Merge pull request #44 from recp/vector

new vector functions and optimizations
This commit is contained in:
Recep Aslantas
2018-04-14 09:19:51 +03:00
committed by GitHub
18 changed files with 1222 additions and 108 deletions

View File

@@ -31,14 +31,25 @@ Functions:
1. :c:func:`glm_vec3`
#. :c:func:`glm_vec_copy`
#. :c:func:`glm_vec_zero`
#. :c:func:`glm_vec_one`
#. :c:func:`glm_vec_dot`
#. :c:func:`glm_vec_cross`
#. :c:func:`glm_vec_norm2`
#. :c:func:`glm_vec_norm`
#. :c:func:`glm_vec_add`
#. :c:func:`glm_vec_adds`
#. :c:func:`glm_vec_sub`
#. :c:func:`glm_vec_subs`
#. :c:func:`glm_vec_mul`
#. :c:func:`glm_vec_scale`
#. :c:func:`glm_vec_scale_as`
#. :c:func:`glm_vec_div`
#. :c:func:`glm_vec_divs`
#. :c:func:`glm_vec_addadd`
#. :c:func:`glm_vec_subadd`
#. :c:func:`glm_vec_muladd`
#. :c:func:`glm_vec_muladds`
#. :c:func:`glm_vec_flipsign`
#. :c:func:`glm_vec_flipsign_to`
#. :c:func:`glm_vec_inv`
@@ -49,6 +60,7 @@ Functions:
#. :c:func:`glm_vec_angle`
#. :c:func:`glm_vec_rotate`
#. :c:func:`glm_vec_rotate_m4`
#. :c:func:`glm_vec_rotate_m3`
#. :c:func:`glm_vec_proj`
#. :c:func:`glm_vec_center`
#. :c:func:`glm_vec_maxv`
@@ -76,6 +88,20 @@ Functions documentation
| *[in]* **a** source
| *[out]* **dest** destination
.. c:function:: void glm_vec_zero(vec3 v)
makes all members 0.0f (zero)
Parameters:
| *[in, out]* **v** vector
.. c:function:: void glm_vec_one(vec3 v)
makes all members 1.0f (one)
Parameters:
| *[in, out]* **v** vector
.. c:function:: float glm_vec_dot(vec3 a, vec3 b)
dot product of vec3
@@ -117,24 +143,51 @@ Functions documentation
Parameters:
| *[in]* **vec** vector
.. c:function:: void glm_vec_add(vec3 v1, vec3 v2, vec3 dest)
.. c:function:: void glm_vec_add(vec3 a, vec3 b, vec3 dest)
add v2 vector to v1 vector store result in dest
add a vector to b vector store result in dest
Parameters:
| *[in]* **v1** vector1
| *[in]* **v2** vector2
| *[in]* **a** vector1
| *[in]* **b** vector2
| *[out]* **dest** destination vector
.. c:function:: void glm_vec_adds(vec3 a, float s, vec3 dest)
add scalar to v vector store result in dest (d = v + vec(s))
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination vector
.. c:function:: void glm_vec_sub(vec3 v1, vec3 v2, vec3 dest)
subtract v2 vector from v1 vector store result in dest
subtract b vector from a vector store result in dest (d = v1 - v2)
Parameters:
| *[in]* **v1** vector1
| *[in]* **v2** vector2
| *[in]* **a** vector1
| *[in]* **b** vector2
| *[out]* **dest** destination vector
.. c:function:: void glm_vec_subs(vec3 v, float s, vec3 dest)
subtract scalar from v vector store result in dest (d = v - vec(s))
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination vector
.. c:function:: void glm_vec_mul(vec3 a, vec3 b, vec3 d)
multiply two vector (component-wise multiplication)
Parameters:
| *[in]* **a** vector
| *[in]* **b** scalar
| *[out]* **d** result = (a[0] * b[0], a[1] * b[1], a[2] * b[2])
.. c:function:: void glm_vec_scale(vec3 v, float s, vec3 dest)
multiply/scale vec3 vector with scalar: result = v * s
@@ -154,6 +207,64 @@ Functions documentation
| *[in]* **s** scalar
| *[out]* **dest** destination vector
.. c:function:: void glm_vec_div(vec3 a, vec3 b, vec3 dest)
div vector with another component-wise division: d = a / b
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** result = (a[0] / b[0], a[1] / b[1], a[2] / b[2])
.. c:function:: void glm_vec_divs(vec3 v, float s, vec3 dest)
div vector with scalar: d = v / s
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** result = (a[0] / s, a[1] / s, a[2] / s])
.. c:function:: void glm_vec_addadd(vec3 a, vec3 b, vec3 dest)
| add two vectors and add result to sum
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a + b)
.. c:function:: void glm_vec_subadd(vec3 a, vec3 b, vec3 dest)
| sub two vectors and add result to sum
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a - b)
.. c:function:: void glm_vec_muladd(vec3 a, vec3 b, vec3 dest)
| mul two vectors and add result to sum
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec_muladds(vec3 a, float s, vec3 dest)
| mul vector with scalar and add result to sum
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector
| *[in]* **s** scalar
| *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec_flipsign(vec3 v)
flip sign of all vec3 members
@@ -228,6 +339,15 @@ Functions documentation
| *[in]* **v** vector
| *[out]* **dest** rotated vector
.. c:function:: void glm_vec_rotate_m3(mat3 m, vec3 v, vec3 dest)
apply rotation matrix to vector
Parameters:
| *[in]* **m** affine matrix or rot matrix
| *[in]* **v** vector
| *[out]* **dest** rotated vector
.. c:function:: void glm_vec_proj(vec3 a, vec3 b, vec3 dest)
project a vector onto b vector

