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LNXSDK/lib/haxejolt/JoltPhysics/Jolt/Compute/CPU/HLSLToCPP.h

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2026-03-04 00:50:15 -08:00
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2026 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
JPH_NAMESPACE_BEGIN
/// Emulates HLSL vector types and operations in C++.
/// Note doesn't emulate things like barriers and group shared memory.
namespace HLSLToCPP {
using std::sqrt;
using std::min;
using std::max;
using std::round;
//////////////////////////////////////////////////////////////////////////////////////////
// float2
//////////////////////////////////////////////////////////////////////////////////////////
struct float2
{
// Constructors
inline float2() = default;
constexpr float2(float inX, float inY) : x(inX), y(inY) { }
explicit constexpr float2(float inS) : x(inS), y(inS) { }
// Operators
constexpr float2 & operator += (const float2 &inRHS) { x += inRHS.x; y += inRHS.y; return *this; }
constexpr float2 & operator -= (const float2 &inRHS) { x -= inRHS.x; y -= inRHS.y; return *this; }
constexpr float2 & operator *= (float inRHS) { x *= inRHS; y *= inRHS; return *this; }
constexpr float2 & operator /= (float inRHS) { x /= inRHS; y /= inRHS; return *this; }
constexpr float2 & operator *= (const float2 &inRHS) { x *= inRHS.x; y *= inRHS.y; return *this; }
constexpr float2 & operator /= (const float2 &inRHS) { x /= inRHS.x; y /= inRHS.y; return *this; }
// Equality
constexpr bool operator == (const float2 &inRHS) const { return x == inRHS.x && y == inRHS.y; }
constexpr bool operator != (const float2 &inRHS) const { return !(*this == inRHS); }
// Component access
const float & operator [] (uint inIndex) const { return (&x)[inIndex]; }
float & operator [] (uint inIndex) { return (&x)[inIndex]; }
// Swizzling (note return value is const to prevent assignment to swizzled results)
const float2 swizzle_xy() const { return float2(x, y); }
const float2 swizzle_yx() const { return float2(y, x); }
float x, y;
};
// Operators
constexpr float2 operator - (const float2 &inA) { return float2(-inA.x, -inA.y); }
constexpr float2 operator + (const float2 &inA, const float2 &inB) { return float2(inA.x + inB.x, inA.y + inB.y); }
constexpr float2 operator - (const float2 &inA, const float2 &inB) { return float2(inA.x - inB.x, inA.y - inB.y); }
constexpr float2 operator * (const float2 &inA, const float2 &inB) { return float2(inA.x * inB.x, inA.y * inB.y); }
constexpr float2 operator / (const float2 &inA, const float2 &inB) { return float2(inA.x / inB.x, inA.y / inB.y); }
constexpr float2 operator * (const float2 &inA, float inS) { return float2(inA.x * inS, inA.y * inS); }
constexpr float2 operator * (float inS, const float2 &inA) { return inA * inS; }
constexpr float2 operator / (const float2 &inA, float inS) { return float2(inA.x / inS, inA.y / inS); }
// Dot product
constexpr float dot(const float2 &inA, const float2 &inB) { return inA.x * inB.x + inA.y * inB.y; }
// Min value
constexpr float2 min(const float2 &inA, const float2 &inB) { return float2(min(inA.x, inB.x), min(inA.y, inB.y)); }
// Max value
constexpr float2 max(const float2 &inA, const float2 &inB) { return float2(max(inA.x, inB.x), max(inA.y, inB.y)); }
// Length
inline float length(const float2 &inV) { return sqrt(dot(inV, inV)); }
// Normalization
inline float2 normalize(const float2 &inV) { return inV / length(inV); }
