Revision control
++ // Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
++ // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
++ // SPDX-FileCopyrightText: Copyright (c) 2008-2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
++ // SPDX-License-Identifier: Apache-2.0
++
++ #ifndef PX_VEC_MATH_H
++ #define PX_VEC_MATH_H
++
++ #include "foundation/PxIntrinsics.h"
++ #include "foundation/PxVec3.h"
++ #include "foundation/PxVec4.h"
++ #include "foundation/PxMat33.h"
++ #include "foundation/PxUnionCast.h"
++
++ // We can opt to use the scalar version of vectorised functions.
++ // This can catch type safety issues and might even work out more optimal on pc.
++ // It will also be useful for benchmarking and testing.
++ // NEVER submit with vector intrinsics deactivated without good reason.
++ // AM: deactivating SIMD for debug win64 just so autobuild will also exercise
++ // non-SIMD path, until a dedicated non-SIMD platform such as Arm comes online.
++ // TODO: dima: reference all platforms with SIMD support here,
++ // all unknown/experimental cases should better default to NO SIMD.
++
++ // enable/disable SIMD
++ #if !defined(PX_SIMD_DISABLED)
++ #if PX_INTEL_FAMILY && (!defined(__EMSCRIPTEN__) || defined(__SSE2__))
++ #define COMPILE_VECTOR_INTRINSICS 1
++ #elif PX_SWITCH
++ #define COMPILE_VECTOR_INTRINSICS 1
++ #else
++ #define COMPILE_VECTOR_INTRINSICS 0
++ #endif
++ #else
++ #define COMPILE_VECTOR_INTRINSICS 0
++ #endif
++
++ #if COMPILE_VECTOR_INTRINSICS && PX_INTEL_FAMILY && PX_UNIX_FAMILY
++ // only SSE2 compatible platforms should reach this
++ #if PX_EMSCRIPTEN
++ #include <emmintrin.h>
++ #endif
++ #include <xmmintrin.h>
++ #endif
++
++ #if COMPILE_VECTOR_INTRINSICS
++ #include "PxAoS.h"
++ #else
++ #include "PxVecMathAoSScalar.h"
++ #endif
++
++ #if !PX_DOXYGEN
++ namespace physx
++ {
++ #endif
++ namespace aos
++ {
++
++ // Basic AoS types are
++ // FloatV - 16-byte aligned representation of float.
++ // Vec3V - 16-byte aligned representation of PxVec3 stored as (x y z 0).
++ // Vec4V - 16-byte aligned representation of vector of 4 floats stored as (x y z w).
++ // BoolV - 16-byte aligned representation of vector of 4 bools stored as (x y z w).
++ // VecU32V - 16-byte aligned representation of 4 unsigned ints stored as (x y z w).
++ // VecI32V - 16-byte aligned representation of 4 signed ints stored as (x y z w).
++ // Mat33V - 16-byte aligned representation of any 3x3 matrix.
++ // Mat34V - 16-byte aligned representation of transformation matrix (rotation in col1,col2,col3 and translation in
++ // col4).
++ // Mat44V - 16-byte aligned representation of any 4x4 matrix.
++
++ //////////////////////////////////////////
++ // Construct a simd type from a scalar type
++ //////////////////////////////////////////
++
++ // FloatV
++ //(f,f,f,f)
++ PX_FORCE_INLINE FloatV FLoad(const PxF32 f);
++
++ // Vec3V
++ //(f,f,f,0)
++ PX_FORCE_INLINE Vec3V V3Load(const PxF32 f);
++ //(f.x,f.y,f.z,0)
++ PX_FORCE_INLINE Vec3V V3LoadU(const PxVec3& f);
++ //(f.x,f.y,f.z,0), f must be 16-byte aligned
++ PX_FORCE_INLINE Vec3V V3LoadA(const PxVec3& f);
++ //(f.x,f.y,f.z,w_undefined), f must be 16-byte aligned
++ PX_FORCE_INLINE Vec3V V3LoadUnsafeA(const PxVec3& f);
++ //(f.x,f.y,f.z,0)
++ PX_FORCE_INLINE Vec3V V3LoadU(const PxF32* f);
++ //(f.x,f.y,f.z,0), f must be 16-byte aligned
++ PX_FORCE_INLINE Vec3V V3LoadA(const PxF32* f);
++
++ // Vec4V
++ //(f,f,f,f)
++ PX_FORCE_INLINE Vec4V V4Load(const PxF32 f);
++ //(f[0],f[1],f[2],f[3])
++ PX_FORCE_INLINE Vec4V V4LoadU(const PxF32* const f);
++ //(f[0],f[1],f[2],f[3]), f must be 16-byte aligned
++ PX_FORCE_INLINE Vec4V V4LoadA(const PxF32* const f);
++ //(x,y,z,w)
++ PX_FORCE_INLINE Vec4V V4LoadXYZW(PxF32 x, PxF32 y, PxF32 z, PxF32 w);
++
++ // BoolV
++ //(f,f,f,f)
++ PX_FORCE_INLINE BoolV BLoad(const bool f);
++ //(f[0],f[1],f[2],f[3])
++ PX_FORCE_INLINE BoolV BLoad(const bool* const f);
++
++ // VecU32V
++ //(f,f,f,f)
++ PX_FORCE_INLINE VecU32V U4Load(const PxU32 f);
++ //(f[0],f[1],f[2],f[3])
++ PX_FORCE_INLINE VecU32V U4LoadU(const PxU32* f);
++ //(f[0],f[1],f[2],f[3]), f must be 16-byte aligned
++ PX_FORCE_INLINE VecU32V U4LoadA(const PxU32* f);
++ //((U32)x, (U32)y, (U32)z, (U32)w)
++ PX_FORCE_INLINE VecU32V U4LoadXYZW(PxU32 x, PxU32 y, PxU32 z, PxU32 w);
++
++ // VecI32V
++ //(i,i,i,i)
++ PX_FORCE_INLINE VecI32V I4Load(const PxI32 i);
++ //(i,i,i,i)
++ PX_FORCE_INLINE VecI32V I4LoadU(const PxI32* i);
++ //(i,i,i,i)
++ PX_FORCE_INLINE VecI32V I4LoadA(const PxI32* i);
++
++ // QuatV
++ //(x = v[0], y=v[1], z=v[2], w=v3[3]) and array don't need to aligned
++ PX_FORCE_INLINE QuatV QuatVLoadU(const PxF32* v);
++ //(x = v[0], y=v[1], z=v[2], w=v3[3]) and array need to aligned, fast load
++ PX_FORCE_INLINE QuatV QuatVLoadA(const PxF32* v);
++ //(x, y, z, w)
++ PX_FORCE_INLINE QuatV QuatVLoadXYZW(const PxF32 x, const PxF32 y, const PxF32 z, const PxF32 w);
++
++ // not added to public api
++ Vec4V Vec4V_From_PxVec3_WUndefined(const PxVec3& v);
++
++ ///////////////////////////////////////////////////
++ // Construct a simd type from a different simd type
++ ///////////////////////////////////////////////////
++
++ // Vec3V
++ //(v.x,v.y,v.z,0)
++ PX_FORCE_INLINE Vec3V Vec3V_From_Vec4V(Vec4V v);
++ //(v.x,v.y,v.z,undefined) - be very careful with w!=0 because many functions require w==0 for correct operation eg V3Dot, V3Length, V3Cross etc etc.