View File

@@ -24,13 +24,24 @@ Functions:
1. :c:func:`glm_vec4`
#. :c:func:`glm_vec4_copy3`
#. :c:func:`glm_vec4_copy`
#. :c:func:`glm_vec4_zero`
#. :c:func:`glm_vec4_one`
#. :c:func:`glm_vec4_dot`
#. :c:func:`glm_vec4_norm2`
#. :c:func:`glm_vec4_norm`
#. :c:func:`glm_vec4_add`
#. :c:func:`glm_vec4_adds`
#. :c:func:`glm_vec4_sub`
#. :c:func:`glm_vec4_subs`
#. :c:func:`glm_vec4_mul`
#. :c:func:`glm_vec4_scale`
#. :c:func:`glm_vec4_scale_as`
#. :c:func:`glm_vec4_div`
#. :c:func:`glm_vec4_divs`
#. :c:func:`glm_vec4_addadd`
#. :c:func:`glm_vec4_subadd`
#. :c:func:`glm_vec4_muladd`
#. :c:func:`glm_vec4_muladds`
#. :c:func:`glm_vec4_flipsign`
#. :c:func:`glm_vec_flipsign_to`
#. :c:func:`glm_vec4_inv`
@@ -78,6 +89,13 @@ Functions documentation
| *[in]* **v** source
| *[in]* **dest** destination
.. c:function:: void glm_vec4_zero(vec4 v)
makes all members zero
Parameters:
| *[in, out]* **v** vector
.. c:function:: float glm_vec4_dot(vec4 a, vec4 b)
dot product of vec4
@@ -110,24 +128,51 @@ Functions documentation
Parameters:
| *[in]* **vec** vector
.. c:function:: void glm_vec4_add(vec4 v1, vec4 v2, vec4 dest)
.. c:function:: void glm_vec4_add(vec4 a, vec4 b, vec4 dest)
add v2 vector to v1 vector store result in dest
add a vector to b vector store result in dest
Parameters:
| *[in]* **v1** vector1
| *[in]* **v2** vector2
| *[in]* **a** vector1
| *[in]* **b** vector2
| *[out]* **dest** destination vector
.. c:function:: void glm_vec4_sub(vec4 v1, vec4 v2, vec4 dest)
.. c:function:: void glm_vec4_adds(vec4 v, float s, vec4 dest)
subtract v2 vector from v1 vector store result in dest
add scalar to v vector store result in dest (d = v + vec(s))
Parameters:
| *[in]* **v1** vector1
| *[in]* **v2** vector2
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination vector
.. c:function:: void glm_vec4_sub(vec4 a, vec4 b, vec4 dest)
subtract b vector from a vector store result in dest (d = v1 - v2)
Parameters:
| *[in]* **a** vector1
| *[in]* **b** vector2
| *[out]* **dest** destination vector
.. c:function:: void glm_vec4_subs(vec4 v, float s, vec4 dest)
subtract scalar from v vector store result in dest (d = v - vec(s))
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** destination vector
.. c:function:: void glm_vec4_mul(vec4 a, vec4 b, vec4 d)
multiply two vector (component-wise multiplication)
Parameters:
| *[in]* **a** vector1
| *[in]* **b** vector2
| *[out]* **dest** result = (a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3])
.. c:function:: void glm_vec4_scale(vec4 v, float s, vec4 dest)
multiply/scale vec4 vector with scalar: result = v * s
@@ -146,6 +191,64 @@ Functions documentation
| *[in]* **s** scalar
| *[out]* **dest** destination vector
.. c:function:: void glm_vec4_div(vec4 a, vec4 b, vec4 dest)
div vector with another component-wise division: d = v1 / v2
Parameters:
| *[in]* **a** vector1
| *[in]* **b** vector2
| *[out]* **dest** result = (a[0] / b[0], a[1] / b[1], a[2] / b[2], a[3] / b[3])
.. c:function:: void glm_vec4_divs(vec4 v, float s, vec4 dest)
div vector with scalar: d = v / s
Parameters:
| *[in]* **v** vector
| *[in]* **s** scalar
| *[out]* **dest** result = (a[0] / s, a[1] / s, a[2] / s, a[3] / s)
.. c:function:: void glm_vec4_addadd(vec4 a, vec4 b, vec4 dest)
| add two vectors and add result to sum
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a + b)
.. c:function:: void glm_vec4_subadd(vec4 a, vec4 b, vec4 dest)
| sub two vectors and add result to sum
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a - b)
.. c:function:: void glm_vec4_muladd(vec4 a, vec4 b, vec4 dest)
| mul two vectors and add result to sum
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector 1
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec4_muladds(vec4 a, float s, vec4 dest)
| mul vector with scalar and add result to sum
| it applies += operator so dest must be initialized
Parameters:
| *[in]* **a** vector
| *[in]* **s** scalar
| *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec4_flipsign(vec4 v)
flip sign of all vec4 members