// Rounding to int
inline float2 round(const float2 &inV) { return float2(round(inV.x), round(inV.y)); }
//////////////////////////////////////////////////////////////////////////////////////////
// float3
//////////////////////////////////////////////////////////////////////////////////////////
struct uint3;
struct float3
{
// Constructors
inline float3() = default;
constexpr float3(const float2 &inV, float inZ) : x(inV.x), y(inV.y), z(inZ) { }
constexpr float3(float inX, float inY, float inZ) : x(inX), y(inY), z(inZ) { }
explicit constexpr float3(float inS) : x(inS), y(inS), z(inS) { }
explicit constexpr float3(const uint3 &inV);
// Operators
constexpr float3 & operator += (const float3 &inRHS) { x += inRHS.x; y += inRHS.y; z += inRHS.z; return *this; }
constexpr float3 & operator -= (const float3 &inRHS) { x -= inRHS.x; y -= inRHS.y; z -= inRHS.z; return *this; }
constexpr float3 & operator *= (float inRHS) { x *= inRHS; y *= inRHS; z *= inRHS; return *this; }
constexpr float3 & operator /= (float inRHS) { x /= inRHS; y /= inRHS; z /= inRHS; return *this; }
constexpr float3 & operator *= (const float3 &inRHS) { x *= inRHS.x; y *= inRHS.y; z *= inRHS.z; return *this; }
constexpr float3 & operator /= (const float3 &inRHS) { x /= inRHS.x; y /= inRHS.y; z /= inRHS.z; return *this; }
// Equality
constexpr bool operator == (const float3 &inRHS) const { return x == inRHS.x && y == inRHS.y && z == inRHS.z; }
constexpr bool operator != (const float3 &inRHS) const { return !(*this == inRHS); }
// Component access
const float & operator [] (uint inIndex) const { return (&x)[inIndex]; }
float & operator [] (uint inIndex) { return (&x)[inIndex]; }
// Swizzling (note return value is const to prevent assignment to swizzled results)
const float2 swizzle_xy() const { return float2(x, y); }
const float2 swizzle_yx() const { return float2(y, x); }
const float3 swizzle_xyz() const { return float3(x, y, z); }
const float3 swizzle_xzy() const { return float3(x, z, y); }
const float3 swizzle_yxz() const { return float3(y, x, z); }
const float3 swizzle_yzx() const { return float3(y, z, x); }
const float3 swizzle_zxy() const { return float3(z, x, y); }
const float3 swizzle_zyx() const { return float3(z, y, x); }
float x, y, z;
};
// Operators
constexpr float3 operator - (const float3 &inA) { return float3(-inA.x, -inA.y, -inA.z); }
constexpr float3 operator + (const float3 &inA, const float3 &inB) { return float3(inA.x + inB.x, inA.y + inB.y, inA.z + inB.z); }
constexpr float3 operator - (const float3 &inA, const float3 &inB) { return float3(inA.x - inB.x, inA.y - inB.y, inA.z - inB.z); }
constexpr float3 operator * (const float3 &inA, const float3 &inB) { return float3(inA.x * inB.x, inA.y * inB.y, inA.z * inB.z); }
constexpr float3 operator / (const float3 &inA, const float3 &inB) { return float3(inA.x / inB.x, inA.y / inB.y, inA.z / inB.z); }
constexpr float3 operator * (const float3 &inA, float inS) { return float3(inA.x * inS, inA.y * inS, inA.z * inS); }
constexpr float3 operator * (float inS, const float3 &inA) { return inA * inS; }
constexpr float3 operator / (const float3 &inA, float inS) { return float3(inA.x / inS, inA.y / inS, inA.z / inS); }
// Dot product
constexpr float dot(const float3 &inA, const float3 &inB) { return inA.x * inB.x + inA.y * inB.y + inA.z * inB.z; }
// Min value
constexpr float3 min(const float3 &inA, const float3 &inB) { return float3(min(inA.x, inB.x), min(inA.y, inB.y), min(inA.z, inB.z)); }