++ PX_FORCE_INLINE Vec3V Vec3V_From_Vec4V_WUndefined(const Vec4V v);
++
++ // Vec4V
++ //(f.x,f.y,f.z,f.w)
++ PX_FORCE_INLINE Vec4V Vec4V_From_Vec3V(Vec3V f);
++ //((PxF32)f.x, (PxF32)f.y, (PxF32)f.z, (PxF32)f.w)
++ PX_FORCE_INLINE Vec4V Vec4V_From_VecU32V(VecU32V a);
++ //((PxF32)f.x, (PxF32)f.y, (PxF32)f.z, (PxF32)f.w)
++ PX_FORCE_INLINE Vec4V Vec4V_From_VecI32V(VecI32V a);
++ //(*(reinterpret_cast<PxF32*>(&f.x), (reinterpret_cast<PxF32*>(&f.y), (reinterpret_cast<PxF32*>(&f.z),
++ //(reinterpret_cast<PxF32*>(&f.w))
++ PX_FORCE_INLINE Vec4V Vec4V_ReinterpretFrom_VecU32V(VecU32V a);
++ //(*(reinterpret_cast<PxF32*>(&f.x), (reinterpret_cast<PxF32*>(&f.y), (reinterpret_cast<PxF32*>(&f.z),
++ //(reinterpret_cast<PxF32*>(&f.w))
++ PX_FORCE_INLINE Vec4V Vec4V_ReinterpretFrom_VecI32V(VecI32V a);
++
++ // VecU32V
++ //(*(reinterpret_cast<PxU32*>(&f.x), (reinterpret_cast<PxU32*>(&f.y), (reinterpret_cast<PxU32*>(&f.z),
++ //(reinterpret_cast<PxU32*>(&f.w))
++ PX_FORCE_INLINE VecU32V VecU32V_ReinterpretFrom_Vec4V(Vec4V a);
++ //(b[0], b[1], b[2], b[3])
++ PX_FORCE_INLINE VecU32V VecU32V_From_BoolV(const BoolVArg b);
++
++ // VecI32V
++ //(*(reinterpret_cast<PxI32*>(&f.x), (reinterpret_cast<PxI32*>(&f.y), (reinterpret_cast<PxI32*>(&f.z),
++ //(reinterpret_cast<PxI32*>(&f.w))
++ PX_FORCE_INLINE VecI32V VecI32V_ReinterpretFrom_Vec4V(Vec4V a);
++ //((I32)a.x, (I32)a.y, (I32)a.z, (I32)a.w)
++ PX_FORCE_INLINE VecI32V VecI32V_From_Vec4V(Vec4V a);
++ //((I32)b.x, (I32)b.y, (I32)b.z, (I32)b.w)
++ PX_FORCE_INLINE VecI32V VecI32V_From_BoolV(const BoolVArg b);
++
++ ///////////////////////////////////////////////////
++ // Convert from a simd type back to a scalar type
++ ///////////////////////////////////////////////////
++
++ // FloatV
++ // a.x
++ PX_FORCE_INLINE void FStore(const FloatV a, PxF32* PX_RESTRICT f);
++
++ // Vec3V
++ //(a.x,a.y,a.z)
++ PX_FORCE_INLINE void V3StoreA(const Vec3V a, PxVec3& f);
++ //(a.x,a.y,a.z)
++ PX_FORCE_INLINE void V3StoreU(const Vec3V a, PxVec3& f);
++
++ // Vec4V
++ PX_FORCE_INLINE void V4StoreA(const Vec4V a, PxF32* f);
++ PX_FORCE_INLINE void V4StoreU(const Vec4V a, PxF32* f);
++
++ // BoolV
++ PX_FORCE_INLINE void BStoreA(const BoolV b, PxU32* f);
++
++ // VecU32V
++ PX_FORCE_INLINE void U4StoreA(const VecU32V uv, PxU32* u);
++
++ // VecI32V
++ PX_FORCE_INLINE void I4StoreA(const VecI32V iv, PxI32* i);
++
++ //////////////////////////////////////////////////////////////////
++ // Test that simd types have elements in the floating point range
++ //////////////////////////////////////////////////////////////////
++
++ // check for each component is valid ie in floating point range
++ PX_FORCE_INLINE bool isFiniteFloatV(const FloatV a);
++ // check for each component is valid ie in floating point range
++ PX_FORCE_INLINE bool isFiniteVec3V(const Vec3V a);
++ // check for each component is valid ie in floating point range
++ PX_FORCE_INLINE bool isFiniteVec4V(const Vec4V a);
++
++ // Check that w-component is zero.
++ PX_FORCE_INLINE bool isValidVec3V(const Vec3V a);
++
++ //////////////////////////////////////////////////////////////////
++ // Tests that all elements of two 16-byte types are completely equivalent.
++ // Use these tests for unit testing and asserts only.
++ //////////////////////////////////////////////////////////////////
++
++ namespace vecMathTests
++ {
++ PX_FORCE_INLINE Vec3V getInvalidVec3V();
++ PX_FORCE_INLINE bool allElementsEqualFloatV(const FloatV a, const FloatV b);
++ PX_FORCE_INLINE bool allElementsEqualVec3V(const Vec3V a, const Vec3V b);
++ PX_FORCE_INLINE bool allElementsEqualVec4V(const Vec4V a, const Vec4V b);
++ PX_FORCE_INLINE bool allElementsEqualBoolV(const BoolV a, const BoolV b);
++ PX_FORCE_INLINE bool allElementsEqualVecU32V(const VecU32V a, const VecU32V b);
++ PX_FORCE_INLINE bool allElementsEqualVecI32V(const VecI32V a, const VecI32V b);
++
++ PX_FORCE_INLINE bool allElementsEqualMat33V(const Mat33V& a, const Mat33V& b)
++ {
++ return (allElementsEqualVec3V(a.col0, b.col0) && allElementsEqualVec3V(a.col1, b.col1) &&
++ allElementsEqualVec3V(a.col2, b.col2));
++ }
++ PX_FORCE_INLINE bool allElementsEqualMat34V(const Mat34V& a, const Mat34V& b)
++ {
++ return (allElementsEqualVec3V(a.col0, b.col0) && allElementsEqualVec3V(a.col1, b.col1) &&
++ allElementsEqualVec3V(a.col2, b.col2) && allElementsEqualVec3V(a.col3, b.col3));
++ }
++ PX_FORCE_INLINE bool allElementsEqualMat44V(const Mat44V& a, const Mat44V& b)
++ {
++ return (allElementsEqualVec4V(a.col0, b.col0) && allElementsEqualVec4V(a.col1, b.col1) &&
++ allElementsEqualVec4V(a.col2, b.col2) && allElementsEqualVec4V(a.col3, b.col3));
++ }
++
++ PX_FORCE_INLINE bool allElementsNearEqualFloatV(const FloatV a, const FloatV b);
++ PX_FORCE_INLINE bool allElementsNearEqualVec3V(const Vec3V a, const Vec3V b);
++ PX_FORCE_INLINE bool allElementsNearEqualVec4V(const Vec4V a, const Vec4V b);
++ PX_FORCE_INLINE bool allElementsNearEqualMat33V(const Mat33V& a, const Mat33V& b)
++ {
++ return (allElementsNearEqualVec3V(a.col0, b.col0) && allElementsNearEqualVec3V(a.col1, b.col1) &&
++ allElementsNearEqualVec3V(a.col2, b.col2));
++ }
++ PX_FORCE_INLINE bool allElementsNearEqualMat34V(const Mat34V& a, const Mat34V& b)
++ {
++ return (allElementsNearEqualVec3V(a.col0, b.col0) && allElementsNearEqualVec3V(a.col1, b.col1) &&
++ allElementsNearEqualVec3V(a.col2, b.col2) && allElementsNearEqualVec3V(a.col3, b.col3));
++ }
++ PX_FORCE_INLINE bool allElementsNearEqualMat44V(const Mat44V& a, const Mat44V& b)
++ {
++ return (allElementsNearEqualVec4V(a.col0, b.col0) && allElementsNearEqualVec4V(a.col1, b.col1) &&
++ allElementsNearEqualVec4V(a.col2, b.col2) && allElementsNearEqualVec4V(a.col3, b.col3));
++ }
++ }
++
++ //////////////////////////////////////////////////////////////////
++ // Math operations on FloatV
++ //////////////////////////////////////////////////////////////////
++
++ //(0,0,0,0)
++ PX_FORCE_INLINE FloatV FZero();
++ //(1,1,1,1)
++ PX_FORCE_INLINE FloatV FOne();
++ //(0.5,0.5,0.5,0.5)
++ PX_FORCE_INLINE FloatV FHalf();
++ //(PX_EPS_REAL,PX_EPS_REAL,PX_EPS_REAL,PX_EPS_REAL)
++ PX_FORCE_INLINE FloatV FEps();
++ //! \cond
++ //(PX_MAX_REAL, PX_MAX_REAL, PX_MAX_REAL PX_MAX_REAL)
++ PX_FORCE_INLINE FloatV FMax();
++ //! \endcond
++ //(-PX_MAX_REAL, -PX_MAX_REAL, -PX_MAX_REAL -PX_MAX_REAL)
++ PX_FORCE_INLINE FloatV FNegMax();
++ //(1e-6f, 1e-6f, 1e-6f, 1e-6f)
++ PX_FORCE_INLINE FloatV FEps6();
++ //((PxF32*)&1, (PxF32*)&1, (PxF32*)&1, (PxF32*)&1)
++
++ //-f (per component)
++ PX_FORCE_INLINE FloatV FNeg(const FloatV f);
++ // a+b (per component)
++ PX_FORCE_INLINE FloatV FAdd(const FloatV a, const FloatV b);
++ // a-b (per component)
++ PX_FORCE_INLINE FloatV FSub(const FloatV a, const FloatV b);
++ // a*b (per component)
++ PX_FORCE_INLINE FloatV FMul(const FloatV a, const FloatV b);
++ // a/b (per component)
++ PX_FORCE_INLINE FloatV FDiv(const FloatV a, const FloatV b);
++ // a/b (per component)
++ PX_FORCE_INLINE FloatV FDivFast(const FloatV a, const FloatV b);
++ // 1.0f/a
++ PX_FORCE_INLINE FloatV FRecip(const FloatV a);
++ // 1.0f/a
++ PX_FORCE_INLINE FloatV FRecipFast(const FloatV a);
++ // 1.0f/sqrt(a)
++ PX_FORCE_INLINE FloatV FRsqrt(const FloatV a);
++ // 1.0f/sqrt(a)
++ PX_FORCE_INLINE FloatV FRsqrtFast(const FloatV a);
++ // sqrt(a)
++ PX_FORCE_INLINE FloatV FSqrt(const FloatV a);
++ // a*b+c
++ PX_FORCE_INLINE FloatV FScaleAdd(const FloatV a, const FloatV b, const FloatV c);
