vec3.h 18 KB

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  1. // Copyright 2009-2021 Intel Corporation
  2. // SPDX-License-Identifier: Apache-2.0
  3. #pragma once
  4. #include "math.h"
  5. namespace embree
  6. {
  7. struct Vec3fa;
  8. ////////////////////////////////////////////////////////////////////////////////
  9. /// Generic 3D vector Class
  10. ////////////////////////////////////////////////////////////////////////////////
  11. template<typename T> struct Vec3
  12. {
  13. enum { N = 3 };
  14. union {
  15. struct {
  16. T x, y, z;
  17. };
  18. #if !(defined(__WIN32__) && _MSC_VER == 1800) // workaround for older VS 2013 compiler
  19. T components[N];
  20. #endif
  21. };
  22. typedef T Scalar;
  23. ////////////////////////////////////////////////////////////////////////////////
  24. /// Construction
  25. ////////////////////////////////////////////////////////////////////////////////
  26. __forceinline Vec3( ) {}
  27. __forceinline explicit Vec3( const T& a ) : x(a), y(a), z(a) {}
  28. __forceinline Vec3( const T& x, const T& y, const T& z ) : x(x), y(y), z(z) {}
  29. __forceinline Vec3( const Vec3& other ) { x = other.x; y = other.y; z = other.z; }
  30. __forceinline Vec3( const Vec3fa& other );
  31. template<typename T1> __forceinline Vec3( const Vec3<T1>& a ) : x(T(a.x)), y(T(a.y)), z(T(a.z)) {}
  32. template<typename T1> __forceinline Vec3& operator =(const Vec3<T1>& other) { x = other.x; y = other.y; z = other.z; return *this; }
  33. __forceinline Vec3& operator =(const Vec3& other) { x = other.x; y = other.y; z = other.z; return *this; }
  34. ////////////////////////////////////////////////////////////////////////////////
  35. /// Constants
  36. ////////////////////////////////////////////////////////////////////////////////
  37. __forceinline Vec3( ZeroTy ) : x(zero), y(zero), z(zero) {}
  38. __forceinline Vec3( OneTy ) : x(one), y(one), z(one) {}
  39. __forceinline Vec3( PosInfTy ) : x(pos_inf), y(pos_inf), z(pos_inf) {}
  40. __forceinline Vec3( NegInfTy ) : x(neg_inf), y(neg_inf), z(neg_inf) {}
  41. #if defined(__WIN32__) && (_MSC_VER == 1800) // workaround for older VS 2013 compiler
  42. __forceinline const T& operator []( const size_t axis ) const { assert(axis < 3); return (&x)[axis]; }
  43. __forceinline T& operator []( const size_t axis ) { assert(axis < 3); return (&x)[axis]; }
  44. #else
  45. __forceinline const T& operator [](const size_t axis) const { assert(axis < 3); return components[axis]; }
  46. __forceinline T& operator [](const size_t axis) { assert(axis < 3); return components[axis]; }
  47. #endif
  48. };
  49. ////////////////////////////////////////////////////////////////////////////////
  50. /// Unary Operators
  51. ////////////////////////////////////////////////////////////////////////////////
  52. template<typename T> __forceinline Vec3<T> operator +( const Vec3<T>& a ) { return Vec3<T>(+a.x, +a.y, +a.z); }
  53. template<typename T> __forceinline Vec3<T> operator -( const Vec3<T>& a ) { return Vec3<T>(-a.x, -a.y, -a.z); }
