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/*
 * SPDX-FileCopyrightText: Copyright (c) 2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
 * SPDX-License-Identifier: Apache-2.0
 */

#pragma once

#include "Quaternion.h"

namespace Math
{
    inline Quaternion Quaternion::FromRotationBetweenNormalizedVectors(const Vector& from, const Vector& to)
    {
        ASSERT(from.IsNormalized3() && to.IsNormalized3());

        Quaternion result;

        // Parallel vectors - return zero rotation
        Vector const dot = Vector::Dot3(from, to);
        if (dot.IsGreaterThanEqual4(Vector::OneMinusEpsilon))
        {
            result = Quaternion::Identity;
        }
        // Opposite vectors - return 180 rotation around any orthogonal axis
        else if (dot.IsLessThanEqual4(Vector::EpsilonMinusOne))
        {
            Float4 const fromValues = from.ToFloat4();
            result = Quaternion(-fromValues.m_z, fromValues.m_y, fromValues.m_x, 0);
            result.Normalize();
        }
        else // Calculate quaternion rotation
        {
            Vector const cross = Vector::Cross3(from, to);
            Vector Q = Vector::Select(cross, dot, Vector::Select0001);
            Q += Vector::Select(Vector::Zero, Q.Length4(), Vector::Select0001);
            result = Quaternion(Q);
            result.Normalize();
        }

        return result;
    }

    inline Quaternion Quaternion::FromRotationBetweenNormalizedVectors(const Vector& from, const Vector& to, const Vector& fallbackRotationAxis)
    {
        ASSERT(from.IsNormalized3() && to.IsNormalized3());

        Quaternion Q(NoInit);

        Vector rotationAxis = from.Cross3(to).GetNormalized3();
        if (rotationAxis.GetLengthSquared3() == 0)
        {
            rotationAxis = fallbackRotationAxis;
        }

        float const dot = from.GetDot3(to);
        if (dot >= (1.0f - Math::Epsilon))
        {
            Q = Quaternion::Identity;
        }
        else
        {
            float const angle = Math::ACos(dot);
            Q = Quaternion(rotationAxis, angle);
        }

        return Q;
    }

    inline Quaternion Quaternion::FromRotationBetweenVectors(const Vector& sourceVector, const Vector& targetVector)
    {
        return FromRotationBetweenNormalizedVectors(
            sourceVector.GetNormalized3(),
                targetVector.GetNormalized3());
    }

    inline Quaternion Quaternion::NLerp(const Quaternion& from, const Quaternion& to, float T)
    {
        ASSERT(T >= 0.0f && T <= 1.0f);

        Quaternion adjustedFrom(from);

        // Ensure that the rotations are in the same direction
        if (Quaternion::Dot(from, to).IsLessThan4(Vector::Zero))
        {
            adjustedFrom.Negate();
        }

        Quaternion result(Vector::Lerp(adjustedFrom.ToVector(), to.ToVector(), T));
        result.Normalize();
        return result;
    }

    inline Quaternion Quaternion::SLerp(const Quaternion& from, const Quaternion& to, float T)
    {
        ASSERT(T >= 0.0f && T <= 1.0f);

        static SIMD::UIntMask const maskSign = { 0x80000000,0x00000000,0x00000000,0x00000000 };
        static __m128 const oneMinusEpsilon = { 1.0f - 0.00001f, 1.0f - 0.00001f, 1.0f - 0.00001f, 1.0f - 0.00001f };

        Vector const VecT(T);

        Vector cosOmega = Quaternion::Dot(from, to);

        Vector control = cosOmega.LessThan(Vector::Zero);
        Vector sign = Vector::Select(Vector::One, Vector::NegativeOne, control);

        cosOmega = _mm_mul_ps(cosOmega, sign);
        control = cosOmega.LessThan(oneMinusEpsilon);

        Vector sinOmega = _mm_mul_ps(cosOmega, cosOmega);
        sinOmega = _mm_sub_ps(Vector::One, sinOmega);
        sinOmega = _mm_sqrt_ps(sinOmega);

        Vector omega = Vector::ATan2(sinOmega, cosOmega);

        Vector V01 = _mm_shuffle_ps(VecT, VecT, _MM_SHUFFLE(2, 3, 0, 1));
        V01 = _mm_and_ps(V01, SIMD::g_maskXY00);
        V01 = _mm_xor_ps(V01, maskSign);
        V01 = _mm_add_ps(Vector::UnitX, V01);

        Vector S0 = _mm_mul_ps(V01, omega);
        S0 = Vector::Sin(S0);
        S0 = _mm_div_ps(S0, sinOmega);
        S0 = Vector::Select(V01, S0, control);