++ // c-a*b
++ PX_FORCE_INLINE FloatV FNegScaleSub(const FloatV a, const FloatV b, const FloatV c);
++ // fabs(a)
++ PX_FORCE_INLINE FloatV FAbs(const FloatV a);
++ // c ? a : b (per component)
++ PX_FORCE_INLINE FloatV FSel(const BoolV c, const FloatV a, const FloatV b);
++ // a>b (per component)
++ PX_FORCE_INLINE BoolV FIsGrtr(const FloatV a, const FloatV b);
++ // a>=b (per component)
++ PX_FORCE_INLINE BoolV FIsGrtrOrEq(const FloatV a, const FloatV b);
++ // a==b (per component)
++ PX_FORCE_INLINE BoolV FIsEq(const FloatV a, const FloatV b);
++ // Max(a,b) (per component)
++ PX_FORCE_INLINE FloatV FMax(const FloatV a, const FloatV b);
++ // Min(a,b) (per component)
++ PX_FORCE_INLINE FloatV FMin(const FloatV a, const FloatV b);
++ // Clamp(a,b) (per component)
++ PX_FORCE_INLINE FloatV FClamp(const FloatV a, const FloatV minV, const FloatV maxV);
++
++ // a.x>b.x
++ PX_FORCE_INLINE PxU32 FAllGrtr(const FloatV a, const FloatV b);
++ // a.x>=b.x
++ PX_FORCE_INLINE PxU32 FAllGrtrOrEq(const FloatV a, const FloatV b);
++ // a.x==b.x
++ PX_FORCE_INLINE PxU32 FAllEq(const FloatV a, const FloatV b);
++ // a<min || a>max
++ PX_FORCE_INLINE PxU32 FOutOfBounds(const FloatV a, const FloatV min, const FloatV max);
++ // a>=min && a<=max
++ PX_FORCE_INLINE PxU32 FInBounds(const FloatV a, const FloatV min, const FloatV max);
++ // a<-bounds || a>bounds
++ PX_FORCE_INLINE PxU32 FOutOfBounds(const FloatV a, const FloatV bounds);
++ // a>=-bounds && a<=bounds
++ PX_FORCE_INLINE PxU32 FInBounds(const FloatV a, const FloatV bounds);
++
++ // round float a to the near int
++ PX_FORCE_INLINE FloatV FRound(const FloatV a);
++ // calculate the sin of float a
++ PX_FORCE_INLINE FloatV FSin(const FloatV a);
++ // calculate the cos of float b
++ PX_FORCE_INLINE FloatV FCos(const FloatV a);
++
++ //////////////////////////////////////////////////////////////////
++ // Math operations on Vec3V
++ //////////////////////////////////////////////////////////////////
++
++ //(f,f,f,f)
++ PX_FORCE_INLINE Vec3V V3Splat(const FloatV f);
++
++ //(x,y,z)
++ PX_FORCE_INLINE Vec3V V3Merge(const FloatVArg x, const FloatVArg y, const FloatVArg z);
++
++ //(1,0,0,0)
++ PX_FORCE_INLINE Vec3V V3UnitX();
++ //(0,1,0,0)
++ PX_FORCE_INLINE Vec3V V3UnitY();
++ //(0,0,1,0)
++ PX_FORCE_INLINE Vec3V V3UnitZ();
++
++ //(f.x,f.x,f.x,f.x)
++ PX_FORCE_INLINE FloatV V3GetX(const Vec3V f);
++ //(f.y,f.y,f.y,f.y)
++ PX_FORCE_INLINE FloatV V3GetY(const Vec3V f);
++ //(f.z,f.z,f.z,f.z)
++ PX_FORCE_INLINE FloatV V3GetZ(const Vec3V f);
++
++ //(f,v.y,v.z,v.w)
++ PX_FORCE_INLINE Vec3V V3SetX(const Vec3V v, const FloatV f);
++ //(v.x,f,v.z,v.w)
++ PX_FORCE_INLINE Vec3V V3SetY(const Vec3V v, const FloatV f);
++ //(v.x,v.y,f,v.w)
++ PX_FORCE_INLINE Vec3V V3SetZ(const Vec3V v, const FloatV f);
++
++ // v.x=f
++ PX_FORCE_INLINE void V3WriteX(Vec3V& v, const PxF32 f);
++ // v.y=f
++ PX_FORCE_INLINE void V3WriteY(Vec3V& v, const PxF32 f);
++ // v.z=f
++ PX_FORCE_INLINE void V3WriteZ(Vec3V& v, const PxF32 f);
++ // v.x=f.x, v.y=f.y, v.z=f.z
++ PX_FORCE_INLINE void V3WriteXYZ(Vec3V& v, const PxVec3& f);
++ // return v.x
++ PX_FORCE_INLINE PxF32 V3ReadX(const Vec3V& v);
++ // return v.y
++ PX_FORCE_INLINE PxF32 V3ReadY(const Vec3V& v);
++ // return v.y
++ PX_FORCE_INLINE PxF32 V3ReadZ(const Vec3V& v);
++ // return (v.x,v.y,v.z)
++ PX_FORCE_INLINE const PxVec3& V3ReadXYZ(const Vec3V& v);
++
++ //(a.x, b.x, c.x)
++ PX_FORCE_INLINE Vec3V V3ColX(const Vec3V a, const Vec3V b, const Vec3V c);
++ //(a.y, b.y, c.y)
++ PX_FORCE_INLINE Vec3V V3ColY(const Vec3V a, const Vec3V b, const Vec3V c);
++ //(a.z, b.z, c.z)
++ PX_FORCE_INLINE Vec3V V3ColZ(const Vec3V a, const Vec3V b, const Vec3V c);
++
++ //(0,0,0,0)
++ PX_FORCE_INLINE Vec3V V3Zero();
++ //(1,1,1,1)
++ PX_FORCE_INLINE Vec3V V3One();
++ //(PX_EPS_REAL,PX_EPS_REAL,PX_EPS_REAL,PX_EPS_REAL)
++ PX_FORCE_INLINE Vec3V V3Eps();
++ //-c (per component)
++ PX_FORCE_INLINE Vec3V V3Neg(const Vec3V c);
++ // a+b (per component)
++ PX_FORCE_INLINE Vec3V V3Add(const Vec3V a, const Vec3V b);
++ // a-b (per component)
++ PX_FORCE_INLINE Vec3V V3Sub(const Vec3V a, const Vec3V b);
++ // a*b (per component)
++ PX_FORCE_INLINE Vec3V V3Scale(const Vec3V a, const FloatV b);
++ // a*b (per component)
++ PX_FORCE_INLINE Vec3V V3Mul(const Vec3V a, const Vec3V b);
++ // a/b (per component)
++ PX_FORCE_INLINE Vec3V V3ScaleInv(const Vec3V a, const FloatV b);
++ // a/b (per component)
++ PX_FORCE_INLINE Vec3V V3Div(const Vec3V a, const Vec3V b);
++ // a/b (per component)
++ PX_FORCE_INLINE Vec3V V3ScaleInvFast(const Vec3V a, const FloatV b);
++ // a/b (per component)
++ PX_FORCE_INLINE Vec3V V3DivFast(const Vec3V a, const Vec3V b);
++ // 1.0f/a
++ PX_FORCE_INLINE Vec3V V3Recip(const Vec3V a);
++ // 1.0f/a
++ PX_FORCE_INLINE Vec3V V3RecipFast(const Vec3V a);
++ // 1.0f/sqrt(a)
++ PX_FORCE_INLINE Vec3V V3Rsqrt(const Vec3V a);
++ // 1.0f/sqrt(a)
++ PX_FORCE_INLINE Vec3V V3RsqrtFast(const Vec3V a);
++ // a*b+c
++ PX_FORCE_INLINE Vec3V V3ScaleAdd(const Vec3V a, const FloatV b, const Vec3V c);
++ // c-a*b
++ PX_FORCE_INLINE Vec3V V3NegScaleSub(const Vec3V a, const FloatV b, const Vec3V c);
++ // a*b+c
++ PX_FORCE_INLINE Vec3V V3MulAdd(const Vec3V a, const Vec3V b, const Vec3V c);
++ // c-a*b
++ PX_FORCE_INLINE Vec3V V3NegMulSub(const Vec3V a, const Vec3V b, const Vec3V c);
++ // fabs(a)
++ PX_FORCE_INLINE Vec3V V3Abs(const Vec3V a);
++
++ // a.b
++ // Note: a.w and b.w must have value zero
++ PX_FORCE_INLINE FloatV V3Dot(const Vec3V a, const Vec3V b);
++ // aXb
++ // Note: a.w and b.w must have value zero
++ PX_FORCE_INLINE Vec3V V3Cross(const Vec3V a, const Vec3V b);
++ // |a.a|^1/2
++ // Note: a.w must have value zero
++ PX_FORCE_INLINE FloatV V3Length(const Vec3V a);
++ // a.a
++ // Note: a.w must have value zero
++ PX_FORCE_INLINE FloatV V3LengthSq(const Vec3V a);
++ // a*|a.a|^-1/2
++ // Note: a.w must have value zero
++ PX_FORCE_INLINE Vec3V V3Normalize(const Vec3V a);
++ // a.a>0 ? a*|a.a|^-1/2 : (0,0,0,0)
++ // Note: a.w must have value zero
++ PX_FORCE_INLINE FloatV V3Length(const Vec3V a);
++ // a.a>0 ? a*|a.a|^-1/2 : unsafeReturnValue
++ // Note: a.w must have value zero
++ PX_FORCE_INLINE Vec3V V3NormalizeSafe(const Vec3V a, const Vec3V unsafeReturnValue);
++ // a.x + a.y + a.z
++ // Note: a.w must have value zero
++ PX_FORCE_INLINE FloatV V3SumElems(const Vec3V a);
++
++ // c ? a : b (per component)
++ PX_FORCE_INLINE Vec3V V3Sel(const BoolV c, const Vec3V a, const Vec3V b);
++ // a>b (per component)
++ PX_FORCE_INLINE BoolV V3IsGrtr(const Vec3V a, const Vec3V b);
++ // a>=b (per component)
++ PX_FORCE_INLINE BoolV V3IsGrtrOrEq(const Vec3V a, const Vec3V b);
++ // a==b (per component)
++ PX_FORCE_INLINE BoolV V3IsEq(const Vec3V a, const Vec3V b);
++ // Max(a,b) (per component)
++ PX_FORCE_INLINE Vec3V V3Max(const Vec3V a, const Vec3V b);
++ // Min(a,b) (per component)
++ PX_FORCE_INLINE Vec3V V3Min(const Vec3V a, const Vec3V b);
++
++ // Extract the maximum value from a
++ // Note: a.w must have value zero
++ PX_FORCE_INLINE FloatV V3ExtractMax(const Vec3V a);
++
++ // Extract the minimum value from a
++ // Note: a.w must have value zero
++ PX_FORCE_INLINE FloatV V3ExtractMin(const Vec3V a);
++
++ // Clamp(a,b) (per component)
++ PX_FORCE_INLINE Vec3V V3Clamp(const Vec3V a, const Vec3V minV, const Vec3V maxV);
++
++ // Extract the sign for each component
++ PX_FORCE_INLINE Vec3V V3Sign(const Vec3V a);
++
++ // Test all components.