// Max value
constexpr float3 max(const float3 &inA, const float3 &inB) { return float3(max(inA.x, inB.x), max(inA.y, inB.y), max(inA.z, inB.z)); }
// Length
inline float length(const float3 &inV) { return sqrt(dot(inV, inV)); }
// Normalization
inline float3 normalize(const float3 &inV) { return inV / length(inV); }
// Rounding to int
inline float3 round(const float3 &inV) { return float3(round(inV.x), round(inV.y), round(inV.z)); }
// Cross product
constexpr float3 cross(const float3 &inA, const float3 &inB) { return float3(inA.y * inB.z - inA.z * inB.y, inA.z * inB.x - inA.x * inB.z, inA.x * inB.y - inA.y * inB.x); }
//////////////////////////////////////////////////////////////////////////////////////////
// float4
//////////////////////////////////////////////////////////////////////////////////////////
struct int4;
struct float4
{
// Constructors
inline float4() = default;
constexpr float4(const float3 &inV, float inW) : x(inV.x), y(inV.y), z(inV.z), w(inW) { }
constexpr float4(float inX, float inY, float inZ, float inW) : x(inX), y(inY), z(inZ), w(inW) { }
explicit constexpr float4(float inS) : x(inS), y(inS), z(inS), w(inS) { }
explicit constexpr float4(const int4 &inV);
// Operators
constexpr float4 & operator += (const float4 &inRHS) { x += inRHS.x; y += inRHS.y; z += inRHS.z; w += inRHS.w; return *this; }
constexpr float4 & operator -= (const float4 &inRHS) { x -= inRHS.x; y -= inRHS.y; z -= inRHS.z; w -= inRHS.w; return *this; }
constexpr float4 & operator *= (float inRHS) { x *= inRHS; y *= inRHS; z *= inRHS; w *= inRHS; return *this; }
constexpr float4 & operator /= (float inRHS) { x /= inRHS; y /= inRHS; z /= inRHS; w /= inRHS; return *this; }
constexpr float4 & operator *= (const float4 &inRHS) { x *= inRHS.x; y *= inRHS.y; z *= inRHS.z; w *= inRHS.w; return *this; }
constexpr float4 & operator /= (const float4 &inRHS) { x /= inRHS.x; y /= inRHS.y; z /= inRHS.z; w /= inRHS.w; return *this; }
// Equality
constexpr bool operator == (const float4 &inRHS) const { return x == inRHS.x && y == inRHS.y && z == inRHS.z && w == inRHS.w; }
constexpr bool operator != (const float4 &inRHS) const { return !(*this == inRHS); }
// Component access
const float & operator [] (uint inIndex) const { return (&x)[inIndex]; }
float & operator [] (uint inIndex) { return (&x)[inIndex]; }
// Swizzling (note return value is const to prevent assignment to swizzled results)
const float2 swizzle_xy() const { return float2(x, y); }
const float2 swizzle_yx() const { return float2(y, x); }
const float3 swizzle_xyz() const { return float3(x, y, z); }
const float3 swizzle_xzy() const { return float3(x, z, y); }
const float3 swizzle_yxz() const { return float3(y, x, z); }
const float3 swizzle_yzx() const { return float3(y, z, x); }
const float3 swizzle_zxy() const { return float3(z, x, y); }
const float3 swizzle_zyx() const { return float3(z, y, x); }
const float4 swizzle_xywz() const { return float4(x, y, w, z); }
const float4 swizzle_xwyz() const { return float4(x, w, y, z); }
const float4 swizzle_wxyz() const { return float4(w, x, y, z); }
float x, y, z, w;
};
// Operators
constexpr float4 operator - (const float4 &inA) { return float4(-inA.x, -inA.y, -inA.z, -inA.w); }
constexpr float4 operator + (const float4 &inA, const float4 &inB) { return float4(inA.x + inB.x, inA.y + inB.y, inA.z + inB.z, inA.w + inB.w); }
