vecmath file split mayhem

This commit is contained in:
2026-01-02 00:58:21 +01:00
parent fd16e5a2b0
commit b09200b7ab
24 changed files with 2844 additions and 2632 deletions

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const std = @import("std");
const vm = @import("root");
pub const Color = extern struct {
r: u8,
g: u8,
b: u8,
a: u8,
pub const Array = [4]u8;
pub const clear = init(0, 0, 0, 0);
pub const black = initOpaque(0, 0, 0);
pub const red = initOpaque(255, 0, 0);
pub const green = initOpaque(0, 255, 0);
pub const blue = initOpaque(0, 0, 255);
pub const cyan = initOpaque(0, 255, 255);
pub const magenta = initOpaque(255, 0, 255);
pub const yellow = initOpaque(255, 255, 0);
pub const white = initOpaque(255, 255, 255);
pub inline fn init(r: u8, g: u8, b: u8, a: u8) Color {
return .{ .r = r, .g = g, .b = b, .a = a };
}
pub inline fn initOpaque(r: u8, g: u8, b: u8) Color {
return .{ .r = r, .g = g, .b = b, .a = 255 };
}
pub inline fn initArray(array: Array) Color {
return @bitCast(array);
}
pub inline fn l(comptime literal: []const u8) Color {
if (literal.len == 4 and literal[0] == '#') { // #RGB
return .initOpaque(
(std.fmt.parseUnsigned(u8, literal[1..2], 16) catch unreachable) * 0x11,
(std.fmt.parseUnsigned(u8, literal[2..3], 16) catch unreachable) * 0x11,
(std.fmt.parseUnsigned(u8, literal[3..4], 16) catch unreachable) * 0x11,
);
} else if (literal.len == 5 and literal[0] == '#') { // #RGBA
return .init(
(std.fmt.parseUnsigned(u8, literal[1..2], 16) catch unreachable) * 0x11,
(std.fmt.parseUnsigned(u8, literal[2..3], 16) catch unreachable) * 0x11,
(std.fmt.parseUnsigned(u8, literal[3..4], 16) catch unreachable) * 0x11,
(std.fmt.parseUnsigned(u8, literal[4..5], 16) catch unreachable) * 0x11,
);
} else if (literal.len == 7 and literal[0] == '#') { // #RRGGBB
return .initOpaque(
(std.fmt.parseUnsigned(u8, literal[1..3], 16) catch unreachable),
(std.fmt.parseUnsigned(u8, literal[3..5], 16) catch unreachable),
(std.fmt.parseUnsigned(u8, literal[5..7], 16) catch unreachable),
);
} else if (literal.len == 9 and literal[0] == '#') { // #RRGGBBAA
return .init(
(std.fmt.parseUnsigned(u8, literal[1..3], 16) catch unreachable),
(std.fmt.parseUnsigned(u8, literal[3..5], 16) catch unreachable),
(std.fmt.parseUnsigned(u8, literal[5..7], 16) catch unreachable),
(std.fmt.parseUnsigned(u8, literal[7..9], 16) catch unreachable),
);
}
@compileError("Invalid color literal: " ++ literal);
}
pub inline fn asArray(self: Color) Array {
return @bitCast(self);
}
};
test "l" {
const i: Color = .l("#012");
try std.testing.expectEqual(0x00, i.r);
try std.testing.expectEqual(0x11, i.g);
try std.testing.expectEqual(0x22, i.b);
try std.testing.expectEqual(0xFF, i.a);
const j: Color = .l("#3456");
try std.testing.expectEqual(0x33, j.r);
try std.testing.expectEqual(0x44, j.g);
try std.testing.expectEqual(0x55, j.b);
try std.testing.expectEqual(0x66, j.a);
const k: Color = .l("#F08040");
try std.testing.expectEqual(0xF0, k.r);
try std.testing.expectEqual(0x80, k.g);
try std.testing.expectEqual(0x40, k.b);
try std.testing.expectEqual(0xFF, k.a);
const l: Color = .l("#20304050");
try std.testing.expectEqual(0x20, l.r);
try std.testing.expectEqual(0x30, l.g);
try std.testing.expectEqual(0x40, l.b);
try std.testing.expectEqual(0x50, l.a);
}

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const std = @import("std");
const vm = @import("root");
pub const Matrix3x2 = extern struct {
ix: f32,
iy: f32,
jx: f32,
jy: f32,
tx: f32,
ty: f32,
pub const Array = [6]f32;
pub const identity = init(1, 0, 0, 1, 0, 0);
// --- INIT ---
pub inline fn init(ix: f32, iy: f32, jx: f32, jy: f32, tx: f32, ty: f32) Matrix3x2 {
return .{ .ix = ix, .iy = iy, .jx = jx, .jy = jy, .tx = tx, .ty = ty };
}
pub inline fn initTranslation(t: Vector2) Matrix3x2 {
return .{ .ix = 1, .iy = 0, .jx = 0, .jy = 1, .tx = t.x, .ty = t.y };
}
pub inline fn initRotation(angle_turns: f32) Matrix3x2 {
const c, const s = cossin(angle_turns).asArray();
return .{ .ix = c, .iy = s, .jx = -s, .jy = c, .tx = 0, .ty = 0 };
}
pub inline fn initScale(s: Vector2) Matrix3x2 {
return .{ .ix = s.x, .iy = 0, .jx = 0, .jy = s.y, .tx = 0, .ty = 0 };
}
pub inline fn initArray(array: Array) Matrix3x2 {
return @bitCast(array);
}
// --- CONVERSION ---
pub inline fn asArray(self: Matrix3x2) Array {
return @bitCast(self);
}
pub inline fn asArrayPtr(self: *Matrix3x2) *Array {
return @ptrCast(self);
}
pub inline fn asArrayConstPtr(self: *const Matrix3x2) *const Array {
return @ptrCast(self);
}
// --- TRANSFORM ---
pub inline fn transformPoint(self: Matrix3x2, p: Vector2) Vector2 {
return .{
.x = p.x * self.ix + p.y * self.jx + self.tx,
.y = p.x * self.iy + p.y * self.jy + self.ty,
};
}
pub inline fn transformPoint_x8(self: Matrix3x2, p: Vector2x8) Vector2x8 {
return .{
.x = p.x * ps(self.ix) + p.y * ps(self.jx) + ps(self.tx),
.y = p.x * ps(self.iy) + p.y * ps(self.jy) + ps(self.ty),
};
}
pub inline fn transformVector(self: Matrix3x2, v: Vector2) Vector2 {
return .{
.x = v.x * self.ix + v.y * self.jx,
.y = v.x * self.iy + v.y * self.jy,
};
}
pub inline fn transformVector_x8(self: Matrix3x2, v: Vector2x8) Vector2x8 {
return .{
.x = v.x * ps(self.ix) + v.y * ps(self.jx),
.y = v.x * ps(self.iy) + v.y * ps(self.jy),
};
}
};

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const std = @import("std");
const vm = @import("root");

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const std = @import("std");
const vm = @import("root");
pub const Matrix4x4 = extern struct {
ix: f32,
iy: f32,
iz: f32,
iw: f32,
jx: f32,
jy: f32,
jz: f32,
jw: f32,
kx: f32,
ky: f32,
kz: f32,
kw: f32,
tx: f32,
ty: f32,
tz: f32,
tw: f32,
pub const Array = [16]f32;
pub const identity = init(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
// --- INIT ---
pub inline fn init(ix: f32, iy: f32, iz: f32, iw: f32, jx: f32, jy: f32, jz: f32, jw: f32, kx: f32, ky: f32, kz: f32, kw: f32, tx: f32, ty: f32, tz: f32, tw: f32) Matrix4x4 {
return .{ .ix = ix, .iy = iy, .iz = iz, .iw = iw, .jx = jx, .jy = jy, .jz = jz, .jw = jw, .kx = kx, .ky = ky, .kz = kz, .kw = kw, .tx = tx, .ty = ty, .tz = tz, .tw = tw };
}
pub inline fn initTranslation(t: Vector3) Matrix4x4 {
return .{ .ix = 1, .iy = 0, .iz = 0, .iw = 0, .jx = 0, .jy = 1, .jz = 0, .jw = 0, .kx = 0, .ky = 0, .kz = 1, .kw = 0, .tx = t.x, .ty = t.y, .tz = t.z, .tw = 1 };
}
pub inline fn initRotation(q: Quaternion) Matrix4x4 {
const xx = q.x * q.x;
const xy = q.x * q.y;
const xz = q.x * q.z;
const xw = q.x * q.w;
const yy = q.y * q.y;
const yz = q.y * q.z;
const yw = q.y * q.w;
const zz = q.z * q.z;
const zw = q.z * q.w;
return .{ .ix = 1 - 2 * (yy + zz), .jx = 2 * (xy + zw), .kx = 2 * (xz - yw), .tx = 0, .iy = 2 * (xy - zw), .jy = 1 - 2 * (xx + zz), .ky = 2 * (yz + xw), .ty = 0, .iz = 2 * (xz + yw), .jz = 2 * (yz - xw), .kz = 1 - 2 * (xx + yy), .tz = 0, .iw = 0, .jw = 0, .kw = 0, .tw = 1 };
}
pub inline fn initScale(s: Vector3) Matrix4x4 {
return .{ .ix = s.x, .iy = 0, .iz = 0, .iw = 0, .jx = 0, .jy = s.y, .jz = 0, .jw = 0, .kx = 0, .ky = 0, .kz = s.z, .kw = 0, .tx = 0, .ty = 0, .tz = 0, .tw = 1 };
}
pub inline fn initArray(array: Array) Matrix4x4 {
return @bitCast(array);
}
// --- CONVERSION ---
pub inline fn asArray(self: Matrix4x4) Array {
return @bitCast(self);
}
pub inline fn asArrayPtr(self: *Matrix4x4) *Array {
return @ptrCast(self);
}
pub inline fn asArrayConstPtr(self: *const Matrix4x4) *const Array {
return @ptrCast(self);
}
// --- TRANSFORM ---
pub inline fn transformPoint(self: Matrix4x4, p: Vector3) Vector3 {
return .{
.x = p.x * self.ix + p.y * self.jx + p.z * self.kx + self.tx,
.y = p.x * self.iy + p.y * self.jy + p.z * self.ky + self.ty,
.z = p.x * self.iz + p.y * self.jz + p.z * self.kz + self.tz,
};
}
pub inline fn transformPoint_x8(self: Matrix4x4, p: Vector3x8) Vector3x8 {
return .{
.x = p.x * ps(self.ix) + p.y * ps(self.jx) + p.z * ps(self.kx) + ps(self.tx),
.y = p.x * ps(self.iy) + p.y * ps(self.jy) + p.z * ps(self.ky) + ps(self.ty),
.z = p.x * ps(self.iz) + p.y * ps(self.jz) + p.z * ps(self.kz) + ps(self.tz),
};
}
pub inline fn transformVector(self: Matrix4x4, v: Vector3) Vector3 {
return .{
.x = v.x * self.ix + v.y * self.jx + v.z * self.kx,
.y = v.x * self.iy + v.y * self.jy + v.z * self.ky,
.z = v.x * self.iz + v.y * self.jz + v.z * self.kz,
};
}
pub inline fn transformVector_x8(self: Matrix4x4, v: Vector3x8) Vector3x8 {
return .{
.x = v.x * ps(self.ix) + v.y * ps(self.jx) + v.z * ps(self.kx),
.y = v.x * ps(self.iy) + v.y * ps(self.jy) + v.z * ps(self.ky),
.z = v.x * ps(self.iz) + v.y * ps(self.jz) + v.z * ps(self.kz),
};
}
pub inline fn transformHomogeneous(self: Matrix4x4, h: Vector4) Vector4 {
return .{
.x = h.x * self.ix + h.y * self.jx + h.z * self.kx + h.w * self.tx,
.y = h.x * self.iy + h.y * self.jy + h.z * self.ky + h.w * self.ty,
.z = h.x * self.iz + h.y * self.jz + h.z * self.kz + h.w * self.tz,
.w = h.x * self.iw + h.y * self.jw + h.z * self.kw + h.w * self.tw,
};
}
pub inline fn transformHomogeneous_x8(self: Matrix4x4, h: Vector4x8) Vector4x8 {
return .{
.x = h.x * ps(self.ix) + h.y * ps(self.jx) + h.z * ps(self.kx) + h.w * ps(self.tx),
.y = h.x * ps(self.iy) + h.y * ps(self.jy) + h.z * ps(self.ky) + h.w * ps(self.ty),
.z = h.x * ps(self.iz) + h.y * ps(self.jz) + h.z * ps(self.kz) + h.w * ps(self.tz),
.w = h.x * ps(self.iw) + h.y * ps(self.jw) + h.z * ps(self.kw) + h.w * ps(self.tw),
};
}
};

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const std = @import("std");
const vm = @import("root");

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const std = @import("std");
const vm = @import("root");
pub const Complex = extern struct {
re: f32,
im: f32,
pub const Array = [2]f32;
pub const identity = init(1, 0);
pub const @"0" = init(1, 0);
pub const @"90" = init(0, 1);
pub const @"180" = init(-1, 0);
pub const @"270" = init(0, -1);
// --- INIT ---
pub inline fn init(re: f32, im: f32) Complex {
return .{ .re = re, .im = im };
}
pub inline fn initRotation(angle_turns: f32) Complex {
const c, const s = vm.cossin(angle_turns).asArray();
return .{ .re = c, .im = s };
}
pub inline fn initArray(array: Array) Complex {
return @bitCast(array);
}
pub inline fn initVector2(vector: vm.Vector2) Complex {
return @bitCast(vector);
}
// --- CONVERSION ---
pub inline fn asArray(self: Complex) Array {
return @bitCast(self);
}
pub inline fn asVector2(self: Complex) vm.Vector2 {
return @bitCast(self);
}
};

