const std = @import("std"); const math = @import("../math.zig"); const Vector2 = @import("Vector2.zig").Vector2; const f32x8 = math.f32x8; const ps = math.ps; pub const Vector2x8 = extern struct { x: f32x8, y: f32x8, pub const zero = Vector2x8.init(ps(0), ps(0)); pub const one = Vector2x8.init(ps(1), ps(1)); pub const unit_x = Vector2x8.init(ps(1), ps(0)); pub const unit_y = Vector2x8.init(ps(0), ps(1)); pub const unit_nx = Vector2x8.init(ps(-1), ps(0)); pub const unit_ny = Vector2x8.init(ps(0), ps(-1)); // --- INIT --- pub inline fn initScalar(x: f32, y: f32) Vector2x8 { return .{ .x = ps(x), .y = ps(y) }; } pub inline fn initScalars(x: f32x8, y: f32x8) Vector2x8 { return .{ .x = x, .y = y }; } pub inline fn initVector(vector: Vector2) Vector2x8 { return .{ .x = ps(vector.getX()), .y = ps(vector.getY()) }; } pub inline fn initVectors(vectors: [8]Vector2) Vector2x8 { const v0: f32x8 = @as([8]f32, @bitCast(vectors[0..4].*)); const v1: f32x8 = @as([8]f32, @bitCast(vectors[4..8].*)); const x: f32x8 = @shuffle(f32, v0, v1, [_]i32{ 0, 2, 4, 6, ~@as(i32, 0), ~@as(i32, 2), ~@as(i32, 4), ~@as(i32, 6) }); const y: f32x8 = @shuffle(f32, v0, v1, [_]i32{ 1, 3, 5, 7, ~@as(i32, 1), ~@as(i32, 3), ~@as(i32, 5), ~@as(i32, 7) }); return .{ .x = x, .y = y }; } // --- CONVERSION --- pub inline fn asVectors(self: Vector2x8) [8]Vector2 { const v0: f32x8 = @shuffle(f32, self.x, self.y, [_]i32{ 0, ~@as(i32, 0), 1, ~@as(i32, 1), 2, ~@as(i32, 2), 3, ~@as(i32, 3) }); const v1: f32x8 = @shuffle(f32, self.x, self.y, [_]i32{ 4, ~@as(i32, 4), 5, ~@as(i32, 5), 6, ~@as(i32, 6), 7, ~@as(i32, 7) }); return @as([4]Vector2, @bitCast(@as([8]f32, v0))) ++ @as([4]Vector2, @bitCast(@as([8]f32, v1))); } // --- 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 div(self: Vector2x8, other: Vector2x8) Vector2x8 { return .{ .x = self.x / other.x, .y = self.y / other.y, }; } pub inline fn negate(self: Vector2x8) Vector2x8 { return .{ .x = -self.x, .y = -self.y, }; } pub inline fn mulScalar(self: Vector2x8, scalar: f32) Vector2x8 { return .{ .x = self.x * ps(scalar), .y = self.y * ps(scalar), }; } pub inline fn mulScalars(self: Vector2x8, scalar: f32x8) Vector2x8 { return .{ .x = self.x * scalar, .y = self.y * scalar, }; } pub inline fn divScalar(self: Vector2x8, scalar: f32) Vector2x8 { return .{ .x = self.x / ps(scalar), .y = self.y / ps(scalar), }; } pub inline fn divScalars(self: Vector2x8, scalar: f32x8) Vector2x8 { return .{ .x = self.x / scalar, .y = self.y / scalar, }; } // --- 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 normalize(self: Vector2x8) Vector2x8 { const len_vector: f32x8 = @sqrt(self.x * self.x + self.y * self.y); return .{ .x = self.x / len_vector, .y = self.y / len_vector, }; } 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(self: Vector2x8, other: Vector2x8, t: f32x8) Vector2x8 { const s: f32x8 = ps(1.0) - t; return .{ .x = self.x * s + other.x * t, .y = self.y * s + other.y * t, }; } pub inline fn rotate(self: Vector2x8, angle_rad: f32) Vector2x8 { const c = @cos(angle_rad); const s = @sin(angle_rad); return .{ .x = self.x * ps(c) - self.y * ps(s), .y = self.x * ps(s) + self.y * ps(c), }; } pub inline fn rotatev(self: Vector2x8, angle_rad: f32x8) Vector2x8 { const c = @cos(angle_rad); const s = @sin(angle_rad); return .{ .x = self.x * c - self.y * s, .y = self.x * s + self.y * c, }; } };