constexpr float4 operator - (const float4 &inA, const float4 &inB) { return float4(inA.x - inB.x, inA.y - inB.y, inA.z - inB.z, inA.w - inB.w); }
constexpr float4 operator * (const float4 &inA, const float4 &inB) { return float4(inA.x * inB.x, inA.y * inB.y, inA.z * inB.z, inA.w * inB.w); }
constexpr float4 operator / (const float4 &inA, const float4 &inB) { return float4(inA.x / inB.x, inA.y / inB.y, inA.z / inB.z, inA.w / inB.w); }
constexpr float4 operator * (const float4 &inA, float inS) { return float4(inA.x * inS, inA.y * inS, inA.z * inS, inA.w * inS); }
constexpr float4 operator * (float inS, const float4 &inA) { return inA * inS; }
constexpr float4 operator / (const float4 &inA, float inS) { return float4(inA.x / inS, inA.y / inS, inA.z / inS, inA.w / inS); }
// Dot product
constexpr float dot(const float4 &inA, const float4 &inB) { return inA.x * inB.x + inA.y * inB.y + inA.z * inB.z + inA.w * inB.w; }
// Min value
constexpr float4 min(const float4 &inA, const float4 &inB) { return float4(min(inA.x, inB.x), min(inA.y, inB.y), min(inA.z, inB.z), min(inA.w, inB.w)); }
// Max value
constexpr float4 max(const float4 &inA, const float4 &inB) { return float4(max(inA.x, inB.x), max(inA.y, inB.y), max(inA.z, inB.z), max(inA.w, inB.w)); }
// Length
inline float length(const float4 &inV) { return sqrt(dot(inV, inV)); }
// Normalization
inline float4 normalize(const float4 &inV) { return inV / length(inV); }
// Rounding to int
inline float4 round(const float4 &inV) { return float4(round(inV.x), round(inV.y), round(inV.z), round(inV.w)); }
//////////////////////////////////////////////////////////////////////////////////////////
// uint3
//////////////////////////////////////////////////////////////////////////////////////////
struct uint3
{
inline uint3() = default;
constexpr uint3(uint32 inX, uint32 inY, uint32 inZ) : x(inX), y(inY), z(inZ) { }
explicit constexpr uint3(const float3 &inV) : x(uint32(inV.x)), y(uint32(inV.y)), z(uint32(inV.z)) { }
// Operators
constexpr uint3 & operator += (const uint3 &inRHS) { x += inRHS.x; y += inRHS.y; z += inRHS.z; return *this; }
constexpr uint3 & operator -= (const uint3 &inRHS) { x -= inRHS.x; y -= inRHS.y; z -= inRHS.z; return *this; }
constexpr uint3 & operator *= (uint32 inRHS) { x *= inRHS; y *= inRHS; z *= inRHS; return *this; }
constexpr uint3 & operator /= (uint32 inRHS) { x /= inRHS; y /= inRHS; z /= inRHS; return *this; }
constexpr uint3 & operator *= (const uint3 &inRHS) { x *= inRHS.x; y *= inRHS.y; z *= inRHS.z; return *this; }
constexpr uint3 & operator /= (const uint3 &inRHS) { x /= inRHS.x; y /= inRHS.y; z /= inRHS.z; return *this; }
// Equality
constexpr bool operator == (const uint3 &inRHS) const { return x == inRHS.x && y == inRHS.y && z == inRHS.z; }
constexpr bool operator != (const uint3 &inRHS) const { return !(*this == inRHS); }
// Component access
const uint32 & operator [] (uint inIndex) const { return (&x)[inIndex]; }
uint32 & operator [] (uint inIndex) { return (&x)[inIndex]; }
// Swizzling (note return value is const to prevent assignment to swizzled results)
const uint3 swizzle_xyz() const { return uint3(x, y, z); }
const uint3 swizzle_xzy() const { return uint3(x, z, y); }
const uint3 swizzle_yxz() const { return uint3(y, x, z); }
const uint3 swizzle_yzx() const { return uint3(y, z, x); }
const uint3 swizzle_zxy() const { return uint3(z, x, y); }
const uint3 swizzle_zyx() const { return uint3(z, y, x); }
