Saxum/extern/bullet/Test/Source/Tests/Test_quat_aos_neon.cpp

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2014-10-24 09:42:47 +00:00
//
// Test_quat_aos_neon.cpp
// BulletTest
//
// Copyright (c) 2011 Apple Inc., Inc.
//
#include "LinearMath/btScalar.h"
#if defined (BT_USE_SSE_IN_API) || defined (BT_USE_NEON)
#include "Test_quat_aos_neon.h"
#include "vector.h"
#include "Utils.h"
#include "main.h"
#include <vectormath/vmInclude.h>
//typedef Vectormath::Aos::Vector3 vmVector3;
//typedef Vectormath::Aos::Quat vmQuat;
//typedef Vectormath::Aos::Matrix3 vmMatrix3;
//typedef Vectormath::Aos::Transform3 vmTransform3;
//typedef Vectormath::Aos::Point3 vmPoint3;
typedef Vectormath::Aos::Vector4 vmVector4;
// reference code for testing purposes
ATTRIBUTE_ALIGNED16(class) Quat_ref
{
float mX;
float mY;
float mZ;
float mW;
public:
// Default constructor; does no initialization
//
inline Quat_ref( ) { };
// Copy a quaternion
//
inline Quat_ref( const Quat_ref & quat );
// Construct a quaternion from x, y, z, and w elements
//
inline Quat_ref( float x, float y, float z, float w );
// Construct a quaternion from a 3-D vector and a scalar
//
inline Quat_ref( const vmVector3 & xyz, float w );
// Copy elements from a 4-D vector into a quaternion
//
explicit inline Quat_ref( const vmVector4 & vec );
// Convert a rotation matrix to a unit-length quaternion
//
explicit inline Quat_ref( const vmMatrix3 & rotMat );
// Set all elements of a quaternion to the same scalar value
//
explicit inline Quat_ref( float scalar );
// Assign one quaternion to another
//
inline Quat_ref & operator =( const Quat_ref & quat );
// Set the x, y, and z elements of a quaternion
// NOTE:
// This function does not change the w element.
//
inline Quat_ref & setXYZ( const vmVector3 & vec );
// Get the x, y, and z elements of a quaternion
//
inline const vmVector3 getXYZ( ) const;
// Set the x element of a quaternion
//
inline Quat_ref & setX( float x );
// Set the y element of a quaternion
//
inline Quat_ref & setY( float y );
// Set the z element of a quaternion
//
inline Quat_ref & setZ( float z );
// Set the w element of a quaternion
//
inline Quat_ref & setW( float w );
// Get the x element of a quaternion
//
inline float getX( ) const;
// Get the y element of a quaternion
//
inline float getY( ) const;
// Get the z element of a quaternion
//
inline float getZ( ) const;
// Get the w element of a quaternion
//
inline float getW( ) const;
// Set an x, y, z, or w element of a quaternion by index
//
inline Quat_ref & setElem( int idx, float value );
// Get an x, y, z, or w element of a quaternion by index
//
inline float getElem( int idx ) const;
// Subscripting operator to set or get an element
//
inline float & operator []( int idx );
// Subscripting operator to get an element
//
inline float operator []( int idx ) const;
// Add two quaternions
//
inline const Quat_ref operator +( const Quat_ref & quat ) const;
// Subtract a quaternion from another quaternion
//
inline const Quat_ref operator -( const Quat_ref & quat ) const;
// Multiply two quaternions
//
inline const Quat_ref operator *( const Quat_ref & quat ) const;
// Multiply a quaternion by a scalar
//
inline const Quat_ref operator *( float scalar ) const;
// Divide a quaternion by a scalar
//
inline const Quat_ref operator /( float scalar ) const;
// Perform compound assignment and addition with a quaternion
//
inline Quat_ref & operator +=( const Quat_ref & quat );
// Perform compound assignment and subtraction by a quaternion
//
inline Quat_ref & operator -=( const Quat_ref & quat );
// Perform compound assignment and multiplication by a quaternion
//
inline Quat_ref & operator *=( const Quat_ref & quat );
// Perform compound assignment and multiplication by a scalar
//
inline Quat_ref & operator *=( float scalar );
// Perform compound assignment and division by a scalar
//
inline Quat_ref & operator /=( float scalar );
// Negate all elements of a quaternion
//
inline const Quat_ref operator -( ) const;
// Construct an identity quaternion
//
static inline const Quat_ref identity( );
// Construct a quaternion to rotate between two unit-length 3-D vectors
// NOTE:
// The result is unpredictable if unitVec0 and unitVec1 point in opposite directions.
