moved from h4570/tyra
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/*
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# ______ ____ ___
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# | \/ ____| |___|
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# | | | \ | |
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#-----------------------------------------------------------------------
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# Copyright 2020, tyra - https://github.com/h4570/tyra
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# Licenced under Apache License 2.0
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# Sandro Sobczyński <sandro.sobczynski@gmail.com>
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*/
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#include "../../include/models/math/vector3.hpp"
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#include "../../include/utils/math.hpp"
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#include <stdio.h>
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// ----
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// Constructors/Destructors
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// ----
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/** Create by specifying 3 points */
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Vector3::Vector3(float x, float y, float z)
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{
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this->x = x;
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this->y = y;
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this->z = z;
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}
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/** Create with another vector values */
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Vector3::Vector3(const Vector3 &another)
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{
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x = another.x;
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y = another.y;
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z = another.z;
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}
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void Vector3::setByLerp(const Vector3 &v1, const Vector3 &v2, const float t_interp)
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{
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asm volatile(
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"lqc2 vf4, 0x0(%1) \n\t" // vf4 = v1
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"lqc2 vf5, 0x0(%2) \n\t" // vf5 = v2
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"mfc1 $8, %3 \n\t" // vf6 = t
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"qmtc2 $8, vf6 \n\t" // lerp:
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"vsub.xyz vf7, vf5, vf4 \n\t" // vf7 = v2 - v1
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"vmulx.xyz vf8, vf7, vf6 \n\t" // vf8 = vf7 * t
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"vadd.xyz vf9, vf8, vf4 \n\t" // vf9 = vf8 + vf4
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"sqc2 vf9, 0x0(%0) \n\t" // v0 = vf9
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:
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: "r"(&this->xyz), "r"(&v1.xyz), "r"(&v2.xyz), "f"(t_interp)
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: "$8");
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}
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/** Create empty vector */
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Vector3::Vector3()
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{
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x = 0;
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y = 0;
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z = 0;
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}
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Vector3::~Vector3() {}
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// ----
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// Methods
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// ----
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Vector3 Vector3::operator+(Vector3 v)
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{
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Vector3 result;
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asm volatile( // VU0 Macro program
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"lqc2 vf4, 0x0(%1) \n\t"
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"lqc2 vf5, 0x0(%2) \n\t"
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"vadd.xyz vf6, vf4, vf5 \n\t"
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"sqc2 vf6, 0x0(%0) \n\t"
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:
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: "r"(result.xyz), "r"(this->xyz), "r"(v.xyz));
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return result;
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}
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Vector3 Vector3::operator-(const Vector3 &v)
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{
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Vector3 result;
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asm volatile( // VU0 Macro program
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"lqc2 vf4, 0x0(%1) \n\t"
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"lqc2 vf5, 0x0(%2) \n\t"
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"vsub.xyz vf6, vf4, vf5 \n\t"
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"sqc2 vf6, 0x0(%0) \n\t"
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:
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: "r"(result.xyz), "r"(this->xyz), "r"(v.xyz));
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return result;
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}
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Vector3 Vector3::operator-(void)
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{
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Vector3 result;
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result.x = -x;
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result.y = -y;
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result.z = -z;
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return result;
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}
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/** Also called "cross product" */
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Vector3 Vector3::operator*(Vector3 &v)
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{
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Vector3 res;
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asm volatile( // VU0 Macro program
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"lqc2 vf4, 0x0(%1) \n\t" // vf4 = this