        Vector S1 = S0.GetSplatY();
        S0 = S0.GetSplatX();

        S1 = _mm_mul_ps(S1, sign);
        Vector result = _mm_mul_ps(from, S0);
        S1 = _mm_mul_ps(S1, to);
        result = _mm_add_ps(result, S1);

        return Quaternion(result);
    }

    inline Quaternion Quaternion::FastSLerp(const Quaternion& q0, const Quaternion& q1, float t)
    {
        // Precomputed constants
        constexpr float const mu = 1.85298109240830f;
        static Vector const u0123 = _mm_setr_ps(1.f / (1 * 3), 1.f / (2 * 5), 1.f / (3 * 7), 1.f / (4 * 9));
        static Vector const u4567 = _mm_setr_ps(1.f / (5 * 11), 1.f / (6 * 13), 1.f / (7 * 15), mu / (8 * 17));
        static Vector const v0123 = _mm_setr_ps(1.f / 3, 2.f / 5, 3.f / 7, 4.f / 9);
        static Vector const v4567 = _mm_setr_ps(5.f / 11, 6.f / 13, 7.f / 15, mu * 8 / 17);
        static Vector const vSignMask = _mm_set1_ps(-0.f);

        // Common code for computing the scalar coefficients of SLERP
        auto CalculateCoefficient = [](Vector vT, Vector xm1)
        {
            Vector const vTSquared = vT * vT;

            // ( b4, b5, b6, b7 ) = ( x-1 ) * ( u4 * t^2 - v4, u5 * t^2 - v5, u6 * t^2 - v6, u7 * t^2 - v7 )
            Vector b4567 = Vector::MultiplySubtract(u4567, vTSquared, v4567);
            b4567 *= xm1;

            // ( b7, b7, b7, b7 )
            Vector b = b4567.GetSplatW();
            Vector c = b + Vector::One;

            // ( b6, b6, b6, b6 )
            b = b4567.GetSplatZ();
            c = Vector::MultiplyAdd(b, c, Vector::One);

            // ( b5, b5, b5, b5 )
            b = b4567.GetSplatY();
            c = Vector::MultiplyAdd(b, c, Vector::One);

            // ( b4, b4, b4, b4 )
            b = b4567.GetSplatX();
            c = Vector::MultiplyAdd(b, c, Vector::One);

            // ( b0, b1, b2, b3 ) =
            // ( x-1)*(u0* t^2-v0, u1 * t^2 -v1, u2* t^2-v2, u3* t^2-v3 )
            Vector b0123 = Vector::MultiplySubtract(u0123, vTSquared, v0123);
            b0123 *= xm1;

            // ( b3, b3, b3, b3 )
            b = b0123.GetSplatW();
            c = Vector::MultiplyAdd(b, c, Vector::One);

            // ( b2, b2, b2, b2 )
            b = b0123.GetSplatZ();
            c = Vector::MultiplyAdd(b, c, Vector::One);

            // ( b1, b1, b1, b1 )
            b = b0123.GetSplatY();
            c = Vector::MultiplyAdd(b, c, Vector::One);

            // ( b0, b0, b0, b0 )
            b = b0123.GetSplatX();
            c = Vector::MultiplyAdd(b, c, Vector::One);
            c *= vT;

            return c;
        };

        Vector x = Vector::Dot4(q0.m_data, q1.m_data); // cos ( theta ) in all components

        Vector sign = _mm_and_ps(vSignMask, x);
        x = _mm_xor_ps(sign, x);
        Vector localQ1 = _mm_xor_ps(sign, q1);

        Vector xm1 = x - Vector::One;

        Vector cT = CalculateCoefficient(Vector(t), xm1);
        Vector cD = CalculateCoefficient(Vector(1.0f - t), xm1);
        cT = cT * localQ1;

        Quaternion result(Vector::MultiplyAdd(cD, q0.m_data, cT));
        return result;
    }

    inline Quaternion Quaternion::SQuad(const Quaternion& q0, const Quaternion& q1, const Quaternion& q2, const Quaternion& q3, float t)
    {
        ASSERT(t >= 0.0f && t <= 1.0f);