++ // (a.x>b.x && a.y>b.y && a.z>b.z)
++ // Note: a.w and b.w must have value zero
++ PX_FORCE_INLINE PxU32 V3AllGrtr(const Vec3V a, const Vec3V b);
++ // (a.x>=b.x && a.y>=b.y && a.z>=b.z)
++ // Note: a.w and b.w must have value zero
++ PX_FORCE_INLINE PxU32 V3AllGrtrOrEq(const Vec3V a, const Vec3V b);
++ // (a.x==b.x && a.y==b.y && a.z==b.z)
++ // Note: a.w and b.w must have value zero
++ PX_FORCE_INLINE PxU32 V3AllEq(const Vec3V a, const Vec3V b);
++ // a.x<min.x || a.y<min.y || a.z<min.z || a.x>max.x || a.y>max.y || a.z>max.z
++ // Note: a.w and min.w and max.w must have value zero
++ PX_FORCE_INLINE PxU32 V3OutOfBounds(const Vec3V a, const Vec3V min, const Vec3V max);
++ // a.x>=min.x && a.y>=min.y && a.z>=min.z && a.x<=max.x && a.y<=max.y && a.z<=max.z
++ // Note: a.w and min.w and max.w must have value zero
++ PX_FORCE_INLINE PxU32 V3InBounds(const Vec3V a, const Vec3V min, const Vec3V max);
++ // a.x<-bounds.x || a.y<=-bounds.y || a.z<bounds.z || a.x>bounds.x || a.y>bounds.y || a.z>bounds.z
++ // Note: a.w and bounds.w must have value zero
++ PX_FORCE_INLINE PxU32 V3OutOfBounds(const Vec3V a, const Vec3V bounds);
++ // a.x>=-bounds.x && a.y>=-bounds.y && a.z>=-bounds.z && a.x<=bounds.x && a.y<=bounds.y && a.z<=bounds.z
++ // Note: a.w and bounds.w must have value zero
++ PX_FORCE_INLINE PxU32 V3InBounds(const Vec3V a, const Vec3V bounds);
++
++ //(floor(a.x + 0.5f), floor(a.y + 0.5f), floor(a.z + 0.5f))
++ PX_FORCE_INLINE Vec3V V3Round(const Vec3V a);
++
++ //(sinf(a.x), sinf(a.y), sinf(a.z))
++ PX_FORCE_INLINE Vec3V V3Sin(const Vec3V a);
++ //(cosf(a.x), cosf(a.y), cosf(a.z))
++ PX_FORCE_INLINE Vec3V V3Cos(const Vec3V a);
++
++ //(a.y,a.z,a.z)
++ PX_FORCE_INLINE Vec3V V3PermYZZ(const Vec3V a);
++ //(a.x,a.y,a.x)
++ PX_FORCE_INLINE Vec3V V3PermXYX(const Vec3V a);
++ //(a.y,a.z,a.x)
++ PX_FORCE_INLINE Vec3V V3PermYZX(const Vec3V a);
++ //(a.z, a.x, a.y)
++ PX_FORCE_INLINE Vec3V V3PermZXY(const Vec3V a);
++ //(a.z,a.z,a.y)
++ PX_FORCE_INLINE Vec3V V3PermZZY(const Vec3V a);
++ //(a.y,a.x,a.x)
++ PX_FORCE_INLINE Vec3V V3PermYXX(const Vec3V a);
++ //(0, v1.z, v0.y)
++ PX_FORCE_INLINE Vec3V V3Perm_Zero_1Z_0Y(const Vec3V v0, const Vec3V v1);
++ //(v0.z, 0, v1.x)
++ PX_FORCE_INLINE Vec3V V3Perm_0Z_Zero_1X(const Vec3V v0, const Vec3V v1);
++ //(v1.y, v0.x, 0)
++ PX_FORCE_INLINE Vec3V V3Perm_1Y_0X_Zero(const Vec3V v0, const Vec3V v1);
++
++ // Transpose 3 Vec3Vs inplace. Sets the w component to zero
++ // [ x0, y0, z0, w0] [ x1, y1, z1, w1] [ x2, y2, z2, w2] -> [x0 x1 x2 0] [y0 y1 y2 0] [z0 z1 z2 0]
++ PX_FORCE_INLINE void V3Transpose(Vec3V& col0, Vec3V& col1, Vec3V& col2);
++
++ //////////////////////////////////////////////////////////////////
++ // Math operations on Vec4V
++ //////////////////////////////////////////////////////////////////
++
++ //(f,f,f,f)
++ PX_FORCE_INLINE Vec4V V4Splat(const FloatV f);
++
++ //(f[0],f[1],f[2],f[3])
++ PX_FORCE_INLINE Vec4V V4Merge(const FloatV* const f);
++ //(x,y,z,w)
++ PX_FORCE_INLINE Vec4V V4Merge(const FloatVArg x, const FloatVArg y, const FloatVArg z, const FloatVArg w);
++ //(x.w, y.w, z.w, w.w)
++ PX_FORCE_INLINE Vec4V V4MergeW(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w);
++ //(x.z, y.z, z.z, w.z)
++ PX_FORCE_INLINE Vec4V V4MergeZ(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w);
++ //(x.y, y.y, z.y, w.y)
++ PX_FORCE_INLINE Vec4V V4MergeY(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w);
++ //(x.x, y.x, z.x, w.x)
++ PX_FORCE_INLINE Vec4V V4MergeX(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w);
++
++ //(a.x, b.x, a.y, b.y)
++ PX_FORCE_INLINE Vec4V V4UnpackXY(const Vec4VArg a, const Vec4VArg b);
++ //(a.z, b.z, a.w, b.w)
++ PX_FORCE_INLINE Vec4V V4UnpackZW(const Vec4VArg a, const Vec4VArg b);
++
++ //(1,0,0,0)
++ PX_FORCE_INLINE Vec4V V4UnitW();
++ //(0,1,0,0)
++ PX_FORCE_INLINE Vec4V V4UnitY();
++ //(0,0,1,0)
++ PX_FORCE_INLINE Vec4V V4UnitZ();
++ //(0,0,0,1)
++ PX_FORCE_INLINE Vec4V V4UnitW();
++
++ //(f.x,f.x,f.x,f.x)
++ PX_FORCE_INLINE FloatV V4GetX(const Vec4V f);
++ //(f.y,f.y,f.y,f.y)
++ PX_FORCE_INLINE FloatV V4GetY(const Vec4V f);
++ //(f.z,f.z,f.z,f.z)
++ PX_FORCE_INLINE FloatV V4GetZ(const Vec4V f);
++ //(f.w,f.w,f.w,f.w)
++ PX_FORCE_INLINE FloatV V4GetW(const Vec4V f);
++
++ //(f,v.y,v.z,v.w)
++ PX_FORCE_INLINE Vec4V V4SetX(const Vec4V v, const FloatV f);
++ //(v.x,f,v.z,v.w)
++ PX_FORCE_INLINE Vec4V V4SetY(const Vec4V v, const FloatV f);
++ //(v.x,v.y,f,v.w)
++ PX_FORCE_INLINE Vec4V V4SetZ(const Vec4V v, const FloatV f);
++ //(v.x,v.y,v.z,f)
++ PX_FORCE_INLINE Vec4V V4SetW(const Vec4V v, const FloatV f);
++
++ //(v.x,v.y,v.z,0)
++ PX_FORCE_INLINE Vec4V V4ClearW(const Vec4V v);
++
++ //(a[elementIndex], a[elementIndex], a[elementIndex], a[elementIndex])
++ template <int elementIndex>
++ PX_FORCE_INLINE Vec4V V4SplatElement(Vec4V a);
++
++ // v.x=f
++ PX_FORCE_INLINE void V4WriteX(Vec4V& v, const PxF32 f);
++ // v.y=f
++ PX_FORCE_INLINE void V4WriteY(Vec4V& v, const PxF32 f);
++ // v.z=f
++ PX_FORCE_INLINE void V4WriteZ(Vec4V& v, const PxF32 f);
++ // v.w=f
++ PX_FORCE_INLINE void V4WriteW(Vec4V& v, const PxF32 f);
++ // v.x=f.x, v.y=f.y, v.z=f.z
++ PX_FORCE_INLINE void V4WriteXYZ(Vec4V& v, const PxVec3& f);
++ // return v.x
++ PX_FORCE_INLINE PxF32 V4ReadX(const Vec4V& v);
++ // return v.y
++ PX_FORCE_INLINE PxF32 V4ReadY(const Vec4V& v);
++ // return v.z
++ PX_FORCE_INLINE PxF32 V4ReadZ(const Vec4V& v);
++ // return v.w
++ PX_FORCE_INLINE PxF32 V4ReadW(const Vec4V& v);
