vecmath file split mayhem
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216
packages/vecmath/src/vectors/Vector3Int_x8.zig
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216
packages/vecmath/src/vectors/Vector3Int_x8.zig
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const std = @import("std");
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const vm = @import("root");
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pub const Vector3Int_x8 = struct {
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x: i32x8,
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y: i32x8,
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z: i32x8,
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pub const Array = [24]i32;
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pub const zero = initScalarSingle(0);
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pub const one = initScalarSingle(1);
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pub const unit_x = initSingle(1, 0, 0);
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pub const unit_y = initSingle(0, 1, 0);
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pub const unit_z = initSingle(0, 0, 1);
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pub const unit_nx = initSingle(-1, 0, 0);
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pub const unit_ny = initSingle(0, -1, 0);
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pub const unit_nz = initSingle(0, 0, -1);
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// --- INIT ----
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pub inline fn init(x: i32x8, y: i32x8, z: i32x8) Vector3Int_x8 {
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return .{ .x = x, .y = y, .z = z };
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}
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pub inline fn initSingle(x: i32, y: i32, z: i32) Vector3Int_x8 {
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return .{ .x = epi32(x), .y = epi32(y), .z = epi32(z) };
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}
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pub inline fn initScalar(scalar: i32x8) Vector3Int_x8 {
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return .{ .x = scalar, .y = scalar, .z = scalar };
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}
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pub inline fn initScalarSingle(scalar: i32) Vector3Int_x8 {
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return .{ .x = epi32(scalar), .y = epi32(scalar), .z = epi32(scalar) };
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}
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pub inline fn initSplat(vector: Vector3Int) Vector3Int_x8 {
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return .{ .x = epi32(vector.x), .y = epi32(vector.y), .z = epi32(vector.z) };
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}
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pub inline fn initArray(array: Array) Vector3Int_x8 {
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const x: i32x8 = array[0..8].*;
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const y: i32x8 = array[8..16].*;
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const z: i32x8 = array[16..24].*;
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return .{ .x = x, .y = y, .z = z };
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}
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pub inline fn initArrayTranspose(array: Array) Vector3Int_x8 {
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const vector: @Vector(24, i32) = array;
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const x: i32x8 = @shuffle(i32, vector, undefined, [_]i32{ 0, 3, 6, 9, 12, 15, 18, 21 });
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const y: i32x8 = @shuffle(i32, vector, undefined, [_]i32{ 1, 4, 7, 10, 13, 16, 19, 22 });
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const z: i32x8 = @shuffle(i32, vector, undefined, [_]i32{ 2, 5, 8, 11, 14, 17, 20, 23 });
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return .{ .x = x, .y = y, .z = z };
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}
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pub inline fn initArrayOfVectors(vectors: [8]Vector3Int) Vector3Int_x8 {
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return initArrayTranspose(@bitCast(vectors));
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}
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// --- CONVERSION ---
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pub inline fn asArray(self: Vector3Int_x8) Array {
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const x: [8]i32 = self.x;
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const y: [8]i32 = self.y;
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const z: [8]i32 = self.z;
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return x ++ y ++ z;
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}
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pub inline fn asArrayTranspose(self: Vector3Int_x8) Array {
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const vector: @Vector(24, i32) = self.asArray();
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const transposed: @Vector(24, i32) = @shuffle(i32, vector, undefined, [_]i32{
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0, 8, 16,
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1, 9, 17,
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2, 10, 18,
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3, 11, 19,
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4, 12, 20,
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5, 13, 21,
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6, 14, 22,
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7, 15, 23,
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});
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return transposed;
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}
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pub inline fn asArrayOfVectors(self: Vector3Int_x8) [8]Vector3Int {
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return @bitCast(self.asArrayTranspose());
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}
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pub inline fn unpack(self: Vector3Int_x8) [3]i32x8 {
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return .{ self.x, self.y, self.z };
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}
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// --- LOAD AND STORE ---
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pub inline fn loadArray(self: *Vector3Int_x8, array: *const Array) void {
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self.x = array[0..8].*;
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self.y = array[8..16].*;
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self.z = array[16..24].*;
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}
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pub inline fn loadArrayTranspose(self: *Vector3Int_x8, array: *const Array) void {
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const vector: @Vector(24, i32) = array;
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self.x = @shuffle(i32, vector, undefined, [_]i32{ 0, 3, 6, 9, 12, 15, 18, 21 });
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self.y = @shuffle(i32, vector, undefined, [_]i32{ 1, 4, 7, 10, 13, 16, 19, 22 });
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self.z = @shuffle(i32, vector, undefined, [_]i32{ 2, 5, 8, 11, 14, 17, 20, 23 });
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}
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pub inline fn loadArrayOfVectors(self: *Vector3Int_x8, vectors: *const [8]Vector3Int) void {
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self.loadArrayTranspose(@ptrCast(vectors));
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}
