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physx/source/foundation/include/PsVecMathAoSScalar.h
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physx/source/foundation/include/PsVecMathAoSScalar.h
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PSFOUNDATION_PSVECMATHAOSSCALAR_H
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#define PSFOUNDATION_PSVECMATHAOSSCALAR_H
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#if COMPILE_VECTOR_INTRINSICS
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#error Scalar version should not be included when using vector intrinsics.
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#endif
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namespace physx
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{
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namespace shdfnd
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{
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namespace aos
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{
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struct VecI16V;
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struct VecU16V;
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struct VecI32V;
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struct VecU32V;
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struct Vec4V;
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typedef Vec4V QuatV;
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PX_ALIGN_PREFIX(16)
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struct FloatV
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{
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PxF32 x;
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PxF32 pad[3];
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FloatV()
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{
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}
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FloatV(const PxF32 _x) : x(_x)
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{
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}
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} PX_ALIGN_SUFFIX(16);
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PX_ALIGN_PREFIX(16)
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struct Vec4V
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{
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PxF32 x, y, z, w;
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Vec4V()
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{
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}
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Vec4V(const PxF32 _x, const PxF32 _y, const PxF32 _z, const PxF32 _w) : x(_x), y(_y), z(_z), w(_w)
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{
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}
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} PX_ALIGN_SUFFIX(16);
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PX_ALIGN_PREFIX(16)
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struct Vec3V
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{
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PxF32 x, y, z;
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PxF32 pad;
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Vec3V()
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{
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}
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Vec3V(const PxF32 _x, const PxF32 _y, const PxF32 _z) : x(_x), y(_y), z(_z), pad(0.0f)
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{
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}
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} PX_ALIGN_SUFFIX(16);
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PX_ALIGN_PREFIX(16)
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struct BoolV
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{
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PxU32 ux, uy, uz, uw;
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BoolV()
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{
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}
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BoolV(const PxU32 _x, const PxU32 _y, const PxU32 _z, const PxU32 _w) : ux(_x), uy(_y), uz(_z), uw(_w)
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{
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}
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} PX_ALIGN_SUFFIX(16);
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struct Mat33V
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{
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Mat33V()
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{
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}
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Mat33V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2) : col0(c0), col1(c1), col2(c2)
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{
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}
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Vec3V col0;
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Vec3V col1;
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Vec3V col2;
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};
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struct Mat34V
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{
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Mat34V()
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{
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}
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Mat34V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2, const Vec3V& c3) : col0(c0), col1(c1), col2(c2), col3(c3)
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{
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}
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Vec3V col0;
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Vec3V col1;
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Vec3V col2;
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Vec3V col3;
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};
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struct Mat43V
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{
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Mat43V()
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{
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}
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Mat43V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2) : col0(c0), col1(c1), col2(c2)
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{
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}
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Vec4V col0;
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Vec4V col1;
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Vec4V col2;
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};
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struct Mat44V
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{
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Mat44V()
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{
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}
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Mat44V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2, const Vec4V& c3) : col0(c0), col1(c1), col2(c2), col3(c3)
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{
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}
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Vec4V col0;
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Vec4V col1;
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Vec4V col2;
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Vec4V col3;
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};
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PX_ALIGN_PREFIX(16)
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struct VecU32V
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{
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PxU32 u32[4];
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PX_FORCE_INLINE VecU32V()
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{
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}
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PX_FORCE_INLINE VecU32V(PxU32 a, PxU32 b, PxU32 c, PxU32 d)
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{
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u32[0] = a;
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u32[1] = b;
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u32[2] = c;
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u32[3] = d;
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}
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} PX_ALIGN_SUFFIX(16);
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PX_ALIGN_PREFIX(16)
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struct VecI32V
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{
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PxI32 i32[4];
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PX_FORCE_INLINE VecI32V()
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{
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}
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PX_FORCE_INLINE VecI32V(PxI32 a, PxI32 b, PxI32 c, PxI32 d)
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{
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i32[0] = a;
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i32[1] = b;
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i32[2] = c;
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i32[3] = d;
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}
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} PX_ALIGN_SUFFIX(16);
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PX_ALIGN_PREFIX(16)
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struct VecI16V
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{
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PxI16 i16[8];
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PX_FORCE_INLINE VecI16V()
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{
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}
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PX_FORCE_INLINE VecI16V(PxI16 a, PxI16 b, PxI16 c, PxI16 d, PxI16 e, PxI16 f, PxI16 g, PxI16 h)
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{
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i16[0] = a;
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i16[1] = b;
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i16[2] = c;
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i16[3] = d;
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i16[4] = e;
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i16[5] = f;
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i16[6] = g;
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i16[7] = h;
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}
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} PX_ALIGN_SUFFIX(16);
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PX_ALIGN_PREFIX(16)
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struct VecU16V
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{
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union
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{
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PxU16 u16[8];
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PxI16 i16[8];
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};
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PX_FORCE_INLINE VecU16V()
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{
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}
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PX_FORCE_INLINE VecU16V(PxU16 a, PxU16 b, PxU16 c, PxU16 d, PxU16 e, PxU16 f, PxU16 g, PxU16 h)
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{
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u16[0] = a;
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u16[1] = b;
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u16[2] = c;
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u16[3] = d;
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u16[4] = e;
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u16[5] = f;
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u16[6] = g;
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u16[7] = h;
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}
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} PX_ALIGN_SUFFIX(16);
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#define FloatVArg FloatV &
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#define Vec3VArg Vec3V &
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#define Vec4VArg Vec4V &
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#define BoolVArg BoolV &
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#define VecU32VArg VecU32V &
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#define VecI32VArg VecI32V &
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#define VecU16VArg VecU16V &
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#define VecI16VArg VecI16V &
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#define QuatVArg QuatV &
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#define VecCrossV Vec3V
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typedef VecI32V VecShiftV;
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#define VecShiftVArg VecShiftV &
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} // namespace aos
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} // namespace shdfnd
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} // namespace physx
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#endif // PX_PHYSICS_COMMON_VECMATH_INLINE_SCALAR
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