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PxVecMathSSE.h
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25// Copyright (c) 2008-2022 NVIDIA Corporation. All rights reserved.
26// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
27// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
28
29#ifndef PX_VEC_MATH_SSE_H
30#define PX_VEC_MATH_SSE_H
31
32#if !PX_DOXYGEN
33namespace physx
34{
35#endif
36namespace aos
37{
38
39namespace
40{
41 const PX_ALIGN(16, PxF32) minus1w[4] = { 0.0f, 0.0f, 0.0f, -1.0f };
42}
43
44PX_FORCE_INLINE void QuatGetMat33V(const QuatVArg q, Vec3V& column0, Vec3V& column1, Vec3V& column2)
45{
46 const __m128 q2 = V4Add(q, q);
47 const __m128 qw2 = V4MulAdd(q2, V4GetW(q), _mm_load_ps(minus1w)); // (2wx, 2wy, 2wz, 2ww-1)
48 const __m128 nw2 = Vec3V_From_Vec4V(V4Neg(qw2)); // (-2wx, -2wy, -2wz, 0)
49 const __m128 v = Vec3V_From_Vec4V(q);
50
51 const __m128 a0 = _mm_shuffle_ps(qw2, nw2, _MM_SHUFFLE(3, 1, 2, 3)); // (2ww-1, 2wz, -2wy, 0)
52 column0 = V4MulAdd(v, V4GetX(q2), a0);
53
54 const __m128 a1 = _mm_shuffle_ps(qw2, nw2, _MM_SHUFFLE(3, 2, 0, 3)); // (2ww-1, 2wx, -2wz, 0)
55 column1 = V4MulAdd(v, V4GetY(q2), _mm_shuffle_ps(a1, a1, _MM_SHUFFLE(3, 1, 0, 2)));
56
57 const __m128 a2 = _mm_shuffle_ps(qw2, nw2, _MM_SHUFFLE(3, 0, 1, 3)); // (2ww-1, 2wy, -2wx, 0)
58 column2 = V4MulAdd(v, V4GetZ(q2), _mm_shuffle_ps(a2, a2, _MM_SHUFFLE(3, 0, 2, 1)));
59}
60
61} // namespace aos
62#if !PX_DOXYGEN
63} // namespace physx
64#endif
65
66
67#endif
68
#define PX_FORCE_INLINE
Definition PxPreprocessor.h:335
#define PX_ALIGN(alignment, decl)
Definition PxPreprocessor.h:402
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39