32(vget_high_f32(vQ2), vget_low_f32(vQ2)); // {z x}, {w y} + vQ2zx = tmp.val[0]; + } + vQ2wx = vext_f32(vget_high_f32(vQ2), vget_low_f32(vQ2), 1); - vQ1yz = vext_f32(vget_low_f32(vQ1), vget_high_f32(vQ1), 1); + vQ1yz = vext_f32(vget_low_f32(vQ1), vget_high_f32(vQ1), 1); - vQ2yz = vext_f32(vget_low_f32(vQ2), vget_high_f32(vQ2), 1); - vQ2xz = vext_f32(vQ2zx, vQ2zx, 1); + vQ2yz = vext_f32(vget_low_f32(vQ2), vget_high_f32(vQ2), 1); + vQ2xz = vext_f32(vQ2zx, vQ2zx, 1); - A1 = vcombine_f32(vget_low_f32(vQ1), vQ1zx); // X Y z x - B1 = vcombine_f32(vdup_lane_f32(vget_high_f32(vQ2), 1), vQ2wx); // W W W X + A1 = vcombine_f32(vget_low_f32(vQ1), vQ1zx); // X Y z x + B1 = vcombine_f32(vdup_lane_f32(vget_high_f32(vQ2), 1), vQ2wx); // W W W X A2 = vcombine_f32(vQ1yz, vget_low_f32(vQ1)); - B2 = vcombine_f32(vQ2zx, vdup_lane_f32(vget_low_f32(vQ2), 1)); + B2 = vcombine_f32(vQ2zx, vdup_lane_f32(vget_low_f32(vQ2), 1)); - A3 = vcombine_f32(vQ1zx, vQ1yz); // Z X Y Z - B3 = vcombine_f32(vQ2yz, vQ2xz); // Y Z x z + A3 = vcombine_f32(vQ1zx, vQ1yz); // Z X Y Z + B3 = vcombine_f32(vQ2yz, vQ2xz); // Y Z x z A1 = vmulq_f32(A1, B1); A2 = vmulq_f32(A2, B2); - A3 = vmulq_f32(A3, B3); // A3 *= B3 - - A1 = vaddq_f32(A1, A2); // AB12 = AB1 + AB2 - - // change the sign of the last element - A1 = (b3SimdFloat4)veorq_s32((int32x4_t)A1, (int32x4_t)b3vPPPM); - - A1 = vsubq_f32(A1, A3); // AB123 = AB12 - AB3 - + A3 = vmulq_f32(A3, B3); // A3 *= B3 + + A1 = vaddq_f32(A1, A2); // AB12 = AB1 + AB2 + + // change the sign of the last element + A1 = (b3SimdFloat4)veorq_s32((int32x4_t)A1, (int32x4_t)b3vPPPM); + + A1 = vsubq_f32(A1, A3); // AB123 = AB12 - AB3 + return b3Quaternion(A1); - + #else - return b3Quaternion( - +w.getX() * q.getW() + w.getY() * q.getZ() - w.getZ() * q.getY(), + return b3Quaternion( + +w.getX() * q.getW() + w.getY() * q.getZ() - w.getZ() * q.getY(), +w.getY() * q.getW() + w.getZ() * q.getX() - w.getX() * q.getZ(), +w.getZ() * q.getW() + w.getX() * q.getY() - w.getY() * q.getX(), - -w.getX() * q.getX() - w.getY() * q.getY() - w.getZ() * q.getZ()); + -w.getX() * q.getX() - w.getY() * q.getY() - w.getZ() * q.getZ()); #endif } /**@brief Calculate the dot product between two quaternions */ -B3_FORCE_INLINE b3Scalar -b3Dot(const b3Quaternion& q1, const b3Quaternion& q2) -{ - return q1.dot(q2); +B3_FORCE_INLINE b3Scalar +b3Dot(const b3Quaternion& q1, const b3Quaternion& q2) +{ + return q1.dot(q2); } - /**@brief Return the length of a quaternion */ B3_FORCE_INLINE b3Scalar -b3Length(const b3Quaternion& q) -{ - return q.length(); +b3Length(const b3Quaternion& q) +{ + return q.length(); } /**@brief Return the angle between two quaternions*/ B3_FORCE_INLINE b3Scalar -b3Angle(const b3Quaternion& q1, const b3Quaternion& q2) -{ - return q1.angle(q2); +b3Angle(const b3Quaternion& q1, const b3Quaternion& q2) +{ + return q1.angle(q2); } /**@brief Return the inverse of a quaternion*/ B3_FORCE_INLINE b3Quaternion -b3Inverse(const b3Quaternion& q) +b3Inverse(const b3Quaternion& q) { return q.inverse(); } @@ -851,7 +844,7 @@ b3Inverse(const b3Quaternion& q) * @param t The ration between q1 and q2. t = 0 return q1, t=1 returns q2 * Slerp assumes constant velocity between positions. */ B3_FORCE_INLINE b3Quaternion -b3Slerp(const b3Quaternion& q1, const b3Quaternion& q2, const b3Scalar& t) +b3Slerp(const b3Quaternion& q1, const b3Quaternion& q2, const b3Scalar& t) { return q1.slerp(q2, t); } @@ -859,7 +852,7 @@ b3Slerp(const b3Quaternion& q1, const b3Quaternion& q2, const b3Scalar& t) B3_FORCE_INLINE b3Quaternion b3QuatMul(const b3Quaternion& rot0, const b3Quaternion& rot1) { - return rot0*rot1; + return rot0 * rot1; } B3_FORCE_INLINE b3Quaternion @@ -868,51 +861,45 @@ b3QuatNormalized(const b3Quaternion& orn) return orn.normalized(); } - - -B3_FORCE_INLINE b3Vector3 -b3QuatRotate(const b3Quaternion& rotation, const b3Vector3& v) +B3_FORCE_INLINE b3Vector3 +b3QuatRotate(const b3Quaternion& rotation, const b3Vector3& v) { b3Quaternion q = rotation * v; q *= rotation.inverse(); -#if defined (B3_USE_SSE_IN_API) && defined (B3_USE_SSE) +#if defined(B3_USE_SSE_IN_API) && defined(B3_USE_SSE) return b3MakeVector3(_mm_and_ps(q.get128(), b3vFFF0fMask)); #elif defined(B3_USE_NEON) - return b3MakeVector3((float32x4_t)vandq_s32((int32x4_t)q.get128(), b3vFFF0Mask)); -#else - return b3MakeVector3(q.getX(),q.getY(),q.getZ()); + return b3MakeVector3((float32x4_t)vandq_s32((int32x4_t)q.get128(), b3vFFF0Mask)); +#else + return b3MakeVector3(q.getX(), q.getY(), q.getZ()); #endif } -B3_FORCE_INLINE b3Quaternion -b3ShortestArcQuat(const b3Vector3& v0, const b3Vector3& v1) // Game Programming Gems 2.10. make sure v0,v1 are normalized +B3_FORCE_INLINE b3Quaternion +b3ShortestArcQuat(const b3Vector3& v0, const b3Vector3& v1) // Game Programming Gems 2.10. make sure v0,v1 are normalized { b3Vector3 c = v0.cross(v1); - b3Scalar d = v0.dot(v1); + b3Scalar d = v0.dot(v1); if (d < -1.0 + B3_EPSILON) { - b3Vector3 n,unused; - b3PlaneSpace1(v0,n,unused); - return b3Quaternion(n.getX(),n.getY(),n.getZ(),0.0f); // just pick any vector that is orthogonal to v0 + b3Vector3 n, unused; + b3PlaneSpace1(v0, n, unused); + return b3Quaternion(n.getX(), n.getY(), n.getZ(), 0.0f); // just pick any vector that is orthogonal to v0 } - b3Scalar s = b3Sqrt((1.0f + d) * 2.0f); + b3Scalar s = b3Sqrt((1.0f + d) * 2.0f); b3Scalar rs = 1.0f / s; - return b3Quaternion(c.getX()*rs,c.getY()*rs,c.getZ()*rs,s * 0.5f); - + return b3Quaternion(c.getX() * rs, c.getY() * rs, c.getZ() * rs, s * 0.5f); } -B3_FORCE_INLINE b3Quaternion -b3ShortestArcQuatNormalize2(b3Vector3& v0,b3Vector3& v1) +B3_FORCE_INLINE b3Quaternion +b3ShortestArcQuatNormalize2(b3Vector3& v0, b3Vector3& v1) { v0.normalize(); v1.normalize(); - return b3ShortestArcQuat(v0,v1); + return b3ShortestArcQuat(v0, v1); } -#endif //B3_SIMD__QUATERNION_H_ - - - +#endif //B3_SIMD__QUATERNION_H_ |