uint32 x, y, z;
};
// Operators
constexpr uint3 operator + (const uint3 &inA, const uint3 &inB) { return uint3(inA.x + inB.x, inA.y + inB.y, inA.z + inB.z); }
constexpr uint3 operator - (const uint3 &inA, const uint3 &inB) { return uint3(inA.x - inB.x, inA.y - inB.y, inA.z - inB.z); }
constexpr uint3 operator * (const uint3 &inA, const uint3 &inB) { return uint3(inA.x * inB.x, inA.y * inB.y, inA.z * inB.z); }
constexpr uint3 operator / (const uint3 &inA, const uint3 &inB) { return uint3(inA.x / inB.x, inA.y / inB.y, inA.z / inB.z); }
constexpr uint3 operator * (const uint3 &inA, uint32 inS) { return uint3(inA.x * inS, inA.y * inS, inA.z * inS); }
constexpr uint3 operator * (uint32 inS, const uint3 &inA) { return inA * inS; }
constexpr uint3 operator / (const uint3 &inA, uint32 inS) { return uint3(inA.x / inS, inA.y / inS, inA.z / inS); }
// Dot product
constexpr uint32 dot(const uint3 &inA, const uint3 &inB) { return inA.x * inB.x + inA.y * inB.y + inA.z * inB.z; }
// Min value
constexpr uint3 min(const uint3 &inA, const uint3 &inB) { return uint3(min(inA.x, inB.x), min(inA.y, inB.y), min(inA.z, inB.z)); }
// Max value
constexpr uint3 max(const uint3 &inA, const uint3 &inB) { return uint3(max(inA.x, inB.x), max(inA.y, inB.y), max(inA.z, inB.z)); }
//////////////////////////////////////////////////////////////////////////////////////////
// uint4
//////////////////////////////////////////////////////////////////////////////////////////
struct uint4
{
// Constructors
inline uint4() = default;
constexpr uint4(const uint3 &inV, uint32 inW) : x(inV.x), y(inV.y), z(inV.z), w(inW) { }
constexpr uint4(uint32 inX, uint32 inY, uint32 inZ, uint32 inW) : x(inX), y(inY), z(inZ), w(inW) { }
explicit constexpr uint4(uint32 inS) : x(inS), y(inS), z(inS), w(inS) { }
// Operators
constexpr uint4 & operator += (const uint4 &inRHS) { x += inRHS.x; y += inRHS.y; z += inRHS.z; w += inRHS.w; return *this; }
constexpr uint4 & operator -= (const uint4 &inRHS) { x -= inRHS.x; y -= inRHS.y; z -= inRHS.z; w -= inRHS.w; return *this; }
constexpr uint4 & operator *= (uint32 inRHS) { x *= inRHS; y *= inRHS; z *= inRHS; w *= inRHS; return *this; }
constexpr uint4 & operator /= (uint32 inRHS) { x /= inRHS; y /= inRHS; z /= inRHS; w /= inRHS; return *this; }
constexpr uint4 & operator *= (const uint4 &inRHS) { x *= inRHS.x; y *= inRHS.y; z *= inRHS.z; w *= inRHS.w; return *this; }
constexpr uint4 & operator /= (const uint4 &inRHS) { x /= inRHS.x; y /= inRHS.y; z /= inRHS.z; w /= inRHS.w; return *this; }
// Equality
constexpr bool operator == (const uint4 &inRHS) const { return x == inRHS.x && y == inRHS.y && z == inRHS.z && w == inRHS.w; }
constexpr bool operator != (const uint4 &inRHS) const { return !(*this == inRHS); }
// Component access
const uint32 & operator [] (uint inIndex) const { return (&x)[inIndex]; }
uint32 & operator [] (uint inIndex) { return (&x)[inIndex]; }
// Swizzling (note return value is const to prevent assignment to swizzled results)
const uint3 swizzle_xyz() const { return uint3(x, y, z); }
const uint3 swizzle_xzy() const { return uint3(x, z, y); }
const uint3 swizzle_yxz() const { return uint3(y, x, z); }
const uint3 swizzle_yzx() const { return uint3(y, z, x); }
const uint3 swizzle_zxy() const { return uint3(z, x, y); }
const uint3 swizzle_zyx() const { return uint3(z, y, x); }
const uint4 swizzle_xywz() const { return uint4(x, y, w, z); }
