//! SSE math implementations for silicon module. //! //! Pure math functions extracted from silicon.zig for standalone compilation. //! Used by both the DLL (via silicon.zig wrappers) and the bench harness. //! All functions use C ABI (export fn) — callers handle CC translation. //! //! Compiled with SSE4.1+FMA+AVX. Uses @Vector(4, f32) and @mulAdd throughout. const std = @import("std"); const V4 = @Vector(4, f32); inline fn loadV4(ptr: u32) V4 { return @as(*align(1) const V4, @ptrFromInt(ptr)).*; } inline fn loadV3_1(ptr: u32) V4 { const p: [*]const f32 = @ptrFromInt(ptr); return V4{ p[0], p[1], p[2], 1.0 }; } inline fn dot3v(a: V4, b: V4) f32 { return @mulAdd(f32, a[2], b[2], @mulAdd(f32, a[1], b[1], a[0] * b[0])); } inline fn dot4v(a: V4, b: V4) f32 { return @mulAdd(f32, a[3], b[3], @mulAdd(f32, a[2], b[2], @mulAdd(f32, a[1], b[1], a[0] * b[0]))); } // --- 0x4549C0: normalizeVec3 (137K/7.5s) --- // divides vec3 by given length export fn si_normalizeVec3(vec: u32, length_bits: u32) void { const v: [*]f32 = @ptrFromInt(vec); const length: f32 = @bitCast(length_bits); const scale = 1.0 / length; v[0] *= scale; v[1] *= scale; v[2] *= scale; } // --- 0x7BAE60: mulMat3x4 --- // out = A * B (3x4 layout: 3x3 rotation + 3 translation) // Layout: [r0c0 r0c1 r0c2 | r1c0 r1c1 r1c2 | r2c0 r2c1 r2c2 | tx ty tz] // V4 per row: broadcast b[row*3+k], multiply with a's columns, accumulate. export fn si_mulMat3x4(out: u32, a_ptr: u32, b_ptr: u32) u32 { const dst: [*]f32 = @ptrFromInt(out); const aa: [*]const f32 = @ptrFromInt(a_ptr); const b: [*]const f32 = @ptrFromInt(b_ptr); // a is row-major 3x3. a[0..2] = row 0, a[3..5] = row 1, a[6..8] = row 2. // The formula: dst[row*3+col] = a[col]*b[row*3] + a[col+3]*b[row*3+1] + a[col+6]*b[row*3+2] // This means: for each output row, we broadcast b's row elements and dot with a's "columns" // a's "column k" is {a[k], a[k+3], a[k+6]} — that's picking one element from each of a's rows. // Load a's columns (stride 3) const ac0 = V4{ aa[0], aa[3], aa[6], aa[9] }; // col 0 of a (+ translation x) const ac1 = V4{ aa[1], aa[4], aa[7], aa[10] }; // col 1 of a (+ translation y) const ac2 = V4{ aa[2], aa[5], aa[8], aa[11] }; // col 2 of a (+ translation z) // Rotation: 3 output rows inline for (0..3) |row| { const br0: V4 = @splat(b[row * 3]); const br1: V4 = @splat(b[row * 3 + 1]); const br2: V4 = @splat(b[row * 3 + 2]); const result = @mulAdd(V4, ac2, br2, @mulAdd(V4, ac1, br1, ac0 * br0)); dst[row * 3] = result[0]; dst[row * 3 + 1] = result[1]; dst[row * 3 + 2] = result[2]; } // Translation: dst[9+i] = a_trans dot b_col_i + b_trans[i] // = ac0[3]*b[i] + ac1[3]*b[i+3] + ac2[3]*b[i+6] + b[9+i] // Using the V4 approach: broadcast b elements, same ac columns, take lane 3 + add b_trans // Translation: scalar @mulAdd (b's columns don't align for V4) inline for (0..3) |col| { dst[9 + col] = @mulAdd(f32, aa[11], b[col + 6], @mulAdd(f32, aa[10], b[col + 3], @mulAdd(f32, aa[9], b[col], b[9 + col]))); } return out; } // --- 0x7BDDB0: rotateMatByQuat --- // builds rotation matrix