View File

@@ -24,6 +24,14 @@ CGLM_EXPORT
void
glmc_vec_copy(vec3 a, vec3 dest);
CGLM_EXPORT
void
glmc_vec_zero(vec3 v);
CGLM_EXPORT
void
glmc_vec_one(vec3 v);
CGLM_EXPORT
float
glmc_vec_dot(vec3 a, vec3 b);
@@ -54,7 +62,19 @@ glmc_vec_add(vec3 v1, vec3 v2, vec3 dest);
CGLM_EXPORT
void
glmc_vec_sub(vec3 v1, vec3 v2, vec3 dest);
glmc_vec_adds(vec3 v, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec_sub(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec_subs(vec3 v, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec_mul(vec3 a, vec3 b, vec3 d);
CGLM_EXPORT
void
@@ -64,6 +84,30 @@ CGLM_EXPORT
void
glmc_vec_scale_as(vec3 v, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec_div(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec_divs(vec3 a, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec_addadd(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec_subadd(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec_muladd(vec3 a, vec3 b, vec3 dest);
CGLM_EXPORT
void
glmc_vec_muladds(vec3 a, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec_flipsign(vec3 v);

View File

@@ -21,6 +21,14 @@ CGLM_EXPORT
void
glmc_vec4(vec3 v3, float last, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_zero(vec4 v);
CGLM_EXPORT
void
glmc_vec4_one(vec4 v);
CGLM_EXPORT
void
glmc_vec4_copy3(vec4 a, vec3 dest);
@@ -51,11 +59,23 @@ glmc_vec4_normalize(vec4 v);
CGLM_EXPORT
void
glmc_vec4_add(vec4 v1, vec4 v2, vec4 dest);
glmc_vec4_add(vec4 a, vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_sub(vec4 v1, vec4 v2, vec4 dest);
glmc_vec4_adds(vec4 v, float s, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_sub(vec4 a, vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_subs(vec4 v, float s, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_mul(vec4 a, vec4 b, vec4 d);
CGLM_EXPORT
void
@@ -65,6 +85,30 @@ CGLM_EXPORT
void
glmc_vec4_scale_as(vec3 v, float s, vec3 dest);
CGLM_EXPORT
void
glmc_vec4_div(vec4 a, vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_divs(vec4 v, float s, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_addadd(vec4 a, vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_subadd(vec4 a, vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_muladd(vec4 a, vec4 b, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_muladds(vec4 a, float s, vec4 dest);
CGLM_EXPORT
void
glmc_vec4_flipsign(vec4 v);