//
static inline const Quat_ref rotation( const vmVector3 & unitVec0, const vmVector3 & unitVec1 );
// Construct a quaternion to rotate around a unit-length 3-D vector
//
static inline const Quat_ref rotation( float radians, const vmVector3 & unitVec );
// Construct a quaternion to rotate around the x axis
//
static inline const Quat_ref rotationX( float radians );
// Construct a quaternion to rotate around the y axis
//
static inline const Quat_ref rotationY( float radians );
// Construct a quaternion to rotate around the z axis
//
static inline const Quat_ref rotationZ( float radians );
};
inline Quat_ref::Quat_ref( const Quat_ref & quat )
{
mX = quat.mX;
mY = quat.mY;
mZ = quat.mZ;
mW = quat.mW;
}
inline Quat_ref::Quat_ref( float _x, float _y, float _z, float _w )
{
mX = _x;
mY = _y;
mZ = _z;
mW = _w;
}
inline Quat_ref::Quat_ref( const vmVector3 & xyz, float _w )
{
this->setXYZ( xyz );
this->setW( _w );
}
inline Quat_ref::Quat_ref( const vmVector4 & vec )
{
mX = vec.getX();
mY = vec.getY();
mZ = vec.getZ();
mW = vec.getW();
}
inline Quat_ref::Quat_ref( float scalar )
{
mX = scalar;
mY = scalar;
mZ = scalar;
mW = scalar;
}
inline const Quat_ref Quat_ref::identity( )
{
return Quat_ref( 0.0f, 0.0f, 0.0f, 1.0f );
}
inline void loadXYZW_ref( Quat_ref & quat, const float * fptr )
{
quat = Quat_ref( fptr[0], fptr[1], fptr[2], fptr[3] );
}
inline void storeXYZW_ref( const Quat_ref & quat, float * fptr )
{
fptr[0] = quat.getX();
fptr[1] = quat.getY();
fptr[2] = quat.getZ();
fptr[3] = quat.getW();
}
inline Quat_ref & Quat_ref::operator =( const Quat_ref & quat )
{
mX = quat.mX;
mY = quat.mY;
mZ = quat.mZ;
mW = quat.mW;
return *this;
}
inline Quat_ref & Quat_ref::setXYZ( const vmVector3 & vec )
{
mX = vec.getX();
mY = vec.getY();
mZ = vec.getZ();
return *this;
}
inline const vmVector3 Quat_ref::getXYZ( ) const
{
return vmVector3( mX, mY, mZ );
}
inline Quat_ref & Quat_ref::setX( float _x )
{
mX = _x;
return *this;
}
inline float Quat_ref::getX( ) const
{
return mX;
}
inline Quat_ref & Quat_ref::setY( float _y )
{
mY = _y;
return *this;
}
inline float Quat_ref::getY( ) const
{
return mY;
}
inline Quat_ref & Quat_ref::setZ( float _z )
{
mZ = _z;
return *this;
}
inline float Quat_ref::getZ( ) const
{
return mZ;
}
inline Quat_ref & Quat_ref::setW( float _w )
{
mW = _w;
return *this;
}
inline float Quat_ref::getW( ) const
{
return mW;
}
inline Quat_ref & Quat_ref::setElem( int idx, float value )
{
*(&mX + idx) = value;
return *this;
}
inline float Quat_ref::getElem( int idx ) const
{
return *(&mX + idx);
}
inline float & Quat_ref::operator []( int idx )
{
return *(&mX + idx);
}
inline float Quat_ref::operator []( int idx ) const
{
return *(&mX + idx);
}
inline const Quat_ref Quat_ref::operator +( const Quat_ref & quat ) const
{
return Quat_ref(
( mX + quat.mX ),
( mY + quat.mY ),
( mZ + quat.mZ ),
( mW + quat.mW )
);
}
inline const Quat_ref Quat_ref::operator -( const Quat_ref & quat ) const
{
return Quat_ref(
( mX - quat.mX ),
( mY - quat.mY ),
( mZ - quat.mZ ),
( mW - quat.mW )
);
