#include "common.h" void CVector::Normalise(void) { #ifdef DC_SH4_BROKEN // TODO: This needs to handle zero vectors here vec3f_normalize(x, y, z); #else float sq = MagnitudeSqr(); if (sq > 0.0f) { float invsqrt = RecipSqrt(sq); x *= invsqrt; y *= invsqrt; z *= invsqrt; } else x = 1.0f; #endif } CVector CrossProduct(const CVector &v1, const CVector &v2) { return CVector(v1.y * v2.z - v1.z * v2.y, v1.z * v2.x - v1.x * v2.z, v1.x * v2.y - v1.y * v2.x); } CVector Multiply3x3(const CMatrix &mat, const CVector &vec) { #if defined(DC_SH4) && 0 register float __x __asm__("fr12") = vec.x; register float __y __asm__("fr13") = vec.y; register float __z __asm__("fr14") = vec.z; register float __w __asm__("fr15") = 0.0f; mat_load(reinterpret_cast(const_cast(&mat))); asm volatile( "ftrv xmtrx, fv12\n" : "=f" (__x), "=f" (__y), "=f" (__z), "=f" (__w) : "0" (__x), "1" (__y), "2" (__z), "3" (__w) ); return { __x, __y, __z }; #else // TODO: VU0 code return CVector(mat.rx * vec.x + mat.fx * vec.y + mat.ux * vec.z, mat.ry * vec.x + mat.fy * vec.y + mat.uy * vec.z, mat.rz * vec.x + mat.fz * vec.y + mat.uz * vec.z); #endif } CVector Multiply3x3(const CVector &vec, const CMatrix &mat) { return CVector(mat.rx * vec.x + mat.ry * vec.y + mat.rz * vec.z, mat.fx * vec.x + mat.fy * vec.y + mat.fz * vec.z, mat.ux * vec.x + mat.uy * vec.y + mat.uz * vec.z); } CVector operator*(const CMatrix &mat, const CVector &vec) { #if defined(DC_SH4) && 0 CVector out; mat_load(reinterpret_cast(const_cast(&mat))); mat_trans_single3_nodiv_nomod(vec.x, vec.y, vec.z, out.x, out.y, out.z); return out; #else // TODO: VU0 code return CVector(mat.rx * vec.x + mat.fx * vec.y + mat.ux * vec.z + mat.px, mat.ry * vec.x + mat.fy * vec.y + mat.uy * vec.z + mat.py, mat.rz * vec.x + mat.fz * vec.y + mat.uz * vec.z + mat.pz); #endif }