View File

@@ -40,6 +40,12 @@ glm_simd_dot(__m128 a, __m128 b) {
return _mm_add_ps(x0, _mm_shuffle1_ps(x0, 0, 1, 0, 1));
}
CGLM_INLINE
__m128
glm_simd_norm(__m128 a) {
return _mm_sqrt_ps(glm_simd_dot(a, a));
}
#endif
/* x86, x64 */

View File

@@ -32,7 +32,7 @@
#include <float.h>
/*!
* @brief multiplies individual items, just for convenient like SIMD
* @brief DEPRECATED! use glm_vec_mul
*
* @param[in] a vec1
* @param[in] b vec2

View File

@@ -28,10 +28,18 @@
CGLM_INLINE void glm_vec_cross(vec3 a, vec3 b, vec3 d);
CGLM_INLINE float glm_vec_norm2(vec3 v);
CGLM_INLINE float glm_vec_norm(vec3 vec);
CGLM_INLINE void glm_vec_add(vec3 v1, vec3 v2, vec3 dest);
CGLM_INLINE void glm_vec_sub(vec3 v1, vec3 v2, vec3 dest);
CGLM_INLINE void glm_vec_add(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec_adds(vec3 a, float s, vec3 dest);
CGLM_INLINE void glm_vec_sub(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec_subs(vec3 a, float s, vec3 dest);
CGLM_INLINE void glm_vec_mul(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec_scale(vec3 v, float s, vec3 dest);
CGLM_INLINE void glm_vec_scale_as(vec3 v, float s, vec3 dest);
CGLM_INLINE void glm_vec_div(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec_divs(vec3 a, float s, vec3 dest);
CGLM_INLINE void glm_vec_addadd(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec_subadd(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec_muladd(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec_flipsign(vec3 v);
CGLM_INLINE void glm_vec_inv(vec3 v);
CGLM_INLINE void glm_vec_inv_to(vec3 v, vec3 dest);
@@ -59,6 +67,7 @@
#define cglm_vec3_h
#include "common.h"
#include "vec4.h"
#include "vec3-ext.h"
#include "util.h"
@@ -103,6 +112,32 @@ glm_vec_copy(vec3 a, vec3 dest) {
dest[2] = a[2];
}
/*!
* @brief make vector zero
*
* @param[in, out] v vector
*/
CGLM_INLINE
void
glm_vec_zero(vec3 v) {
v[0] = 0.0f;
v[1] = 0.0f;
v[2] = 0.0f;
}
/*!
* @brief make vector one
*
* @param[in, out] v vector
*/
CGLM_INLINE
void
glm_vec_one(vec3 v) {
v[0] = 1.0f;
v[1] = 1.0f;
v[2] = 1.0f;
}
/*!
* @brief vec3 dot product
*
@@ -164,33 +199,78 @@ glm_vec_norm(vec3 vec) {
}
/*!
* @brief add v2 vector to v1 vector store result in dest
* @brief add a vector to b vector store result in dest
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[in] a vector1
* @param[in] b vector2
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec_add(vec3 v1, vec3 v2, vec3 dest) {
dest[0] = v1[0] + v2[0];
dest[1] = v1[1] + v2[1];
dest[2] = v1[2] + v2[2];
glm_vec_add(vec3 a, vec3 b, vec3 dest) {
dest[0] = a[0] + b[0];
dest[1] = a[1] + b[1];
dest[2] = a[2] + b[2];
}
/*!
* @brief add scalar to v vector store result in dest (d = v + s)
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec_adds(vec3 v, float s, vec3 dest) {
dest[0] = v[0] + s;
dest[1] = v[1] + s;
dest[2] = v[2] + s;
}
/*!
* @brief subtract v2 vector from v1 vector store result in dest
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[in] a vector1
* @param[in] b vector2
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec_sub(vec3 v1, vec3 v2, vec3 dest) {
dest[0] = v1[0] - v2[0];
dest[1] = v1[1] - v2[1];
dest[2] = v1[2] - v2[2];
glm_vec_sub(vec3 a, vec3 b, vec3 dest) {
dest[0] = a[0] - b[0];
dest[1] = a[1] - b[1];
dest[2] = a[2] - b[2];
}
/*!
* @brief subtract scalar from v vector store result in dest (d = v - s)
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec_subs(vec3 v, float s, vec3 dest) {
dest[0] = v[0] - s;
dest[1] = v[1] - s;
dest[2] = v[2] - s;
}
/*!
* @brief multiply two vector (component-wise multiplication)
*
* @param a v1