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pub inline fn storeArray(self: *const Vector3Int_x8, array: *Array) void {
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array[0..8].* = self.x;
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array[8..16].* = self.y;
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array[16..24].* = self.z;
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}
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pub inline fn storeArrayTranspose(self: *const Vector3Int_x8, array: *Array) void {
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const vector: @Vector(24, i32) = self.asArray();
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const transposed: @Vector(24, i32) = @shuffle(i32, vector, undefined, [_]i32{
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0, 8, 16,
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1, 9, 17,
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2, 10, 18,
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3, 11, 19,
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4, 12, 20,
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5, 13, 21,
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6, 14, 22,
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7, 15, 23,
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});
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array.* = transposed;
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}
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pub inline fn storeArrayOfVectors(self: *const Vector3Int_x8, vectors: *[8]Vector3Int) void {
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self.storeArrayTranspose(@ptrCast(vectors));
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}
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// --- COMPONENT-WISE ---
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pub inline fn add(self: Vector3Int_x8, other: Vector3Int_x8) Vector3Int_x8 {
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return .{ .x = self.x + other.x, .y = self.y + other.y, .z = self.z + other.z };
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}
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pub inline fn sub(self: Vector3Int_x8, other: Vector3Int_x8) Vector3Int_x8 {
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return .{ .x = self.x - other.x, .y = self.y - other.y, .z = self.z - other.z };
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}
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pub inline fn mul(self: Vector3Int_x8, other: Vector3Int_x8) Vector3Int_x8 {
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return .{ .x = self.x * other.x, .y = self.y * other.y, .z = self.z * other.z };
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}
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pub inline fn mulScalar(self: Vector3Int_x8, scalar: i32x8) Vector3Int_x8 {
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return .{ .x = self.x * scalar, .y = self.y * scalar, .z = self.z * scalar };
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}
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pub inline fn mulScalarSingle(self: Vector3Int_x8, scalar: i32) Vector3Int_x8 {
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return .{ .x = self.x * epi32(scalar), .y = self.y * epi32(scalar), .z = self.z * epi32(scalar) };
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}
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pub inline fn div(self: Vector3Int_x8, other: Vector3Int_x8) Vector3Int_x8 {
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return .{ .x = @divFloor(self.x, other.x), .y = @divFloor(self.y, other.y), .z = @divFloor(self.z, other.z) };
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}
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pub inline fn divScalar(self: Vector3Int_x8, scalar: i32x8) Vector3Int_x8 {
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return .{ .x = @divFloor(self.x, scalar), .y = @divFloor(self.y, scalar), .z = @divFloor(self.z, scalar) };
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}
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pub inline fn divScalarSingle(self: Vector3Int_x8, scalar: i32) Vector3Int_x8 {
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return .{ .x = @divFloor(self.x, epi32(scalar)), .y = @divFloor(self.y, epi32(scalar)), .z = @divFloor(self.z, epi32(scalar)) };
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}
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pub inline fn mod(self: Vector3Int_x8, other: Vector3Int_x8) Vector3Int_x8 {
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return .{ .x = @mod(self.x, other.x), .y = @mod(self.y, other.y), .z = @mod(self.z, other.z) };
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}
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pub inline fn modScalar(self: Vector3Int_x8, scalar: i32x8) Vector3Int_x8 {
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return .{ .x = @mod(self.x, scalar), .y = @mod(self.y, scalar), .z = @mod(self.z, scalar) };
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}
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pub inline fn modScalarSingle(self: Vector3Int_x8, scalar: i32) Vector3Int_x8 {
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return .{ .x = @mod(self.x, epi32(scalar)), .y = @mod(self.y, epi32(scalar)), .z = @mod(self.z, epi32(scalar)) };
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}
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pub inline fn negate(self: Vector3Int_x8) Vector3Int_x8 {
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return .{ .x = -self.x, .y = -self.y, .z = -self.z };
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}
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pub inline fn abs(self: Vector3Int_x8) Vector3Int_x8 {
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return .{ .x = @intCast(@abs(self.x)), .y = @intCast(@abs(self.y)), .z = @intCast(@abs(self.z)) };
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}
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pub inline fn min(self: Vector3Int_x8, other: Vector3Int_x8) Vector3Int_x8 {
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return .{ .x = @min(self.x, other.x), .y = @min(self.y, other.y), .z = @min(self.z, other.z) };
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}
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pub inline fn max(self: Vector3Int_x8, other: Vector3Int_x8) Vector3Int_x8 {
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return .{ .x = @max(self.x, other.x), .y = @max(self.y, other.y), .z = @max(self.z, other.z) };
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}
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// --- OTHER ---
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pub inline fn lenSquared(self: Vector3Int_x8) i32x8 {
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return self.x * self.x + self.y * self.y + self.z * self.z;
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}
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pub inline fn dot(self: Vector3Int_x8, other: Vector3Int_x8) i32x8 {
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return self.x * other.x + self.y * other.y + self.z * other.z;
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}
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pub inline fn cross(self: Vector3Int_x8, other: Vector3Int_x8) i32x8 {
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return .{
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.x = self.y * other.z - self.z * other.y,
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.y = self.z * other.x - self.x * other.z,
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.z = self.x * other.y - self.y * other.x,
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};
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}
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};
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