  54. template<typename T> __forceinline Vec3<T> abs ( const Vec3<T>& a ) { return Vec3<T>(abs (a.x), abs (a.y), abs (a.z)); }
  55. template<typename T> __forceinline Vec3<T> rcp ( const Vec3<T>& a ) { return Vec3<T>(rcp (a.x), rcp (a.y), rcp (a.z)); }
  56. template<typename T> __forceinline Vec3<T> rsqrt ( const Vec3<T>& a ) { return Vec3<T>(rsqrt(a.x), rsqrt(a.y), rsqrt(a.z)); }
  57. template<typename T> __forceinline Vec3<T> sqrt ( const Vec3<T>& a ) { return Vec3<T>(sqrt (a.x), sqrt (a.y), sqrt (a.z)); }
  58. template<typename T> __forceinline Vec3<T> zero_fix( const Vec3<T>& a )
  59. {
  60. return Vec3<T>(select(abs(a.x)<min_rcp_input,T(min_rcp_input),a.x),
  61. select(abs(a.y)<min_rcp_input,T(min_rcp_input),a.y),
  62. select(abs(a.z)<min_rcp_input,T(min_rcp_input),a.z));
  63. }
  64. template<typename T> __forceinline Vec3<T> rcp_safe(const Vec3<T>& a) { return rcp(zero_fix(a)); }
  65. ////////////////////////////////////////////////////////////////////////////////
  66. /// Binary Operators
  67. ////////////////////////////////////////////////////////////////////////////////
  68. template<typename T> __forceinline Vec3<T> operator +( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<T>(a.x + b.x, a.y + b.y, a.z + b.z); }
  69. template<typename T> __forceinline Vec3<T> operator -( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<T>(a.x - b.x, a.y - b.y, a.z - b.z); }
  70. template<typename T> __forceinline Vec3<T> operator *( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<T>(a.x * b.x, a.y * b.y, a.z * b.z); }
  71. template<typename T> __forceinline Vec3<T> operator *( const T& a, const Vec3<T>& b ) { return Vec3<T>(a * b.x, a * b.y, a * b.z); }
  72. template<typename T> __forceinline Vec3<T> operator *( const Vec3<T>& a, const T& b ) { return Vec3<T>(a.x * b , a.y * b , a.z * b ); }
  73. template<typename T> __forceinline Vec3<T> operator /( const Vec3<T>& a, const T& b ) { return Vec3<T>(a.x / b , a.y / b , a.z / b ); }
  74. template<typename T> __forceinline Vec3<T> operator /( const T& a, const Vec3<T>& b ) { return Vec3<T>(a / b.x, a / b.y, a / b.z); }
  75. template<typename T> __forceinline Vec3<T> operator /( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<T>(a.x / b.x, a.y / b.y, a.z / b.z); }
  76. template<typename T> __forceinline Vec3<T> min(const Vec3<T>& a, const Vec3<T>& b) { return Vec3<T>(min(a.x, b.x), min(a.y, b.y), min(a.z, b.z)); }
  77. template<typename T> __forceinline Vec3<T> max(const Vec3<T>& a, const Vec3<T>& b) { return Vec3<T>(max(a.x, b.x), max(a.y, b.y), max(a.z, b.z)); }
  78. template<typename T> __forceinline Vec3<T> operator >>( const Vec3<T>& a, const int b ) { return Vec3<T>(a.x >> b, a.y >> b, a.z >> b); }
  79. template<typename T> __forceinline Vec3<T> operator <<( const Vec3<T>& a, const int b ) { return Vec3<T>(a.x << b, a.y << b, a.z << b); }
  80. ////////////////////////////////////////////////////////////////////////////////
  81. /// Ternary Operators
  82. ////////////////////////////////////////////////////////////////////////////////
  83. template<typename T> __forceinline Vec3<T> madd ( const Vec3<T>& a, const Vec3<T>& b, const Vec3<T>& c) { return Vec3<T>( madd(a.x,b.x,c.x), madd(a.y,b.y,c.y), madd(a.z,b.z,c.z)); }