* @param b v2
* @param d v3 = (a[0] * b[0], a[1] * b[1], a[2] * b[2])
*/
CGLM_INLINE
void
glm_vec_mul(vec3 a, vec3 b, vec3 d) {
d[0] = a[0] * b[0];
d[1] = a[1] * b[1];
d[2] = a[2] * b[2];
}
/*!
@@ -221,14 +301,112 @@ glm_vec_scale_as(vec3 v, float s, vec3 dest) {
float norm;
norm = glm_vec_norm(v);
if (norm == 0) {
glm_vec_copy(v, dest);
if (norm == 0.0f) {
glm_vec_zero(dest);
return;
}
glm_vec_scale(v, s / norm, dest);
}
/*!
* @brief div vector with another component-wise division: d = a / b
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest result = (a[0]/b[0], a[1]/b[1], a[2]/b[2])
*/
CGLM_INLINE
void
glm_vec_div(vec3 a, vec3 b, vec3 dest) {
dest[0] = a[0] / b[0];
dest[1] = a[1] / b[1];
dest[2] = a[2] / b[2];
}
/*!
* @brief div vector with scalar: d = v / s
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest result = (a[0]/s, a[1]/s, a[2]/s)
*/
CGLM_INLINE
void
glm_vec_divs(vec3 v, float s, vec3 dest) {
dest[0] = v[0] / s;
dest[1] = v[1] / s;
dest[2] = v[2] / s;
}
/*!
* @brief add two vectors and add result to sum
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest dest += (a + b)
*/
CGLM_INLINE
void
glm_vec_addadd(vec3 a, vec3 b, vec3 dest) {
dest[0] += a[0] + b[0];
dest[1] += a[1] + b[1];
dest[2] += a[2] + b[2];
}
/*!
* @brief sub two vectors and add result to dest
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest dest += (a + b)
*/
CGLM_INLINE
void
glm_vec_subadd(vec3 a, vec3 b, vec3 dest) {
dest[0] += a[0] - b[0];
dest[1] += a[1] - b[1];
dest[2] += a[2] - b[2];
}
/*!
* @brief mul two vectors and add result to dest
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest dest += (a * b)
*/
CGLM_INLINE
void
glm_vec_muladd(vec3 a, vec3 b, vec3 dest) {
dest[0] += a[0] * b[0];
dest[1] += a[1] * b[1];
dest[2] += a[2] * b[2];
}
/*!
* @brief mul vector with scalar and add result to sum
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector
* @param[in] s scalar
* @param[out] dest dest += (a * b)
*/
CGLM_INLINE
void
glm_vec_muladds(vec3 a, float s, vec3 dest) {
dest[0] += a[0] * s;
dest[1] += a[1] * s;
dest[2] += a[2] * s;
}
/*!
* @brief flip sign of all vec3 members
*
@@ -374,6 +552,12 @@ glm_vec_rotate(vec3 v, float angle, vec3 axis) {
/*!
* @brief apply rotation matrix to vector
*
* matrix format should be (no perspective):
* a b c x
* e f g y
* i j k z
* 0 0 0 w
*
* @param[in] m affine matrix or rot matrix
* @param[in] v vector
* @param[out] dest rotated vector
@@ -381,17 +565,44 @@ glm_vec_rotate(vec3 v, float angle, vec3 axis) {
CGLM_INLINE
void
glm_vec_rotate_m4(mat4 m, vec3 v, vec3 dest) {
vec3 res, x, y, z;
vec4 x, y, z, res;
glm_vec_normalize_to(m[0], x);
glm_vec_normalize_to(m[1], y);
glm_vec_normalize_to(m[2], z);
glm_vec4_normalize_to(m[0], x);
glm_vec4_normalize_to(m[1], y);
glm_vec4_normalize_to(m[2], z);
res[0] = x[0] * v[0] + y[0] * v[1] + z[0] * v[2];
res[1] = x[1] * v[0] + y[1] * v[1] + z[1] * v[2];
res[2] = x[2] * v[0] + y[2] * v[1] + z[2] * v[2];
glm_vec4_scale(x, v[0], res);
glm_vec4_muladds(y, v[1], res);
glm_vec4_muladds(y, v[2], res);
glm_vec_copy(res, dest);
glm_vec3(res, dest);
}
/*!
* @brief apply rotation matrix to vector
*
* @param[in] m affine matrix or rot matrix
* @param[in] v vector
* @param[out] dest rotated vector
*/
CGLM_INLINE
void
glm_vec_rotate_m3(mat3 m, vec3 v, vec3 dest) {
vec4 res, x, y, z;
glm_vec4(m[0], 0.0f, x);
glm_vec4(m[1], 0.0f, y);
glm_vec4(m[2], 0.0f, z);
glm_vec4_normalize(x);
glm_vec4_normalize(y);
glm_vec4_normalize(z);
glm_vec4_scale(x, v[0], res);
glm_vec4_muladds(y, v[1], res);
glm_vec4_muladds(y, v[2], res);
glm_vec3(res, dest);
}
/*!