        Quaternion const q03 = Quaternion::SLerp(q0, q3, t);
        Quaternion const q12 = Quaternion::SLerp(q1, q2, t);
        t = (t - (t * t)) * 2;
        Quaternion const result = Quaternion::SLerp(q03, q12, t);
        return result;
    }

    inline Quaternion Quaternion::Delta(const Quaternion& from, const Quaternion& to)
    {
        return to * from.GetInverse();
    }

    inline Vector Quaternion::Dot(const Quaternion& q0, const Quaternion& q1)
    {
        return Vector::Dot4(q0.m_data, q1.m_data);
    }

    inline Radians Quaternion::Distance(const Quaternion& q0, const Quaternion& q1)
    {
        float const dot = Math::Clamp(Dot(q0, q1).ToFloat(), -1.0f, 1.0f);
        return Radians(2 * Math::ACos(Math::Abs(dot)));
    }

    inline Quaternion::Quaternion(NoInit_t)
    {
    }

    inline Quaternion::Quaternion(IdentityInit_t)
        : m_data(Vector::UnitW.m_data)
    {
    }

    inline Quaternion::Quaternion(const Vector& v)
        : m_data(v.m_data)
    {
    }

    inline Quaternion::Quaternion(float ix, float iy, float iz, float iw)
    {
        m_data = _mm_set_ps(iw, iz, iy, ix);
    }

    inline Quaternion::Quaternion(const Float4& v)
        : Quaternion(v.m_x, v.m_y, v.m_z, v.m_w)
    {
    }

    inline Quaternion::Quaternion(const Vector& axis, Radians angle)
    {
        ASSERT(axis.IsNormalized3());

        auto N = _mm_and_ps(axis, SIMD::g_maskXYZ0);
        N = _mm_or_ps(N, Vector::UnitW);
        auto scale = _mm_set_ps1(0.5f * (float)angle);

        Vector sine, cosine;
        Vector::SinCos(sine, cosine, scale);

        scale = _mm_and_ps(sine, SIMD::g_maskXYZ0);
        cosine = _mm_and_ps(cosine, SIMD::g_mask000W);
        scale = _mm_or_ps(scale, cosine);

        N = _mm_mul_ps(N, scale);
        m_data = N;
    }

    inline Quaternion::Quaternion(AxisAngle axisAngle)
        : Quaternion(Vector(axisAngle.m_axis), axisAngle.m_angle)
    {
    }

    inline Quaternion::Quaternion(const EulerAngles& eulerAngles)
    {
        auto const rotationX = Quaternion(Vector::UnitX, eulerAngles.m_x);
        auto const rotationY = Quaternion(Vector::UnitY, eulerAngles.m_y);
        auto const rotationZ = Quaternion(Vector::UnitZ, eulerAngles.m_z);

        // Rotation order is XYZ - all in global space, hence the order is reversed
        m_data = (rotationX * rotationY * rotationZ).GetNormalized().m_data;
    }

    inline Quaternion::Quaternion(Radians rotX, Radians rotY, Radians rotZ)
        : Quaternion(EulerAngles(rotX, rotY, rotZ))
    {
    }

    inline Quaternion::operator __m128& ()
    {
        return m_data;
    }

    inline Quaternion::operator const __m128& () const
    {
        return m_data;
    }

    inline Float4 Quaternion::ToFloat4() const
    {
        Float4 v;
        _mm_storeu_ps(&v.m_x, m_data);
        return v;
    }

    inline Vector Quaternion::ToVector() const
    {
        return Vector(m_data);
    }

    inline Vector Quaternion::Length()
    {
        return ToVector().Length4();
    }

    inline float Quaternion::GetLength() const
    {
        return ToVector().GetLength4();
    }

    inline Radians Quaternion::GetAngle() const
    {
        return Radians(2.0f * Math::ACos(GetW()));
    }

    inline AxisAngle Quaternion::ToAxisAngle() const
    {
        return AxisAngle(ToVector(), Radians(2.0f * Math::ACos(GetW())));
    }

    inline Vector Quaternion::RotateVector(const Vector& vector) const
    {
        Quaternion const A(Vector::Select(Vector::Select1110, vector, Vector::Select1110));
        Quaternion const result = GetConjugate() * A;
        return (result * *this).ToVector();
    }

    inline Vector Quaternion::RotateVectorInverse(const Vector& vector) const
    {
        Quaternion const A(Vector::Select(Vector::Select1110, vector, Vector::Select1110));
        Quaternion const result = *this * A;
        return (result * GetConjugate()).ToVector();
    }

    inline Quaternion& Quaternion::Conjugate()
    {
        static __m128 const conj = { -1.0f, -1.0f, -1.0f, 1.0f };
        m_data = _mm_mul_ps(*this, conj);
        return *this;
    }

    inline Quaternion Quaternion::GetConjugate() const
    {
        Quaternion q = *this;
        q.Conjugate();
        return q;
    }
    inline Quaternion& Quaternion::Negate()
    {
        m_data = _mm_mul_ps(*this, Vector::NegativeOne);
        return *this;
    }