  84. template<typename T> __forceinline Vec3<T> msub ( const Vec3<T>& a, const Vec3<T>& b, const Vec3<T>& c) { return Vec3<T>( msub(a.x,b.x,c.x), msub(a.y,b.y,c.y), msub(a.z,b.z,c.z)); }
  85. template<typename T> __forceinline Vec3<T> nmadd ( const Vec3<T>& a, const Vec3<T>& b, const Vec3<T>& c) { return Vec3<T>(nmadd(a.x,b.x,c.x),nmadd(a.y,b.y,c.y),nmadd(a.z,b.z,c.z));}
  86. template<typename T> __forceinline Vec3<T> nmsub ( const Vec3<T>& a, const Vec3<T>& b, const Vec3<T>& c) { return Vec3<T>(nmsub(a.x,b.x,c.x),nmsub(a.y,b.y,c.y),nmsub(a.z,b.z,c.z)); }
  87. template<typename T> __forceinline Vec3<T> madd ( const T& a, const Vec3<T>& b, const Vec3<T>& c) { return Vec3<T>( madd(a,b.x,c.x), madd(a,b.y,c.y), madd(a,b.z,c.z)); }
  88. template<typename T> __forceinline Vec3<T> msub ( const T& a, const Vec3<T>& b, const Vec3<T>& c) { return Vec3<T>( msub(a,b.x,c.x), msub(a,b.y,c.y), msub(a,b.z,c.z)); }
  89. template<typename T> __forceinline Vec3<T> nmadd ( const T& a, const Vec3<T>& b, const Vec3<T>& c) { return Vec3<T>(nmadd(a,b.x,c.x),nmadd(a,b.y,c.y),nmadd(a,b.z,c.z));}
  90. template<typename T> __forceinline Vec3<T> nmsub ( const T& a, const Vec3<T>& b, const Vec3<T>& c) { return Vec3<T>(nmsub(a,b.x,c.x),nmsub(a,b.y,c.y),nmsub(a,b.z,c.z)); }
  91. ////////////////////////////////////////////////////////////////////////////////
  92. /// Assignment Operators
  93. ////////////////////////////////////////////////////////////////////////////////
  94. template<typename T> __forceinline Vec3<T>& operator +=( Vec3<T>& a, const T b ) { a.x += b; a.y += b; a.z += b; return a; }
  95. template<typename T> __forceinline Vec3<T>& operator +=( Vec3<T>& a, const Vec3<T>& b ) { a.x += b.x; a.y += b.y; a.z += b.z; return a; }
  96. template<typename T> __forceinline Vec3<T>& operator -=( Vec3<T>& a, const Vec3<T>& b ) { a.x -= b.x; a.y -= b.y; a.z -= b.z; return a; }
  97. template<typename T> __forceinline Vec3<T>& operator *=( Vec3<T>& a, const T& b ) { a.x *= b ; a.y *= b ; a.z *= b ; return a; }
  98. template<typename T> __forceinline Vec3<T>& operator /=( Vec3<T>& a, const T& b ) { a.x /= b ; a.y /= b ; a.z /= b ; return a; }
  99. ////////////////////////////////////////////////////////////////////////////////
  100. /// Reduction Operators
  101. ////////////////////////////////////////////////////////////////////////////////
  102. template<typename T> __forceinline T reduce_add( const Vec3<T>& a ) { return a.x + a.y + a.z; }
  103. template<typename T> __forceinline T reduce_mul( const Vec3<T>& a ) { return a.x * a.y * a.z; }
  104. template<typename T> __forceinline T reduce_min( const Vec3<T>& a ) { return min(a.x, a.y, a.z); }
  105. template<typename T> __forceinline T reduce_max( const Vec3<T>& a ) { return max(a.x, a.y, a.z); }
  106. ////////////////////////////////////////////////////////////////////////////////
  107. /// Comparison Operators
  108. ////////////////////////////////////////////////////////////////////////////////