from quaternion, multiplies with existing 4x4 matrix // Uses V4 for the matrix multiply (same pattern as bone_sse) export fn si_rotateMatByQuat(mat: u32, quat: u32) u32 { const q: [*]const f32 = @ptrFromInt(quat); const x = q[0]; const y = q[1]; const z = q[2]; const w = q[3]; const x2 = x + x; const y2 = y + y; const z2 = z + z; const xx = x * x2; const xy = x * y2; const xz = x * z2; const yy = y * y2; const yz = y * z2; const zz = z * z2; const wx = w * x2; const wy = w * y2; const wz = w * z2; const q0 = V4{ 1.0 - (yy + zz), xy + wz, xz - wy, 0 }; const q1 = V4{ xy - wz, 1.0 - (xx + zz), yz + wx, 0 }; const q2 = V4{ xz + wy, yz - wx, 1.0 - (xx + yy), 0 }; const m: [*]f32 = @ptrFromInt(mat); const m0 = V4{ m[0], m[1], m[2], m[3] }; const m1 = V4{ m[4], m[5], m[6], m[7] }; const m2 = V4{ m[8], m[9], m[10], m[11] }; const m3 = V4{ m[12], m[13], m[14], m[15] }; inline for ([_]struct { q: V4, off: u32 }{ .{ .q = q0, .off = 0 }, .{ .q = q1, .off = 4 }, .{ .q = q2, .off = 8 } }) |r| { const row = @mulAdd(V4, @as(V4, @splat(r.q[2])), m2, @mulAdd(V4, @as(V4, @splat(r.q[1])), m1, @as(V4, @splat(r.q[0])) * m0)); m[r.off] = row[0]; m[r.off + 1] = row[1]; m[r.off + 2] = row[2]; m[r.off + 3] = row[3]; } // Row 3 unchanged (identity row) m[12] = m3[0]; m[13] = m3[1]; m[14] = m3[2]; m[15] = m3[3]; return mat; } // --- 0x7BB860: createRotMat3x4 --- // Rodrigues rotation matrix, 3x4 layout. Uses @mulAdd for all 9 entries. export fn si_createRotMat3x4(out: u32, axis_ptr: u32, angle_bits: u32, is_normalized: u32) u32 { const m: [*]f32 = @ptrFromInt(out); const ax: [*]const f32 = @ptrFromInt(axis_ptr); var x = ax[0]; var y = ax[1]; var z = ax[2]; if (is_normalized == 0) { const len = @sqrt(@mulAdd(f32, z, z, @mulAdd(f32, y, y, x * x))); if (len > 1.0e-20) { const inv = 1.0 / len; x *= inv; y *= inv; z *= inv; } } const angle: f32 = @bitCast(angle_bits); const c = @cos(angle); const s = @sin(angle); const t = 1.0 - c; m[0] = @mulAdd(f32, t * x, x, c); m[1] = @mulAdd(f32, s, z, t * x * y); m[2] = @mulAdd(f32, -s, y, t * x * z); m[3] = @mulAdd(f32, -s, z, t * x * y); m[4] = @mulAdd(f32, t * y, y, c); m[5] = @mulAdd(f32, s, x, t * y * z); m[6] = @mulAdd(f32, s, y, t * x * z); m[7] = @mulAdd(f32, -s, x, t * y * z); m[8] = @mulAdd(f32, t * z, z, c); m[9] = 0; m[10] = 0; m[11] = 0; return out; } // --- 0x6329E0: distanceToPlane (525K/7.5s) --- // Original: __fastcall(ECX=point, EDX=plane, stack[0]=direction), returns ST(0), RET 0x4. // (dot(point,normal)+d) / dot(direction,normal). 70 bytes, 14cy. // Naked FMA version: 2 dot products via vfmadd + vdivss, transfer to ST(0). export fn si_distanceToPlane() callconv(.naked) void { // ECX=point, EDX=plane, [ESP+4]=direction. Return ST(0), RET 0x4. asm volatile ( // dot1 = p[0]*pl[0] + p[1]*pl[1] + p[2]*pl[2] + pl[3] \\vmovss (%%ecx), %%xmm0 \\vmulss (%%edx), %%xmm0, %%xmm0 \\vmovss 4(%%ecx), %%xmm1 \\vfmadd231ss 4(%%edx), %%xmm1, %%xmm0 \\vmovss 8(%%ecx), %%xmm1 \\vfmadd231ss 8(%%edx), %%xmm1, %%xmm0 \\vaddss 12(%%edx), %%xmm0, %%xmm0 // dot2 = dir[0]*pl[0] + dir[1]*pl[1] + dir[2]*pl[2] \\mov 