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const std = @import("std");
const vm = @import("root");
pub const Complex_x8 = struct {
re: vm.f32x8,
im: vm.f32x8,
pub const Array = [16]f32;
pub const identity = initSingle(1, 0);
// --- INIT ---
pub inline fn init(re: vm.f32x8, im: vm.f32x8) Complex_x8 {
return .{ .re = re, .im = im };
}
pub inline fn initSingle(re: f32, im: f32) Complex_x8 {
return .{ .re = vm.ps(re), .im = vm.ps(im) };
}
pub inline fn initRotation(angle_turns: vm.f32x8) Complex_x8 {
const c, const s = vm.cossin_x8(angle_turns).asArray();
return .{ .re = c, .im = s };
}
pub inline fn initRotationSingle(angle_turns: f32) Complex_x8 {
const c, const s = vm.cossin(angle_turns).asArray();
return .{ .re = vm.ps(c), .im = vm.ps(s) };
}
pub inline fn initSplat(complex: vm.Complex) Complex_x8 {
return .{ .re = vm.ps(complex.re), .im = vm.ps(complex.im) };
}
pub inline fn initArray(array: Array) Complex_x8 {
const re: vm.f32x8 = array[0..8].*;
const im: vm.f32x8 = array[8..16].*;
return .{ .re = re, .im = im };
}
pub inline fn initVector2(vector: vm.Vector2x8) Complex_x8 {
return @bitCast(vector);
}
// --- CONVERSION ---
pub inline fn asArray(self: Complex_x8) Array {
return @bitCast(self);
}
pub inline fn asVector2(self: Complex_x8) vm.Vector2_x8 {
return @bitCast(self);
}
};

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const std = @import("std");
const vm = @import("root");
pub const Quaternion = extern struct {
x: f32,
y: f32,
z: f32,
w: f32,
pub const Array = [4]f32;
pub const identity = init(0, 0, 0, 1);
// --- INIT ---
pub inline fn init(x: f32, y: f32, z: f32, w: f32) Quaternion {
return .{ .x = x, .y = y, .z = z, .w = w };
}
pub inline fn initRotationXY(angle_turns: f32) Quaternion {
const half_angle_turns = 0.5 * angle_turns;
const c, const s = vm.cossin(half_angle_turns).asArray();
return .{ .x = 0, .y = 0, .z = s, .w = c };
}
pub inline fn initRotationXZ(angle_turns: f32) Quaternion {
const half_angle_turns = 0.5 * angle_turns;
const c, const s = vm.cossin(half_angle_turns).asArray();
return .{ .x = 0, .y = -s, .z = 0, .w = c };
}
pub inline fn initRotationYX(angle_turns: f32) Quaternion {
const half_angle_turns = 0.5 * angle_turns;
const c, const s = vm.cossin(half_angle_turns).asArray();
return .{ .x = 0, .y = 0, .z = -s, .w = c };
}
pub inline fn initRotationYZ(angle_turns: f32) Quaternion {
const half_angle_turns = 0.5 * angle_turns;
const c, const s = vm.cossin(half_angle_turns).asArray();
return .{ .x = s, .y = 0, .z = 0, .w = c };
}
pub inline fn initRotationZX(angle_turns: f32) Quaternion {
const half_angle_turns = 0.5 * angle_turns;
const c, const s = vm.cossin(half_angle_turns).asArray();
return .{ .x = 0, .y = s, .z = 0, .w = c };
}
pub inline fn initRotationZY(angle_turns: f32) Quaternion {
const half_angle_turns = 0.5 * angle_turns;
const c, const s = vm.cossin(half_angle_turns).asArray();
return .{ .x = -s, .y = 0, .z = 0, .w = c };
}
pub inline fn initArray(array: Array) Quaternion {
return @bitCast(array);
}
pub inline fn initVector4(vector: vm.Vector4) Quaternion {
return @bitCast(vector);
}
// --- CONVERSION ---
pub inline fn asArray(self: Quaternion) Array {
return @bitCast(self);
}
pub inline fn asVector4(self: Quaternion) vm.Vector4 {
return @bitCast(self);
}
// --- ACCESSORS ---
pub inline fn getVector(self: Quaternion) vm.Vector3 {
return .{ .x = self.x, .y = self.y, .z = self.z };
}
pub inline fn getScalar(self: Quaternion) f32 {
return self.w;
}
};

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const std = @import("std");
const vm = @import("root");
pub const Quaternion_x8 = extern struct {
x: vm.f32x8,
y: vm.f32x8,
z: vm.f32x8,
w: vm.f32x8,
pub const Array = [32]f32;
pub const identity = initSingle(0, 0, 0, 1);
// --- INIT ---
pub inline fn init(x: vm.f32x8, y: vm.f32x8, z: vm.f32x8, w: vm.f32x8) Quaternion_x8 {
return .{ .x = x, .y = y, .z = z, .w = w };
}
pub inline fn initSingle(x: f32, y: f32, z: f32, w: f32) Quaternion_x8 {
return .{ .x = vm.ps(x), .y = vm.ps(y), .z = vm.ps(z), .w = vm.ps(w) };
}
pub inline fn initRotationXY(angle_turns: vm.f32x8) Quaternion_x8 {
const half_angle_turns = vm.ps(0.5) * angle_turns;
const c, const s = vm.cossin_x8(half_angle_turns).unpack();
return .{ .x = vm.ps(0), .y = vm.ps(0), .z = s, .w = c };
}
pub inline fn initRotationXZ(angle_turns: vm.f32x8) Quaternion_x8 {
const half_angle_turns = vm.ps(0.5) * angle_turns;
const c, const s = vm.cossin_x8(half_angle_turns).unpack();
return .{ .x = vm.ps(0), .y = -s, .z = vm.ps(0), .w = c };
}
pub inline fn initRotationYX(angle_turns: vm.f32x8) Quaternion_x8 {
const half_angle_turns = vm.ps(0.5) * angle_turns;
const c, const s = vm.cossin_x8(half_angle_turns).unpack();
return .{ .x = vm.ps(0), .y = vm.ps(0), .z = -s, .w = c };
}
pub inline fn initRotationYZ(angle_turns: vm.f32x8) Quaternion_x8 {
const half_angle_turns = vm.ps(0.5) * angle_turns;
const c, const s = vm.cossin_x8(half_angle_turns).unpack();
return .{ .x = s, .y = vm.ps(0), .z = vm.ps(0), .w = c };
}
pub inline fn initRotationZX(angle_turns: vm.f32x8) Quaternion_x8 {
const half_angle_turns = vm.ps(0.5) * angle_turns;
const c, const s = vm.cossin_x8(half_angle_turns).unpack();
return .{ .x = vm.ps(0), .y = s, .z = vm.ps(0), .w = c };
}
pub inline fn initRotationZY(angle_turns: vm.f32x8) Quaternion_x8 {
const half_angle_turns = vm.ps(0.5) * angle_turns;
const c, const s = vm.cossin_x8(half_angle_turns).unpack();
return .{ .x = -s, .y = vm.ps(0), .z = vm.ps(0), .w = c };
}
//pub inline fn initArray() Quaternion_x8 {}
//pub inline fn initArrayTranspose() Quaternion_x8 {}
//pub inline fn initArrayOfQuaternions() Quaternion_x8 {}
//pub inline fn initVector4x8(vector: Vector4x8) Quaternion_x8 {}
pub inline fn initSplat(quaternion: vm.Quaternion) Quaternion_x8 {
return .{ .x = vm.ps(quaternion.x), .y = vm.ps(quaternion.y), .z = vm.ps(quaternion.z), .w = vm.ps(quaternion.w) };
}
pub inline fn initSplatVector4(vector: vm.Vector4) Quaternion_x8 {
return .{ .x = vm.ps(vector.x), .y = vm.ps(vector.y), .z = vm.ps(vector.z), .w = vm.ps(vector.w) };
}
// --- ACCESSORS ---
pub inline fn getVector(self: Quaternion_x8) vm.Vector3x8 {
return .{ .x = self.x, .y = self.y, .z = self.z };
}
pub inline fn getScalar(self: Quaternion_x8) vm.f32x8 {
return self.w;
}
};

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const std = @import("std");
const vm = @import("root");
pub const f32x8 = @Vector(8, f32);
pub const i32x8 = @Vector(8, i32);
pub const u32x8 = @Vector(8, u32);
pub const f64x4 = @Vector(4, f64);
pub const i64x4 = @Vector(4, i64);
pub const u64x4 = @Vector(4, u64);
pub inline fn ps(value: f32) f32x8 {
return @splat(value);
}
pub inline fn epi32(value: i32) i32x8 {
return @splat(value);
}
pub inline fn epu32(value: u32) u32x8 {
return @splat(value);
}
pub inline fn pd(value: f64) f64x4 {
return @splat(value);
}
pub inline fn epi64(value: i64) i64x4 {
return @splat(value);
}
pub inline fn epu64(value: u64) u64x4 {
return @splat(value);
}

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const std = @import("std");
const vm = @import("root");
pub fn cos(angle_turns: f32) f32 {
return cossin(angle_turns).re;
}
test "cos" {
try std.testing.expectEqual(1, cos(-1));
try std.testing.expectEqual(0, cos(-0.75));
try std.testing.expectEqual(-1, cos(-0.5));
try std.testing.expectEqual(0, cos(-0.25));
try std.testing.expectEqual(1, cos(0));
try std.testing.expectEqual(0, cos(0.25));
try std.testing.expectEqual(-1, cos(0.5));
try std.testing.expectEqual(0, cos(0.75));
}
pub fn cos_x8(angle_turns: vm.f32x8) vm.f32x8 {
return cossin_x8(angle_turns).re;
}
test "cos_x8" {
try std.testing.expectEqual(
.{ 1, 0, -1, 0, 1, 0, -1, 0 },
cos_x8(.{ -1, -0.75, -0.5, -0.25, 0, 0.25, 0.5, 0.75 }),
);
}
pub fn sin(angle_turns: f32) f32 {
return cossin(angle_turns).im;
}
test "sin" {
try std.testing.expectEqual(0, sin(-1));
try std.testing.expectEqual(1, sin(-0.75));
try std.testing.expectEqual(0, sin(-0.5));
try std.testing.expectEqual(-1, sin(-0.25));
try std.testing.expectEqual(0, sin(0));
try std.testing.expectEqual(1, sin(0.25));
try std.testing.expectEqual(0, sin(0.5));
try std.testing.expectEqual(-1, sin(0.75));
}
pub fn sin_x8(angle_turns: vm.f32x8) vm.f32x8 {
return cossin_x8(angle_turns).im;
}
test "sin_x8" {
try std.testing.expectEqual(
.{ 0, 1, 0, -1, 0, 1, 0, -1 },
sin_x8(.{ -1, -0.75, -0.5, -0.25, 0, 0.25, 0.5, 0.75 }),
);
}
pub fn cossin(angle_turns: f32) vm.Complex {
@setFloatMode(.optimized);
// Taylor series expansion for f(x)=cos(xπ/2)
const term_cos_0: f32 = 1.0;
const term_cos_2: f32 = -1.23370055; // -π²/8
const term_cos_4: f32 = 0.253669508; // π⁴/384
const term_cos_6: f32 = -0.020863481; // -π⁶/46080
// Taylor series expansion for f(x)=sin(xπ/2)
const term_sin_1: f32 = 1.570796327; // π/2
const term_sin_3: f32 = -0.645964098; // -π³/48
const term_sin_5: f32 = 0.079692626; // π⁵/3840
const angle_01 = angle_turns - @floor(angle_turns);
const angle_04 = 4.0 * angle_01;
const quadrant: u32 = @intFromFloat(angle_04);
const x = angle_04 - @floor(angle_04);
const x2 = x * x;
const c = ((term_cos_6 * x2 + term_cos_4) * x2 + term_cos_2) * x2 + term_cos_0;
const s = ((term_sin_5 * x2 + term_sin_3) * x2 + term_sin_1) * x;
return switch (quadrant) {
0 => .init(c, s),
1 => .init(-s, c),
2 => .init(-c, -s),
3 => .init(s, -c),
else => unreachable,
};
}
test "cossin" {
try std.testing.expectEqual(vm.Vector2.unit_x, cossin(-1));
try std.testing.expectEqual(vm.Vector2.unit_y, cossin(-0.75));
try std.testing.expectEqual(vm.Vector2.unit_nx, cossin(-0.5));
try std.testing.expectEqual(vm.Vector2.unit_ny, cossin(-0.25));
try std.testing.expectEqual(vm.Vector2.unit_x, cossin(0));
try std.testing.expectEqual(vm.Vector2.unit_y, cossin(0.25));
try std.testing.expectEqual(vm.Vector2.unit_nx, cossin(0.5));
try std.testing.expectEqual(vm.Vector2.unit_ny, cossin(0.75));
}
pub fn cossin_x8(angle_turns: vm.f32x8) vm.Complex_x8 {
@setFloatMode(.optimized);
// Taylor series expansion for f(x)=cos(xπ/2)
const term_cos_0 = vm.ps(1.0);
const term_cos_2 = vm.ps(-1.23370055); // -π²/8
const term_cos_4 = vm.ps(0.253669508); // π⁴/384
const term_cos_6 = vm.ps(-0.020863481); // -π⁶/46080
// Taylor series expansion for f(x)=sin(xπ/2)
const term_sin_1 = vm.ps(1.570796327); // π/2
const term_sin_3 = vm.ps(-0.645964098); // -π³/48
const term_sin_5 = vm.ps(0.079692626); // π⁵/3840
const angle_01 = angle_turns - @floor(angle_turns);
const angle_04 = vm.ps(4.0) * angle_01;
const quadrant: vm.u32x8 = @intFromFloat(angle_04);
const quadrant_odd = (quadrant & vm.epu32(1)) != vm.epu32(0);
const sign_mask_cos = ((quadrant + vm.epu32(1)) & vm.epu32(0b10)) << @splat(30);
const sign_mask_sin = (quadrant & vm.epu32(0b10)) << @splat(30);
const x = angle_04 - @floor(angle_04);
const x2 = x * x;
const c = ((term_cos_6 * x2 + term_cos_4) * x2 + term_cos_2) * x2 + term_cos_0;
const s = ((term_sin_5 * x2 + term_sin_3) * x2 + term_sin_1) * x;
var result_cos = @select(f32, quadrant_odd, s, c);
var result_sin = @select(f32, quadrant_odd, c, s);
result_cos = @bitCast(@as(vm.u32x8, @bitCast(result_cos)) ^ sign_mask_cos);
result_sin = @bitCast(@as(vm.u32x8, @bitCast(result_sin)) ^ sign_mask_sin);
return .init(result_cos, result_sin);
}
test "cossin_x8" {
try std.testing.expectEqual(
vm.Vector2x8.initArrayOfVectors(.{
vm.Vector2.unit_x,
vm.Vector2.unit_y,
vm.Vector2.unit_nx,
vm.Vector2.unit_ny,
vm.Vector2.unit_x,
vm.Vector2.unit_y,
vm.Vector2.unit_nx,
vm.Vector2.unit_ny,
}),
cossin_x8(.{
-1,
-0.75,
-0.5,
-0.25,
0,
0.25,
0.5,
0.75,
}),
);
}