}
inline const Quat_ref Quat_ref::operator *( float scalar ) const
{
return Quat_ref(
( mX * scalar ),
( mY * scalar ),
( mZ * scalar ),
( mW * scalar )
);
}
inline Quat_ref & Quat_ref::operator +=( const Quat_ref & quat )
{
*this = *this + quat;
return *this;
}
inline Quat_ref & Quat_ref::operator -=( const Quat_ref & quat )
{
*this = *this - quat;
return *this;
}
inline Quat_ref & Quat_ref::operator *=( float scalar )
{
*this = *this * scalar;
return *this;
}
inline const Quat_ref Quat_ref::operator /( float scalar ) const
{
return Quat_ref(
( mX / scalar ),
( mY / scalar ),
( mZ / scalar ),
( mW / scalar )
);
}
inline Quat_ref & Quat_ref::operator /=( float scalar )
{
*this = *this / scalar;
return *this;
}
inline const Quat_ref Quat_ref::operator -( ) const
{
return Quat_ref(
-mX,
-mY,
-mZ,
-mW
);
}
inline const Quat_ref operator *( float scalar, const Quat_ref & quat )
{
return quat * scalar;
}
inline float dot( const Quat_ref & quat0, const Quat_ref & quat1 )
{
float result;
result = ( quat0.getX() * quat1.getX() );
result = ( result + ( quat0.getY() * quat1.getY() ) );
result = ( result + ( quat0.getZ() * quat1.getZ() ) );
result = ( result + ( quat0.getW() * quat1.getW() ) );
return result;
}
inline const Quat_ref lerp( float t, const Quat_ref & quat0, const Quat_ref & quat1 )
{
return ( quat0 + ( ( quat1 - quat0 ) * t ) );
}
inline const Quat_ref slerp( float t, const Quat_ref & unitQuat0, const Quat_ref & unitQuat1 )
{
Quat_ref start;
float recipSinAngle, scale0, scale1, cosAngle, angle;
cosAngle = dot( unitQuat0, unitQuat1 );
if ( cosAngle < 0.0f ) {
cosAngle = -cosAngle;
start = ( -unitQuat0 );
} else {
start = unitQuat0;
}
if ( cosAngle < _VECTORMATH_SLERP_TOL ) {
angle = acosf( cosAngle );
recipSinAngle = ( 1.0f / sinf( angle ) );
scale0 = ( sinf( ( ( 1.0f - t ) * angle ) ) * recipSinAngle );
scale1 = ( sinf( ( t * angle ) ) * recipSinAngle );
} else {
scale0 = ( 1.0f - t );
scale1 = t;
}
return ( ( start * scale0 ) + ( unitQuat1 * scale1 ) );
}
inline const Quat_ref squad( float t, const Quat_ref & unitQuat0, const Quat_ref & unitQuat1, const Quat_ref & unitQuat2, const Quat_ref & unitQuat3 )
{
Quat_ref tmp0, tmp1;
tmp0 = slerp( t, unitQuat0, unitQuat3 );
tmp1 = slerp( t, unitQuat1, unitQuat2 );
return slerp( ( ( 2.0f * t ) * ( 1.0f - t ) ), tmp0, tmp1 );
}
inline float norm( const Quat_ref & quat )
{
float result;
result = ( quat.getX() * quat.getX() );
result = ( result + ( quat.getY() * quat.getY() ) );
result = ( result + ( quat.getZ() * quat.getZ() ) );
result = ( result + ( quat.getW() * quat.getW() ) );
return result;
}
inline float length( const Quat_ref & quat )
{
return ::sqrtf( norm( quat ) );
}
inline const Quat_ref normalize( const Quat_ref & quat )
{
float lenSqr, lenInv;
lenSqr = norm( quat );
lenInv = ( 1.0f / sqrtf( lenSqr ) );
return Quat_ref(
( quat.getX() * lenInv ),
( quat.getY() * lenInv ),
( quat.getZ() * lenInv ),
( quat.getW() * lenInv )
);
}
inline const Quat_ref Quat_ref::rotation( const vmVector3 & unitVec0, const vmVector3 & unitVec1 )
