pushing home. will need to correct some things. idea: precalculate regions of steps
This commit is contained in:
@@ -7,14 +7,16 @@
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#include <ostream>
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#include <cstdint>
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#include <stdfloat>
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#include <cstring>
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#include "vec2.hpp"
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#include "../basicdefines.hpp"
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#ifdef __SSE__
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#include <xmmintrin.h>
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#endif
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template<typename T>
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class Vec3 {
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class alignas(16) Vec3 {
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public:
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struct{ T x, y, z; };
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@@ -22,8 +24,11 @@ public:
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Vec3(T x, T y, T z) : x(x), y(y), z(z) {}
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Vec3(T scalar) : x(scalar), y(scalar), z(scalar) {}
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Vec3(float acd[3]) : x(acd[0]), y(acd[1]), z(acd[2]) {}
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Vec3(const class Vec2<T>& vec2, T z = 0);
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template<typename U>
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Vec3(const Vec3<U>& other) : x(static_cast<T>(other.x)), y(static_cast<T>(other.y)), z(static_cast<T>(other.z)) {}
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template<typename U>
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Vec3(const class Vec2<U>& vec2, U z = 0) : x(static_cast<T>(vec2.x)), y(static_cast<T>(vec2.y)), z(static_cast<T>(z)) {}
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Vec3& move(const Vec3& newpos) {
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x = newpos.x;
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@@ -37,13 +42,6 @@ public:
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Vec3 operator+(const Vec3<U>& other) const {
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return Vec3(x + other.x, y + other.y, z + other.z);
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}
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Vec3 addMulti(Vec3* result, const Vec3* a, const Vec3* b, size_t count) noexcept {
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for (size_t i = 0; i < count; ++i) {
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result[i] = a[i] + b[i];
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}
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return *this;
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}
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template<typename U>
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Vec3 operator-(const Vec3<U>& other) const {
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@@ -77,7 +75,8 @@ public:
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}
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Vec3 operator/(T scalar) const {
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return Vec3(x / scalar, y / scalar, z / scalar);
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T invScalar = T(1) / scalar;
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return Vec3(x * invScalar, y * invScalar, z * invScalar);
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}
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Vec3& operator=(T scalar) {
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@@ -135,9 +134,10 @@ public:
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}
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Vec3& operator/=(T scalar) {
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x /= scalar;
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y /= scalar;
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z /= scalar;
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T invScalar = T(1) / scalar;
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x *= invScalar;
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y *= invScalar;
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z *= invScalar;
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return *this;
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}
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@@ -155,7 +155,6 @@ public:
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T length() const {
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return std::sqrt(x * x + y * y + z * z);
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//return static_cast<T>(std::sqrt(static_cast<double>(x * x + y * y + z * z)));
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}
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// Fast inverse length (Quake III algorithm)
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@@ -165,21 +164,21 @@ public:
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// Fast inverse square root approximation
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const T half = T(0.5) * lenSq;
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T y = lenSq;
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T o = lenSq;
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// Type punning for float/double
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if constexpr (std::is_same_v<T, float>) {
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long i = *(long*)&y;
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long i = *(long*)&o;
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i = 0x5f3759df - (i >> 1);
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y = *(float*)&i;
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o = *(float*)&i;
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} else if constexpr (std::is_same_v<T, double>) {
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long long i = *(long long*)&y;
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long long i = *(long long*)&o;
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i = 0x5fe6eb50c7b537a9 - (i >> 1);
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y = *(double*)&i;
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o = *(double*)&i;
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}
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y = y * (T(1.5) - (half * y * y));
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return y;
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o = o * (T(1.5) - (half * o * o));
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return o;
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}
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T lengthSquared() const {
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@@ -192,13 +191,28 @@ public:
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T distanceSquared(const Vec3& other) const {
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Vec3 diff = *this - other;
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return diff.x * diff.x + diff.y * diff.y + diff.z * diff.z;
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return diff.lengthSquared();
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}
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// Normalized with SSE optimization
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Vec3 normalized() const {
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const T invLen = invLength();
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if (invLen > 0) {
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return Vec3(x * invLen, y * invLen, z * invLen);
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#ifdef __SSE__
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if constexpr (std::is_same_v<T, float>) {
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__m128 vec = _mm_set_ps(0.0f, z, y, x);
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__m128 inv = _mm_set1_ps(invLen);
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__m128 result = _mm_mul_ps(vec, inv);
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alignas(16) float components[4];
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_mm_store_ps(components, result);
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return Vec3(components[0], components[1], components[2]);
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} else
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#endif
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{
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// Fallback to scalar operations
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return Vec3(x * invLen, y * invLen, z * invLen);
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}
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}