4(%%esp), %%eax \\vmovss (%%eax), %%xmm2 \\vmulss (%%edx), %%xmm2, %%xmm2 \\vmovss 4(%%eax), %%xmm1 \\vfmadd231ss 4(%%edx), %%xmm1, %%xmm2 \\vmovss 8(%%eax), %%xmm1 \\vfmadd231ss 8(%%edx), %%xmm1, %%xmm2 // result = dot1 / dot2 (skip epsilon check for speed — game tolerates it) \\vdivss %%xmm2, %%xmm0, %%xmm0 // Transfer to ST(0) \\sub $4, %%esp \\vmovss %%xmm0, (%%esp) \\flds (%%esp) \\add $4, %%esp \\ret $4 ); } // --- 0x686C20: classifyPointFrustum (3.2M/7.5s) --- // Tests point against 6 frustum planes, produces 6-bit bitmask. // Scalar @mulAdd dot4 per plane — the FMA chain has best throughput for this pattern. // Tried: V4 batch 4 planes (gather kills it), V4 hsum (shuffle overhead kills it). export fn si_classifyPointFrustum(planes_ptr: u32, point: u32, out_mask: u32) u32 { const mask: *u32 = @ptrFromInt(out_mask); const pt = loadV3_1(point); var bits: u32 = 0; inline for (0..6) |i| { const pl = loadV4(planes_ptr + i * 16); const dist = dot4v(pt, pl); // Branchless: extract sign bit via bit cast bits |= (@as(u32, @bitCast(dist)) >> 31) << i; } mask.* = bits; return planes_ptr; } // --- 0x6DC5A0: checkBoxLineIntersect (2.7M/7.5s) --- // Slab-method AABB-line intersection. Uses @mulAdd for t computation. export fn si_checkBoxLineIntersect(box_ptr: u32, line_start: u32, line_end: u32) u32 { const bmin: [*]const f32 = @ptrFromInt(box_ptr); const bmax: [*]const f32 = @ptrFromInt(box_ptr + 0xC); const start: [*]const f32 = @ptrFromInt(line_start); const end_pt: [*]const f32 = @ptrFromInt(line_end); var tmin: f32 = 0.0; var tmax: f32 = 1.0; inline for (0..3) |i| { const dir = end_pt[i] - start[i]; if (@abs(dir) < 1.0e-20) { if (start[i] < bmin[i] or start[i] > bmax[i]) return 0; } else { const inv_dir = 1.0 / dir; var t0 = (bmin[i] - start[i]) * inv_dir; var t1 = (bmax[i] - start[i]) * inv_dir; if (t0 > t1) { const tmp = t0; t0 = t1; t1 = tmp; } if (t0 > tmin) tmin = t0; if (t1 < tmax) tmax = t1; if (tmin > tmax) return 0; } } return 1; } // --- 0x6869C0: testOBBFrustum --- // Tests OBB against 6 frustum planes. Uses V4 for corner transform and plane test. export fn si_testOBBFrustum(planes_ptr: u32, aabb_ptr: u32, rot_ptr: u32, trans_ptr: u32) u32 { const aabb: [*]const f32 = @ptrFromInt(aabb_ptr); const rot: [*]const f32 = @ptrFromInt(rot_ptr); const t: [*]const f32 = @ptrFromInt(trans_ptr); // Rotation columns as V4 (xyz + 0 for w) const rc0 = V4{ rot[0], rot[1], rot[2], 0 }; const rc1 = V4{ rot[3], rot[4], rot[5], 0 }; const rc2 = V4{ rot[6], rot[7], rot[8], 0 }; const tv = V4{ t[0], t[1], t[2], 1.0 }; // AABB extents const mn = [3]f32{ aabb[0], aabb[1], aabb[2] }; const mx = [3]f32{ aabb[3], aabb[4], aabb[5] }; // Build 8 corners as V4 (xyz + 1.0 for plane dot w/ d term) var corners: [8]V4 = undefined; inline for (0..8) |i| { const lx: f32 = if (i & 1 != 0) mx[0] else mn[0]; const ly: f32 = if (i & 2 != 0) mx[1] else mn[1]; const lz: f32 = if (i & 4 != 0) mx[2] else mn[2]; corners[i] = @mulAdd(V4, @as(V4, @splat(lz)), rc2, @mulAdd(V4, @as(V4, @splat(ly)), rc1, @mulAdd(V4, @as(V4, @splat(lx)), rc0, tv))); } // Test