++ // return (v.x,v.y,v.z)
++ PX_FORCE_INLINE const PxVec3& V4ReadXYZ(const Vec4V& v);
++
++ //(0,0,0,0)
++ PX_FORCE_INLINE Vec4V V4Zero();
++ //(1,1,1,1)
++ PX_FORCE_INLINE Vec4V V4One();
++ //(PX_EPS_REAL,PX_EPS_REAL,PX_EPS_REAL,PX_EPS_REAL)
++ PX_FORCE_INLINE Vec4V V4Eps();
++
++ //-c (per component)
++ PX_FORCE_INLINE Vec4V V4Neg(const Vec4V c);
++ // a+b (per component)
++ PX_FORCE_INLINE Vec4V V4Add(const Vec4V a, const Vec4V b);
++ // a-b (per component)
++ PX_FORCE_INLINE Vec4V V4Sub(const Vec4V a, const Vec4V b);
++ // a*b (per component)
++ PX_FORCE_INLINE Vec4V V4Scale(const Vec4V a, const FloatV b);
++ // a*b (per component)
++ PX_FORCE_INLINE Vec4V V4Mul(const Vec4V a, const Vec4V b);
++ // a/b (per component)
++ PX_FORCE_INLINE Vec4V V4ScaleInv(const Vec4V a, const FloatV b);
++ // a/b (per component)
++ PX_FORCE_INLINE Vec4V V4Div(const Vec4V a, const Vec4V b);
++ // a/b (per component)
++ PX_FORCE_INLINE Vec4V V4ScaleInvFast(const Vec4V a, const FloatV b);
++ // a/b (per component)
++ PX_FORCE_INLINE Vec4V V4DivFast(const Vec4V a, const Vec4V b);
++ // 1.0f/a
++ PX_FORCE_INLINE Vec4V V4Recip(const Vec4V a);
++ // 1.0f/a
++ PX_FORCE_INLINE Vec4V V4RecipFast(const Vec4V a);
++ // 1.0f/sqrt(a)
++ PX_FORCE_INLINE Vec4V V4Rsqrt(const Vec4V a);
++ // 1.0f/sqrt(a)
++ PX_FORCE_INLINE Vec4V V4RsqrtFast(const Vec4V a);
++ // a*b+c
++ PX_FORCE_INLINE Vec4V V4ScaleAdd(const Vec4V a, const FloatV b, const Vec4V c);
++ // c-a*b
++ PX_FORCE_INLINE Vec4V V4NegScaleSub(const Vec4V a, const FloatV b, const Vec4V c);
++ // a*b+c
++ PX_FORCE_INLINE Vec4V V4MulAdd(const Vec4V a, const Vec4V b, const Vec4V c);
++ // c-a*b
++ PX_FORCE_INLINE Vec4V V4NegMulSub(const Vec4V a, const Vec4V b, const Vec4V c);
++
++ // fabs(a)
++ PX_FORCE_INLINE Vec4V V4Abs(const Vec4V a);
++ // bitwise a & ~b
++ PX_FORCE_INLINE Vec4V V4Andc(const Vec4V a, const VecU32V b);
++
++ // a.b (W is taken into account)
++ PX_FORCE_INLINE FloatV V4Dot(const Vec4V a, const Vec4V b);
++ // a.b (same computation as V3Dot. W is ignored in input)
++ PX_FORCE_INLINE FloatV V4Dot3(const Vec4V a, const Vec4V b);
++ // aXb (same computation as V3Cross. W is ignored in input and undefined in output)
++ PX_FORCE_INLINE Vec4V V4Cross(const Vec4V a, const Vec4V b);
++
++ //|a.a|^1/2
++ PX_FORCE_INLINE FloatV V4Length(const Vec4V a);
++ // a.a
++ PX_FORCE_INLINE FloatV V4LengthSq(const Vec4V a);
++
++ // a*|a.a|^-1/2
++ PX_FORCE_INLINE Vec4V V4Normalize(const Vec4V a);
++ // a.a>0 ? a*|a.a|^-1/2 : unsafeReturnValue
++ PX_FORCE_INLINE Vec4V V4NormalizeSafe(const Vec4V a, const Vec4V unsafeReturnValue);
++ // a*|a.a|^-1/2
++ PX_FORCE_INLINE Vec4V V4NormalizeFast(const Vec4V a);
++
++ // c ? a : b (per component)
++ PX_FORCE_INLINE Vec4V V4Sel(const BoolV c, const Vec4V a, const Vec4V b);
++ // a>b (per component)
++ PX_FORCE_INLINE BoolV V4IsGrtr(const Vec4V a, const Vec4V b);
++ // a>=b (per component)
++ PX_FORCE_INLINE BoolV V4IsGrtrOrEq(const Vec4V a, const Vec4V b);
++ // a==b (per component)
++ PX_FORCE_INLINE BoolV V4IsEq(const Vec4V a, const Vec4V b);
++ // Max(a,b) (per component)
++ PX_FORCE_INLINE Vec4V V4Max(const Vec4V a, const Vec4V b);
++ // Min(a,b) (per component)
++ PX_FORCE_INLINE Vec4V V4Min(const Vec4V a, const Vec4V b);
++ // Get the maximum component from a
++ PX_FORCE_INLINE FloatV V4ExtractMax(const Vec4V a);
++ // Get the minimum component from a
++ PX_FORCE_INLINE FloatV V4ExtractMin(const Vec4V a);
++
++ // Clamp(a,b) (per component)
++ PX_FORCE_INLINE Vec4V V4Clamp(const Vec4V a, const Vec4V minV, const Vec4V maxV);
++
++ // return 1 if all components of a are greater than all components of b.
++ PX_FORCE_INLINE PxU32 V4AllGrtr(const Vec4V a, const Vec4V b);
++ // return 1 if all components of a are greater than or equal to all components of b
++ PX_FORCE_INLINE PxU32 V4AllGrtrOrEq(const Vec4V a, const Vec4V b);
++ // return 1 if XYZ components of a are greater than or equal to XYZ components of b. W is ignored.
++ PX_FORCE_INLINE PxU32 V4AllGrtrOrEq3(const Vec4V a, const Vec4V b);
++ // return 1 if all components of a are equal to all components of b
++ PX_FORCE_INLINE PxU32 V4AllEq(const Vec4V a, const Vec4V b);
++ // return 1 if any XYZ component of a is greater than the corresponding component of b. W is ignored.
++ PX_FORCE_INLINE PxU32 V4AnyGrtr3(const Vec4V a, const Vec4V b);
++
++ // round(a)(per component)
++ PX_FORCE_INLINE Vec4V V4Round(const Vec4V a);
++ // sin(a) (per component)
++ PX_FORCE_INLINE Vec4V V4Sin(const Vec4V a);
++ // cos(a) (per component)
++ PX_FORCE_INLINE Vec4V V4Cos(const Vec4V a);
++
++ // Permute v into a new vec4v with YXWZ format
++ PX_FORCE_INLINE Vec4V V4PermYXWZ(const Vec4V v);
++ // Permute v into a new vec4v with XZXZ format
++ PX_FORCE_INLINE Vec4V V4PermXZXZ(const Vec4V v);
++ // Permute v into a new vec4v with YWYW format
++ PX_FORCE_INLINE Vec4V V4PermYWYW(const Vec4V v);
++ // Permute v into a new vec4v with YZXW format
++ PX_FORCE_INLINE Vec4V V4PermYZXW(const Vec4V v);
++ // Permute v into a new vec4v with ZWXY format - equivalent to a swap of the two 64bit parts of the vector
++ PX_FORCE_INLINE Vec4V V4PermZWXY(const Vec4V a);
++
++ // Permute v into a new vec4v with format {a[x], a[y], a[z], a[w]}
++ // V4Perm<1,3,1,3> is equal to V4PermYWYW
++ // V4Perm<0,2,0,2> is equal to V4PermXZXZ
++ // V3Perm<1,0,3,2> is equal to V4PermYXWZ
++ template <PxU8 x, PxU8 y, PxU8 z, PxU8 w>
++ PX_FORCE_INLINE Vec4V V4Perm(const Vec4V a);
++
++ // Transpose 4 Vec4Vs inplace.