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const std = @import("std");
const vm = @import("root");
pub const Vector2 = extern struct {
x: f32,
y: f32,
pub const Array = [2]f32;
pub const zero = initScalar(0);
pub const one = initScalar(1);
pub const unit_x = init(1, 0);
pub const unit_y = init(0, 1);
pub const unit_nx = init(-1, 0);
pub const unit_ny = init(0, -1);
// --- INIT ----
pub inline fn init(x: f32, y: f32) Vector2 {
return .{ .x = x, .y = y };
}
pub inline fn initScalar(scalar: f32) Vector2 {
return .{ .x = scalar, .y = scalar };
}
pub inline fn initArray(array: Array) Vector2 {
return @bitCast(array);
}
// --- CONVERSION ---
pub inline fn asArray(self: Vector2) Array {
return @bitCast(self);
}
pub inline fn asArrayPtr(self: *Vector2) *Array {
return @ptrCast(self);
}
pub inline fn asArrayConstPtr(self: *const Vector2) *const Array {
return @ptrCast(self);
}
// --- COMPONENT-WISE ---
pub inline fn add(self: Vector2, other: Vector2) Vector2 {
return .{ .x = self.x + other.x, .y = self.y + other.y };
}
pub inline fn sub(self: Vector2, other: Vector2) Vector2 {
return .{ .x = self.x - other.x, .y = self.y - other.y };
}
pub inline fn mul(self: Vector2, other: Vector2) Vector2 {
return .{ .x = self.x * other.x, .y = self.y * other.y };
}
pub inline fn mulScalar(self: Vector2, scalar: f32) Vector2 {
return .{ .x = self.x * scalar, .y = self.y * scalar };
}
pub inline fn div(self: Vector2, other: Vector2) Vector2 {
return .{ .x = self.x / other.x, .y = self.y / other.y };
}
pub inline fn divScalar(self: Vector2, scalar: f32) Vector2 {
return .{ .x = self.x / scalar, .y = self.y / scalar };
}
pub inline fn negate(self: Vector2) Vector2 {
return .{ .x = -self.x, .y = -self.y };
}
pub inline fn abs(self: Vector2) Vector2 {
return .{ .x = @abs(self.x), .y = @abs(self.y) };
}
pub inline fn floor(self: Vector2) Vector2 {
return .{ .x = @floor(self.x), .y = @floor(self.y) };
}
pub inline fn ceil(self: Vector2) Vector2 {
return .{ .x = @ceil(self.x), .y = @ceil(self.y) };
}
pub inline fn round(self: Vector2) Vector2 {
return .{ .x = @round(self.x), .y = @round(self.y) };
}
pub inline fn min(self: Vector2, other: Vector2) Vector2 {
return .{ .x = @min(self.x, other.x), .y = @min(self.y, other.y) };
}
pub inline fn max(self: Vector2, other: Vector2) Vector2 {
return .{ .x = @max(self.x, other.x), .y = @max(self.y, other.y) };
}
// --- OTHER ---
pub inline fn len(self: Vector2) f32 {
return @sqrt(self.x * self.x + self.y * self.y);
}
pub inline fn lenSquared(self: Vector2) f32 {
return self.x * self.x + self.y * self.y;
}
pub inline fn dot(self: Vector2, other: Vector2) f32 {
return self.x * other.x + self.y * other.y;
}
pub inline fn cross(self: Vector2, other: Vector2) f32 {
return self.x * other.y - self.y * other.x;
}
pub inline fn lerp(a: Vector2, b: Vector2, t: f32) Vector2 {
return .{
.x = @mulAdd(f32, t, b.x, @mulAdd(f32, -t, a.x, a.x)),
.y = @mulAdd(f32, t, b.y, @mulAdd(f32, -t, a.y, a.y)),
};
}
pub inline fn rotate(self: Vector2, angle_turns: f32) Vector2 {
const c, const s = cossin(angle_turns).asArray();
return .{
.x = self.x * c - self.y * s,
.y = self.x * s + self.y * c,
};
}
};

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const std = @import("std");
const vm = @import("root");
pub const Vector2Int = extern struct {
x: i32,
y: i32,
pub const Array = [2]i32;
pub const zero = initScalar(0);
pub const one = initScalar(1);
pub const unit_x = init(1, 0);
pub const unit_y = init(0, 1);
pub const unit_nx = init(-1, 0);
pub const unit_ny = init(0, -1);
// --- INIT ----
pub inline fn init(x: i32, y: i32) Vector2Int {
return .{ .x = x, .y = y };
}
pub inline fn initScalar(scalar: i32) Vector2Int {
return .{ .x = scalar, .y = scalar };
}
pub inline fn initArray(array: Array) Vector2Int {
return @bitCast(array);
}
// --- CONVERSION ---
pub inline fn asArray(self: Vector2Int) Array {
return @bitCast(self);
}
pub inline fn asArrayPtr(self: *Vector2Int) *Array {
return @ptrCast(self);
}
pub inline fn asArrayConstPtr(self: *const Vector2Int) *const Array {
return @ptrCast(self);
}
// --- COMPONENT-WISE ---
pub inline fn add(self: Vector2Int, other: Vector2Int) Vector2Int {
return .{ .x = self.x + other.x, .y = self.y + other.y };
}
pub inline fn sub(self: Vector2Int, other: Vector2Int) Vector2Int {
return .{ .x = self.x - other.x, .y = self.y - other.y };
}
pub inline fn mul(self: Vector2Int, other: Vector2Int) Vector2Int {
return .{ .x = self.x * other.x, .y = self.y * other.y };
}
pub inline fn mulScalar(self: Vector2Int, scalar: f32) Vector2Int {
return .{ .x = self.x * scalar, .y = self.y * scalar };
}
pub inline fn div(self: Vector2Int, other: Vector2Int) Vector2Int {
return .{ .x = @divFloor(self.x, other.x), .y = @divFloor(self.y, other.y) };
}
pub inline fn divScalar(self: Vector2Int, scalar: f32) Vector2Int {
return .{ .x = @divFloor(self.x, scalar), .y = @divFloor(self.y, scalar) };
}
pub inline fn mod(self: Vector2Int, other: Vector2Int) Vector2Int {
return .{ .x = @mod(self.x, other.x), .y = @mod(self.y, other.y) };
}
pub inline fn modScalar(self: Vector2Int, scalar: f32) Vector2Int {
return .{ .x = @mod(self.x, scalar), .y = @mod(self.y, scalar) };
}
pub inline fn negate(self: Vector2Int) Vector2Int {
return .{ .x = -self.x, .y = -self.y };
}
pub inline fn abs(self: Vector2Int) Vector2Int {
return .{ .x = @intCast(@abs(self.x)), .y = @intCast(@abs(self.y)) };
}
pub inline fn min(self: Vector2Int, other: Vector2Int) Vector2Int {
return .{ .x = @min(self.x, other.x), .y = @min(self.y, other.y) };
}
pub inline fn max(self: Vector2Int, other: Vector2Int) Vector2Int {
return .{ .x = @max(self.x, other.x), .y = @max(self.y, other.y) };
}
// --- OTHER ---
pub inline fn lenSquared(self: Vector2Int) i32 {
return self.x * self.x + self.y * self.y;
}
pub inline fn dot(self: Vector2Int, other: Vector2Int) i32 {
return self.x * other.x + self.y * other.y;
}
pub inline fn cross(self: Vector2Int, other: Vector2Int) i32 {
return self.x * other.y - self.y * other.x;
}
};

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const std = @import("std");
const vm = @import("root");
pub const Vector2Int_x8 = struct {
x: i32x8,
y: i32x8,
pub const Array = [16]i32;
pub const zero = initScalarSingle(0);
pub const one = initScalarSingle(1);
pub const unit_x = initSingle(1, 0);
pub const unit_y = initSingle(0, 1);
pub const unit_nx = initSingle(-1, 0);
pub const unit_ny = initSingle(0, -1);
// --- INIT ----
pub inline fn init(x: i32x8, y: i32x8) Vector2Int_x8 {
return .{ .x = x, .y = y };
}
pub inline fn initSingle(x: i32, y: i32) Vector2Int_x8 {
return .{ .x = epi32(x), .y = epi32(y) };
}
pub inline fn initScalar(scalar: i32x8) Vector2Int_x8 {
return .{ .x = scalar, .y = scalar };
}
pub inline fn initScalarSingle(scalar: i32) Vector2Int_x8 {
return .{ .x = epi32(scalar), .y = epi32(scalar) };
}
pub inline fn initSplat(vector: Vector2Int) Vector2Int_x8 {
return .{ .x = epi32(vector.x), .y = epi32(vector.y) };
}
pub inline fn initArray(array: Array) Vector2Int_x8 {
const x: i32x8 = array[0..8].*;
const y: i32x8 = array[8..16].*;
return .{ .x = x, .y = y };
}
pub inline fn initArrayTranspose(array: Array) Vector2Int_x8 {
const a: i32x8 = array[0..8].*;
const b: i32x8 = array[8..16].*;
const x: i32x8 = @shuffle(i32, a, b, [_]i32{ 0, 2, 4, 6, ~@as(i32, 0), ~@as(i32, 2), ~@as(i32, 4), ~@as(i32, 6) });
const y: i32x8 = @shuffle(i32, a, b, [_]i32{ 1, 3, 5, 7, ~@as(i32, 1), ~@as(i32, 3), ~@as(i32, 5), ~@as(i32, 7) });
return .{ .x = x, .y = y };
}
pub inline fn initArrayOfVectors(vectors: [8]Vector2Int) Vector2Int_x8 {
return initArrayTranspose(@bitCast(vectors));
}
// --- CONVERSION ---
pub inline fn asArray(self: Vector2Int_x8) Array {
const x: [8]i32 = self.x;
const y: [8]i32 = self.y;
return x ++ y;
}
pub inline fn asArrayTranspose(self: Vector2Int_x8) Array {
const a = @shuffle(i32, self.x, self.y, [_]i32{ 0, ~@as(i32, 0), 1, ~@as(i32, 1), 2, ~@as(i32, 2), 3, ~@as(i32, 3) });
const b = @shuffle(i32, self.x, self.y, [_]i32{ 4, ~@as(i32, 4), 5, ~@as(i32, 5), 6, ~@as(i32, 6), 7, ~@as(i32, 7) });
return a ++ b;
}
pub inline fn asArrayOfVectors(self: Vector2Int_x8) [8]Vector2Int {
return @bitCast(self.asArrayTranspose());
}
pub inline fn unpack(self: Vector2Int_x8) [2]i32x8 {
return .{ self.x, self.y };
}
// --- LOAD AND STORE ---
pub inline fn loadArray(self: *Vector2Int_x8, array: *const Array) void {
self.x = array[0..8].*;
self.y = array[8..16].*;
}
pub inline fn loadArrayTranspose(self: *Vector2Int_x8, array: *const Array) void {
const a: i32x8 = array[0..8].*;
const b: i32x8 = array[8..16].*;
self.x = @shuffle(i32, a, b, [_]i32{ 0, 2, 4, 6, ~@as(i32, 0), ~@as(i32, 2), ~@as(i32, 4), ~@as(i32, 6) });
self.y = @shuffle(i32, a, b, [_]i32{ 1, 3, 5, 7, ~@as(i32, 1), ~@as(i32, 3), ~@as(i32, 5), ~@as(i32, 7) });
}
pub inline fn loadArrayOfVectors(self: *Vector2Int_x8, vectors: *const [8]Vector2Int) void {
self.loadArrayTranspose(@ptrCast(vectors));
}
pub inline fn storeArray(self: *const Vector2Int_x8, array: *Array) void {
array[0..8].* = self.x;
array[8..16].* = self.y;
}
pub inline fn storeArrayTranspose(self: *const Vector2Int_x8, array: *Array) void {
array[0..8].* = @shuffle(i32, self.x, self.y, [_]i32{ 0, ~@as(i32, 0), 1, ~@as(i32, 1), 2, ~@as(i32, 2), 3, ~@as(i32, 3) });
array[8..16].* = @shuffle(i32, self.x, self.y, [_]i32{ 4, ~@as(i32, 4), 5, ~@as(i32, 5), 6, ~@as(i32, 6), 7, ~@as(i32, 7) });
}
pub inline fn storeArrayOfVectors(self: *const Vector2Int_x8, vectors: *[8]Vector2Int) void {
self.storeArrayTranspose(@ptrCast(vectors));
}
// --- COMPONENT-WISE ---
pub inline fn add(self: Vector2Int_x8, other: Vector2Int_x8) Vector2Int_x8 {
return .{ .x = self.x + other.x, .y = self.y + other.y };
}
pub inline fn sub(self: Vector2Int_x8, other: Vector2Int_x8) Vector2Int_x8 {
return .{ .x = self.x - other.x, .y = self.y - other.y };
}
pub inline fn mul(self: Vector2Int_x8, other: Vector2Int_x8) Vector2Int_x8 {
return .{ .x = self.x * other.x, .y = self.y * other.y };
}
pub inline fn mulScalar(self: Vector2Int_x8, scalar: i32x8) Vector2Int_x8 {
return .{ .x = self.x * scalar, .y = self.y * scalar };
}
pub inline fn mulScalarSingle(self: Vector2Int_x8, scalar: i32) Vector2Int_x8 {
return .{ .x = self.x * epi32(scalar), .y = self.y * epi32(scalar) };
}
pub inline fn div(self: Vector2Int_x8, other: Vector2Int_x8) Vector2Int_x8 {
return .{ .x = @divFloor(self.x, other.x), .y = @divFloor(self.y, other.y) };
}
pub inline fn divScalar(self: Vector2Int_x8, scalar: i32x8) Vector2Int_x8 {
return .{ .x = @divFloor(self.x, scalar), .y = @divFloor(self.y, scalar) };
}
pub inline fn divScalarSingle(self: Vector2Int_x8, scalar: i32) Vector2Int_x8 {
return .{ .x = @divFloor(self.x, epi32(scalar)), .y = @divFloor(self.y, epi32(scalar)) };
}
pub inline fn mod(self: Vector2Int_x8, other: Vector2Int_x8) Vector2Int_x8 {
return .{ .x = @mod(self.x, other.x), .y = @mod(self.y, other.y) };
}
pub inline fn modScalar(self: Vector2Int_x8, scalar: i32x8) Vector2Int_x8 {
return .{ .x = @mod(self.x, scalar), .y = @mod(self.y, scalar) };
}
pub inline fn modScalarSingle(self: Vector2Int_x8, scalar: i32) Vector2Int_x8 {
return .{ .x = @mod(self.x, epi32(scalar)), .y = @mod(self.y, epi32(scalar)) };
}
pub inline fn negate(self: Vector2Int_x8) Vector2Int_x8 {
return .{ .x = -self.x, .y = -self.y };
}
pub inline fn abs(self: Vector2Int_x8) Vector2Int_x8 {
return .{ .x = @intCast(@abs(self.x)), .y = @intCast(@abs(self.y)) };
}
pub inline fn min(self: Vector2Int_x8, other: Vector2Int_x8) Vector2Int_x8 {
return .{ .x = @min(self.x, other.x), .y = @min(self.y, other.y) };
}
pub inline fn max(self: Vector2Int_x8, other: Vector2Int_x8) Vector2Int_x8 {
return .{ .x = @max(self.x, other.x), .y = @max(self.y, other.y) };
}
// --- OTHER ---
pub inline fn lenSquared(self: Vector2Int_x8) i32x8 {
return self.x * self.x + self.y * self.y;
}
pub inline fn dot(self: Vector2Int_x8, other: Vector2Int_x8) i32x8 {
return self.x * other.x + self.y * other.y;
}
pub inline fn cross(self: Vector2Int_x8, other: Vector2Int_x8) i32x8 {
return self.x * other.y - self.y * other.x;
}
};