{
float cosHalfAngleX2, recipCosHalfAngleX2;
cosHalfAngleX2 = sqrtf( ( 2.0f * ( 1.0f + dot( unitVec0, unitVec1 ) ) ) );
recipCosHalfAngleX2 = ( 1.0f / cosHalfAngleX2 );
return Quat_ref( ( cross( unitVec0, unitVec1 ) * recipCosHalfAngleX2 ), ( cosHalfAngleX2 * 0.5f ) );
}
inline const Quat_ref Quat_ref::rotation( float radians, const vmVector3 & unitVec )
{
float s, c, angle;
angle = ( radians * 0.5f );
s = sinf( angle );
c = cosf( angle );
return Quat_ref( ( unitVec * s ), c );
}
inline const Quat_ref Quat_ref::rotationX( float radians )
{
float s, c, angle;
angle = ( radians * 0.5f );
s = sinf( angle );
c = cosf( angle );
return Quat_ref( s, 0.0f, 0.0f, c );
}
inline const Quat_ref Quat_ref::rotationY( float radians )
{
float s, c, angle;
angle = ( radians * 0.5f );
s = sinf( angle );
c = cosf( angle );
return Quat_ref( 0.0f, s, 0.0f, c );
}
inline const Quat_ref Quat_ref::rotationZ( float radians )
{
float s, c, angle;
angle = ( radians * 0.5f );
s = sinf( angle );
c = cosf( angle );
return Quat_ref( 0.0f, 0.0f, s, c );
}
inline const Quat_ref Quat_ref::operator *( const Quat_ref & quat ) const
{
return Quat_ref(
( ( ( ( mW * quat.mX ) + ( mX * quat.mW ) ) + ( mY * quat.mZ ) ) - ( mZ * quat.mY ) ),
( ( ( ( mW * quat.mY ) + ( mY * quat.mW ) ) + ( mZ * quat.mX ) ) - ( mX * quat.mZ ) ),
( ( ( ( mW * quat.mZ ) + ( mZ * quat.mW ) ) + ( mX * quat.mY ) ) - ( mY * quat.mX ) ),
( ( ( ( mW * quat.mW ) - ( mX * quat.mX ) ) - ( mY * quat.mY ) ) - ( mZ * quat.mZ ) )
);
}
inline Quat_ref & Quat_ref::operator *=( const Quat_ref & quat )
{
*this = *this * quat;
return *this;
}
inline const vmVector3 rotate( const Quat_ref & quat, const vmVector3 & vec )
{
float tmpX, tmpY, tmpZ, tmpW;
tmpX = ( ( ( quat.getW() * vec.getX() ) + ( quat.getY() * vec.getZ() ) ) - ( quat.getZ() * vec.getY() ) );
tmpY = ( ( ( quat.getW() * vec.getY() ) + ( quat.getZ() * vec.getX() ) ) - ( quat.getX() * vec.getZ() ) );
tmpZ = ( ( ( quat.getW() * vec.getZ() ) + ( quat.getX() * vec.getY() ) ) - ( quat.getY() * vec.getX() ) );
tmpW = ( ( ( quat.getX() * vec.getX() ) + ( quat.getY() * vec.getY() ) ) + ( quat.getZ() * vec.getZ() ) );
return vmVector3(
( ( ( ( tmpW * quat.getX() ) + ( tmpX * quat.getW() ) ) - ( tmpY * quat.getZ() ) ) + ( tmpZ * quat.getY() ) ),
( ( ( ( tmpW * quat.getY() ) + ( tmpY * quat.getW() ) ) - ( tmpZ * quat.getX() ) ) + ( tmpX * quat.getZ() ) ),
( ( ( ( tmpW * quat.getZ() ) + ( tmpZ * quat.getW() ) ) - ( tmpX * quat.getY() ) ) + ( tmpY * quat.getX() ) )
);
}
inline const Quat_ref conj( const Quat_ref & quat )
{
return Quat_ref( -quat.getX(), -quat.getY(), -quat.getZ(), quat.getW() );
}
inline const Quat_ref select( const Quat_ref & quat0, const Quat_ref & quat1, bool select1 )
{
return Quat_ref(
( select1 )? quat1.getX() : quat0.getX(),
( select1 )? quat1.getY() : quat0.getY(),
( select1 )? quat1.getZ() : quat0.getZ(),
( select1 )? quat1.getW() : quat0.getW()
);
}
#define LOOPCOUNT 1000
#define NUM_CYCLES 10000
#define DATA_SIZE 1024
int Test_quat_aos_neon(void)
{
return 0;
}
#endif