each plane: if all 8 corners are behind it, box is outside inline for (0..6) |p| { const pl = loadV4(planes_ptr + p * 16); var all_outside = true; inline for (0..8) |c| { if (dot4v(corners[c], pl) >= 0) { all_outside = false; } } if (all_outside) return 0; } return 3; } // --- 0x686B80: testSphereFrustum (375K/7.5s) --- // Uses V4 dot for plane distance export fn si_testSphereFrustum(planes_ptr: u32, sphere: u32) u32 { const s: [*]const f32 = @ptrFromInt(sphere); const center = V4{ s[0], s[1], s[2], 1.0 }; const r = s[3]; inline for (0..6) |i| { const pl = loadV4(planes_ptr + i * 16); if (dot4v(center, pl) < -r) return 0; } return 3; } // --- 0x7C0570: quatSlerp --- // V4 for final blend, @mulAdd for dot product export fn si_quatSlerp(out: u32, a_ptr: u32, t_bits: u32, b_ptr: u32) u32 { const dst: [*]f32 = @ptrFromInt(out); const av = loadV4(a_ptr); const bv = loadV4(b_ptr); const tt: f32 = @bitCast(t_bits); var dot_val = dot4v(av, bv); var sign: f32 = 1.0; if (dot_val < 0) { dot_val = -dot_val; sign = -1.0; } var s0: f32 = undefined; var s1: f32 = undefined; if (dot_val > 0.9995) { s0 = 1.0 - tt; s1 = tt * sign; } else { const theta = std.math.acos(dot_val); const sin_theta = @sin(theta); const inv_sin = 1.0 / sin_theta; s0 = @sin((1.0 - tt) * theta) * inv_sin; s1 = @sin(tt * theta) * inv_sin * sign; } const result = @mulAdd(V4, @as(V4, @splat(s1)), bv, @as(V4, @splat(s0)) * av); dst[0] = result[0]; dst[1] = result[1]; dst[2] = result[2]; dst[3] = result[3]; return out; } // --- 0x699330: isPointInsideBounds (1.7M/7.5s) --- // Original: __fastcall(ECX=a, EDX=b), RET. 46 bytes, 6cy. // Naked SSE: comiss replaces x87 FCOMP+FNSTSW+TEST (3 insns -> 1 insn per compare). // Binary patch candidate: fits in 46 bytes. export fn si_isPointInsideBounds() callconv(.naked) void { // ECX = a, EDX = b. Return EAX = 1 if b[0..2] <= a[0..2], else 0. asm volatile ( \\vmovss (%%edx), %%xmm0 \\vucomiss (%%ecx), %%xmm0 \\ja 1f \\vmovss 4(%%edx), %%xmm0 \\vucomiss 4(%%ecx), %%xmm0 \\ja 1f \\vmovss 8(%%edx), %%xmm0 \\vucomiss 8(%%ecx), %%xmm0 \\ja 1f \\mov $1, %%eax \\ret \\1: \\xor %%eax, %%eax \\ret ); } // --- 0x749280: calculateSinCos --- export fn si_calculateSinCos(angle_bits: u32, out_sin: u32, out_cos: u32) void { const angle: f32 = @bitCast(angle_bits); const sp: *f32 = @ptrFromInt(out_sin); const cp: *f32 = @ptrFromInt(out_cos); sp.* = @sin(angle); cp.* = @cos(angle); } // --- 0x7BE5B0: createZRotMat3x3 --- export fn si_createZRotMat3x3(out: u32, angle_bits: u32) u32 { const m: [*]f32 = @ptrFromInt(out); const angle: f32 = @bitCast(angle_bits); const c = @cos(angle); const s = @sin(angle); m[0] = c; m[1] = s; m[2] = 0; m[3] = -s; m[4] = c; m[5] = 0; m[6] = 0; m[7] = 0; m[8] = 1; return out; } // --- 0x7BCEF0: transposeMat4x4 --- // Uses V4 loads + @shuffle for efficient transpose export fn si_transposeMat4x4(src: u32, dst: u32) u32 { const r0 = loadV4(src); const r1 = loadV4(src + 16); const r2 = loadV4(src + 32); const r3 = loadV4(src + 48); // Interleave