++ // [ x0, y0, z0, w0] [ x1, y1, z1, w1] [ x2, y2, z2, w2] [ x3, y3, z3, w3] ->
++ // [ x0, x1, x2, x3] [ y0, y1, y2, y3] [ z0, z1, z2, z3] [ w0, w1, w2, w3]
++ PX_FORCE_INLINE void V3Transpose(Vec3V& col0, Vec3V& col1, Vec3V& col2);
++
++ // q = cos(a/2) + u*sin(a/2)
++ PX_FORCE_INLINE QuatV QuatV_From_RotationAxisAngle(const Vec3V u, const FloatV a);
++ // convert q to a unit quaternion
++ PX_FORCE_INLINE QuatV QuatNormalize(const QuatV q);
++ //|q.q|^1/2
++ PX_FORCE_INLINE FloatV QuatLength(const QuatV q);
++ // q.q
++ PX_FORCE_INLINE FloatV QuatLengthSq(const QuatV q);
++ // a.b
++ PX_FORCE_INLINE FloatV QuatDot(const QuatV a, const QuatV b);
++ //(-q.x, -q.y, -q.z, q.w)
++ PX_FORCE_INLINE QuatV QuatConjugate(const QuatV q);
++ //(q.x, q.y, q.z)
++ PX_FORCE_INLINE Vec3V QuatGetImaginaryPart(const QuatV q);
++ // convert quaternion to matrix 33
++ PX_FORCE_INLINE Mat33V QuatGetMat33V(const QuatVArg q);
++ // convert quaternion to matrix 33
++ PX_FORCE_INLINE void QuatGetMat33V(const QuatVArg q, Vec3V& column0, Vec3V& column1, Vec3V& column2);
++ // convert matrix 33 to quaternion
++ PX_FORCE_INLINE QuatV Mat33GetQuatV(const Mat33V& a);
++ // brief computes rotation of x-axis
++ PX_FORCE_INLINE Vec3V QuatGetBasisVector0(const QuatV q);
++ // brief computes rotation of y-axis
++ PX_FORCE_INLINE Vec3V QuatGetBasisVector1(const QuatV q);
++ // brief computes rotation of z-axis
++ PX_FORCE_INLINE Vec3V QuatGetBasisVector2(const QuatV q);
++ // calculate the rotation vector from q and v
++ PX_FORCE_INLINE Vec3V QuatRotate(const QuatV q, const Vec3V v);
++ // calculate the rotation vector from the conjugate quaternion and v
++ PX_FORCE_INLINE Vec3V QuatRotateInv(const QuatV q, const Vec3V v);
++ // quaternion multiplication
++ PX_FORCE_INLINE QuatV QuatMul(const QuatV a, const QuatV b);
++ // quaternion add
++ PX_FORCE_INLINE QuatV QuatAdd(const QuatV a, const QuatV b);
++ // (-q.x, -q.y, -q.z, -q.w)
++ PX_FORCE_INLINE QuatV QuatNeg(const QuatV q);
++ // (a.x - b.x, a.y-b.y, a.z-b.z, a.w-b.w )
++ PX_FORCE_INLINE QuatV QuatSub(const QuatV a, const QuatV b);
++ // (a.x*b, a.y*b, a.z*b, a.w*b)
++ PX_FORCE_INLINE QuatV QuatScale(const QuatV a, const FloatV b);
++ // (x = v[0], y = v[1], z = v[2], w =v[3])
++ PX_FORCE_INLINE QuatV QuatMerge(const FloatV* const v);
++ // (x = v[0], y = v[1], z = v[2], w =v[3])
++ PX_FORCE_INLINE QuatV QuatMerge(const FloatVArg x, const FloatVArg y, const FloatVArg z, const FloatVArg w);
++ // (x = 0.f, y = 0.f, z = 0.f, w = 1.f)
++ PX_FORCE_INLINE QuatV QuatIdentity();
++ // check for each component is valid
++ PX_FORCE_INLINE bool isFiniteQuatV(const QuatV q);
++ // check for each component is valid
++ PX_FORCE_INLINE bool isValidQuatV(const QuatV q);
++ // check for each component is valid
++ PX_FORCE_INLINE bool isSaneQuatV(const QuatV q);
++
++ // Math operations on 16-byte aligned booleans.
++ // x=false y=false z=false w=false
++ PX_FORCE_INLINE BoolV BFFFF();
++ // x=false y=false z=false w=true
++ PX_FORCE_INLINE BoolV BFFFT();
++ // x=false y=false z=true w=false
++ PX_FORCE_INLINE BoolV BFFTF();
++ // x=false y=false z=true w=true
++ PX_FORCE_INLINE BoolV BFFTT();
++ // x=false y=true z=false w=false
++ PX_FORCE_INLINE BoolV BFTFF();
++ // x=false y=true z=false w=true
++ PX_FORCE_INLINE BoolV BFTFT();
++ // x=false y=true z=true w=false
++ PX_FORCE_INLINE BoolV BFTTF();
++ // x=false y=true z=true w=true
++ PX_FORCE_INLINE BoolV BFTTT();
++ // x=true y=false z=false w=false
++ PX_FORCE_INLINE BoolV BTFFF();
++ // x=true y=false z=false w=true
++ PX_FORCE_INLINE BoolV BTFFT();
++ // x=true y=false z=true w=false
++ PX_FORCE_INLINE BoolV BTFTF();
++ // x=true y=false z=true w=true
++ PX_FORCE_INLINE BoolV BTFTT();
++ // x=true y=true z=false w=false
++ PX_FORCE_INLINE BoolV BTTFF();
++ // x=true y=true z=false w=true
++ PX_FORCE_INLINE BoolV BTTFT();
++ // x=true y=true z=true w=false
++ PX_FORCE_INLINE BoolV BTTTF();
++ // x=true y=true z=true w=true
++ PX_FORCE_INLINE BoolV BTTTT();
++
++ // x=false y=false z=false w=true
++ PX_FORCE_INLINE BoolV BWMask();
++ // x=true y=false z=false w=false
++ PX_FORCE_INLINE BoolV BXMask();
++ // x=false y=true z=false w=false
++ PX_FORCE_INLINE BoolV BYMask();
++ // x=false y=false z=true w=false
++ PX_FORCE_INLINE BoolV BZMask();
++
++ // get x component
++ PX_FORCE_INLINE BoolV BGetX(const BoolV f);
++ // get y component
++ PX_FORCE_INLINE BoolV BGetY(const BoolV f);
++ // get z component
++ PX_FORCE_INLINE BoolV BGetZ(const BoolV f);
++ // get w component
++ PX_FORCE_INLINE BoolV BGetW(const BoolV f);
++
++ // Use elementIndex to splat xxxx or yyyy or zzzz or wwww
++ template <int elementIndex>
++ PX_FORCE_INLINE BoolV BSplatElement(Vec4V a);
++
++ // component-wise && (AND)
++ PX_FORCE_INLINE BoolV BAnd(const BoolV a, const BoolV b);
++ // component-wise || (OR)
++ PX_FORCE_INLINE BoolV BOr(const BoolV a, const BoolV b);
++ // component-wise not
++ PX_FORCE_INLINE BoolV BNot(const BoolV a);
++
++ // if all four components are true, return true, otherwise return false
++ PX_FORCE_INLINE BoolV BAllTrue4(const BoolV a);
++
++ // if any four components is true, return true, otherwise return false
++ PX_FORCE_INLINE BoolV BAnyTrue4(const BoolV a);
++
++ // if all three(0, 1, 2) components are true, return true, otherwise return false
++ PX_FORCE_INLINE BoolV BAllTrue3(const BoolV a);
++
++ // if any three (0, 1, 2) components is true, return true, otherwise return false
++ PX_FORCE_INLINE BoolV BAnyTrue3(const BoolV a);
++
++ // Return 1 if all components equal, zero otherwise.
++ PX_FORCE_INLINE PxU32 BAllEq(const BoolV a, const BoolV b);
++
++ // Specialized/faster BAllEq function for b==TTTT
++ PX_FORCE_INLINE PxU32 BAllEqTTTT(const BoolV a);
++ // Specialized/faster BAllEq function for b==FFFF
++ PX_FORCE_INLINE PxU32 BAllEqFFFF(const BoolV a);
++
++ /// Get BoolV as bits set in an PxU32. A bit in the output is set if the element is 'true' in the input.
++ /// There is a bit for each element in a, with element 0s value held in bit0, element 1 in bit 1s and so forth.
++ /// If nothing is true in the input it will return 0, and if all are true if will return 0xf.
++ /// NOTE! That performance of the function varies considerably by platform, thus it is recommended to use
++ /// where your algorithm really needs a BoolV in an integer variable.
++ PX_FORCE_INLINE PxU32 BGetBitMask(const BoolV a);
++
++ // VecI32V stuff
++
++ PX_FORCE_INLINE VecI32V VecI32V_Zero();
++
++ PX_FORCE_INLINE VecI32V VecI32V_One();
++
++ PX_FORCE_INLINE VecI32V VecI32V_Two();
++
++ PX_FORCE_INLINE VecI32V VecI32V_MinusOne();
++
++ // Compute a shift parameter for VecI32V_LeftShift and VecI32V_RightShift
++ // Each element of shift must be identical ie the vector must have form {count, count, count, count} with count>=0
++ PX_FORCE_INLINE VecShiftV VecI32V_PrepareShift(const VecI32VArg shift);
++
++ // Shift each element of a leftwards by the same amount
++ // Compute shift with VecI32V_PrepareShift
++ //{a.x<<shift[0], a.y<<shift[0], a.z<<shift[0], a.w<<shift[0]}
++ PX_FORCE_INLINE VecI32V VecI32V_LeftShift(const VecI32VArg a, const VecShiftVArg shift);
++
++ // Shift each element of a rightwards by the same amount
++ // Compute shift with VecI32V_PrepareShift
++ //{a.x>>shift[0], a.y>>shift[0], a.z>>shift[0], a.w>>shift[0]}
++ PX_FORCE_INLINE VecI32V VecI32V_RightShift(const VecI32VArg a, const VecShiftVArg shift);
++
++ PX_FORCE_INLINE VecI32V VecI32V_Add(const VecI32VArg a, const VecI32VArg b);
++
++ PX_FORCE_INLINE VecI32V VecI32V_Or(const VecI32VArg a, const VecI32VArg b);
++
++ PX_FORCE_INLINE VecI32V VecI32V_GetX(const VecI32VArg a);
++
++ PX_FORCE_INLINE VecI32V VecI32V_GetY(const VecI32VArg a);
++
++ PX_FORCE_INLINE VecI32V VecI32V_GetZ(const VecI32VArg a);
++
++ PX_FORCE_INLINE VecI32V VecI32V_GetW(const VecI32VArg a);
++
++ PX_FORCE_INLINE VecI32V VecI32V_Sub(const VecI32VArg a, const VecI32VArg b);
++
++ PX_FORCE_INLINE BoolV VecI32V_IsGrtr(const VecI32VArg a, const VecI32VArg b);
++
++ PX_FORCE_INLINE BoolV VecI32V_IsEq(const VecI32VArg a, const VecI32VArg b);
++
++ PX_FORCE_INLINE VecI32V V4I32Sel(const BoolV c, const VecI32V a, const VecI32V b);
++
++ // VecU32V stuff
++
++ PX_FORCE_INLINE VecU32V U4Zero();
++
++ PX_FORCE_INLINE VecU32V U4One();
++
++ PX_FORCE_INLINE VecU32V U4Two();
++
++ PX_FORCE_INLINE BoolV V4IsEqU32(const VecU32V a, const VecU32V b);
++
++ PX_FORCE_INLINE VecU32V V4U32Sel(const BoolV c, const VecU32V a, const VecU32V b);
++
++ PX_FORCE_INLINE VecU32V V4U32or(VecU32V a, VecU32V b);
++
++ PX_FORCE_INLINE VecU32V V4U32xor(VecU32V a, VecU32V b);
++
++ PX_FORCE_INLINE VecU32V V4U32and(VecU32V a, VecU32V b);
++
++ PX_FORCE_INLINE VecU32V V4U32Andc(VecU32V a, VecU32V b);
++
++ // VecU32 - why does this not return a bool?