    inline Quaternion Quaternion::GetNegated() const
    {
        Quaternion q = *this;
        q.Negate();
        return q;
    }

    inline Quaternion& Quaternion::Invert()
    {
        Vector const conjugate(GetConjugate().m_data);
        Vector const length = ToVector().Length4();
        Vector const mask = length.LessThanEqual(Vector::Epsilon);
        Vector const result = conjugate / length;
        m_data = result.Select(result, Vector::Zero, mask);
        return *this;
    }

    inline Quaternion Quaternion::GetInverse() const
    {
        Quaternion q = *this;
        q.Invert();
        return q;
    }

    inline Quaternion& Quaternion::Normalize()
    {
        m_data = ToVector().GetNormalized4().m_data;
        return *this;
    }

    inline Quaternion Quaternion::GetNormalized() const
    {
        Quaternion q = *this;
        q.Normalize();
        return q;
    }

    inline Vector Quaternion::XAxis() const noexcept
    {
        const float x = _mm_cvtss_f32(m_data);
        const float y = _mm_cvtss_f32(
            _mm_shuffle_ps(m_data, m_data,
                _MM_SHUFFLE(1, 1, 1, 1)));
        const float z = _mm_cvtss_f32(
            _mm_shuffle_ps(m_data, m_data,
                _MM_SHUFFLE(2, 2, 2, 2)));
        const float w = _mm_cvtss_f32(
            _mm_shuffle_ps(m_data, m_data,
                _MM_SHUFFLE(3, 3, 3, 3)));

        const float s = 2.0f * w;
        const float x2 = 2.0f * x;

        return Vector(
            x2 * x + s * w - 1.0f,
                x2 * y + s * z,
                    x2 * z + s * -y);
    }

    inline Vector Quaternion::YAxis() const noexcept
    {
        const float x = _mm_cvtss_f32(m_data);
        const float y = _mm_cvtss_f32(
            _mm_shuffle_ps(m_data, m_data,
                _MM_SHUFFLE(1, 1, 1, 1)));
        const float z = _mm_cvtss_f32(
            _mm_shuffle_ps(m_data, m_data,
                _MM_SHUFFLE(2, 2, 2, 2)));
        const float w = _mm_cvtss_f32(
            _mm_shuffle_ps(m_data, m_data,
                _MM_SHUFFLE(3, 3, 3, 3)));

        const float s = 2.0f * w;
        const float y2 = 2.0f * y;

        return Vector(
            y2 * x + s * -z,
                y2 * y + s * w - 1.0f,
                    y2 * z + s * x);
    }

    inline Vector Quaternion::ZAxis() const noexcept
    {
        const float x = _mm_cvtss_f32(m_data);
        const float y = _mm_cvtss_f32(
            _mm_shuffle_ps(m_data, m_data,
                _MM_SHUFFLE(1, 1, 1, 1)));
        const float z = _mm_cvtss_f32(
            _mm_shuffle_ps(m_data, m_data,
                _MM_SHUFFLE(2, 2, 2, 2)));
        const float w = _mm_cvtss_f32(
            _mm_shuffle_ps(m_data, m_data,
                _MM_SHUFFLE(3, 3, 3, 3)));

        const float s = 2.0f * w;
        const float z2 = 2.0f * z;

        return Vector(
            x * z2 + s * y,
                y * z2 + s * -x,
                    z * z2 + s * w - 1.0f);
    }

    inline Quaternion& Quaternion::MakeShortestPath()
    {
        // If we have a > 180 angle, negate
        // w < 0.0f is the same as dot( identity, q ) < 0
        if (GetW() < 0.0f)
        {
            Negate();
        }

        return *this;
    }

    inline Quaternion Quaternion::GetShortestPath() const
    {
        Quaternion sp = *this;
        sp.MakeShortestPath();
        return sp;
    }

    inline Quaternion& Quaternion::NormalizeInaccurate()
    {
        *this = GetNormalizedInaccurate();
        return *this;
    }

    inline Quaternion Quaternion::GetNormalizedInaccurate() const
    {
        __m128 vLengthSq = _mm_mul_ps(m_data, m_data);
        __m128 vTemp = _mm_shuffle_ps(vLengthSq, vLengthSq, _MM_SHUFFLE(3, 2, 3, 2));
        vLengthSq = _mm_add_ps(vLengthSq, vTemp);
        vLengthSq = _mm_shuffle_ps(vLengthSq, vLengthSq, _MM_SHUFFLE(1, 0, 0, 0));
        vTemp = _mm_shuffle_ps(vTemp, vLengthSq, _MM_SHUFFLE(3, 3, 0, 0));
        vLengthSq = _mm_add_ps(vLengthSq, vTemp);
        vLengthSq = _mm_shuffle_ps(vLengthSq, vLengthSq, _MM_SHUFFLE(2, 2, 2, 2));