const uint4 swizzle_xwyz() const { return uint4(x, w, y, z); }
const uint4 swizzle_wxyz() const { return uint4(w, x, y, z); }
uint32 x, y, z, w;
};
// Operators
constexpr uint4 operator + (const uint4 &inA, const uint4 &inB) { return uint4(inA.x + inB.x, inA.y + inB.y, inA.z + inB.z, inA.w + inB.w); }
constexpr uint4 operator - (const uint4 &inA, const uint4 &inB) { return uint4(inA.x - inB.x, inA.y - inB.y, inA.z - inB.z, inA.w - inB.w); }
constexpr uint4 operator * (const uint4 &inA, const uint4 &inB) { return uint4(inA.x * inB.x, inA.y * inB.y, inA.z * inB.z, inA.w * inB.w); }
constexpr uint4 operator / (const uint4 &inA, const uint4 &inB) { return uint4(inA.x / inB.x, inA.y / inB.y, inA.z / inB.z, inA.w / inB.w); }
constexpr uint4 operator * (const uint4 &inA, uint32 inS) { return uint4(inA.x * inS, inA.y * inS, inA.z * inS, inA.w * inS); }
constexpr uint4 operator * (uint32 inS, const uint4 &inA) { return inA * inS; }
constexpr uint4 operator / (const uint4 &inA, uint32 inS) { return uint4(inA.x / inS, inA.y / inS, inA.z / inS, inA.w / inS); }
// Dot product
constexpr uint32 dot(const uint4 &inA, const uint4 &inB) { return inA.x * inB.x + inA.y * inB.y + inA.z * inB.z + inA.w * inB.w; }
// Min value
constexpr uint4 min(const uint4 &inA, const uint4 &inB) { return uint4(min(inA.x, inB.x), min(inA.y, inB.y), min(inA.z, inB.z), min(inA.w, inB.w)); }
// Max value
constexpr uint4 max(const uint4 &inA, const uint4 &inB) { return uint4(max(inA.x, inB.x), max(inA.y, inB.y), max(inA.z, inB.z), max(inA.w, inB.w)); }
//////////////////////////////////////////////////////////////////////////////////////////
// int3
//////////////////////////////////////////////////////////////////////////////////////////
struct int3
{
inline int3() = default;
constexpr int3(int inX, int inY, int inZ) : x(inX), y(inY), z(inZ) { }
explicit constexpr int3(const float3 &inV) : x(int(inV.x)), y(int(inV.y)), z(int(inV.z)) { }
// Operators
constexpr int3 & operator += (const int3 &inRHS) { x += inRHS.x; y += inRHS.y; z += inRHS.z; return *this; }
constexpr int3 & operator -= (const int3 &inRHS) { x -= inRHS.x; y -= inRHS.y; z -= inRHS.z; return *this; }
constexpr int3 & operator *= (int inRHS) { x *= inRHS; y *= inRHS; z *= inRHS; return *this; }
constexpr int3 & operator /= (int inRHS) { x /= inRHS; y /= inRHS; z /= inRHS; return *this; }
constexpr int3 & operator *= (const int3 &inRHS) { x *= inRHS.x; y *= inRHS.y; z *= inRHS.z; return *this; }
constexpr int3 & operator /= (const int3 &inRHS) { x /= inRHS.x; y /= inRHS.y; z /= inRHS.z; return *this; }
// Equality
constexpr bool operator == (const int3 &inRHS) const { return x == inRHS.x && y == inRHS.y && z == inRHS.z; }
constexpr bool operator != (const int3 &inRHS) const { return !(*this == inRHS); }
// Component access
const int & operator [] (uint inIndex) const { return (&x)[inIndex]; }
int & operator [] (uint inIndex) { return (&x)[inIndex]; }
// Swizzling (note return value is const to prevent assignment to swizzled results)
const int3 swizzle_xyz() const { return int3(x, y, z); }
const int3 swizzle_xzy() const { return int3(x, z, y); }
const int3 swizzle_yxz() const { return int3(y, x, z); }
const int3 swizzle_yzx() const { return int3(y, z, x); }
const int3 swizzle_zxy() const { return int3(z, x, y); }
const int3 swizzle_zyx() const { return int3(z, y, x); }
int x, y, z;
};
// Operators
constexpr int3 operator - (const int3 &inA) { return int3(-inA.x, -inA.y, -inA.z); }