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const std = @import("std");
const vm = @import("root");
pub const Vector2x8 = struct {
x: f32x8,
y: f32x8,
pub const Array = [16]f32;
pub const zero = initScalarSingle(0);
pub const one = initScalarSingle(1);
pub const unit_x = initSingle(1, 0);
pub const unit_y = initSingle(0, 1);
pub const unit_nx = initSingle(-1, 0);
pub const unit_ny = initSingle(0, -1);
// --- INIT ----
pub inline fn init(x: f32x8, y: f32x8) Vector2x8 {
return .{ .x = x, .y = y };
}
pub inline fn initSingle(x: f32, y: f32) Vector2x8 {
return .{ .x = ps(x), .y = ps(y) };
}
pub inline fn initScalar(scalar: f32x8) Vector2x8 {
return .{ .x = scalar, .y = scalar };
}
pub inline fn initScalarSingle(scalar: f32) Vector2x8 {
return .{ .x = ps(scalar), .y = ps(scalar) };
}
pub inline fn initSplat(vector: Vector2) Vector2x8 {
return .{ .x = ps(vector.x), .y = ps(vector.y) };
}
pub inline fn initArray(array: Array) Vector2x8 {
const x: f32x8 = array[0..8].*;
const y: f32x8 = array[8..16].*;
return .{ .x = x, .y = y };
}
pub inline fn initArrayTranspose(array: Array) Vector2x8 {
const a: f32x8 = array[0..8].*;
const b: f32x8 = array[8..16].*;
const x: f32x8 = @shuffle(f32, a, b, [_]i32{ 0, 2, 4, 6, ~@as(i32, 0), ~@as(i32, 2), ~@as(i32, 4), ~@as(i32, 6) });
const y: f32x8 = @shuffle(f32, a, b, [_]i32{ 1, 3, 5, 7, ~@as(i32, 1), ~@as(i32, 3), ~@as(i32, 5), ~@as(i32, 7) });
return .{ .x = x, .y = y };
}
pub inline fn initArrayOfVectors(vectors: [8]Vector2) Vector2x8 {
return initArrayTranspose(@bitCast(vectors));
}
// --- CONVERSION ---
pub inline fn asArray(self: Vector2x8) Array {
const x: [8]f32 = self.x;
const y: [8]f32 = self.y;
return x ++ y;
}
pub inline fn asArrayTranspose(self: Vector2x8) Array {
const a = @shuffle(f32, self.x, self.y, [_]i32{ 0, ~@as(i32, 0), 1, ~@as(i32, 1), 2, ~@as(i32, 2), 3, ~@as(i32, 3) });
const b = @shuffle(f32, self.x, self.y, [_]i32{ 4, ~@as(i32, 4), 5, ~@as(i32, 5), 6, ~@as(i32, 6), 7, ~@as(i32, 7) });
return a ++ b;
}
pub inline fn asArrayOfVectors(self: Vector2x8) [8]Vector2 {
return @bitCast(self.asArrayTranspose());
}
pub inline fn unpack(self: Vector2x8) [2]f32x8 {
return .{ self.x, self.y };
}
// --- LOAD AND STORE ---
pub inline fn loadArray(self: *Vector2x8, array: *const Array) void {
self.x = array[0..8].*;
self.y = array[8..16].*;
}
pub inline fn loadArrayTranspose(self: *Vector2x8, array: *const Array) void {
const a: f32x8 = array[0..8].*;
const b: f32x8 = array[8..16].*;
self.x = @shuffle(f32, a, b, [_]i32{ 0, 2, 4, 6, ~@as(i32, 0), ~@as(i32, 2), ~@as(i32, 4), ~@as(i32, 6) });
self.y = @shuffle(f32, a, b, [_]i32{ 1, 3, 5, 7, ~@as(i32, 1), ~@as(i32, 3), ~@as(i32, 5), ~@as(i32, 7) });
}
pub inline fn loadArrayOfVectors(self: *Vector2x8, vectors: *const [8]Vector2) void {
self.loadArrayTranspose(@ptrCast(vectors));
}
pub inline fn storeArray(self: *const Vector2x8, array: *Array) void {
array[0..8].* = self.x;
array[8..16].* = self.y;
}
pub inline fn storeArrayTranspose(self: *const Vector2x8, array: *Array) void {
array[0..8].* = @shuffle(f32, self.x, self.y, [_]i32{ 0, ~@as(i32, 0), 1, ~@as(i32, 1), 2, ~@as(i32, 2), 3, ~@as(i32, 3) });
array[8..16].* = @shuffle(f32, self.x, self.y, [_]i32{ 4, ~@as(i32, 4), 5, ~@as(i32, 5), 6, ~@as(i32, 6), 7, ~@as(i32, 7) });
}
pub inline fn storeArrayOfVectors(self: *const Vector2x8, vectors: *[8]Vector2) void {
self.storeArrayTranspose(@ptrCast(vectors));
}
// --- COMPONENT-WISE ---
pub inline fn add(self: Vector2x8, other: Vector2x8) Vector2x8 {
return .{ .x = self.x + other.x, .y = self.y + other.y };
}
pub inline fn sub(self: Vector2x8, other: Vector2x8) Vector2x8 {
return .{ .x = self.x - other.x, .y = self.y - other.y };
}
pub inline fn mul(self: Vector2x8, other: Vector2x8) Vector2x8 {
return .{ .x = self.x * other.x, .y = self.y * other.y };
}
pub inline fn mulScalar(self: Vector2x8, scalar: f32x8) Vector2x8 {
return .{ .x = self.x * scalar, .y = self.y * scalar };
}
pub inline fn mulScalarSingle(self: Vector2x8, scalar: f32) Vector2x8 {
return .{ .x = self.x * ps(scalar), .y = self.y * ps(scalar) };
}
pub inline fn div(self: Vector2x8, other: Vector2x8) Vector2x8 {
return .{ .x = self.x / other.x, .y = self.y / other.y };
}
pub inline fn divScalar(self: Vector2x8, scalar: f32x8) Vector2x8 {
return .{ .x = self.x / scalar, .y = self.y / scalar };
}
pub inline fn divScalarSingle(self: Vector2x8, scalar: f32) Vector2x8 {
return .{ .x = self.x / ps(scalar), .y = self.y / ps(scalar) };
}
pub inline fn negate(self: Vector2x8) Vector2x8 {
return .{ .x = -self.x, .y = -self.y };
}
pub inline fn abs(self: Vector2x8) Vector2x8 {
return .{ .x = @abs(self.x), .y = @abs(self.y) };
}
pub inline fn floor(self: Vector2x8) Vector2x8 {
return .{ .x = @floor(self.x), .y = @floor(self.y) };
}
pub inline fn ceil(self: Vector2x8) Vector2x8 {
return .{ .x = @ceil(self.x), .y = @ceil(self.y) };
}
pub inline fn round(self: Vector2x8) Vector2x8 {
return .{ .x = @round(self.x), .y = @round(self.y) };
}
pub inline fn min(self: Vector2x8, other: Vector2x8) Vector2x8 {
return .{ .x = @min(self.x, other.x), .y = @min(self.y, other.y) };
}
pub inline fn max(self: Vector2x8, other: Vector2x8) Vector2x8 {
return .{ .x = @max(self.x, other.x), .y = @max(self.y, other.y) };
}
// --- OTHER ---
pub inline fn len(self: Vector2x8) f32x8 {
return @sqrt(self.x * self.x + self.y * self.y);
}
pub inline fn lenSquared(self: Vector2x8) f32x8 {
return self.x * self.x + self.y * self.y;
}
pub inline fn dot(self: Vector2x8, other: Vector2x8) f32x8 {
return self.x * other.x + self.y * other.y;
}
pub inline fn cross(self: Vector2x8, other: Vector2x8) f32x8 {
return self.x * other.y - self.y * other.x;
}
pub inline fn lerp(a: Vector2x8, b: Vector2x8, t: f32x8) Vector2x8 {
return .{
.x = @mulAdd(f32x8, t, b.x, @mulAdd(f32x8, -t, a.x, a.x)),
.y = @mulAdd(f32x8, t, b.y, @mulAdd(f32x8, -t, a.y, a.y)),
};
}
pub inline fn rotate(self: Vector2x8, angle_turns: f32x8) Vector2x8 {
const c, const s = cossin_x8(angle_turns).unpack();
return .{
.x = self.x * c - self.y * s,
.y = self.x * s + self.y * c,
};
}
};

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const std = @import("std");
const vm = @import("root");
pub const Vector3 = extern struct {
x: f32,
y: f32,
z: f32,
pub const Array = [3]f32;
pub const zero = initScalar(0);
pub const one = initScalar(1);
pub const unit_x = init(1, 0, 0);
pub const unit_y = init(0, 1, 0);
pub const unit_z = init(0, 0, 1);
pub const unit_nx = init(-1, 0, 0);
pub const unit_ny = init(0, -1, 0);
pub const unit_nz = init(0, 0, -1);
// --- INIT ----
pub inline fn init(x: f32, y: f32, z: f32) Vector3 {
return .{ .x = x, .y = y, .z = z };
}
pub inline fn initScalar(scalar: f32) Vector3 {
return .{ .x = scalar, .y = scalar, .z = scalar };
}
pub inline fn initArray(array: Array) Vector3 {
return @bitCast(array);
}
// --- CONVERSION ---
pub inline fn asArray(self: Vector3) Array {
return @bitCast(self);
}
pub inline fn asArrayPtr(self: *Vector3) *Array {
return @ptrCast(self);
}
pub inline fn asArrayConstPtr(self: *const Vector3) *const Array {
return @ptrCast(self);
}
// --- COMPONENT-WISE ---
pub inline fn add(self: Vector3, other: Vector3) Vector3 {
return .{ .x = self.x + other.x, .y = self.y + other.y, .z = self.z + other.z };
}
pub inline fn sub(self: Vector3, other: Vector3) Vector3 {
return .{ .x = self.x - other.x, .y = self.y - other.y, .z = self.z - other.z };
}
pub inline fn mul(self: Vector3, other: Vector3) Vector3 {
return .{ .x = self.x * other.x, .y = self.y * other.y, .z = self.z * other.z };
}
pub inline fn mulScalar(self: Vector3, scalar: f32) Vector3 {
return .{ .x = self.x * scalar, .y = self.y * scalar, .z = self.z * scalar };
}
pub inline fn div(self: Vector3, other: Vector3) Vector3 {
return .{ .x = self.x / other.x, .y = self.y / other.y, .z = self.z / other.z };
}
pub inline fn divScalar(self: Vector3, scalar: f32) Vector3 {
return .{ .x = self.x / scalar, .y = self.y / scalar, .z = self.z / scalar };
}
pub inline fn negate(self: Vector3) Vector3 {
return .{ .x = -self.x, .y = -self.y, .z = -self.z };
}
pub inline fn abs(self: Vector3) Vector3 {
return .{ .x = @abs(self.x), .y = @abs(self.y), .z = @abs(self.z) };
}
pub inline fn floor(self: Vector3) Vector3 {
return .{ .x = @floor(self.x), .y = @floor(self.y), .z = @floor(self.z) };
}
pub inline fn ceil(self: Vector3) Vector3 {
return .{ .x = @ceil(self.x), .y = @ceil(self.y), .z = @ceil(self.z) };
}
pub inline fn round(self: Vector3) Vector3 {
return .{ .x = @round(self.x), .y = @round(self.y), .z = @round(self.z) };
}
pub inline fn min(self: Vector3, other: Vector3) Vector3 {
return .{ .x = @min(self.x, other.x), .y = @min(self.y, other.y), .z = @min(self.z, other.z) };
}
pub inline fn max(self: Vector3, other: Vector3) Vector3 {
return .{ .x = @max(self.x, other.x), .y = @max(self.y, other.y), .z = @max(self.z, other.z) };
}
// --- OTHER ---
pub inline fn len(self: Vector3) f32 {
return @sqrt(self.x * self.x + self.y * self.y + self.z * self.z);
}
pub inline fn lenSquared(self: Vector3) f32 {
return self.x * self.x + self.y * self.y + self.z * self.z;
}
pub inline fn dot(self: Vector3, other: Vector3) f32 {
return self.x * other.x + self.y * other.y + self.z * other.z;
}
pub inline fn cross(self: Vector3, other: Vector3) Vector3 {
return .{
.x = self.y * other.z - self.z * other.y,
.y = self.z * other.x - self.x * other.z,
.z = self.x * other.y - self.y * other.x,
};
}
pub inline fn lerp(a: Vector3, b: Vector3, t: f32) Vector3 {
return .{
.x = @mulAdd(f32, t, b.x, @mulAdd(f32, -t, a.x, a.x)),
.y = @mulAdd(f32, t, b.y, @mulAdd(f32, -t, a.y, a.y)),
.z = @mulAdd(f32, t, b.z, @mulAdd(f32, -t, a.z, a.z)),
};
}
pub inline fn rotate(self: Vector3, quaternion: Quaternion) Vector3 {
const quaternion_scalar = quaternion.getScalar();
const quaternion_vector = quaternion.getVector();
return .add(self, .cross(
.add(quaternion_vector, quaternion_vector),
.add(.cross(quaternion_vector, self), .mulScalar(self, quaternion_scalar)),
));
}
};