        // Get the reciprocal and mul to perform the normalization
        Quaternion result;
        result.m_data = _mm_rsqrt_ps(vLengthSq);
        result.m_data = _mm_mul_ps(result.m_data, m_data);
        return result;
    }

    inline bool Quaternion::IsNormalized() const
    {
        return ToVector().IsNormalized4();
    }

    inline bool Quaternion::IsIdentity() const
    {
        return ToVector().IsEqual3(Vector::UnitW);
    }

    inline Quaternion Quaternion::operator*(const Quaternion& rhs) const
    {
        static const __m128 controlWZYX = { 1.0f,-1.0f, 1.0f,-1.0f };
        static const __m128 controlZWXY = { 1.0f, 1.0f,-1.0f,-1.0f };
        static const __m128 controlYXWZ = { -1.0f, 1.0f, 1.0f,-1.0f };

        // Copy to SSE registers and use as few as possible for x86
        __m128 Q2X = rhs;
        __m128 Q2Y = rhs;
        __m128 Q2Z = rhs;
        __m128 vResult = rhs;
        // Splat with one instruction
        vResult = _mm_shuffle_ps(vResult, vResult, _MM_SHUFFLE(3, 3, 3, 3));
        Q2X = _mm_shuffle_ps(Q2X, Q2X, _MM_SHUFFLE(0, 0, 0, 0));
        Q2Y = _mm_shuffle_ps(Q2Y, Q2Y, _MM_SHUFFLE(1, 1, 1, 1));
        Q2Z = _mm_shuffle_ps(Q2Z, Q2Z, _MM_SHUFFLE(2, 2, 2, 2));
        // Retire Q1 and perform Q1*Q2W
        vResult = _mm_mul_ps(vResult, *this);
        __m128 Q1Shuffle = *this;
        // Shuffle the copies of Q1
        Q1Shuffle = _mm_shuffle_ps(Q1Shuffle, Q1Shuffle, _MM_SHUFFLE(0, 1, 2, 3));
        // Mul by Q1WZYX
        Q2X = _mm_mul_ps(Q2X, Q1Shuffle);
        Q1Shuffle = _mm_shuffle_ps(Q1Shuffle, Q1Shuffle, _MM_SHUFFLE(2, 3, 0, 1));
        // Flip the signs on m_y and m_z
        Q2X = _mm_mul_ps(Q2X, controlWZYX);
        // Mul by Q1ZWXY
        Q2Y = _mm_mul_ps(Q2Y, Q1Shuffle);
        Q1Shuffle = _mm_shuffle_ps(Q1Shuffle, Q1Shuffle, _MM_SHUFFLE(0, 1, 2, 3));
        // Flip the signs on m_z and m_w
        Q2Y = _mm_mul_ps(Q2Y, controlZWXY);
        // Mul by Q1YXWZ
        Q2Z = _mm_mul_ps(Q2Z, Q1Shuffle);
        vResult = _mm_add_ps(vResult, Q2X);
        // Flip the signs on m_x and m_w
        Q2Z = _mm_mul_ps(Q2Z, controlYXWZ);
        Q2Y = _mm_add_ps(Q2Y, Q2Z);
        vResult = _mm_add_ps(vResult, Q2Y);

        return Quaternion(vResult);
    }

    inline Quaternion& Quaternion::operator*=(const Quaternion& rhs)
    {
        *this = *this * rhs;
        return *this;
    }

    inline bool Quaternion::IsNearEqual(const Quaternion& rhs, Radians const threshold) const
    {
        return Quaternion::Distance(*this, rhs) <= threshold;
    }

    inline bool Quaternion::operator==(const Quaternion& rhs) const
    {
        return ToVector() == rhs.ToVector();
    }

    inline bool Quaternion::operator!=(const Quaternion& rhs) const
    {
        return !operator==(rhs);
    }

    inline Vector Quaternion::GetSplatW() const
    {
        return _mm_shuffle_ps(m_data, m_data, _MM_SHUFFLE(3, 3, 3, 3));
    }

    inline float Quaternion::GetW() const
    {
        auto vTemp = GetSplatW();
        return _mm_cvtss_f32(vTemp);
    }
}