constexpr int3 operator + (const int3 &inA, const int3 &inB) { return int3(inA.x + inB.x, inA.y + inB.y, inA.z + inB.z); }
constexpr int3 operator - (const int3 &inA, const int3 &inB) { return int3(inA.x - inB.x, inA.y - inB.y, inA.z - inB.z); }
constexpr int3 operator * (const int3 &inA, const int3 &inB) { return int3(inA.x * inB.x, inA.y * inB.y, inA.z * inB.z); }
constexpr int3 operator / (const int3 &inA, const int3 &inB) { return int3(inA.x / inB.x, inA.y / inB.y, inA.z / inB.z); }
constexpr int3 operator * (const int3 &inA, int inS) { return int3(inA.x * inS, inA.y * inS, inA.z * inS); }
constexpr int3 operator * (int inS, const int3 &inA) { return inA * inS; }
constexpr int3 operator / (const int3 &inA, int inS) { return int3(inA.x / inS, inA.y / inS, inA.z / inS); }
// Dot product
constexpr int dot(const int3 &inA, const int3 &inB) { return inA.x * inB.x + inA.y * inB.y + inA.z * inB.z; }
// Min value
constexpr int3 min(const int3 &inA, const int3 &inB) { return int3(min(inA.x, inB.x), min(inA.y, inB.y), min(inA.z, inB.z)); }
// Max value
constexpr int3 max(const int3 &inA, const int3 &inB) { return int3(max(inA.x, inB.x), max(inA.y, inB.y), max(inA.z, inB.z)); }
//////////////////////////////////////////////////////////////////////////////////////////
// int4
//////////////////////////////////////////////////////////////////////////////////////////
struct int4
{
// Constructors
inline int4() = default;
constexpr int4(const int3 &inV, int inW) : x(inV.x), y(inV.y), z(inV.z), w(inW) { }
constexpr int4(int inX, int inY, int inZ, int inW) : x(inX), y(inY), z(inZ), w(inW) { }
explicit constexpr int4(int inS) : x(inS), y(inS), z(inS), w(inS) { }
explicit constexpr int4(const float4 &inV) : x(int(inV.x)), y(int(inV.y)), z(int(inV.z)), w(int(inV.w)) { }
// Operators
constexpr int4 & operator += (const int4 &inRHS) { x += inRHS.x; y += inRHS.y; z += inRHS.z; w += inRHS.w; return *this; }
constexpr int4 & operator -= (const int4 &inRHS) { x -= inRHS.x; y -= inRHS.y; z -= inRHS.z; w -= inRHS.w; return *this; }
constexpr int4 & operator *= (int inRHS) { x *= inRHS; y *= inRHS; z *= inRHS; w *= inRHS; return *this; }
constexpr int4 & operator /= (int inRHS) { x /= inRHS; y /= inRHS; z /= inRHS; w /= inRHS; return *this; }
constexpr int4 & operator *= (const int4 &inRHS) { x *= inRHS.x; y *= inRHS.y; z *= inRHS.z; w *= inRHS.w; return *this; }
constexpr int4 & operator /= (const int4 &inRHS) { x /= inRHS.x; y /= inRHS.y; z /= inRHS.z; w /= inRHS.w; return *this; }
// Equality
constexpr bool operator == (const int4 &inRHS) const { return x == inRHS.x && y == inRHS.y && z == inRHS.z && w == inRHS.w; }
constexpr bool operator != (const int4 &inRHS) const { return !(*this == inRHS); }
// Component access
const int & operator [] (uint inIndex) const { return (&x)[inIndex]; }
int & operator [] (uint inIndex) { return (&x)[inIndex]; }
// Swizzling (note return value is const to prevent assignment to swizzled results)
const int3 swizzle_xyz() const { return int3(x, y, z); }
const int3 swizzle_xzy() const { return int3(x, z, y); }
const int3 swizzle_yxz() const { return int3(y, x, z); }
const int3 swizzle_yzx() const { return int3(y, z, x); }
const int3 swizzle_zxy() const { return int3(z, x, y); }
const int3 swizzle_zyx() const { return int3(z, y, x); }
const int4 swizzle_xywz() const { return int4(x, y, w, z); }
const int4 swizzle_xwyz() const { return int4(x, w, y, z); }