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"lqc2 vf5, 0x0(%2) \n\t" // vf5 = v
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"vmulz.y vf6, vf4, vf5 \n\t" // vf6.y = vf4.y * vf5.z
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"vmuly.z vf6, vf4, vf5 \n\t"
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"vsubz.y vf6, vf6, vf6 \n\t" // vf6.y = vf4.y - vf4.z
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"vaddy.x vf8, vf0, vf6 \n\t" // res.x = vf4.y * vf5.z - vf4.z * vf5.y
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"vmulx.z vf6, vf4, vf5 \n\t"
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"vmulz.x vf6, vf4, vf5 \n\t"
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"vsubx.z vf6, vf6, vf6 \n\t"
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"vaddz.y vf8, vf0, vf6 \n\t" // res.y = vf4.z * vf5.x - vf4.x * vf5.z
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"vmuly.x vf6, vf4, vf5 \n\t"
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"vmulx.y vf6, vf4, vf5 \n\t"
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"vsuby.x vf6, vf6, vf6 \n\t"
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"vaddx.z vf8, vf0, vf6 \n\t" // res.z = vf4.x * vf5.y - vf4.y * vf5.x
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"sqc2 vf8, 0x0(%0) \n\t"
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:
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: "r"(res.xyz), "r"(this->xyz), "r"(v.xyz));
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// result.x = y * v.z - z * v.y;
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// result.y = z * v.x - x * v.z;
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// result.z = x * v.y - y * v.x;
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return res;
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}
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Vector3 Vector3::operator*(float t)
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{
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Vector3 result;
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asm volatile(
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"lqc2 vf4, 0x0(%1) \n\t"
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"mfc1 $8, %2 \n\t"
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"qmtc2 $8, vf5 \n\t"
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"vmulx.xyz vf6, vf4, vf5 \n\t"
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"sqc2 vf6, 0x0(%0) \n\t"
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:
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: "r"(result.xyz), "r"(this->xyz), "f"(t)
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: "$8");
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return result;
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}
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Vector3 Vector3::operator/(float t)
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{
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Vector3 result;
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result.x = x / t;
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result.y = y / t;
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result.z = z / t;
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return result;
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}
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u8 Vector3::shouldBeBackfaceCulled(const Vector3 *t_cameraPos, const Vector3 *v0, const Vector3 *v1, const Vector3 *v2)
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{
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register float dot;
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asm volatile(
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"lqc2 vf4, 0x0(%1) \n\t" // vf4 = cameraPos
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"lqc2 vf5, 0x0(%2) \n\t" // vf5 = v0
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"lqc2 vf6, 0x0(%3) \n\t" // vf6 = v1
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"lqc2 vf7, 0x0(%4) \n\t" // vf7 = v2
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"vsub.xyz vf8, vf7, vf5 \n\t" // vf8 = vf7(v2) - vf5(v0)
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"vsub.xyz vf9, vf6, vf5 \n\t" // vf9 = vf6(v1) - vf5(v0)
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"vopmula.xyz ACC, vf8, vf9 \n\t" // vf6 = cross(vf8, vf9)
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"vopmsub.xyz vf6, vf9, vf8 \n\t"
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"vsub.w vf6, vf6, vf6 \n\t"
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"vsub.xyz vf7, vf5, vf4 \n\t" // vf7 = vf5(v0) - vf4(cameraPos)
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"vmul.xyz vf5, vf7, vf6 \n\t" // vf5 = dot(vf7, vf6)
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"vaddy.x vf5, vf5, vf5 \n\t"
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"vaddz.x vf5, vf5, vf5 \n\t"
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"qmfc2 $2, vf5 \n\t" // store result on `dot` variable
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"mtc1 $2, %0 \n\t"
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: "=f"(dot)
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: "r"(t_cameraPos->xyz), "r"(v0->xyz), "r"(v1->xyz), "r"(v2->xyz)
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: "$2");
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return dot <= 0.0F;
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}
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/** Checks intersection with given square */
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u8 Vector3::collidesSquare(Vector3 &t_min, Vector3 &t_max)
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{
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return ((this->x <= t_max.x && this->x >= t_min.x) && (this->y < t_max.y && this->y >= t_min.y) && (this->z <= t_max.z && this->z >= t_min.z)) ? 1 : 0;
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}
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/** Checks is this vector is on given square */
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u8 Vector3::isOnSquare(Vector3 &t_min, Vector3 &t_max)
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{
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return ((this->x <= t_max.x && this->x >= t_min.x) && (this->y >= t_max.y) && (this->z <= t_max.z && this->z >= t_min.z)) ? 1 : 0;
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}
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float Vector3::length()
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{
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register float result;
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asm volatile( // VU0 Macro program
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"lqc2 vf4, 0x0(%1) \n\t"