View File

@@ -32,7 +32,7 @@
#include <float.h>
/*!
* @brief multiplies individual items, just for convenient like SIMD
* @brief DEPRECATED! use glm_vec4_mul
*
* @param a v1
* @param b v2

View File

@@ -28,10 +28,18 @@
CGLM_INLINE float glm_vec4_dot(vec4 a, vec4 b);
CGLM_INLINE float glm_vec4_norm2(vec4 v);
CGLM_INLINE float glm_vec4_norm(vec4 vec);
CGLM_INLINE void glm_vec4_add(vec4 v1, vec4 v2, vec4 dest);
CGLM_INLINE void glm_vec4_sub(vec4 v1, vec4 v2, vec4 dest);
CGLM_INLINE void glm_vec4_add(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_adds(vec4 v, float s, vec4 dest);
CGLM_INLINE void glm_vec4_sub(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_subs(vec4 v, float s, vec4 dest);
CGLM_INLINE void glm_vec4_mul(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_scale(vec4 v, float s, vec4 dest);
CGLM_INLINE void glm_vec4_scale_as(vec4 v, float s, vec4 dest);
CGLM_INLINE void glm_vec4_div(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_divs(vec4 v, float s, vec4 dest);
CGLM_INLINE void glm_vec4_addadd(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_subadd(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_muladd(vec4 a, vec4 b, vec4 dest);
CGLM_INLINE void glm_vec4_flipsign(vec4 v);
CGLM_INLINE void glm_vec4_inv(vec4 v);
CGLM_INLINE void glm_vec4_inv_to(vec4 v, vec4 dest);
@@ -41,6 +49,7 @@
CGLM_INLINE void glm_vec4_maxv(vec4 v1, vec4 v2, vec4 dest);
CGLM_INLINE void glm_vec4_minv(vec4 v1, vec4 v2, vec4 dest);
CGLM_INLINE void glm_vec4_clamp(vec4 v, float minVal, float maxVal);
CGLM_INLINE void glm_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest)
*/
#ifndef cglm_vec4_h
@@ -111,6 +120,42 @@ glm_vec4_copy(vec4 v, vec4 dest) {
#endif
}
/*!
* @brief make vector zero
*
* @param[in, out] v vector
*/
CGLM_INLINE
void
glm_vec4_zero(vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(v, _mm_setzero_ps());
#else
v[0] = 0.0f;
v[1] = 0.0f;
v[2] = 0.0f;
v[3] = 0.0f;
#endif
}
/*!
* @brief make vector one
*
* @param[in, out] v vector
*/
CGLM_INLINE
void
glm_vec4_one(vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(v, _mm_set1_ps(1.0f));
#else
v[0] = 1.0f;
v[1] = 1.0f;
v[2] = 1.0f;
v[3] = 1.0f;
#endif
}
/*!
* @brief vec4 dot product
*
@@ -146,7 +191,15 @@ glm_vec4_dot(vec4 a, vec4 b) {
CGLM_INLINE
float
glm_vec4_norm2(vec4 v) {
return glm_vec4_dot(v, v);
#if defined( __SSE__ ) || defined( __SSE2__ )
__m128 x0;
x0 = _mm_load_ps(v);
x0 = _mm_mul_ps(x0, x0);
x0 = _mm_add_ps(x0, _mm_shuffle1_ps(x0, 1, 0, 3, 2));
return _mm_cvtss_f32(_mm_add_ss(x0, _mm_shuffle1_ps(x0, 0, 1, 0, 1)));
#else
return v[0] * v[0] + v[1] * v[1] + v[2] * v[2] + v[3] * v[3];
#endif
}
/*!
@@ -159,50 +212,112 @@ glm_vec4_norm2(vec4 v) {
CGLM_INLINE
float
glm_vec4_norm(vec4 vec) {
#if defined( __SSE__ ) || defined( __SSE2__ )
__m128 x0;
x0 = _mm_load_ps(vec);
return _mm_cvtss_f32(_mm_sqrt_ss(glm_simd_dot(x0, x0)));
#else