++ PX_FORCE_INLINE VecU32V V4IsGrtrV32u(const Vec4V a, const Vec4V b);
++
++ // Math operations on 16-byte aligned Mat33s (represents any 3x3 matrix)
++ PX_FORCE_INLINE Mat33V M33Load(const PxMat33& m)
++ {
++ return Mat33V(Vec3V_From_Vec4V(V4LoadU(&m.column0.x)),
++ Vec3V_From_Vec4V(V4LoadU(&m.column1.x)), V3LoadU(m.column2));
++ }
++ // a*b
++ PX_FORCE_INLINE Vec3V M33MulV3(const Mat33V& a, const Vec3V b);
++ // A*x + b
++ PX_FORCE_INLINE Vec3V M33MulV3AddV3(const Mat33V& A, const Vec3V b, const Vec3V c);
++ // transpose(a) * b
++ PX_FORCE_INLINE Vec3V M33TrnspsMulV3(const Mat33V& a, const Vec3V b);
++ // a*b
++ PX_FORCE_INLINE Mat33V M33MulM33(const Mat33V& a, const Mat33V& b);
++ // a+b
++ PX_FORCE_INLINE Mat33V M33Add(const Mat33V& a, const Mat33V& b);
++ // a+b
++ PX_FORCE_INLINE Mat33V M33Sub(const Mat33V& a, const Mat33V& b);
++ //-a
++ PX_FORCE_INLINE Mat33V M33Neg(const Mat33V& a);
++ // absolute value of the matrix
++ PX_FORCE_INLINE Mat33V M33Abs(const Mat33V& a);
++ // inverse mat
++ PX_FORCE_INLINE Mat33V M33Inverse(const Mat33V& a);
++ // transpose(a)
++ PX_FORCE_INLINE Mat33V M33Trnsps(const Mat33V& a);
++ // create an identity matrix
++ PX_FORCE_INLINE Mat33V M33Identity();
++
++ // create a vec3 to store the diagonal element of the M33
++ PX_FORCE_INLINE Mat33V M33Diagonal(const Vec3VArg);
++
++ // Not implemented
++ // return 1 if all components of a are equal to all components of b
++ // PX_FORCE_INLINE PxU32 V4U32AllEq(const VecU32V a, const VecU32V b);
++ // v.w=f
++ // PX_FORCE_INLINE void V3WriteW(Vec3V& v, const PxF32 f);
++ // PX_FORCE_INLINE PxF32 V3ReadW(const Vec3V& v);
++
++ // Not used
++ // PX_FORCE_INLINE Vec4V V4LoadAligned(Vec4V* addr);
++ // PX_FORCE_INLINE Vec4V V4LoadUnaligned(Vec4V* addr);
++ // floor(a)(per component)
++ // PX_FORCE_INLINE Vec4V V4Floor(Vec4V a);
++ // ceil(a) (per component)
++ // PX_FORCE_INLINE Vec4V V4Ceil(Vec4V a);
++ // PX_FORCE_INLINE VecU32V V4ConvertToU32VSaturate(const Vec4V a, PxU32 power);
++
++ // Math operations on 16-byte aligned Mat34s (represents transformation matrix - rotation and translation).
++ // namespace _Mat34V
++ //{
++ // //a*b
++ // PX_FORCE_INLINE Vec3V multiplyV(const Mat34V& a, const Vec3V b);
++ // //a_rotation * b
++ // PX_FORCE_INLINE Vec3V multiply3X3V(const Mat34V& a, const Vec3V b);
++ // //transpose(a_rotation)*b
++ // PX_FORCE_INLINE Vec3V multiplyTranspose3X3V(const Mat34V& a, const Vec3V b);
++ // //a*b
++ // PX_FORCE_INLINE Mat34V multiplyV(const Mat34V& a, const Mat34V& b);
++ // //a_rotation*b
++ // PX_FORCE_INLINE Mat33V multiply3X3V(const Mat34V& a, const Mat33V& b);
++ // //a_rotation*b_rotation
++ // PX_FORCE_INLINE Mat33V multiply3X3V(const Mat34V& a, const Mat34V& b);
++ // //a+b
++ // PX_FORCE_INLINE Mat34V addV(const Mat34V& a, const Mat34V& b);
++ // //a^-1
++ // PX_FORCE_INLINE Mat34V getInverseV(const Mat34V& a);
++ // //transpose(a_rotation)
++ // PX_FORCE_INLINE Mat33V getTranspose3X3(const Mat34V& a);
++ //}; //namespace _Mat34V
++
++ // a*b
++ //#define M34MulV3(a,b) (M34MulV3(a,b))
++ ////a_rotation * b
++ //#define M34Mul33V3(a,b) (M34Mul33V3(a,b))
++ ////transpose(a_rotation)*b
++ //#define M34TrnspsMul33V3(a,b) (M34TrnspsMul33V3(a,b))
++ ////a*b
++ //#define M34MulM34(a,b) (_Mat34V::multiplyV(a,b))
++ // a_rotation*b
++ //#define M34MulM33(a,b) (M34MulM33(a,b))
++ // a_rotation*b_rotation
++ //#define M34Mul33MM34(a,b) (M34MulM33(a,b))
++ // a+b
++ //#define M34Add(a,b) (M34Add(a,b))
++ ////a^-1
++ //#define M34Inverse(a,b) (M34Inverse(a))
++ // transpose(a_rotation)
++ //#define M34Trnsps33(a) (M33Trnsps3X3(a))
++
++ // Math operations on 16-byte aligned Mat44s (represents any 4x4 matrix)
++ // namespace _Mat44V
++ //{
++ // //a*b
++ // PX_FORCE_INLINE Vec4V multiplyV(const Mat44V& a, const Vec4V b);
++ // //transpose(a)*b
++ // PX_FORCE_INLINE Vec4V multiplyTransposeV(const Mat44V& a, const Vec4V b);
++ // //a*b
++ // PX_FORCE_INLINE Mat44V multiplyV(const Mat44V& a, const Mat44V& b);
++ // //a+b
++ // PX_FORCE_INLINE Mat44V addV(const Mat44V& a, const Mat44V& b);
++ // //a&-1
++ // PX_FORCE_INLINE Mat44V getInverseV(const Mat44V& a);
++ // //transpose(a)
++ // PX_FORCE_INLINE Mat44V getTransposeV(const Mat44V& a);
++ //}; //namespace _Mat44V
++
++ // namespace _VecU32V
++ //{
++ // // pack 8 U32s to 8 U16s with saturation
++ // PX_FORCE_INLINE VecU16V pack2U32VToU16VSaturate(VecU32V a, VecU32V b);
++ // PX_FORCE_INLINE VecU32V orV(VecU32V a, VecU32V b);
++ // PX_FORCE_INLINE VecU32V andV(VecU32V a, VecU32V b);
++ // PX_FORCE_INLINE VecU32V andcV(VecU32V a, VecU32V b);
++ // // conversion from integer to float
++ // PX_FORCE_INLINE Vec4V convertToVec4V(VecU32V a);
++ // // splat a[elementIndex] into all fields of a
++ // template<int elementIndex>
++ // PX_FORCE_INLINE VecU32V splatElement(VecU32V a);
++ // PX_FORCE_INLINE void storeAligned(VecU32V a, VecU32V* address);
++ //};
++
++ // namespace _VecI32V
++ //{
++ // template<int a> PX_FORCE_INLINE VecI32V splatI32();
++ //};
++ //
++ // namespace _VecU16V
++ //{
++ // PX_FORCE_INLINE VecU16V orV(VecU16V a, VecU16V b);
++ // PX_FORCE_INLINE VecU16V andV(VecU16V a, VecU16V b);
++ // PX_FORCE_INLINE VecU16V andcV(VecU16V a, VecU16V b);
++ // PX_FORCE_INLINE void storeAligned(VecU16V val, VecU16V *address);
++ // PX_FORCE_INLINE VecU16V loadAligned(VecU16V* addr);
++ // PX_FORCE_INLINE VecU16V loadUnaligned(VecU16V* addr);
++ // PX_FORCE_INLINE VecU16V compareGt(VecU16V a, VecU16V b);
++ // template<int elementIndex>
++ // PX_FORCE_INLINE VecU16V splatElement(VecU16V a);
++ // PX_FORCE_INLINE VecU16V subtractModulo(VecU16V a, VecU16V b);
++ // PX_FORCE_INLINE VecU16V addModulo(VecU16V a, VecU16V b);
++ // PX_FORCE_INLINE VecU32V getLo16(VecU16V a); // [0,2,4,6] 16-bit values to [0,1,2,3] 32-bit vector
++ // PX_FORCE_INLINE VecU32V getHi16(VecU16V a); // [1,3,5,7] 16-bit values to [0,1,2,3] 32-bit vector
++ //};
++ //
++ // namespace _VecI16V
++ //{
++ // template <int val> PX_FORCE_INLINE VecI16V splatImmediate();
++ //};
++ //
++ // namespace _VecU8V
++ //{