  109. template<typename T> __forceinline bool operator ==( const Vec3<T>& a, const Vec3<T>& b ) { return a.x == b.x && a.y == b.y && a.z == b.z; }
  110. template<typename T> __forceinline bool operator !=( const Vec3<T>& a, const Vec3<T>& b ) { return a.x != b.x || a.y != b.y || a.z != b.z; }
  111. template<typename T> __forceinline bool operator < ( const Vec3<T>& a, const Vec3<T>& b ) {
  112. if (a.x != b.x) return a.x < b.x;
  113. if (a.y != b.y) return a.y < b.y;
  114. if (a.z != b.z) return a.z < b.z;
  115. return false;
  116. }
  117. ////////////////////////////////////////////////////////////////////////////////
  118. /// Shift Operators
  119. ////////////////////////////////////////////////////////////////////////////////
  120. template<typename T> __forceinline Vec3<T> shift_right_1( const Vec3<T>& a ) {
  121. return Vec3<T>(shift_right_1(a.x),shift_right_1(a.y),shift_right_1(a.z));
  122. }
  123. ////////////////////////////////////////////////////////////////////////////////
  124. /// Select
  125. ////////////////////////////////////////////////////////////////////////////////
  126. template<typename T> __forceinline Vec3<T> select ( bool s, const Vec3<T>& t, const Vec3<T>& f ) {
  127. return Vec3<T>(select(s,t.x,f.x),select(s,t.y,f.y),select(s,t.z,f.z));
  128. }
  129. template<typename T> __forceinline Vec3<T> select ( const Vec3<bool>& s, const Vec3<T>& t, const Vec3<T>& f ) {
  130. return Vec3<T>(select(s.x,t.x,f.x),select(s.y,t.y,f.y),select(s.z,t.z,f.z));
  131. }
  132. template<typename T> __forceinline Vec3<T> select ( const typename T::Bool& s, const Vec3<T>& t, const Vec3<T>& f ) {
  133. return Vec3<T>(select(s,t.x,f.x),select(s,t.y,f.y),select(s,t.z,f.z));
  134. }
  135. template<typename T>
  136. __forceinline Vec3<T> lerp(const Vec3<T>& v0, const Vec3<T>& v1, const T& t) {
  137. return madd(Vec3<T>(T(1.0f)-t),v0,t*v1);
  138. }
  139. template<typename T> __forceinline int maxDim ( const Vec3<T>& a )
  140. {
  141. const Vec3<T> b = abs(a);
  142. if (b.x > b.y) {
  143. if (b.x > b.z) return 0; else return 2;
  144. } else {
  145. if (b.y > b.z) return 1; else return 2;
  146. }
  147. }
  148. ////////////////////////////////////////////////////////////////////////////////
  149. /// Comparison Operators
  150. ////////////////////////////////////////////////////////////////////////////////
  151. template<typename T> __forceinline Vec3<bool> eq_mask( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<bool>(a.x==b.x,a.y==b.y,a.z==b.z); }
  152. template<typename T> __forceinline Vec3<bool> neq_mask(const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<bool>(a.x!=b.x,a.y!=b.y,a.z!=b.z); }
  153. template<typename T> __forceinline Vec3<bool> lt_mask( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<bool>(a.x< b.x,a.y< b.y,a.z< b.z); }
  154. template<typename T> __forceinline Vec3<bool> le_mask( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<bool>(a.x<=b.x,a.y<=b.y,a.z<=b.z); }
  155. template<typename T> __forceinline Vec3<bool> gt_mask( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<bool>(a.x> b.x,a.y> b.y,a.z> b.z); }
