text: /*
     Copyright (C) 2006, 2007 Sony Computer Entertainment Inc.
     All rights reserved.
  
     Redistribution and use in source and binary forms,
     with or without modification, are permitted provided that the
     following conditions are met:
      * Redistributions of source code must retain the above copyright
        notice, this list of conditions and the following disclaimer.
      * Redistributions in binary form must reproduce the above copyright
        notice, this list of conditions and the following disclaimer in the
        documentation and/or other materials provided with the distribution.
      * Neither the name of the Sony Computer Entertainment Inc nor the names
        of its contributors may be used to endorse or promote products derived
        from this software without specific prior written permission.
  
     THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
     AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
     ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
     LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
     CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
     SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
     INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
     CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
     ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
     POSSIBILITY OF SUCH DAMAGE.
  */
  
  #ifndef _BOOLINVEC_H
  #define _BOOLINVEC_H
  
  #include <math.h>
  #include <altivec.h>
  #include "../c/vec_types.h"
  #undef bool
  
  namespace Vectormath {
  
  class floatInVec;
  
  //--------------------------------------------------------------------------------------------------
  // boolInVec class
  //
  
  class boolInVec
  {
      private:
          vec_uint4 mData;
  
          inline boolInVec(vec_uint4 vec);
      public:
          inline boolInVec() {}
  
          // matches standard type conversions
          //
          inline boolInVec(floatInVec vec);
  
          // explicit cast from bool
          //
          explicit inline boolInVec(bool scalar);
  
  #ifdef _VECTORMATH_NO_SCALAR_CAST
          // explicit cast to bool
          // 
          inline bool getAsBool() const;
  #else
          // implicit cast to bool
          // 
          inline operator bool() const;
  #endif
          
          // get vector data
          // bool value is splatted across all word slots of vector as 0 (false) or -1 (true)
          //
          inline vec_uint4 get128() const;
  
          // operators
          //
          inline const boolInVec operator ! () const;
          inline boolInVec& operator = (boolInVec vec);
          inline boolInVec& operator &= (boolInVec vec);
          inline boolInVec& operator ^= (boolInVec vec);
          inline boolInVec& operator |= (boolInVec vec);
  
          // friend functions
          //
          friend inline const boolInVec operator == (boolInVec vec0, boolInVec vec1);
          friend inline const boolInVec operator != (boolInVec vec0, boolInVec vec1);
          friend inline const boolInVec operator < (floatInVec vec0, floatInVec vec1);
          friend inline const boolInVec operator <= (floatInVec vec0, floatInVec vec1);
          friend inline const boolInVec operator > (floatInVec vec0, floatInVec vec1);
          friend inline const boolInVec operator >= (floatInVec vec0, floatInVec vec1);
          friend inline const boolInVec operator == (floatInVec vec0, floatInVec vec1);
          friend inline const boolInVec operator != (floatInVec vec0, floatInVec vec1);
          friend inline const boolInVec operator & (boolInVec vec0, boolInVec vec1);
          friend inline const boolInVec operator ^ (boolInVec vec0, boolInVec vec1);
          friend inline const boolInVec operator | (boolInVec vec0, boolInVec vec1);
          friend inline const boolInVec select(boolInVec vec0, boolInVec vec1, boolInVec select_vec1);
  };
  
  //--------------------------------------------------------------------------------------------------
  // boolInVec functions
  //
  
  // operators
  //
  inline const boolInVec operator == (boolInVec vec0, boolInVec vec1);
  inline const boolInVec operator != (boolInVec vec0, boolInVec vec1);
  inline const boolInVec operator & (boolInVec vec0, boolInVec vec1);
  inline const boolInVec operator ^ (boolInVec vec0, boolInVec vec1);
  inline const boolInVec operator | (boolInVec vec0, boolInVec vec1);
  
  // select between vec0 and vec1 using boolInVec.
  // false selects vec0, true selects vec1
  //
  inline const boolInVec select(boolInVec vec0, boolInVec vec1, boolInVec select_vec1);
  
  } // namespace Vectormath
  
  //--------------------------------------------------------------------------------------------------
  // boolInVec implementation
  //
  
  #include "floatInVec.h"
  
  namespace Vectormath {
  
  inline
  boolInVec::boolInVec(vec_uint4 vec)
  {
      mData = vec;
  }
  
  inline
  boolInVec::boolInVec(floatInVec vec)
  {
      *this = (vec != floatInVec(0.0f));
  }
  
  inline
  boolInVec::boolInVec(bool scalar)
  {
  #ifdef __GNUC__
      if (__builtin_constant_p(scalar))
      {
          const unsigned int mask = -(int)scalar;
          mData = (vec_uint4){mask, mask, mask, mask};
      }
      else
  #endif
      {
          unsigned int mask = -(int)scalar;
          vec_uint4 vec = vec_ld(0, &mask);
          mData = vec_splat(vec_perm(vec, vec, vec_lvsl(0, &mask)), 0);
      }
  }
  
  #ifdef _VECTORMATH_NO_SCALAR_CAST
  inline
  bool
  boolInVec::getAsBool() const
  #else
  inline
  boolInVec::operator bool() const
  #endif
  {
      return vec_all_gt(mData, ((vec_uint4){0,0,0,0}));
  }
  
  inline
  vec_uint4
  boolInVec::get128() const
  {
      return mData;
  }
  
  inline
  const boolInVec
  boolInVec::operator ! () const
  {
      return boolInVec(vec_nor(mData, mData));
  }
  
  inline
  boolInVec&
  boolInVec::operator = (boolInVec vec)
  {
      mData = vec.mData;
      return *this;
  }
  
  inline
  boolInVec&
  boolInVec::operator &= (boolInVec vec)
  {
      *this = *this & vec;
      return *this;
  }
  
  inline
  boolInVec&
  boolInVec::operator ^= (boolInVec vec)
  {
      *this = *this ^ vec;
      return *this;
  }
  
  inline
  boolInVec&
  boolInVec::operator |= (boolInVec vec)
  {
      *this = *this | vec;
      return *this;
  }
  
  inline
  const boolInVec
  operator == (boolInVec vec0, boolInVec vec1)
  {
      return boolInVec((vec_uint4)vec_cmpeq(vec0.get128(), vec1.get128()));
  }
  
  inline
  const boolInVec
  operator != (boolInVec vec0, boolInVec vec1)
  {
      return !(vec0 == vec1);
  }
      
  inline
  const boolInVec
  operator & (boolInVec vec0, boolInVec vec1)
  {
      return boolInVec(vec_and(vec0.get128(), vec1.get128()));
  }
  
  inline
  const boolInVec
  operator | (boolInVec vec0, boolInVec vec1)
  {
      return boolInVec(vec_or(vec0.get128(), vec1.get128()));
  }
  
  inline
  const boolInVec
  operator ^ (boolInVec vec0, boolInVec vec1)
  {
      return boolInVec(vec_xor(vec0.get128(), vec1.get128()));
  }
  
  inline
  const boolInVec
  select(boolInVec vec0, boolInVec vec1, boolInVec select_vec1)
  {
      return boolInVec(vec_sel(vec0.get128(), vec1.get128(), select_vec1.get128()));
  }
   
  } // namespace Vectormath
  
  #endif // boolInVec_h
  