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// 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 PXFOUNDATION_PXUNIXSSE2AOS_H
#define PXFOUNDATION_PXUNIXSSE2AOS_H
// no includes here! this file should be included from PxcVecMath.h only!!!
#if !COMPILE_VECTOR_INTRINSICS
#error Vector intrinsics should not be included when using scalar implementation.
#endif
namespace physx
{
namespace aos
{
#if PX_EMSCRIPTEN || PX_SSE2
typedef int8_t __int8_t;
typedef int16_t __int16_t;
typedef int32_t __int32_t;
typedef int64_t __int64_t;
typedef uint16_t __uint16_t;
typedef uint32_t __uint32_t;
typedef uint64_t __uint64_t;
#endif
typedef union UnionM128
{
UnionM128()
{
}
UnionM128(__m128 in)
{
m128 = in;
}
UnionM128(__m128i in)
{
m128i = in;
}
operator __m128()
{
return m128;
}
operator __m128() const
{
return m128;
}
float m128_f32[4];
__int8_t m128_i8[16];
__int16_t m128_i16[8];
__int32_t m128_i32[4];
__int64_t m128_i64[2];
__uint16_t m128_u16[8];
__uint32_t m128_u32[4];
__uint64_t m128_u64[2];
__m128 m128;
__m128i m128i;
} UnionM128;
typedef __m128 FloatV;
typedef __m128 Vec3V;
typedef __m128 Vec4V;
typedef __m128 BoolV;
typedef __m128 QuatV;
typedef __m128i VecI32V;
typedef UnionM128 VecU32V;
typedef UnionM128 VecU16V;
typedef UnionM128 VecI16V;
typedef UnionM128 VecU8V;
#define FloatVArg FloatV &
#define Vec3VArg Vec3V &
#define Vec4VArg Vec4V &
#define BoolVArg BoolV &
#define VecU32VArg VecU32V &
#define VecI32VArg VecI32V &
#define VecU16VArg VecU16V &
#define VecI16VArg VecI16V &
#define VecU8VArg VecU8V &
#define QuatVArg QuatV &
// Optimization for situations in which you cross product multiple vectors with the same vector.
// Avoids 2X shuffles per product
struct VecCrossV
{
Vec3V mL1;
Vec3V mR1;
};
struct VecShiftV
{
VecI32V shift;
};
#define VecShiftVArg VecShiftV &
PX_ALIGN_PREFIX(16)
struct Mat33V
{
Mat33V()
{
}
Mat33V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2) : col0(c0), col1(c1), col2(c2)
{
}
Vec3V PX_ALIGN(16, col0);
Vec3V PX_ALIGN(16, col1);
Vec3V PX_ALIGN(16, col2);
} PX_ALIGN_SUFFIX(16);
PX_ALIGN_PREFIX(16)
struct Mat34V
{
Mat34V()
{
}
Mat34V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2, const Vec3V& c3) : col0(c0), col1(c1), col2(c2), col3(c3)
{
}
Vec3V PX_ALIGN(16, col0);
Vec3V PX_ALIGN(16, col1);
Vec3V PX_ALIGN(16, col2);
Vec3V PX_ALIGN(16, col3);
} PX_ALIGN_SUFFIX(16);
PX_ALIGN_PREFIX(16)
struct Mat43V
{
Mat43V()
{
}
Mat43V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2) : col0(c0), col1(c1), col2(c2)
{
}
Vec4V PX_ALIGN(16, col0);
Vec4V PX_ALIGN(16, col1);
Vec4V PX_ALIGN(16, col2);
} PX_ALIGN_SUFFIX(16);
PX_ALIGN_PREFIX(16)
struct Mat44V
{
Mat44V()
{
}
Mat44V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2, const Vec4V& c3) : col0(c0), col1(c1), col2(c2), col3(c3)
{
}
Vec4V PX_ALIGN(16, col0);
Vec4V PX_ALIGN(16, col1);
Vec4V PX_ALIGN(16, col2);
Vec4V PX_ALIGN(16, col3);
} PX_ALIGN_SUFFIX(16);
} // namespace aos
} // namespace physx
#endif // PXFOUNDATION_PXUNIXSSE2AOS_H