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const std = @import("std");
const vm = @import("root");
pub const Vector3Int = extern struct {
x: i32,
y: i32,
z: i32,
pub const Array = [3]i32;
pub const zero = initScalar(0);
pub const one = initScalar(1);
pub const unit_x = init(1, 0, 0);
pub const unit_y = init(0, 1, 0);
pub const unit_z = init(0, 0, 1);
pub const unit_nx = init(-1, 0, 0);
pub const unit_ny = init(0, -1, 0);
pub const unit_nz = init(0, 0, -1);
// --- INIT ----
pub inline fn init(x: i32, y: i32, z: i32) Vector3Int {
return .{ .x = x, .y = y, .z = z };
}
pub inline fn initScalar(scalar: i32) Vector3Int {
return .{ .x = scalar, .y = scalar, .z = scalar };
}
pub inline fn initArray(array: Array) Vector3Int {
return @bitCast(array);
}
// --- CONVERSION ---
pub inline fn asArray(self: Vector3Int) Array {
return @bitCast(self);
}
pub inline fn asArrayPtr(self: *Vector3Int) *Array {
return @ptrCast(self);
}
pub inline fn asArrayConstPtr(self: *const Vector3Int) *const Array {
return @ptrCast(self);
}
// --- COMPONENT-WISE ---
pub inline fn add(self: Vector3Int, other: Vector3Int) Vector3Int {
return .{ .x = self.x + other.x, .y = self.y + other.y, .z = self.z + other.z };
}
pub inline fn sub(self: Vector3Int, other: Vector3Int) Vector3Int {
return .{ .x = self.x - other.x, .y = self.y - other.y, .z = self.z - other.z };
}
pub inline fn mul(self: Vector3Int, other: Vector3Int) Vector3Int {
return .{ .x = self.x * other.x, .y = self.y * other.y, .z = self.z * other.z };
}
pub inline fn mulScalar(self: Vector3Int, scalar: f32) Vector3Int {
return .{ .x = self.x * scalar, .y = self.y * scalar, .z = self.z * scalar };
}
pub inline fn div(self: Vector3Int, other: Vector3Int) Vector3Int {
return .{ .x = @divFloor(self.x, other.x), .y = @divFloor(self.y, other.y), .z = @divFloor(self.z, other.z) };
}
pub inline fn divScalar(self: Vector3Int, scalar: f32) Vector3Int {
return .{ .x = @divFloor(self.x, scalar), .y = @divFloor(self.y, scalar), .z = @divFloor(self.z, scalar) };
}
pub inline fn mod(self: Vector3Int, other: Vector3Int) Vector3Int {
return .{ .x = @mod(self.x, other.x), .y = @mod(self.y, other.y), .z = @mod(self.z, other.z) };
}
pub inline fn modScalar(self: Vector3Int, scalar: f32) Vector3Int {
return .{ .x = @mod(self.x, scalar), .y = @mod(self.y, scalar), .z = @mod(self.z, scalar) };
}
pub inline fn negate(self: Vector3Int) Vector3Int {
return .{ .x = -self.x, .y = -self.y, .z = -self.z };
}
pub inline fn abs(self: Vector3Int) Vector3Int {
return .{ .x = @intCast(@abs(self.x)), .y = @intCast(@abs(self.y)), .z = @intCast(@abs(self.z)) };
}
pub inline fn min(self: Vector3Int, other: Vector3Int) Vector3Int {
return .{ .x = @min(self.x, other.x), .y = @min(self.y, other.y), .z = @min(self.z, other.z) };
}
pub inline fn max(self: Vector3Int, other: Vector3Int) Vector3Int {
return .{ .x = @max(self.x, other.x), .y = @max(self.y, other.y), .z = @max(self.z, other.z) };
}
// --- OTHER ---
pub inline fn lenSquared(self: Vector3Int) i32 {
return self.x * self.x + self.y * self.y + self.z * self.z;
}
pub inline fn dot(self: Vector3Int, other: Vector3Int) i32 {
return self.x * other.x + self.y * other.y + self.z * other.z;
}
pub inline fn cross(self: Vector3Int, other: Vector3Int) Vector3Int {
return .{
.x = self.y * other.z - self.z * other.y,
.y = self.z * other.x - self.x * other.z,
.z = self.x * other.y - self.y * other.x,
};
}
};

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const std = @import("std");
const vm = @import("root");
pub const Vector3Int_x8 = struct {
x: i32x8,
y: i32x8,
z: i32x8,
pub const Array = [24]i32;
pub const zero = initScalarSingle(0);
pub const one = initScalarSingle(1);
pub const unit_x = initSingle(1, 0, 0);
pub const unit_y = initSingle(0, 1, 0);
pub const unit_z = initSingle(0, 0, 1);
pub const unit_nx = initSingle(-1, 0, 0);
pub const unit_ny = initSingle(0, -1, 0);
pub const unit_nz = initSingle(0, 0, -1);
// --- INIT ----
pub inline fn init(x: i32x8, y: i32x8, z: i32x8) Vector3Int_x8 {
return .{ .x = x, .y = y, .z = z };
}
pub inline fn initSingle(x: i32, y: i32, z: i32) Vector3Int_x8 {
return .{ .x = epi32(x), .y = epi32(y), .z = epi32(z) };
}
pub inline fn initScalar(scalar: i32x8) Vector3Int_x8 {
return .{ .x = scalar, .y = scalar, .z = scalar };
}
pub inline fn initScalarSingle(scalar: i32) Vector3Int_x8 {
return .{ .x = epi32(scalar), .y = epi32(scalar), .z = epi32(scalar) };
}
pub inline fn initSplat(vector: Vector3Int) Vector3Int_x8 {
return .{ .x = epi32(vector.x), .y = epi32(vector.y), .z = epi32(vector.z) };
}
pub inline fn initArray(array: Array) Vector3Int_x8 {
const x: i32x8 = array[0..8].*;
const y: i32x8 = array[8..16].*;
const z: i32x8 = array[16..24].*;
return .{ .x = x, .y = y, .z = z };
}
pub inline fn initArrayTranspose(array: Array) Vector3Int_x8 {
const vector: @Vector(24, i32) = array;
const x: i32x8 = @shuffle(i32, vector, undefined, [_]i32{ 0, 3, 6, 9, 12, 15, 18, 21 });
const y: i32x8 = @shuffle(i32, vector, undefined, [_]i32{ 1, 4, 7, 10, 13, 16, 19, 22 });
const z: i32x8 = @shuffle(i32, vector, undefined, [_]i32{ 2, 5, 8, 11, 14, 17, 20, 23 });
return .{ .x = x, .y = y, .z = z };
}
pub inline fn initArrayOfVectors(vectors: [8]Vector3Int) Vector3Int_x8 {
return initArrayTranspose(@bitCast(vectors));
}
// --- CONVERSION ---
pub inline fn asArray(self: Vector3Int_x8) Array {
const x: [8]i32 = self.x;
const y: [8]i32 = self.y;
const z: [8]i32 = self.z;
return x ++ y ++ z;
}
pub inline fn asArrayTranspose(self: Vector3Int_x8) Array {
const vector: @Vector(24, i32) = self.asArray();
const transposed: @Vector(24, i32) = @shuffle(i32, vector, undefined, [_]i32{
0, 8, 16,
1, 9, 17,
2, 10, 18,
3, 11, 19,
4, 12, 20,
5, 13, 21,
6, 14, 22,
7, 15, 23,
});
return transposed;
}
pub inline fn asArrayOfVectors(self: Vector3Int_x8) [8]Vector3Int {
return @bitCast(self.asArrayTranspose());
}
pub inline fn unpack(self: Vector3Int_x8) [3]i32x8 {
return .{ self.x, self.y, self.z };
}
// --- LOAD AND STORE ---
pub inline fn loadArray(self: *Vector3Int_x8, array: *const Array) void {
self.x = array[0..8].*;
self.y = array[8..16].*;
self.z = array[16..24].*;
}
pub inline fn loadArrayTranspose(self: *Vector3Int_x8, array: *const Array) void {
const vector: @Vector(24, i32) = array;
self.x = @shuffle(i32, vector, undefined, [_]i32{ 0, 3, 6, 9, 12, 15, 18, 21 });
self.y = @shuffle(i32, vector, undefined, [_]i32{ 1, 4, 7, 10, 13, 16, 19, 22 });
self.z = @shuffle(i32, vector, undefined, [_]i32{ 2, 5, 8, 11, 14, 17, 20, 23 });
}
pub inline fn loadArrayOfVectors(self: *Vector3Int_x8, vectors: *const [8]Vector3Int) void {
self.loadArrayTranspose(@ptrCast(vectors));
}
pub inline fn storeArray(self: *const Vector3Int_x8, array: *Array) void {
array[0..8].* = self.x;
array[8..16].* = self.y;
array[16..24].* = self.z;
}
pub inline fn storeArrayTranspose(self: *const Vector3Int_x8, array: *Array) void {
const vector: @Vector(24, i32) = self.asArray();
const transposed: @Vector(24, i32) = @shuffle(i32, vector, undefined, [_]i32{
0, 8, 16,
1, 9, 17,
2, 10, 18,
3, 11, 19,
4, 12, 20,
5, 13, 21,
6, 14, 22,
7, 15, 23,
});
array.* = transposed;
}
pub inline fn storeArrayOfVectors(self: *const Vector3Int_x8, vectors: *[8]Vector3Int) void {
self.storeArrayTranspose(@ptrCast(vectors));
}
// --- COMPONENT-WISE ---
pub inline fn add(self: Vector3Int_x8, other: Vector3Int_x8) Vector3Int_x8 {
return .{ .x = self.x + other.x, .y = self.y + other.y, .z = self.z + other.z };
}
pub inline fn sub(self: Vector3Int_x8, other: Vector3Int_x8) Vector3Int_x8 {
return .{ .x = self.x - other.x, .y = self.y - other.y, .z = self.z - other.z };
}
pub inline fn mul(self: Vector3Int_x8, other: Vector3Int_x8) Vector3Int_x8 {
return .{ .x = self.x * other.x, .y = self.y * other.y, .z = self.z * other.z };
}
pub inline fn mulScalar(self: Vector3Int_x8, scalar: i32x8) Vector3Int_x8 {
return .{ .x = self.x * scalar, .y = self.y * scalar, .z = self.z * scalar };
}
pub inline fn mulScalarSingle(self: Vector3Int_x8, scalar: i32) Vector3Int_x8 {
return .{ .x = self.x * epi32(scalar), .y = self.y * epi32(scalar), .z = self.z * epi32(scalar) };
}
pub inline fn div(self: Vector3Int_x8, other: Vector3Int_x8) Vector3Int_x8 {
return .{ .x = @divFloor(self.x, other.x), .y = @divFloor(self.y, other.y), .z = @divFloor(self.z, other.z) };
}
pub inline fn divScalar(self: Vector3Int_x8, scalar: i32x8) Vector3Int_x8 {
return .{ .x = @divFloor(self.x, scalar), .y = @divFloor(self.y, scalar), .z = @divFloor(self.z, scalar) };
}
pub inline fn divScalarSingle(self: Vector3Int_x8, scalar: i32) Vector3Int_x8 {
return .{ .x = @divFloor(self.x, epi32(scalar)), .y = @divFloor(self.y, epi32(scalar)), .z = @divFloor(self.z, epi32(scalar)) };
}
pub inline fn mod(self: Vector3Int_x8, other: Vector3Int_x8) Vector3Int_x8 {
return .{ .x = @mod(self.x, other.x), .y = @mod(self.y, other.y), .z = @mod(self.z, other.z) };
}
pub inline fn modScalar(self: Vector3Int_x8, scalar: i32x8) Vector3Int_x8 {
return .{ .x = @mod(self.x, scalar), .y = @mod(self.y, scalar), .z = @mod(self.z, scalar) };
}
pub inline fn modScalarSingle(self: Vector3Int_x8, scalar: i32) Vector3Int_x8 {
return .{ .x = @mod(self.x, epi32(scalar)), .y = @mod(self.y, epi32(scalar)), .z = @mod(self.z, epi32(scalar)) };
}
pub inline fn negate(self: Vector3Int_x8) Vector3Int_x8 {
return .{ .x = -self.x, .y = -self.y, .z = -self.z };
}
pub inline fn abs(self: Vector3Int_x8) Vector3Int_x8 {
return .{ .x = @intCast(@abs(self.x)), .y = @intCast(@abs(self.y)), .z = @intCast(@abs(self.z)) };
}
pub inline fn min(self: Vector3Int_x8, other: Vector3Int_x8) Vector3Int_x8 {
return .{ .x = @min(self.x, other.x), .y = @min(self.y, other.y), .z = @min(self.z, other.z) };
}
pub inline fn max(self: Vector3Int_x8, other: Vector3Int_x8) Vector3Int_x8 {
return .{ .x = @max(self.x, other.x), .y = @max(self.y, other.y), .z = @max(self.z, other.z) };
}
// --- OTHER ---
pub inline fn lenSquared(self: Vector3Int_x8) i32x8 {
return self.x * self.x + self.y * self.y + self.z * self.z;
}
pub inline fn dot(self: Vector3Int_x8, other: Vector3Int_x8) i32x8 {
return self.x * other.x + self.y * other.y + self.z * other.z;
}
pub inline fn cross(self: Vector3Int_x8, other: Vector3Int_x8) i32x8 {
return .{
.x = self.y * other.z - self.z * other.y,
.y = self.z * other.x - self.x * other.z,
.z = self.x * other.y - self.y * other.x,
};
}
};