return sqrtf(glm_vec4_norm2(vec));
#endif
}
/*!
* @brief add v2 vector to v1 vector store result in dest
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[in] a vector1
* @param[in] b vector2
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec4_add(vec4 v1, vec4 v2, vec4 dest) {
glm_vec4_add(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest,
_mm_add_ps(_mm_load_ps(v1),
_mm_load_ps(v2)));
_mm_store_ps(dest, _mm_add_ps(_mm_load_ps(a), _mm_load_ps(b)));
#else
dest[0] = v1[0] + v2[0];
dest[1] = v1[1] + v2[1];
dest[2] = v1[2] + v2[2];
dest[3] = v1[3] + v2[3];
dest[0] = a[0] + b[0];
dest[1] = a[1] + b[1];
dest[2] = a[2] + b[2];
dest[3] = a[3] + b[3];
#endif
}
/*!
* @brief subtract v2 vector from v1 vector store result in dest
* @brief add scalar to v vector store result in dest (d = v + vec(s))
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec4_sub(vec4 v1, vec4 v2, vec4 dest) {
glm_vec4_adds(vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest,
_mm_sub_ps(_mm_load_ps(v1),
_mm_load_ps(v2)));
_mm_store_ps(dest, _mm_add_ps(_mm_load_ps(v), _mm_set1_ps(s)));
#else
dest[0] = v1[0] - v2[0];
dest[1] = v1[1] - v2[1];
dest[2] = v1[2] - v2[2];
dest[3] = v1[3] - v2[3];
dest[0] = v[0] + s;
dest[1] = v[1] + s;
dest[2] = v[2] + s;
dest[3] = v[3] + s;
#endif
}
/*!
* @brief subtract b vector from a vector store result in dest (d = v1 - v2)
*
* @param[in] a vector1
* @param[in] b vector2
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec4_sub(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_sub_ps(_mm_load_ps(a), _mm_load_ps(b)));
#else
dest[0] = a[0] - b[0];
dest[1] = a[1] - b[1];
dest[2] = a[2] - b[2];
dest[3] = a[3] - b[3];
#endif
}
/*!
* @brief subtract scalar from v vector store result in dest (d = v - vec(s))
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec4_subs(vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_sub_ps(_mm_load_ps(v), _mm_set1_ps(s)));
#else
dest[0] = v[0] - s;
dest[1] = v[1] - s;
dest[2] = v[2] - s;
dest[3] = v[3] - s;
#endif
}
/*!
* @brief multiply two vector (component-wise multiplication)
*
* @param a v1
* @param b v2
* @param d v3 = (a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3])
*/
CGLM_INLINE
void
glm_vec4_mul(vec4 a, vec4 b, vec4 d) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(d, _mm_mul_ps(_mm_load_ps(a), _mm_load_ps(b)));
#else
d[0] = a[0] * b[0];
d[1] = a[1] * b[1];
d[2] = a[2] * b[2];
d[3] = a[3] * b[3];
#endif
}
@@ -217,9 +332,7 @@ CGLM_INLINE
void
glm_vec4_scale(vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest,
_mm_mul_ps(_mm_load_ps(v),
_mm_set1_ps(s)));
_mm_store_ps(dest, _mm_mul_ps(_mm_load_ps(v), _mm_set1_ps(s)));
#else
dest[0] = v[0] * s;
dest[1] = v[1] * s;
@@ -241,14 +354,148 @@ glm_vec4_scale_as(vec4 v, float s, vec4 dest) {
float norm;
norm = glm_vec4_norm(v);
if (norm == 0) {
glm_vec4_copy(v, dest);
if (norm == 0.0f) {
glm_vec4_zero(dest);
return;