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"vmul.xyz vf5, vf4, vf4 \n\t"
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"vaddy.x vf5, vf5, vf5 \n\t"
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"vaddz.x vf5, vf5, vf5 \n\t"
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"vsqrt Q , vf5x \n\t"
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"vaddq.x vf8, vf0, Q \n\t"
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"qmfc2 $2, vf8 \n\t"
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"mtc1 $2, %0 \n\t"
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: "=f"(result)
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: "r"(this->xyz)
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: "$2");
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return result;
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// return Math::sqrt(x * x + y * y + z * z);
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}
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void Vector3::normalize()
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{
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asm volatile( // VU0 Macro program
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"lqc2 vf4, 0x0(%0) \n\t"
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"vmul.xyz vf5, vf4, vf4 \n\t"
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"vaddy.x vf5, vf5, vf5 \n\t"
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"vaddz.x vf5, vf5, vf5 \n\t"
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"vrsqrt Q, vf0w, vf5x \n\t"
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"vsub.xyz vf6, vf0, vf0 \n\t"
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"vaddw.xyz vf6, vf6, vf4 \n\t"
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"vwaitq \n\t"
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"vmulq.xyz vf6, vf4, Q \n\t"
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"sqc2 vf6, 0x0(%0) \n\t"
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:
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: "r"(this->xyz));
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}
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/** Also called dot3 */
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float Vector3::innerProduct(Vector3 &v)
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{
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register float result;
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asm volatile( // VU0 Macro program
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"lqc2 vf4, 0x0(%1) \n\t"
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"lqc2 vf5, 0x0(%2) \n\t"
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"vmul.xyz vf6, vf4, vf5 \n\t"
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"vaddy.x vf6, vf6, vf6 \n\t"
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"vaddz.x vf6, vf6, vf6 \n\t"
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"qmfc2 $2, vf6 \n\t"
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"mtc1 $2, %0 \n\t"
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: "=f"(result)
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: "r"(this->xyz), "r"(v.xyz)
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: "$2");
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return result;
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// return (x * v.x + y * v.y + z * v.z);
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}
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void Vector3::set(float x, float y, float z)
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{
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this->x = x;
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this->y = y;
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this->z = z;
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}
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void Vector3::set(Vector3 &v)
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{
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this->x = v.x;
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this->y = v.y;
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this->z = v.z;
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}
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void Vector3::copy(Vector3 &v)
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{
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asm volatile( // VU0 Macro program
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"lq $6, 0x0(%1) \n\t"
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"sq $6, 0x0(%0) \n\t"
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:
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: "r"(v.xyz), "r"(this->xyz)
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: "$6");
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}
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float Vector3::distanceTo(Vector3 &v)
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{
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register float result;
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asm volatile( // VU0 Macro program
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"lqc2 vf4, 0x0(%1) \n\t"
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"lqc2 vf5, 0x0(%2) \n\t"
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"vsub.xyz vf6, vf4, vf5 \n\t"
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"vmul.xyz vf7, vf6, vf6 \n\t"
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"vaddy.x vf7, vf7, vf7 \n\t"
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"vaddz.x vf7, vf7, vf7 \n\t"
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"vsqrt Q , vf7x \n\t"
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"vaddq.x vf8, vf0, Q \n\t"
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"qmfc2 $2, vf8 \n\t"
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"mtc1 $2, %0 \n\t"
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: "=f"(result)
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: "r"(this->xyz), "r"(v.xyz)
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: "$2");
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return result;
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// return Math::sqrt((this->x - another.x) * (this->x - another.x) +
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// (this->y - another.y) * (this->y - another.y) +
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// (this->z - another.z) * (this->z - another.z));
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}
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void Vector3::print()
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{
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printf("Vector3(%f, %f, %f)\n", x, y, z);
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}
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