  156. template<typename T> __forceinline Vec3<bool> ge_mask( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<bool>(a.x>=b.x,a.y>=b.y,a.z>=b.z); }
  157. ////////////////////////////////////////////////////////////////////////////////
  158. /// Euclidean Space Operators
  159. ////////////////////////////////////////////////////////////////////////////////
  160. template<typename T> __forceinline T sqr ( const Vec3<T>& a ) { return dot(a,a); }
  161. template<typename T> __forceinline T dot ( const Vec3<T>& a, const Vec3<T>& b ) { return madd(a.x,b.x,madd(a.y,b.y,a.z*b.z)); }
  162. template<typename T> __forceinline T length ( const Vec3<T>& a ) { return sqrt(sqr(a)); }
  163. template<typename T> __forceinline T rcp_length( const Vec3<T>& a ) { return rsqrt(sqr(a)); }
  164. template<typename T> __forceinline Vec3<T> normalize( const Vec3<T>& a ) { return a*rsqrt(sqr(a)); }
  165. template<typename T> __forceinline T distance ( const Vec3<T>& a, const Vec3<T>& b ) { return length(a-b); }
  166. template<typename T> __forceinline Vec3<T> cross ( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<T>(msub(a.y,b.z,a.z*b.y), msub(a.z,b.x,a.x*b.z), msub(a.x,b.y,a.y*b.x)); }
  167. template<typename T> __forceinline Vec3<T> stable_triangle_normal( const Vec3<T>& a, const Vec3<T>& b, const Vec3<T>& c )
  168. {
  169. const T ab_x = a.z*b.y, ab_y = a.x*b.z, ab_z = a.y*b.x;
  170. const T bc_x = b.z*c.y, bc_y = b.x*c.z, bc_z = b.y*c.x;
  171. const Vec3<T> cross_ab(msub(a.y,b.z,ab_x), msub(a.z,b.x,ab_y), msub(a.x,b.y,ab_z));
  172. const Vec3<T> cross_bc(msub(b.y,c.z,bc_x), msub(b.z,c.x,bc_y), msub(b.x,c.y,bc_z));
  173. const auto sx = abs(ab_x) < abs(bc_x);
  174. const auto sy = abs(ab_y) < abs(bc_y);
  175. const auto sz = abs(ab_z) < abs(bc_z);
  176. return Vec3<T>(select(sx,cross_ab.x,cross_bc.x),
  177. select(sy,cross_ab.y,cross_bc.y),
  178. select(sz,cross_ab.z,cross_bc.z));
  179. }
  180. template<typename T> __forceinline T sum ( const Vec3<T>& a ) { return a.x+a.y+a.z; }
  181. template<typename T> __forceinline T halfArea ( const Vec3<T>& d ) { return madd(d.x,(d.y+d.z),d.y*d.z); }
  182. template<typename T> __forceinline T area ( const Vec3<T>& d ) { return 2.0f*halfArea(d); }
  183. template<typename T> __forceinline Vec3<T> normalize_safe( const Vec3<T>& a ) {
  184. const T d = dot(a,a); return select(d == T( zero ), a , a*rsqrt(d) );
  185. }
  186. template<typename T> __forceinline T sqr_point_to_line_distance(const Vec3<T>& P, const Vec3<T>& Q0, const Vec3<T>& Q1)
  187. {
  188. const Vec3<T> N = cross(P-Q0,Q1-Q0);
  189. const Vec3<T> D = Q1-Q0;
  190. return dot(N,N)*rcp(dot(D,D));
  191. }
  192. template<typename T> __forceinline T sqr_point_to_line_distance(const Vec3<T>& PmQ0, const Vec3<T>& Q1mQ0)
  193. {
  194. const Vec3<T> N = cross(PmQ0,Q1mQ0);
  195. const Vec3<T> D = Q1mQ0;
  196. return dot(N,N)*rcp(dot(D,D));
  197. }
  198. ////////////////////////////////////////////////////////////////////////////////
  199. /// Output Operators
  200. ////////////////////////////////////////////////////////////////////////////////