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const std = @import("std");
const vm = @import("root");
pub const Vector3x8 = struct {
x: f32x8,
y: f32x8,
z: f32x8,
pub const Array = [24]f32;
pub const zero = initScalarSingle(0);
pub const one = initScalarSingle(1);
pub const unit_x = initSingle(1, 0, 0);
pub const unit_y = initSingle(0, 1, 0);
pub const unit_z = initSingle(0, 0, 1);
pub const unit_nx = initSingle(-1, 0, 0);
pub const unit_ny = initSingle(0, -1, 0);
pub const unit_nz = initSingle(0, 0, -1);
// --- INIT ----
pub inline fn init(x: f32x8, y: f32x8, z: f32x8) Vector3x8 {
return .{ .x = x, .y = y, .z = z };
}
pub inline fn initSingle(x: f32, y: f32, z: f32) Vector3x8 {
return .{ .x = ps(x), .y = ps(y), .z = ps(z) };
}
pub inline fn initScalar(scalar: f32x8) Vector3x8 {
return .{ .x = scalar, .y = scalar, .z = scalar };
}
pub inline fn initScalarSingle(scalar: f32) Vector3x8 {
return .{ .x = ps(scalar), .y = ps(scalar), .z = ps(scalar) };
}
pub inline fn initSplat(vector: Vector3) Vector3x8 {
return .{ .x = ps(vector.x), .y = ps(vector.y), .z = ps(vector.z) };
}
pub inline fn initArray(array: Array) Vector3x8 {
const x: f32x8 = array[0..8].*;
const y: f32x8 = array[8..16].*;
const z: f32x8 = array[16..24].*;
return .{ .x = x, .y = y, .z = z };
}
pub inline fn initArrayTranspose(array: Array) Vector3x8 {
const vector: @Vector(24, f32) = array;
const x: f32x8 = @shuffle(f32, vector, undefined, [_]i32{ 0, 3, 6, 9, 12, 15, 18, 21 });
const y: f32x8 = @shuffle(f32, vector, undefined, [_]i32{ 1, 4, 7, 10, 13, 16, 19, 22 });
const z: f32x8 = @shuffle(f32, vector, undefined, [_]i32{ 2, 5, 8, 11, 14, 17, 20, 23 });
return .{ .x = x, .y = y, .z = z };
}
pub inline fn initArrayOfVectors(vectors: [8]Vector3) Vector3x8 {
return initArrayTranspose(@bitCast(vectors));
}
// --- CONVERSION ---
pub inline fn asArray(self: Vector3x8) Array {
const x: [8]f32 = self.x;
const y: [8]f32 = self.y;
const z: [8]f32 = self.z;
return x ++ y ++ z;
}
pub inline fn asArrayTranspose(self: Vector3x8) Array {
const vector: @Vector(24, f32) = self.asArray();
const transposed: @Vector(24, f32) = @shuffle(f32, vector, undefined, [_]i32{
0, 8, 16,
1, 9, 17,
2, 10, 18,
3, 11, 19,
4, 12, 20,
5, 13, 21,
6, 14, 22,
7, 15, 23,
});
return transposed;
}
pub inline fn asArrayOfVectors(self: Vector3x8) [8]Vector3 {
return @bitCast(self.asArrayTranspose());
}
pub inline fn unpack(self: Vector3x8) [3]f32x8 {
return .{ self.x, self.y, self.z };
}
// --- LOAD AND STORE ---
pub inline fn loadArray(self: *Vector3x8, array: *const Array) void {
self.x = array[0..8].*;
self.y = array[8..16].*;
self.z = array[16..24].*;
}
pub inline fn loadArrayTranspose(self: *Vector3x8, array: *const Array) void {
const vector: @Vector(24, f32) = array;
self.x = @shuffle(f32, vector, undefined, [_]i32{ 0, 3, 6, 9, 12, 15, 18, 21 });
self.y = @shuffle(f32, vector, undefined, [_]i32{ 1, 4, 7, 10, 13, 16, 19, 22 });
self.z = @shuffle(f32, vector, undefined, [_]i32{ 2, 5, 8, 11, 14, 17, 20, 23 });
}
pub inline fn loadArrayOfVectors(self: *Vector3x8, vectors: *const [8]Vector3) void {
self.loadArrayTranspose(@ptrCast(vectors));
}
pub inline fn storeArray(self: *const Vector3x8, array: *Array) void {
array[0..8].* = self.x;
array[8..16].* = self.y;
array[16..24].* = self.z;
}
pub inline fn storeArrayTranspose(self: *const Vector3x8, array: *Array) void {
const vector: @Vector(24, f32) = self.asArray();
const transposed: @Vector(24, f32) = @shuffle(f32, vector, undefined, [_]i32{
0, 8, 16,
1, 9, 17,
2, 10, 18,
3, 11, 19,
4, 12, 20,
5, 13, 21,
6, 14, 22,
7, 15, 23,
});
array.* = transposed;
}
pub inline fn storeArrayOfVectors(self: *const Vector3x8, vectors: *[8]Vector3) void {
self.storeArrayTranspose(@ptrCast(vectors));
}
// --- COMPONENT-WISE ---
pub inline fn add(self: Vector3x8, other: Vector3x8) Vector3x8 {
return .{ .x = self.x + other.x, .y = self.y + other.y, .z = self.z + other.z };
}
pub inline fn sub(self: Vector3x8, other: Vector3x8) Vector3x8 {
return .{ .x = self.x - other.x, .y = self.y - other.y, .z = self.z - other.z };
}
pub inline fn mul(self: Vector3x8, other: Vector3x8) Vector3x8 {
return .{ .x = self.x * other.x, .y = self.y * other.y, .z = self.z * other.z };
}
pub inline fn mulScalar(self: Vector3x8, scalar: f32x8) Vector3x8 {
return .{ .x = self.x * scalar, .y = self.y * scalar, .z = self.z * scalar };
}
pub inline fn mulScalarSingle(self: Vector3x8, scalar: f32) Vector3x8 {
return .{ .x = self.x * ps(scalar), .y = self.y * ps(scalar), .z = self.z * ps(scalar) };
}
pub inline fn div(self: Vector3x8, other: Vector3x8) Vector3x8 {
return .{ .x = self.x / other.x, .y = self.y / other.y, .z = self.z / other.z };
}
pub inline fn divScalar(self: Vector3x8, scalar: f32x8) Vector3x8 {
return .{ .x = self.x / scalar, .y = self.y / scalar, .z = self.z / scalar };
}
pub inline fn divScalarSingle(self: Vector3x8, scalar: f32) Vector3x8 {
return .{ .x = self.x / ps(scalar), .y = self.y / ps(scalar), .z = self.z / ps(scalar) };
}
pub inline fn negate(self: Vector3x8) Vector3x8 {
return .{ .x = -self.x, .y = -self.y, .z = -self.z };
}
pub inline fn abs(self: Vector3x8) Vector3x8 {
return .{ .x = @abs(self.x), .y = @abs(self.y), .z = @abs(self.z) };
}
pub inline fn floor(self: Vector3x8) Vector3x8 {
return .{ .x = @floor(self.x), .y = @floor(self.y), .z = @floor(self.z) };
}
pub inline fn ceil(self: Vector3x8) Vector3x8 {
return .{ .x = @ceil(self.x), .y = @ceil(self.y), .z = @ceil(self.z) };
}
pub inline fn round(self: Vector3x8) Vector3x8 {
return .{ .x = @round(self.x), .y = @round(self.y), .z = @round(self.z) };
}
pub inline fn min(self: Vector3x8, other: Vector3x8) Vector3x8 {
return .{ .x = @min(self.x, other.x), .y = @min(self.y, other.y), .z = @min(self.z, other.z) };
}
pub inline fn max(self: Vector3x8, other: Vector3x8) Vector3x8 {
return .{ .x = @max(self.x, other.x), .y = @max(self.y, other.y), .z = @max(self.z, other.z) };
}
// --- OTHER ---
pub inline fn len(self: Vector3x8) f32x8 {
return @sqrt(self.x * self.x + self.y * self.y + self.z * self.z);
}
pub inline fn lenSquared(self: Vector3x8) f32x8 {
return self.x * self.x + self.y * self.y + self.z * self.z;
}
pub inline fn dot(self: Vector3x8, other: Vector3x8) f32x8 {
return self.x * other.x + self.y * other.y + self.z * other.z;
}
pub inline fn cross(self: Vector3x8, other: Vector3x8) Vector3x8 {
return .{
.x = self.y * other.z - self.z * other.y,
.y = self.z * other.x - self.x * other.z,
.z = self.x * other.y - self.y * other.x,
};
}
pub inline fn lerp(a: Vector3x8, b: Vector3x8, t: f32x8) Vector3x8 {
return .{
.x = @mulAdd(f32x8, t, b.x, @mulAdd(f32x8, -t, a.x, a.x)),
.y = @mulAdd(f32x8, t, b.y, @mulAdd(f32x8, -t, a.y, a.y)),
.z = @mulAdd(f32x8, t, b.z, @mulAdd(f32x8, -t, a.z, a.z)),
};
}
pub inline fn rotate(self: Vector3x8, quaternion: Quaternion_x8) Vector3x8 {
const quaternion_scalar = quaternion.getScalar();
const quaternion_vector = quaternion.getVector();
return .add(self, .cross(
.add(quaternion_vector, quaternion_vector),
.add(.cross(quaternion_vector, self), .mulScalar(self, quaternion_scalar)),
));
}
};

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const std = @import("std");
const vm = @import("root");
pub const Vector4 = extern struct {
x: f32,
y: f32,
z: f32,
w: f32,
pub const Array = [4]f32;
pub const zero = initScalar(0);
pub const one = initScalar(1);
pub const unit_x = init(1, 0, 0, 0);
pub const unit_y = init(0, 1, 0, 0);
pub const unit_z = init(0, 0, 1, 0);
pub const unit_w = init(0, 0, 0, 1);
pub const unit_nx = init(-1, 0, 0, 0);
pub const unit_ny = init(0, -1, 0, 0);
pub const unit_nz = init(0, 0, -1, 0);
pub const unit_nw = init(0, 0, 0, -1);
// --- INIT ----
pub inline fn init(x: f32, y: f32, z: f32, w: f32) Vector4 {
return .{ .x = x, .y = y, .z = z, .w = w };
}
pub inline fn initScalar(scalar: f32) Vector4 {
return .{ .x = scalar, .y = scalar, .z = scalar, .w = scalar };
}
pub inline fn initArray(array: Array) Vector4 {
return @bitCast(array);
}
// --- CONVERSION ---
pub inline fn asArray(self: Vector4) Array {
return @bitCast(self);
}
pub inline fn asArrayPtr(self: *Vector4) *Array {
return @ptrCast(self);
}
pub inline fn asArrayConstPtr(self: *const Vector4) *const Array {
return @ptrCast(self);
}
// --- COMPONENT-WISE ---
pub inline fn add(self: Vector4, other: Vector4) Vector4 {
return .{ .x = self.x + other.x, .y = self.y + other.y, .z = self.z + other.z, .w = self.w + other.w };
}
pub inline fn sub(self: Vector4, other: Vector4) Vector4 {
return .{ .x = self.x - other.x, .y = self.y - other.y, .z = self.z - other.z, .w = self.w - other.w };
}
pub inline fn mul(self: Vector4, other: Vector4) Vector4 {
return .{ .x = self.x * other.x, .y = self.y * other.y, .z = self.z * other.z, .w = self.w * other.w };
}
pub inline fn mulScalar(self: Vector4, scalar: f32) Vector4 {
return .{ .x = self.x * scalar, .y = self.y * scalar, .z = self.z * scalar, .w = self.w * scalar };
}
pub inline fn div(self: Vector4, other: Vector4) Vector4 {
return .{ .x = self.x / other.x, .y = self.y / other.y, .z = self.z / other.z, .w = self.w / other.w };
}
pub inline fn divScalar(self: Vector4, scalar: f32) Vector4 {
return .{ .x = self.x / scalar, .y = self.y / scalar, .z = self.z / scalar, .w = self.w / scalar };
}
pub inline fn negate(self: Vector4) Vector4 {
return .{ .x = -self.x, .y = -self.y, .z = -self.z, .w = -self.w };
}
pub inline fn abs(self: Vector4) Vector4 {
return .{ .x = @abs(self.x), .y = @abs(self.y), .z = @abs(self.z), .w = @abs(self.w) };
}
pub inline fn floor(self: Vector4) Vector4 {
return .{ .x = @floor(self.x), .y = @floor(self.y), .z = @floor(self.z), .w = @floor(self.w) };
}
pub inline fn ceil(self: Vector4) Vector4 {
return .{ .x = @ceil(self.x), .y = @ceil(self.y), .z = @ceil(self.z), .w = @ceil(self.w) };
}
pub inline fn round(self: Vector4) Vector4 {
return .{ .x = @round(self.x), .y = @round(self.y), .z = @round(self.z), .w = @round(self.w) };
}
pub inline fn min(self: Vector4, other: Vector4) Vector4 {
return .{ .x = @min(self.x, other.x), .y = @min(self.y, other.y), .z = @min(self.z, other.z), .w = @min(self.w, other.w) };
}
pub inline fn max(self: Vector4, other: Vector4) Vector4 {
return .{ .x = @max(self.x, other.x), .y = @max(self.y, other.y), .z = @max(self.z, other.z), .w = @max(self.w, other.w) };
}
// --- OTHER ---
pub inline fn len(self: Vector4) f32 {
return @sqrt(self.x * self.x + self.y * self.y + self.z * self.z + self.w * self.w);
}
pub inline fn lenSquared(self: Vector4) f32 {
return self.x * self.x + self.y * self.y + self.z * self.z + self.w * self.w;
}
pub inline fn dot(self: Vector4, other: Vector4) f32 {
return self.x * other.x + self.y * other.y + self.z * other.z + self.w * other.w;
}
pub inline fn lerp(a: Vector4, b: Vector4, t: f32) Vector4 {
return .{
.x = @mulAdd(f32, t, b.x, @mulAdd(f32, -t, a.x, a.x)),
.y = @mulAdd(f32, t, b.y, @mulAdd(f32, -t, a.y, a.y)),
.z = @mulAdd(f32, t, b.z, @mulAdd(f32, -t, a.z, a.z)),
.w = @mulAdd(f32, t, b.w, @mulAdd(f32, -t, a.w, a.w)),
};
}
};