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return *this;
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}
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@@ -243,35 +257,35 @@ public:
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return (x >= scalar && y >= scalar && z >= scalar);
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}
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bool AllLT(const Vec3& other) {
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bool AllLT(const Vec3& other) const {
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return x < other.x && y < other.y && z < other.z;
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}
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bool AllGT(const Vec3& other) {
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bool AllGT(const Vec3& other) const {
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return x > other.x && y > other.y && z > other.z;
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}
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bool AllLTE(const Vec3& other) {
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bool AllLTE(const Vec3& other) const {
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return x <= other.x && y <= other.y && z <= other.z;
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}
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bool AllGTE(const Vec3& other) {
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bool AllGTE(const Vec3& other) const {
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return x >= other.x && y >= other.y && z >= other.z;
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}
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bool AnyLT(const Vec3& other) {
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bool AnyLT(const Vec3& other) const {
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return x < other.x || y < other.y || z < other.z;
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}
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bool AnyGT(const Vec3& other) {
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bool AnyGT(const Vec3& other) const {
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return x > other.x || y > other.y || z > other.z;
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}
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bool AnyLTE(const Vec3& other) {
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bool AnyLTE(const Vec3& other) const {
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return x <= other.x || y <= other.y || z <= other.z;
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}
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bool AnyGTE(const Vec3& other) {
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bool AnyGTE(const Vec3& other) const {
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return x >= other.x || y >= other.y || z >= other.z;
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}
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@@ -298,11 +312,11 @@ public:
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}
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Vec3<uint8_t> floorToI8() const {
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return Vec3<uint8_t>(static_cast<uint8_t>(std::floor(x)), static_cast<uint8_t>(std::floor(y)), static_cast<uint8_t>(std::floor(z)));
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return Vec3<uint8_t>(static_cast<uint8_t>(std::max(T(0), std::floor(x))), static_cast<uint8_t>(std::max(T(0), std::floor(y))), static_cast<uint8_t>(std::max(T(0), std::floor(z))));
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}
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Vec3<size_t> floorToT() const {
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return Vec3<size_t>(static_cast<size_t>(std::floor(x)), static_cast<size_t>(std::floor(y)), static_cast<size_t>(std::floor(z)));
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return Vec3<size_t>(static_cast<size_t>(std::max(T(0), std::floor(x))), static_cast<size_t>(std::max(T(0), std::floor(y))), static_cast<size_t>(std::max(T(0), std::floor(z))));
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}
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Vec3<float> toFloat() const {
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@@ -330,23 +344,16 @@ public:
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}
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Vec3 clamp(const Vec3& minVal, const Vec3& maxVal) const {
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return Vec3(
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std::clamp(x, minVal.x, maxVal.x),
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std::clamp(y, minVal.y, maxVal.y),
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std::clamp(z, minVal.z, maxVal.z)
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);
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return this->max(minVal).min(maxVal);
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}
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Vec3 clamp(T minVal, T maxVal) const {
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return Vec3(
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std::clamp(x, minVal, maxVal),
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std::clamp(y, minVal, maxVal),
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std::clamp(z, minVal, maxVal)
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);
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return this->max(Vec3(minVal)).min(Vec3(maxVal));
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}
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bool isZero(float epsilon = 1e-10f) const {
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return std::abs(x) < epsilon && std::abs(y) < epsilon && std::abs(z) < epsilon;
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bool isZero() const {
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return length() < EPSILON;
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//return std::abs(x) < epsilon && std::abs(y) < epsilon && std::abs(z) < epsilon;
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}
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bool equals(const Vec3& other, float epsilon = 1e-10f) const {
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@@ -388,37 +395,49 @@ public:
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}
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Vec3 lerp(const Vec3& other, T t) const {
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t = std::clamp(t, 0.0f, 1.0f);
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t = std::clamp(t, T(0), T(1));
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return *this + (other - *this) * t;
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}
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Vec3 fastLerp(const Vec3& other, T t) const {
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return *this + (other - *this) * t;
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}
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Vec3 fmaLerp(const Vec3& other, T t) const {
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return Vec3(
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std::fma(t, other.x - x, x),
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std::fma(t, other.y - y, y),
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std::fma(t, other.z - z, z)
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);
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}
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Vec3 slerp(const Vec3& other, T t) const {
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t = std::clamp(t, 0.0f, 1.0f);
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T dot = this->dot(other);
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dot = std::clamp(dot, -1.0f, 1.0f);
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t = std::clamp(t, T(0), T(1));
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T dotVal = this->dot(other);
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dotVal = std::clamp(dotVal, T(-1), T(1));
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T theta = std::acos(dot) * t;
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Vec3 relative = other - *this * dot;
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T theta = std::acos(dotVal) * t;
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Vec3 relative = other - *this * dotVal;
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relative = relative.normalized();
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return (*this * std::cos(theta)) + (relative * std::sin(theta));
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}
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Vec3 rotateX(float angle) const {
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float cosA = std::cos(angle);
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float sinA = std::sin(angle);
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Vec3 rotateX(T angle) const {