  201. template<typename T> __forceinline embree_ostream operator<<(embree_ostream cout, const Vec3<T>& a) {
  202. return cout << "(" << a.x << ", " << a.y << ", " << a.z << ")";
  203. }
  204. typedef Vec3<bool > Vec3b;
  205. typedef Vec3<int > Vec3i;
  206. typedef Vec3<float> Vec3f;
  207. }
  208. #include "vec3ba.h"
  209. #include "vec3ia.h"
  210. #include "vec3fa.h"
  211. ////////////////////////////////////////////////////////////////////////////////
  212. /// SSE / AVX / MIC specializations
  213. ////////////////////////////////////////////////////////////////////////////////
  214. #if defined(__SSE__) || defined(__ARM_NEON)
  215. #include "../simd/sse.h"
  216. #endif
  217. #if defined(__AVX__)
  218. #include "../simd/avx.h"
  219. #endif
  220. #if defined(__AVX512F__)
  221. #include "../simd/avx512.h"
  222. #endif
  223. namespace embree
  224. {
  225. template<typename Out, typename In>
  226. __forceinline Vec3<Out> broadcast(const Vec3<In>& a, const size_t k) {
  227. return Vec3<Out>(Out(a.x[k]), Out(a.y[k]), Out(a.z[k]));
  228. }
  229. template<> __forceinline Vec3<float>::Vec3(const Vec3fa& a) { x = a.x; y = a.y; z = a.z; }
  230. #if defined(__AVX__)
  231. template<> __forceinline Vec3<vfloat4>::Vec3(const Vec3fa& a) {
  232. x = a.x; y = a.y; z = a.z;
  233. }
  234. #elif defined(__SSE__) || defined(__ARM_NEON)
  235. template<>
  236. __forceinline Vec3<vfloat4>::Vec3(const Vec3fa& a) {
  237. const vfloat4 v = vfloat4(a.m128); x = shuffle<0,0,0,0>(v); y = shuffle<1,1,1,1>(v); z = shuffle<2,2,2,2>(v);
  238. }
  239. #endif
  240. #if defined(__SSE__) || defined(__ARM_NEON)
  241. template<>
  242. __forceinline Vec3<vfloat4> broadcast<vfloat4,vfloat4>(const Vec3<vfloat4>& a, const size_t k) {
  243. return Vec3<vfloat4>(vfloat4::broadcast(&a.x[k]), vfloat4::broadcast(&a.y[k]), vfloat4::broadcast(&a.z[k]));
  244. }
  245. template<int i0, int i1, int i2, int i3>
  246. __forceinline Vec3<vfloat4> shuffle(const Vec3<vfloat4>& b) {
  247. return Vec3<vfloat4>(shuffle<i0,i1,i2,i3>(b.x), shuffle<i0,i1,i2,i3>(b.y), shuffle<i0,i1,i2,i3>(b.z));
  248. }
  249. #endif
  250. #if defined(__AVX__)
  251. template<>
  252. __forceinline Vec3<vfloat8>::Vec3(const Vec3fa& a) {
  253. x = a.x; y = a.y; z = a.z;
  254. }
  255. template<>
  256. __forceinline Vec3<vfloat8> broadcast<vfloat8,vfloat4>(const Vec3<vfloat4>& a, const size_t k) {
  257. return Vec3<vfloat8>(vfloat8::broadcast(&a.x[k]), vfloat8::broadcast(&a.y[k]), vfloat8::broadcast(&a.z[k]));
  258. }
  259. template<>
  260. __forceinline Vec3<vfloat8> broadcast<vfloat8,vfloat8>(const Vec3<vfloat8>& a, const size_t k) {
  261. return Vec3<vfloat8>(vfloat8::broadcast(&a.x[k]), vfloat8::broadcast(&a.y[k]), vfloat8::broadcast(&a.z[k]));
  262. }
  263. template<int i0, int i1, int i2, int i3>
  264. __forceinline Vec3<vfloat8> shuffle(const Vec3<vfloat8>& b) {
  265. return Vec3<vfloat8>(shuffle<i0,i1,i2,i3>(b.x), shuffle<i0,i1,i2,i3>(b.y), shuffle<i0,i1,i2,i3>(b.z));
  266. }
  267. #endif
  268. #if defined(__AVX512F__)
  269. template<> __forceinline Vec3<vfloat16>::Vec3(const Vec3fa& a) : x(a.x), y(a.y), z(a.z) {}
  270. #endif
  271. }