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const std = @import("std");
const vm = @import("root");
pub const Vector4Int = extern struct {
x: i32,
y: i32,
z: i32,
w: i32,
pub const Array = [4]i32;
pub const zero = initScalar(0);
pub const one = initScalar(1);
pub const unit_x = init(1, 0, 0, 0);
pub const unit_y = init(0, 1, 0, 0);
pub const unit_z = init(0, 0, 1, 0);
pub const unit_w = init(0, 0, 0, 1);
pub const unit_nx = init(-1, 0, 0, 0);
pub const unit_ny = init(0, -1, 0, 0);
pub const unit_nz = init(0, 0, -1, 0);
pub const unit_nw = init(0, 0, 0, -1);
// --- INIT ----
pub inline fn init(x: i32, y: i32, z: i32, w: i32) Vector4Int {
return .{ .x = x, .y = y, .z = z, .w = w };
}
pub inline fn initScalar(scalar: i32) Vector4Int {
return .{ .x = scalar, .y = scalar, .z = scalar, .w = scalar };
}
pub inline fn initArray(array: Array) Vector4Int {
return @bitCast(array);
}
// --- CONVERSION ---
pub inline fn asArray(self: Vector4Int) Array {
return @bitCast(self);
}
pub inline fn asArrayPtr(self: *Vector4Int) *Array {
return @ptrCast(self);
}
pub inline fn asArrayConstPtr(self: *const Vector4Int) *const Array {
return @ptrCast(self);
}
// --- COMPONENT-WISE ---
pub inline fn add(self: Vector4Int, other: Vector4Int) Vector4Int {
return .{ .x = self.x + other.x, .y = self.y + other.y, .z = self.z + other.z, .w = self.w + other.w };
}
pub inline fn sub(self: Vector4Int, other: Vector4Int) Vector4Int {
return .{ .x = self.x - other.x, .y = self.y - other.y, .z = self.z - other.z, .w = self.w - other.w };
}
pub inline fn mul(self: Vector4Int, other: Vector4Int) Vector4Int {
return .{ .x = self.x * other.x, .y = self.y * other.y, .z = self.z * other.z, .w = self.w * other.w };
}
pub inline fn mulScalar(self: Vector4Int, scalar: f32) Vector4Int {
return .{ .x = self.x * scalar, .y = self.y * scalar, .z = self.z * scalar, .w = self.w * scalar };
}
pub inline fn div(self: Vector4Int, other: Vector4Int) Vector4Int {
return .{ .x = @divFloor(self.x, other.x), .y = @divFloor(self.y, other.y), .z = @divFloor(self.z, other.z), .w = @divFloor(self.w, other.w) };
}
pub inline fn divScalar(self: Vector4Int, scalar: f32) Vector4Int {
return .{ .x = @divFloor(self.x, scalar), .y = @divFloor(self.y, scalar), .z = @divFloor(self.z, scalar), .w = @divFloor(self.w, scalar) };
}
pub inline fn mod(self: Vector4Int, other: Vector4Int) Vector4Int {
return .{ .x = @mod(self.x, other.x), .y = @mod(self.y, other.y), .z = @mod(self.z, other.z), .w = @mod(self.w, other.w) };
}
pub inline fn modScalar(self: Vector4Int, scalar: f32) Vector4Int {
return .{ .x = @mod(self.x, scalar), .y = @mod(self.y, scalar), .z = @mod(self.z, scalar), .w = @mod(self.w, scalar) };
}
pub inline fn negate(self: Vector4Int) Vector4Int {
return .{ .x = -self.x, .y = -self.y, .z = -self.z, .w = -self.w };
}
pub inline fn abs(self: Vector4Int) Vector4Int {
return .{ .x = @intCast(@abs(self.x)), .y = @intCast(@abs(self.y)), .z = @intCast(@abs(self.z)), .w = @intCast(@abs(self.w)) };
}
pub inline fn min(self: Vector4Int, other: Vector4Int) Vector4Int {
return .{ .x = @min(self.x, other.x), .y = @min(self.y, other.y), .z = @min(self.z, other.z), .w = @min(self.w, other.w) };
}
pub inline fn max(self: Vector4Int, other: Vector4Int) Vector4Int {
return .{ .x = @max(self.x, other.x), .y = @max(self.y, other.y), .z = @max(self.z, other.z), .w = @max(self.w, other.w) };
}
// --- OTHER ---
pub inline fn lenSquared(self: Vector4Int) i32 {
return self.x * self.x + self.y * self.y + self.z * self.z + self.w * self.w;
}
pub inline fn dot(self: Vector4Int, other: Vector4Int) i32 {
return self.x * other.x + self.y * other.y + self.z * other.z + self.w * other.w;
}
};

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const std = @import("std");
const vm = @import("root");
pub const Vector4Int_x8 = struct {
x: i32x8,
y: i32x8,
z: i32x8,
w: i32x8,
pub const Array = [32]i32;
pub const zero = initScalarSingle(0);
pub const one = initScalarSingle(1);
pub const unit_x = initSingle(1, 0, 0, 0);
pub const unit_y = initSingle(0, 1, 0, 0);
pub const unit_z = initSingle(0, 0, 1, 0);
pub const unit_w = initSingle(0, 0, 0, 1);
pub const unit_nx = initSingle(-1, 0, 0, 0);
pub const unit_ny = initSingle(0, -1, 0, 0);
pub const unit_nz = initSingle(0, 0, -1, 0);
pub const unit_nw = initSingle(0, 0, 0, -1);
// --- INIT ----
pub inline fn init(x: i32x8, y: i32x8, z: i32x8, w: i32x8) Vector4Int_x8 {
return .{ .x = x, .y = y, .z = z, .w = w };
}
pub inline fn initSingle(x: i32, y: i32, z: i32, w: i32) Vector4Int_x8 {
return .{ .x = epi32(x), .y = epi32(y), .z = epi32(z), .w = epi32(w) };
}
pub inline fn initScalar(scalar: i32x8) Vector4Int_x8 {
return .{ .x = scalar, .y = scalar, .z = scalar, .w = scalar };
}
pub inline fn initScalarSingle(scalar: i32) Vector4Int_x8 {
return .{ .x = epi32(scalar), .y = epi32(scalar), .z = epi32(scalar), .w = epi32(scalar) };
}
pub inline fn initSplat(vector: Vector4Int) Vector4Int_x8 {
return .{ .x = epi32(vector.x), .y = epi32(vector.y), .z = epi32(vector.z), .w = epi32(vector.w) };
}
pub inline fn initArray(array: Array) Vector4Int_x8 {
const x: i32x8 = array[0..8].*;
const y: i32x8 = array[8..16].*;
const z: i32x8 = array[16..24].*;
const w: i32x8 = array[24..32].*;
return .{ .x = x, .y = y, .z = z, .w = w };
}
pub inline fn initArrayTranspose(array: Array) Vector4Int_x8 {
const vector: @Vector(32, i32) = array;
const x: i32x8 = @shuffle(i32, vector, undefined, [_]i32{ 0, 4, 8, 12, 16, 20, 24, 28 });
const y: i32x8 = @shuffle(i32, vector, undefined, [_]i32{ 1, 5, 9, 13, 17, 21, 25, 29 });
const z: i32x8 = @shuffle(i32, vector, undefined, [_]i32{ 2, 6, 10, 14, 18, 22, 26, 30 });
const w: i32x8 = @shuffle(i32, vector, undefined, [_]i32{ 3, 7, 11, 15, 19, 23, 27, 31 });
return .{ .x = x, .y = y, .z = z, .w = w };
}
pub inline fn initArrayOfVectors(vectors: [8]Vector4Int) Vector4Int_x8 {
return initArrayTranspose(@bitCast(vectors));
}
// --- CONVERSION ---
pub inline fn asArray(self: Vector4Int_x8) Array {
const x: [8]i32 = self.x;
const y: [8]i32 = self.y;
const z: [8]i32 = self.z;
const w: [8]i32 = self.w;
return x ++ y ++ z ++ w;
}
pub inline fn asArrayTranspose(self: Vector4Int_x8) Array {
const vector: @Vector(32, i32) = self.asArray();
const transposed: @Vector(32, i32) = @shuffle(i32, vector, undefined, [_]i32{
0, 8, 16, 24,
1, 9, 17, 25,
2, 10, 18, 26,
3, 11, 19, 27,
4, 12, 20, 28,
5, 13, 21, 29,
6, 14, 22, 30,
7, 15, 23, 31,
});
return transposed;
}
pub inline fn asArrayOfVectors(self: Vector4Int_x8) [8]Vector4Int {
return @bitCast(self.asArrayTranspose());
}
pub inline fn unpack(self: Vector4Int_x8) [4]i32x8 {
return .{ self.x, self.y, self.z, self.w };
}
// --- LOAD AND STORE ---
pub inline fn loadArray(self: *Vector4Int_x8, array: *const Array) void {
self.x = array[0..8].*;
self.y = array[8..16].*;
self.z = array[16..24].*;
self.w = array[24..32].*;
}
pub inline fn loadArrayTranspose(self: *Vector4Int_x8, array: *const Array) void {
const vector: @Vector(24, i32) = array;
self.x = @shuffle(i32, vector, undefined, [_]i32{ 0, 4, 8, 12, 16, 20, 24, 28 });
self.y = @shuffle(i32, vector, undefined, [_]i32{ 1, 5, 9, 13, 17, 21, 25, 29 });
self.z = @shuffle(i32, vector, undefined, [_]i32{ 2, 6, 10, 14, 18, 22, 26, 30 });
self.w = @shuffle(i32, vector, undefined, [_]i32{ 3, 7, 11, 15, 19, 23, 27, 31 });
}
pub inline fn loadArrayOfVectors(self: *Vector4Int_x8, vectors: *const [8]Vector4Int) void {
self.loadArrayTranspose(@ptrCast(vectors));
}
pub inline fn storeArray(self: *const Vector4Int_x8, array: *Array) void {
array[0..8].* = self.x;
array[8..16].* = self.y;
array[16..24].* = self.z;
array[24..32].* = self.w;
}
pub inline fn storeArrayTranspose(self: *const Vector4Int_x8, array: *Array) void {
const vector: @Vector(32, i32) = self.asArray();
const transposed: @Vector(32, i32) = @shuffle(i32, vector, undefined, [_]i32{
0, 8, 16, 24,
1, 9, 17, 25,
2, 10, 18, 26,
3, 11, 19, 27,
4, 12, 20, 28,
5, 13, 21, 29,
6, 14, 22, 30,
7, 15, 23, 31,
});
array.* = transposed;
}
pub inline fn storeArrayOfVectors(self: *const Vector4Int_x8, vectors: *[8]Vector4Int) void {
self.storeArrayTranspose(@ptrCast(vectors));
}
// --- COMPONENT-WISE ---
pub inline fn add(self: Vector4Int_x8, other: Vector4Int_x8) Vector4Int_x8 {
return .{ .x = self.x + other.x, .y = self.y + other.y, .z = self.z + other.z, .w = self.w + other.w };
}
pub inline fn sub(self: Vector4Int_x8, other: Vector4Int_x8) Vector4Int_x8 {
return .{ .x = self.x - other.x, .y = self.y - other.y, .z = self.z - other.z, .w = self.w - other.w };
}
pub inline fn mul(self: Vector4Int_x8, other: Vector4Int_x8) Vector4Int_x8 {
return .{ .x = self.x * other.x, .y = self.y * other.y, .z = self.z * other.z, .w = self.w * other.w };
}
pub inline fn mulScalar(self: Vector4Int_x8, scalar: i32x8) Vector4Int_x8 {
return .{ .x = self.x * scalar, .y = self.y * scalar, .z = self.z * scalar, .w = self.w * scalar };
}
pub inline fn mulScalarSingle(self: Vector4Int_x8, scalar: i32) Vector4Int_x8 {
return .{ .x = self.x * epi32(scalar), .y = self.y * epi32(scalar), .z = self.z * epi32(scalar), .w = self.w * epi32(scalar) };
}
pub inline fn div(self: Vector4Int_x8, other: Vector4Int_x8) Vector4Int_x8 {
return .{ .x = @divFloor(self.x, other.x), .y = @divFloor(self.y, other.y), .z = @divFloor(self.z, other.z), .w = @divFloor(self.w, other.w) };
}
pub inline fn divScalar(self: Vector4Int_x8, scalar: i32x8) Vector4Int_x8 {
return .{ .x = @divFloor(self.x, scalar), .y = @divFloor(self.y, scalar), .z = @divFloor(self.z, scalar), .w = @divFloor(self.w, scalar) };
}
pub inline fn divScalarSingle(self: Vector4Int_x8, scalar: i32) Vector4Int_x8 {
return .{ .x = @divFloor(self.x, epi32(scalar)), .y = @divFloor(self.y, epi32(scalar)), .z = @divFloor(self.z, epi32(scalar)), .w = @divFloor(self.w, epi32(scalar)) };
}
pub inline fn mod(self: Vector4Int_x8, other: Vector4Int_x8) Vector4Int_x8 {
return .{ .x = @mod(self.x, other.x), .y = @mod(self.y, other.y), .z = @mod(self.z, other.z), .w = @mod(self.w, other.w) };
}
pub inline fn modScalar(self: Vector4Int_x8, scalar: i32x8) Vector4Int_x8 {
return .{ .x = @mod(self.x, scalar), .y = @mod(self.y, scalar), .z = @mod(self.z, scalar), .w = @mod(self.w, scalar) };
}
pub inline fn modScalarSingle(self: Vector4Int_x8, scalar: i32) Vector4Int_x8 {
return .{ .x = @mod(self.x, epi32(scalar)), .y = @mod(self.y, epi32(scalar)), .z = @mod(self.z, epi32(scalar)), .w = @mod(self.w, epi32(scalar)) };
}
pub inline fn negate(self: Vector4Int_x8) Vector4Int_x8 {
return .{ .x = -self.x, .y = -self.y, .z = -self.z, .w = -self.w };
}
pub inline fn abs(self: Vector4Int_x8) Vector4Int_x8 {
return .{ .x = @intCast(@abs(self.x)), .y = @intCast(@abs(self.y)), .z = @intCast(@abs(self.z)), .w = @intCast(@abs(self.w)) };
}
pub inline fn min(self: Vector4Int_x8, other: Vector4Int_x8) Vector4Int_x8 {
return .{ .x = @min(self.x, other.x), .y = @min(self.y, other.y), .z = @min(self.z, other.z), .w = @min(self.w, other.w) };
}
pub inline fn max(self: Vector4Int_x8, other: Vector4Int_x8) Vector4Int_x8 {
return .{ .x = @max(self.x, other.x), .y = @max(self.y, other.y), .z = @max(self.z, other.z), .w = @max(self.w, other.w) };
}
// --- OTHER ---
pub inline fn lenSquared(self: Vector4Int_x8) i32x8 {
return self.x * self.x + self.y * self.y + self.z * self.z + self.w * self.w;
}
pub inline fn dot(self: Vector4Int_x8, other: Vector4Int_x8) i32x8 {
return self.x * other.x + self.y * other.y + self.z * other.z + self.w * other.w;
}
};