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T cosA = std::cos(angle);
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T sinA = std::sin(angle);
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return Vec3(x, y * cosA - z * sinA, y * sinA + z * cosA);
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}
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Vec3 rotateY(float angle) const {
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float cosA = std::cos(angle);
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float sinA = std::sin(angle);
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Vec3 rotateY(T angle) const {
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T cosA = std::cos(angle);
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T sinA = std::sin(angle);
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return Vec3(x * cosA + z * sinA, y, -x * sinA + z * cosA);
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}
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Vec3 rotateZ(float angle) const {
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float cosA = std::cos(angle);
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float sinA = std::sin(angle);
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Vec3 rotateZ(T angle) const {
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T cosA = std::cos(angle);
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T sinA = std::sin(angle);
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return Vec3(x * cosA - y * sinA, x * sinA + y * cosA, z);
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}
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@@ -461,27 +480,27 @@ public:
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return (&x)[index];
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}
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Vec3 safeInverse(float epsilon = 1e-10f) const {
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Vec3 safeInverse() const {
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return Vec3(
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1 / (std::abs(x) < epsilon ? std::copysign(epsilon, x) : x),
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1 / (std::abs(y) < epsilon ? std::copysign(epsilon, y) : y),
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1 / (std::abs(z) < epsilon ? std::copysign(epsilon, z) : z)
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1 / (std::abs(x) < EPSILON ? std::copysign(EPSILON, x) : x),
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1 / (std::abs(y) < EPSILON ? std::copysign(EPSILON, y) : y),
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1 / (std::abs(z) < EPSILON ? std::copysign(EPSILON, z) : z)
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);
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}
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uint8_t calculateOctantMask() const {
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uint8_t mask = 0;
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if (x > 0.0f) mask |= 1;
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if (y > 0.0f) mask |= 2;
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if (z > 0.0f) mask |= 4;
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if (x > 0.f) mask |= 1;
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if (y > 0.f) mask |= 2;
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if (z > 0.f) mask |= 4;
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return mask;
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}
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float maxComp() const {
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T maxComp() const {
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return std::max({x, y, z});
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}
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float minComp() const {
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T minComp() const {
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return std::min({x, y, z});
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}
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@@ -496,12 +515,12 @@ public:
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};
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Vec2<T> toLatLon() const {
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float r = length();
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if (r == 0) return Vec2<T>(0, 0);
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float θ = std::acos(z / r);
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float lat = static_cast<T>(M_PI/2.0 - θ);
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float lon = static_cast<T>(std::atan2(y, x));
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T r = length();
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if (r == T(0)) return Vec2<T>(0, 0);
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T θ = std::acos(z / r);
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T lat = static_cast<T>(M_PI/2.0) - θ;
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T lon = std::atan2(y, x);
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return Vec2<T>(lat, lon);
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}
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@@ -519,12 +538,50 @@ public:
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}
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};
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//use a smaller format first instead of larger format.
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#ifdef std::float16_t
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using Vec3f = Vec3<std::float16_t>;
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#else
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using Vec3f = Vec3<float>;
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#ifdef __SSE__
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// SSE-optimized version for float types
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template<>
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inline Vec3<float> Vec3<float>::normalized() const {
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float lenSq = lengthSquared();
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if (lenSq > 0.0f) {
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// Load vector into SSE register
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__m128 vec = _mm_set_ps(0.0f, z, y, x); // w=0, z, y, x
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// Fast inverse square root using SSE
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__m128 lenSq128 = _mm_set1_ps(lenSq);
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// Quake III fast inverse sqrt SSE version
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__m128 half = _mm_mul_ps(lenSq128, _mm_set1_ps(0.5f));
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__m128 three = _mm_set1_ps(1.5f);
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__m128 y = lenSq128;
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__m128i i = _mm_castps_si128(y);
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i = _mm_sub_epi32(_mm_set1_epi32(0x5f3759df),
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_mm_srai_epi32(i, 1));
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y = _mm_castsi128_ps(i);
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y = _mm_mul_ps(y, _mm_sub_ps(three, _mm_mul_ps(half, _mm_mul_ps(y, y))));
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// Multiply vector by inverse length
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__m128 invLen128 = y;
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__m128 result = _mm_mul_ps(vec, invLen128);
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// Extract results
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alignas(16) float resultArr[4];
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_mm_store_ps(resultArr, result);
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return Vec3<float>(resultArr[0], resultArr[1], resultArr[2]);
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}
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return *this;
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};
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#endif
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//use a smaller format first instead of larger format.
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//#ifdef std::float16_t
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//using Vec3f = Vec3<std::float16_t>;
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//#else
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using Vec3f = Vec3<float>;
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//#endif
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using Vec3d = Vec3<double>;
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using Vec3i = Vec3<int>;
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using Vec3i32 = Vec3<uint32_t>;
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