low/high pairs const t0 = @shuffle(f32, r0, r1, [4]i32{ 0, -1, 2, -3 }); // r0[0] r1[0] r0[2] r1[2] const t1 = @shuffle(f32, r0, r1, [4]i32{ 1, -2, 3, -4 }); // r0[1] r1[1] r0[3] r1[3] const t2 = @shuffle(f32, r2, r3, [4]i32{ 0, -1, 2, -3 }); // r2[0] r3[0] r2[2] r3[2] const t3 = @shuffle(f32, r2, r3, [4]i32{ 1, -2, 3, -4 }); // r2[1] r3[1] r2[3] r3[3] const d: [*]f32 = @ptrFromInt(dst); // Final columns const c0 = @shuffle(f32, t0, t2, [4]i32{ 0, 1, -1, -2 }); // col 0: r0[0] r1[0] r2[0] r3[0] const c1 = @shuffle(f32, t1, t3, [4]i32{ 0, 1, -1, -2 }); // col 1 const c2 = @shuffle(f32, t0, t2, [4]i32{ 2, 3, -3, -4 }); // col 2 const c3 = @shuffle(f32, t1, t3, [4]i32{ 2, 3, -3, -4 }); // col 3 inline for (0..4) |i| { d[i] = c0[i]; } inline for (0..4) |i| { d[4 + i] = c1[i]; } inline for (0..4) |i| { d[8 + i] = c2[i]; } inline for (0..4) |i| { d[12 + i] = c3[i]; } return src; } // --- 0x7BB420: mulMat3x4InPlace --- // this = this * matB. V4 column approach: load a's columns (stride 3), broadcast b's row elements. export fn si_mulMat3x4InPlace(mat_a: u32, mat_b: u32) u32 { const a: [*]f32 = @ptrFromInt(mat_a); const b: [*]const f32 = @ptrFromInt(mat_b); // Load a's columns (stride 3, including translation row) const ac0 = V4{ a[0], a[3], a[6], a[9] }; const ac1 = V4{ a[1], a[4], a[7], a[10] }; const ac2 = V4{ a[2], a[5], a[8], a[11] }; // Rotation: 3 output rows via V4 broadcast+FMA var tmp: [12]f32 = undefined; inline for (0..3) |row| { const br0: V4 = @splat(b[row * 3]); const br1: V4 = @splat(b[row * 3 + 1]); const br2: V4 = @splat(b[row * 3 + 2]); const result = @mulAdd(V4, ac2, br2, @mulAdd(V4, ac1, br1, ac0 * br0)); tmp[row * 3] = result[0]; tmp[row * 3 + 1] = result[1]; tmp[row * 3 + 2] = result[2]; } // Translation: scalar @mulAdd inline for (0..3) |col| { tmp[9 + col] = @mulAdd(f32, a[11], b[col + 6], @mulAdd(f32, a[10], b[col + 3], @mulAdd(f32, a[9], b[col], b[9 + col]))); } inline for (0..12) |i| { a[i] = tmp[i]; } return mat_a; } // --- 0x6720F0: normalizeVec3InPlace --- // Uses rsqrt approximation + Newton-Raphson for fast inverse sqrt export fn si_normalizeVec3InPlace(vec: u32) void { const v: [*]f32 = @ptrFromInt(vec); const len = @sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); if (len > 1.0e-20) { const inv = 1.0 / len; v[0] *= inv; v[1] *= inv; v[2] *= inv; } } // --- 0x71BC70: addVec3ToAccumulator (136K/7.5s) --- export fn si_addVec3ToAccumulator(this: u32, vec: u32, scale_addr: u32) void { const obj: [*]f32 = @ptrFromInt(this); const v: [*]const f32 = @ptrFromInt(vec); const scale: f32 = @as(*const f32, @ptrFromInt(scale_addr)).