const int4 swizzle_wxyz() const { return int4(w, x, y, z); }
int x, y, z, w;
};
// Operators
constexpr int4 operator - (const int4 &inA) { return int4(-inA.x, -inA.y, -inA.z, -inA.w); }
constexpr int4 operator + (const int4 &inA, const int4 &inB) { return int4(inA.x + inB.x, inA.y + inB.y, inA.z + inB.z, inA.w + inB.w); }
constexpr int4 operator - (const int4 &inA, const int4 &inB) { return int4(inA.x - inB.x, inA.y - inB.y, inA.z - inB.z, inA.w - inB.w); }
constexpr int4 operator * (const int4 &inA, const int4 &inB) { return int4(inA.x * inB.x, inA.y * inB.y, inA.z * inB.z, inA.w * inB.w); }
constexpr int4 operator / (const int4 &inA, const int4 &inB) { return int4(inA.x / inB.x, inA.y / inB.y, inA.z / inB.z, inA.w / inB.w); }
constexpr int4 operator * (const int4 &inA, int inS) { return int4(inA.x * inS, inA.y * inS, inA.z * inS, inA.w * inS); }
constexpr int4 operator * (int inS, const int4 &inA) { return inA * inS; }
constexpr int4 operator / (const int4 &inA, int inS) { return int4(inA.x / inS, inA.y / inS, inA.z / inS, inA.w / inS); }
// Dot product
constexpr int dot(const int4 &inA, const int4 &inB) { return inA.x * inB.x + inA.y * inB.y + inA.z * inB.z + inA.w * inB.w; }
// Min value
constexpr int4 min(const int4 &inA, const int4 &inB) { return int4(min(inA.x, inB.x), min(inA.y, inB.y), min(inA.z, inB.z), min(inA.w, inB.w)); }
// Max value
constexpr int4 max(const int4 &inA, const int4 &inB) { return int4(max(inA.x, inB.x), max(inA.y, inB.y), max(inA.z, inB.z), max(inA.w, inB.w)); }
//////////////////////////////////////////////////////////////////////////////////////////
// Mat44
//////////////////////////////////////////////////////////////////////////////////////////
struct Mat44
{
// Constructors
inline Mat44() = default;
constexpr Mat44(const float4 &inC0, const float4 &inC1, const float4 &inC2, const float4 &inC3) : c { inC0, inC1, inC2, inC3 } { }
// Columns
float4 & operator [] (uint inIndex) { return c[inIndex]; }
const float4 & operator [] (uint inIndex) const { return c[inIndex]; }
private:
float4 c[4];
};
//////////////////////////////////////////////////////////////////////////////////////////
// Other types
//////////////////////////////////////////////////////////////////////////////////////////
using Quat = float4;
using Plane = float4;
// Clamp value
template <class T>
constexpr T clamp(const T &inValue, const T &inMinValue, const T &inMaxValue)
{
return min(max(inValue, inMinValue), inMaxValue);
}
// Atomic add
template <class T>
T JPH_AtomicAdd(T &ioT, const T &inValue)
{
std::atomic<T> *value = reinterpret_cast<std::atomic<T> *>(&ioT);
return value->fetch_add(inValue) + inValue;
}
// Bitcast float4 to int4
inline int4 asint(const float4 &inV) { return int4(BitCast<int>(inV.x), BitCast<int>(inV.y), BitCast<int>(inV.z), BitCast<int>(inV.w)); }
// Functions that couldn't be declared earlier
constexpr float3::float3(const uint3 &inV) : x(float(inV.x)), y(float(inV.y)), z(float(inV.z)) { }
constexpr float4::float4(const int4 &inV) : x(float(inV.x)), y(float(inV.y)), z(float(inV.z)), w(float(inV.w)) { }
// Swizzle operators
#define xy swizzle_xy()
#define yx swizzle_yx()
#define xyz swizzle_xyz()
#define xzy swizzle_xzy()
#define yxz swizzle_yxz()
#define yzx swizzle_yzx()
#define zxy swizzle_zxy()
#define zyx swizzle_zyx()
#define xywz swizzle_xywz()
#define xwyz swizzle_xwyz()
#define wxyz swizzle_wxyz()
} // HLSLToCPP
JPH_NAMESPACE_END