const std = @import("std"); const vm = @import("../root.zig"); pub const Vector3x8 = struct { x: vm.f32x8, y: vm.f32x8, z: vm.f32x8, 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: vm.f32x8, y: vm.f32x8, z: vm.f32x8) Vector3x8 { return .{ .x = x, .y = y, .z = z }; } pub inline fn initSingle(x: f32, y: f32, z: f32) Vector3x8 { return .{ .x = vm.ps(x), .y = vm.ps(y), .z = vm.ps(z) }; } pub inline fn initScalar(scalar: vm.f32x8) Vector3x8 { return .{ .x = scalar, .y = scalar, .z = scalar }; } pub inline fn initScalarSingle(scalar: f32) Vector3x8 { return .{ .x = vm.ps(scalar), .y = vm.ps(scalar), .z = vm.ps(scalar) }; } pub inline fn splat(vector: vm.Vector3) Vector3x8 { return .{ .x = vm.ps(vector.x), .y = vm.ps(vector.y), .z = vm.ps(vector.z) }; } // --- CONVERSION ---------------------------------------------------------- pub inline fn asInt(self: Vector3x8) vm.Vector3Int_x8 { return .{ .x = @intFromFloat(self.x), .y = @intFromFloat(self.y), .z = @intFromFloat(self.z) }; } pub inline fn dropZ(self: Vector3x8) vm.Vector2x8 { return .{ .x = self.x, .y = self.y }; } pub inline fn withW(self: Vector3x8, w: vm.f32x8) vm.Vector4x8 { return .{ .x = self.x, .y = self.y, .z = self.z, .w = w }; } pub inline fn unpack(self: Vector3x8) [3]vm.f32x8 { return .{ self.x, self.y, self.z }; } // --- 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: vm.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 * vm.ps(scalar), .y = self.y * vm.ps(scalar), .z = self.z * vm.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: vm.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 / vm.ps(scalar), .y = self.y / vm.ps(scalar), .z = self.z / vm.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) vm.f32x8 { return @sqrt(self.x * self.x + self.y * self.y + self.z * self.z); } pub inline fn lenSquared(self: Vector3x8) vm.f32x8 { return self.x * self.x + self.y * self.y + self.z * self.z; } pub inline fn dot(self: Vector3x8, other: Vector3x8) vm.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: vm.f32x8) Vector3x8 { return .{ .x = @mulAdd(vm.f32x8, t, b.x, @mulAdd(vm.f32x8, -t, a.x, a.x)), .y = @mulAdd(vm.f32x8, t, b.y, @mulAdd(vm.f32x8, -t, a.y, a.y)), .z = @mulAdd(vm.f32x8, t, b.z, @mulAdd(vm.f32x8, -t, a.z, a.z)), }; } pub inline fn lerpSingle(a: Vector3x8, b: Vector3x8, t: f32) Vector3x8 { return .{ .x = @mulAdd(vm.f32x8, vm.ps(t), b.x, @mulAdd(vm.f32x8, -vm.ps(t), a.x, a.x)), .y = @mulAdd(vm.f32x8, vm.ps(t), b.y, @mulAdd(vm.f32x8, -vm.ps(t), a.y, a.y)), .z = @mulAdd(vm.f32x8, vm.ps(t), b.z, @mulAdd(vm.f32x8, -vm.ps(t), a.z, a.z)), }; } pub inline fn rotate(self: Vector3x8, quaternion: vm.Quaternion_x8) Vector3x8 { const w = quaternion.getScalar(); const xyz = quaternion.getVector(); return add( self, cross( add(xyz, xyz), add(cross(xyz, self), self.mulScalar(w)), ), ); } pub inline fn rotateSingle(self: Vector3x8, quaternion: vm.Quaternion) Vector3x8 { const w = quaternion.getScalar(); const xyz = quaternion.getVector(); return add( self, cross( splat(add(xyz, xyz)), add(cross(splat(xyz), self), self.mulScalarSingle(w)), ), ); } pub inline fn transformPoint(self: vm.Matrix4x4x8, p: Vector3x8) Vector3x8 { 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 transformPointSingle(self: vm.Matrix4x4, p: Vector3x8) Vector3x8 { return .{ .x = p.x * vm.ps(self.ix) + p.y * vm.ps(self.jx) + p.z * vm.ps(self.kx) + vm.ps(self.tx), .y = p.x * vm.ps(self.iy) + p.y * vm.ps(self.jy) + p.z * vm.ps(self.ky) + vm.ps(self.ty), .z = p.x * vm.ps(self.iz) + p.y * vm.ps(self.jz) + p.z * vm.ps(self.kz) + vm.ps(self.tz), }; } pub inline fn transformVector(self: vm.Matrix4x4x8, p: Vector3x8) Vector3x8 { return .{ .x = p.x * self.ix + p.y * self.jx + p.z * self.kx, .y = p.x * self.iy + p.y * self.jy + p.z * self.ky, .z = p.x * self.iz + p.y * self.jz + p.z * self.kz, }; } pub inline fn transformVectorSingle(self: vm.Matrix4x4, v: Vector3x8) Vector3x8 { return .{ .x = v.x * vm.ps(self.ix) + v.y * vm.ps(self.jx) + v.z * vm.ps(self.kx), .y = v.x * vm.ps(self.iy) + v.y * vm.ps(self.jy) + v.z * vm.ps(self.ky), .z = v.x * vm.ps(self.iz) + v.y * vm.ps(self.jz) + v.z * vm.ps(self.kz), }; } test "refAllDecls" { std.testing.refAllDecls(@This()); } };