++ //};
++
++ // a*b
++ //#define M44MulV4(a,b) (M44MulV4(a,b))
++ ////transpose(a)*b
++ //#define M44TrnspsMulV4(a,b) (M44TrnspsMulV4(a,b))
++ ////a*b
++ //#define M44MulM44(a,b) (M44MulM44(a,b))
++ ////a+b
++ //#define M44Add(a,b) (M44Add(a,b))
++ ////a&-1
++ //#define M44Inverse(a) (M44Inverse(a))
++ ////transpose(a)
++ //#define M44Trnsps(a) (M44Trnsps(a))
++
++ // dsequeira: these used to be assert'd out in SIMD builds, but they're necessary if
++ // we want to be able to write some scalar functions which run using SIMD data structures
++
++ PX_FORCE_INLINE void V3WriteX(Vec3V& v, const PxF32 f)
++ {
++ reinterpret_cast<PxVec3&>(v).x = f;
++ }
++
++ PX_FORCE_INLINE void V3WriteY(Vec3V& v, const PxF32 f)
++ {
++ reinterpret_cast<PxVec3&>(v).y = f;
++ }
++
++ PX_FORCE_INLINE void V3WriteZ(Vec3V& v, const PxF32 f)
++ {
++ reinterpret_cast<PxVec3&>(v).z = f;
++ }
++
++ PX_FORCE_INLINE void V3WriteXYZ(Vec3V& v, const PxVec3& f)
++ {
++ reinterpret_cast<PxVec3&>(v) = f;
++ }
++
++ PX_FORCE_INLINE PxF32 V3ReadX(const Vec3V& v)
++ {
++ return reinterpret_cast<const PxVec3&>(v).x;
++ }
++
++ PX_FORCE_INLINE PxF32 V3ReadY(const Vec3V& v)
++ {
++ return reinterpret_cast<const PxVec3&>(v).y;
++ }
++
++ PX_FORCE_INLINE PxF32 V3ReadZ(const Vec3V& v)
++ {
++ return reinterpret_cast<const PxVec3&>(v).z;
++ }
++
++ PX_FORCE_INLINE const PxVec3& V3ReadXYZ(const Vec3V& v)
++ {
++ return reinterpret_cast<const PxVec3&>(v);
++ }
++
++ PX_FORCE_INLINE void V4WriteX(Vec4V& v, const PxF32 f)
++ {
++ reinterpret_cast<PxVec4&>(v).x = f;
++ }
++
++ PX_FORCE_INLINE void V4WriteY(Vec4V& v, const PxF32 f)
++ {
++ reinterpret_cast<PxVec4&>(v).y = f;
++ }
++
++ PX_FORCE_INLINE void V4WriteZ(Vec4V& v, const PxF32 f)
++ {
++ reinterpret_cast<PxVec4&>(v).z = f;
++ }
++
++ PX_FORCE_INLINE void V4WriteW(Vec4V& v, const PxF32 f)
++ {
++ reinterpret_cast<PxVec4&>(v).w = f;
++ }
++
++ PX_FORCE_INLINE void V4WriteXYZ(Vec4V& v, const PxVec3& f)
++ {
++ reinterpret_cast<PxVec3&>(v) = f;
++ }
++
++ PX_FORCE_INLINE PxF32 V4ReadX(const Vec4V& v)
++ {
++ return reinterpret_cast<const PxVec4&>(v).x;
++ }
++
++ PX_FORCE_INLINE PxF32 V4ReadY(const Vec4V& v)
++ {
++ return reinterpret_cast<const PxVec4&>(v).y;
++ }
++
++ PX_FORCE_INLINE PxF32 V4ReadZ(const Vec4V& v)
++ {
++ return reinterpret_cast<const PxVec4&>(v).z;
++ }
++
++ PX_FORCE_INLINE PxF32 V4ReadW(const Vec4V& v)
++ {
++ return reinterpret_cast<const PxVec4&>(v).w;
++ }
++
++ PX_FORCE_INLINE const PxVec3& V4ReadXYZ(const Vec4V& v)
++ {
++ return reinterpret_cast<const PxVec3&>(v);
++ }
++
++ // this macro transposes 4 Vec4V into 3 Vec4V (assuming that the W component can be ignored)
++ //inA: 1 2 3 4
++ //inB: 5 6 7 8
++ //inC: 9 10 11 12
++ //inD: 13 14 15 16
++ //outA: 1 5 9 13
++ //outB: 2 6 10 14
++ //outC: 3 7 11 15
++ #define PX_TRANSPOSE_44_34(inA, inB, inC, inD, outA, outB, outC) \
++ outA = V4UnpackXY(inA, inC); \
++ inA = V4UnpackZW(inA, inC); \
++ inC = V4UnpackXY(inB, inD); \
++ inB = V4UnpackZW(inB, inD); \
++ outB = V4UnpackZW(outA, inC); \
++ outA = V4UnpackXY(outA, inC); \
++ outC = V4UnpackXY(inA, inB);
++
++ // this macro transposes 3 Vec4V into 4 Vec4V (with W components as garbage!)
++ //inA: 1 2 3 4
++ //inB: 5 6 7 8
++ //inC: 9 10 11 12
++ //outA: 1 5 9 undefined
++ //outB: 2 6 10 undefined
++ //outC: 3 7 11 undefined
++ //outD: 4 8 12 undefined
++ #define PX_TRANSPOSE_34_44(inA, inB, inC, outA, outB, outC, outD) \
++ outA = V4UnpackXY(inA, inC); \
++ inA = V4UnpackZW(inA, inC); \
++ outC = V4UnpackXY(inB, inB); \
++ inC = V4UnpackZW(inB, inB); \
++ outB = V4UnpackZW(outA, outC); \
++ outA = V4UnpackXY(outA, outC); \
++ outC = V4UnpackXY(inA, inC); \
++ outD = V4UnpackZW(inA, inC);
++
++ //inA: 1 2 3 4
++ //inB: 5 6 7 8
++ //inC: 9 10 11 12
++ //inD: 13 14 15 16
++ //outA: 1 5 9 13
++ //outB: 2 6 10 14
++ //outC: 3 7 11 15
++ //outD: 4 8 12 16
++ #define PX_TRANSPOSE_44(inA, inB, inC, inD, outA, outB, outC, outD) \
++ outA = V4UnpackXY(inA, inC); \
++ inA = V4UnpackZW(inA, inC); \
++ inC = V4UnpackXY(inB, inD); \
++ inB = V4UnpackZW(inB, inD); \
++ outB = V4UnpackZW(outA, inC); \
++ outA = V4UnpackXY(outA, inC); \
++ outC = V4UnpackXY(inA, inB); \
++ outD = V4UnpackZW(inA, inB);
++
++ // This function returns a Vec4V, where each element is the dot product of one pair of Vec3Vs. On PC, each element in
++ // the result should be identical to the results if V3Dot was performed
++ // for each pair of Vec3V.
++ // However, on other platforms, the result might diverge by some small margin due to differences in FP rounding, e.g. if
++ // _mm_dp_ps was used or some other approximate dot product or fused madd operations
++ // were used.
++ // Where there does not exist a hw-accelerated dot-product operation, this approach should be the fastest way to compute
++ // the dot product of 4 vectors.
++ PX_FORCE_INLINE Vec4V V3Dot4(const Vec3VArg a0, const Vec3VArg b0, const Vec3VArg a1, const Vec3VArg b1,
++ const Vec3VArg a2, const Vec3VArg b2, const Vec3VArg a3, const Vec3VArg b3)
++ {
++ Vec4V a0b0 = Vec4V_From_Vec3V(V3Mul(a0, b0));
++ Vec4V a1b1 = Vec4V_From_Vec3V(V3Mul(a1, b1));
++ Vec4V a2b2 = Vec4V_From_Vec3V(V3Mul(a2, b2));
++ Vec4V a3b3 = Vec4V_From_Vec3V(V3Mul(a3, b3));
++
++ Vec4V aTrnsps, bTrnsps, cTrnsps;
++
++ PX_TRANSPOSE_44_34(a0b0, a1b1, a2b2, a3b3, aTrnsps, bTrnsps, cTrnsps);
++
++ return V4Add(V4Add(aTrnsps, bTrnsps), cTrnsps);
++ }
++
++ //(f.x,f.y,f.z,0) - Alternative/faster V3LoadU implementation when it is safe to read "W", i.e. the 32bits after the PxVec3.
++ PX_FORCE_INLINE Vec3V V3LoadU_SafeReadW(const PxVec3& f)
++ {
++ return Vec3V_From_Vec4V(V4LoadU(&f.x));
++ }
++
++ } // namespace aos
++ #if !PX_DOXYGEN
++ } // namespace physx
++ #endif
++
++ // Now for the cross-platform implementations of the 16-byte aligned maths functions (win32/360/ppu/spu etc).
++ #if COMPILE_VECTOR_INTRINSICS
++ #include "PxInlineAoS.h"
++ #else // #if COMPILE_VECTOR_INTRINSICS
++ #include "PxVecMathAoSScalarInline.h"
++ #endif // #if !COMPILE_VECTOR_INTRINSICS
++ #include "PxVecQuat.h"
++
++ #endif
++