*; obj[21] += v[0]; obj[22] += v[1]; obj[23] += v[2]; obj[33] = @mulAdd(f32, v[0], scale, obj[33]); obj[42] = @mulAdd(f32, v[1], scale, obj[42]); obj[51] = @mulAdd(f32, v[2], scale, obj[51]); } // --- 0x71BF60: addToColorAccumulator (10K/7.5s, 0.003ms total) --- // 3 scalar float adds. At parity with original (9-10cy). Not worth optimizing further. export fn si_addToColorAccumulator(this: u32, color: u32) void { const obj: [*]f32 = @ptrFromInt(this); const c: [*]const f32 = @ptrFromInt(color); obj[27] += c[0]; obj[28] += c[1]; obj[29] += c[2]; } // --- 0x7B7A80: packParticleColor (2K/7.5s) --- // V4 multiply + clamp + convert for all 3 channels simultaneously export fn si_packParticleColor(obj: u32, r_bits: u32, g_bits: u32, b_bits: u32) void { const base: [*]u8 = @ptrFromInt(obj); const out: *align(1) u32 = @ptrCast(base + 0x12C); const alpha = base[0x12F]; const rgb = V4{ @bitCast(r_bits), @bitCast(g_bits), @bitCast(b_bits), 0 } * @as(V4, @splat(@as(f32, 255.0))); const clamped = @min(@max(rgb, @as(V4, @splat(@as(f32, 0.0)))), @as(V4, @splat(@as(f32, 255.0)))); const rb: u8 = @intFromFloat(@round(clamped[0])); const gb: u8 = @intFromFloat(@round(clamped[1])); const bb: u8 = @intFromFloat(@round(clamped[2])); out.* = @as(u32, alpha) << 24 | @as(u32, rb) << 16 | @as(u32, gb) << 8 | @as(u32, bb); } // --- 0x7B7B10: setParticleAlpha (2K/7.5s) --- export fn si_setParticleAlpha(obj: u32, alpha_bits: u32) void { const base: [*]u8 = @ptrFromInt(obj); const alpha: f32 = @bitCast(alpha_bits); base[0x12F] = @intFromFloat(@min(@max(alpha * 255.0, 0.0), 255.0)); } // --- 0x40A2B0: __ftol --- // Drop-in binary replacement. Input: ST(0). Output: EAX:EDX (i64). // SSE3 FISTTP: truncate directly from x87 (9 bytes, replaces 39-byte original) export fn si_ftol() callconv(.naked) void { asm volatile ( \\sub $8, %%esp \\.byte 0xDD, 0x0C, 0x24 \\pop %%eax \\pop %%edx \\ret ); } // --- 0x602630: vec3Dot (31K/7.5s, 0.05ms total) --- // Original: __fastcall(ECX=a, EDX=b), returns ST(0). 21 bytes, 5cy. // Achieved 0.8x (6cy) via naked FMA — the 1cy gap is the SSE->x87 transfer // for the ST(0) return that callers expect. DPPS (SSE4.1) is 7-11cy, no better. // x87 is inherently optimal here: 21 bytes, no domain crossing, pipelined. // Not worth further optimization at 31K calls — 0.05ms total frame cost. export fn si_vec3Dot() callconv(.naked) void { // ECX = a ptr, EDX = b ptr (fastcall), return in ST(0) asm volatile ( \\vmovss (%%ecx), %%xmm0 \\vmulss (%%edx), %%xmm0, %%xmm0 \\vmovss 4(%%ecx), %%xmm1 \\vfmadd231ss 4(%%edx), %%xmm1, %%xmm0 \\vmovss 8(%%ecx), %%xmm1 \\vfmadd231ss 8(%%edx), %%xmm1, %%xmm0 \\sub $4, %%esp \\vmovss %%xmm0, (%%esp) \\flds (%%esp) \\add $4, %%esp \\ret ); } // --- 0x686820: translateBoundingVol --- // Uses @mulAdd for plane distance updates export fn si_translateBoundingVol(this: u32, offset: u32) void { const obj: [*]f32 = @ptrFromInt(this); const off: [*]const f32 = @ptrFromInt(offset); const dx = off[0]; const dy = off[1]; const dz = off[2]; // Translate 8 corners (stride 3, starting at index 24) inline for (0..8) |i| { const base = 24 + i * 3; obj[base] += dx; obj[base + 1] += dy; obj[base + 2] += dz; } // Update 6 plane distances: d -= dot(normal, offset) inline for (0..6) |i| { const base = i * 4; obj[base + 3] -= @mulAdd(f32, obj[base + 2], dz, @mulAdd(f32, obj[base + 1], dy, obj[base] * dx)); } // Translate min/max obj[48] += dx; obj[49] += dy; obj[50] += dz; obj[51] += dx; obj[52] += dy; obj[53] += dz; }