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@@ -0,0 +1,230 @@
const std = @import("std");
const vm = @import("root");
pub const Vector4x8 = struct {
x: f32x8,
y: f32x8,
z: f32x8,
w: f32x8,
pub const Array = [32]f32;
pub const zero = initScalarSingle(0);
pub const one = initScalarSingle(1);
pub const unit_x = initSingle(1, 0, 0, 0);
pub const unit_y = initSingle(0, 1, 0, 0);
pub const unit_z = initSingle(0, 0, 1, 0);
pub const unit_w = initSingle(0, 0, 0, 1);
pub const unit_nx = initSingle(-1, 0, 0, 0);
pub const unit_ny = initSingle(0, -1, 0, 0);
pub const unit_nz = initSingle(0, 0, -1, 0);
pub const unit_nw = initSingle(0, 0, 0, -1);
// --- INIT ----
pub inline fn init(x: f32x8, y: f32x8, z: f32x8, w: f32x8) Vector4x8 {
return .{ .x = x, .y = y, .z = z, .w = w };
}
pub inline fn initSingle(x: f32, y: f32, z: f32, w: f32) Vector4x8 {
return .{ .x = ps(x), .y = ps(y), .z = ps(z), .w = ps(w) };
}
pub inline fn initScalar(scalar: f32x8) Vector4x8 {
return .{ .x = scalar, .y = scalar, .z = scalar, .w = scalar };
}
pub inline fn initScalarSingle(scalar: f32) Vector4x8 {
return .{ .x = ps(scalar), .y = ps(scalar), .z = ps(scalar), .w = ps(scalar) };
}
pub inline fn initSplat(vector: Vector4) Vector4x8 {
return .{ .x = ps(vector.x), .y = ps(vector.y), .z = ps(vector.z), .w = ps(vector.w) };
}
pub inline fn initArray(array: Array) Vector4x8 {
const x: f32x8 = array[0..8].*;
const y: f32x8 = array[8..16].*;
const z: f32x8 = array[16..24].*;
const w: f32x8 = array[24..32].*;
return .{ .x = x, .y = y, .z = z, .w = w };
}
pub inline fn initArrayTranspose(array: Array) Vector4x8 {
const vector: @Vector(32, f32) = array;
const x: f32x8 = @shuffle(f32, vector, undefined, [_]i32{ 0, 4, 8, 12, 16, 20, 24, 28 });
const y: f32x8 = @shuffle(f32, vector, undefined, [_]i32{ 1, 5, 9, 13, 17, 21, 25, 29 });
const z: f32x8 = @shuffle(f32, vector, undefined, [_]i32{ 2, 6, 10, 14, 18, 22, 26, 30 });
const w: f32x8 = @shuffle(f32, vector, undefined, [_]i32{ 3, 7, 11, 15, 19, 23, 27, 31 });
return .{ .x = x, .y = y, .z = z, .w = w };
}
pub inline fn initArrayOfVectors(vectors: [8]Vector4) Vector4x8 {
return initArrayTranspose(@bitCast(vectors));
}
// --- CONVERSION ---
pub inline fn asArray(self: Vector4x8) Array {
const x: [8]f32 = self.x;
const y: [8]f32 = self.y;
const z: [8]f32 = self.z;
const w: [8]f32 = self.w;
return x ++ y ++ z ++ w;
}
pub inline fn asArrayTranspose(self: Vector4x8) Array {
const vector: @Vector(32, f32) = self.asArray();
const transposed: @Vector(32, f32) = @shuffle(f32, vector, undefined, [_]i32{
0, 8, 16, 24,
1, 9, 17, 25,
2, 10, 18, 26,
3, 11, 19, 27,
4, 12, 20, 28,
5, 13, 21, 29,
6, 14, 22, 30,
7, 15, 23, 31,
});
return transposed;
}
pub inline fn asArrayOfVectors(self: Vector4x8) [8]Vector4 {
return @bitCast(self.asArrayTranspose());
}
pub inline fn unpack(self: Vector4x8) [4]f32x8 {
return .{ self.x, self.y, self.z, self.w };
}
// --- LOAD AND STORE ---
pub inline fn loadArray(self: *Vector4x8, array: *const Array) void {
self.x = array[0..8].*;
self.y = array[8..16].*;
self.z = array[16..24].*;
self.w = array[24..32].*;
}
pub inline fn loadArrayTranspose(self: *Vector4x8, array: *const Array) void {
const vector: @Vector(32, f32) = array;
self.x = @shuffle(f32, vector, undefined, [_]i32{ 0, 4, 8, 12, 16, 20, 24, 28 });
self.y = @shuffle(f32, vector, undefined, [_]i32{ 1, 5, 9, 13, 17, 21, 25, 29 });
self.z = @shuffle(f32, vector, undefined, [_]i32{ 2, 6, 10, 14, 18, 22, 26, 30 });
self.w = @shuffle(f32, vector, undefined, [_]i32{ 3, 7, 11, 15, 19, 23, 27, 31 });
}
pub inline fn loadArrayOfVectors(self: *Vector4x8, vectors: *const [8]Vector4) void {
self.loadArrayTranspose(@ptrCast(vectors));
}
pub inline fn storeArray(self: *const Vector4x8, array: *Array) void {
array[0..8].* = self.x;
array[8..16].* = self.y;
array[16..24].* = self.z;
array[24..32].* = self.w;
}
pub inline fn storeArrayTranspose(self: *const Vector4x8, array: *Array) void {
const vector: @Vector(32, f32) = self.asArray();
const transposed: @Vector(32, f32) = @shuffle(f32, vector, undefined, [_]i32{
0, 8, 16, 24,
1, 9, 17, 25,
2, 10, 18, 26,
3, 11, 19, 27,
4, 12, 20, 28,
5, 13, 21, 29,
6, 14, 22, 30,
7, 15, 23, 31,
});
array.* = transposed;
}
pub inline fn storeArrayOfVectors(self: *const Vector4x8, vectors: *[8]Vector4) void {
self.storeArrayTranspose(@ptrCast(vectors));
}
// --- COMPONENT-WISE ---
pub inline fn add(self: Vector4x8, other: Vector4x8) Vector4x8 {
return .{ .x = self.x + other.x, .y = self.y + other.y, .z = self.z + other.z, .w = self.w + other.w };
}
pub inline fn sub(self: Vector4x8, other: Vector4x8) Vector4x8 {
return .{ .x = self.x - other.x, .y = self.y - other.y, .z = self.z - other.z, .w = self.w - other.w };
}
pub inline fn mul(self: Vector4x8, other: Vector4x8) Vector4x8 {
return .{ .x = self.x * other.x, .y = self.y * other.y, .z = self.z * other.z, .w = self.w * other.w };
}
pub inline fn mulScalar(self: Vector4x8, scalar: f32x8) Vector4x8 {
return .{ .x = self.x * scalar, .y = self.y * scalar, .z = self.z * scalar, .w = self.w * scalar };
}
pub inline fn mulScalarSingle(self: Vector4x8, scalar: f32) Vector4x8 {
return .{ .x = self.x * ps(scalar), .y = self.y * ps(scalar), .z = self.z * ps(scalar), .w = self.w * ps(scalar) };
}
pub inline fn div(self: Vector4x8, other: Vector4x8) Vector4x8 {
return .{ .x = self.x / other.x, .y = self.y / other.y, .z = self.z / other.z, .w = self.w / other.w };
}
pub inline fn divScalar(self: Vector4x8, scalar: f32x8) Vector4x8 {
return .{ .x = self.x / scalar, .y = self.y / scalar, .z = self.z / scalar, .w = self.w / scalar };
}
pub inline fn divScalarSingle(self: Vector4x8, scalar: f32) Vector4x8 {
return .{ .x = self.x / ps(scalar), .y = self.y / ps(scalar), .z = self.z / ps(scalar), .w = self.w / ps(scalar) };
}
pub inline fn negate(self: Vector4x8) Vector4x8 {
return .{ .x = -self.x, .y = -self.y, .z = -self.z, .w = -self.w };
}
pub inline fn abs(self: Vector4x8) Vector4x8 {
return .{ .x = @abs(self.x), .y = @abs(self.y), .z = @abs(self.z), .w = @abs(self.w) };
}
pub inline fn floor(self: Vector4x8) Vector4x8 {
return .{ .x = @floor(self.x), .y = @floor(self.y), .z = @floor(self.z), .w = @floor(self.w) };
}
pub inline fn ceil(self: Vector4x8) Vector4x8 {
return .{ .x = @ceil(self.x), .y = @ceil(self.y), .z = @ceil(self.z), .w = @ceil(self.w) };
}
pub inline fn round(self: Vector4x8) Vector4x8 {
return .{ .x = @round(self.x), .y = @round(self.y), .z = @round(self.z), .w = @round(self.w) };
}
pub inline fn min(self: Vector4x8, other: Vector4x8) Vector4x8 {
return .{ .x = @min(self.x, other.x), .y = @min(self.y, other.y), .z = @min(self.z, other.z), .w = @min(self.w, other.w) };
}
pub inline fn max(self: Vector4x8, other: Vector4x8) Vector4x8 {
return .{ .x = @max(self.x, other.x), .y = @max(self.y, other.y), .z = @max(self.z, other.z), .w = @max(self.w, other.w) };
}
// --- OTHER ---
pub inline fn len(self: Vector4x8) f32x8 {
return @sqrt(self.x * self.x + self.y * self.y + self.z * self.z + self.w * self.w);
}
pub inline fn lenSquared(self: Vector4x8) f32x8 {
return self.x * self.x + self.y * self.y + self.z * self.z + self.w * self.w;
}
pub inline fn dot(self: Vector4x8, other: Vector4x8) f32x8 {
return self.x * other.x + self.y * other.y + self.z * other.z + self.w * other.w;
}
pub inline fn lerp(a: Vector4x8, b: Vector4x8, t: f32x8) Vector4x8 {
return .{
.x = @mulAdd(f32x8, t, b.x, @mulAdd(f32x8, -t, a.x, a.x)),
.y = @mulAdd(f32x8, t, b.y, @mulAdd(f32x8, -t, a.y, a.y)),
.z = @mulAdd(f32x8, t, b.z, @mulAdd(f32x8, -t, a.z, a.z)),
.w = @mulAdd(f32x8, t, b.w, @mulAdd(f32x8, -t, a.w, a.w)),
};
}
};