}
glm_vec4_scale(v, s / norm, dest);
}
/*!
* @brief div vector with another component-wise division: d = v1 / v2
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest result = (a[0]/b[0], a[1]/b[1], a[2]/b[2], a[3]/b[3])
*/
CGLM_INLINE
void
glm_vec4_div(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_div_ps(_mm_load_ps(a), _mm_load_ps(b)));
#else
dest[0] = a[0] / b[0];
dest[1] = a[1] / b[1];
dest[2] = a[2] / b[2];
dest[3] = a[3] / b[3];
#endif
}
/*!
* @brief div vec4 vector with scalar: d = v / s
*
* @param[in] v vector
* @param[in] s scalar
* @param[out] dest destination vector
*/
CGLM_INLINE
void
glm_vec4_divs(vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_div_ps(_mm_load_ps(v), _mm_set1_ps(s)));
#else
glm_vec4_scale(v, 1.0f / s, dest);
#endif
}
/*!
* @brief add two vectors and add result to sum
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest dest += (a + b)
*/
CGLM_INLINE
void
glm_vec4_addadd(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_add_ps(_mm_load_ps(dest),
_mm_add_ps(_mm_load_ps(a),
_mm_load_ps(b))));
#else
dest[0] += a[0] + b[0];
dest[1] += a[1] + b[1];
dest[2] += a[2] + b[2];
dest[3] += a[3] + b[3];
#endif
}
/*!
* @brief sub two vectors and add result to dest
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest dest += (a - b)
*/
CGLM_INLINE
void
glm_vec4_subadd(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_add_ps(_mm_load_ps(dest),
_mm_sub_ps(_mm_load_ps(a),
_mm_load_ps(b))));
#else
dest[0] += a[0] - b[0];
dest[1] += a[1] - b[1];
dest[2] += a[2] - b[2];
dest[3] += a[3] - b[3];
#endif
}
/*!
* @brief mul two vectors and add result to dest
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector 1
* @param[in] b vector 2
* @param[out] dest dest += (a * b)
*/
CGLM_INLINE
void
glm_vec4_muladd(vec4 a, vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_add_ps(_mm_load_ps(dest),
_mm_mul_ps(_mm_load_ps(a),
_mm_load_ps(b))));
#else
dest[0] += a[0] * b[0];
dest[1] += a[1] * b[1];
dest[2] += a[2] * b[2];
dest[3] += a[3] * b[3];
#endif
}
/*!
* @brief mul vector with scalar and add result to sum
*
* it applies += operator so dest must be initialized
*
* @param[in] a vector
* @param[in] s scalar
* @param[out] dest dest += (a * b)
*/
CGLM_INLINE
void
glm_vec4_muladds(vec4 a, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(dest, _mm_add_ps(_mm_load_ps(dest),
_mm_mul_ps(_mm_load_ps(a),
_mm_set1_ps(s))));
#else
dest[0] += a[0] * s;
dest[1] += a[1] * s;
dest[2] += a[2] * s;
dest[3] += a[3] * s;
#endif
}
/*!
* @brief flip sign of all vec4 members
*
@@ -258,8 +505,7 @@ CGLM_INLINE
void
glm_vec4_flipsign(vec4 v) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(v, _mm_xor_ps(_mm_load_ps(v),
_mm_set1_ps(-0.0f)));
_mm_store_ps(v, _mm_xor_ps(_mm_load_ps(v), _mm_set1_ps(-0.0f)));
#else
v[0] = -v[0];
v[1] = -v[1];
@@ -312,26 +558,6 @@ glm_vec4_inv_to(vec4 v, vec4 dest) {
glm_vec4_flipsign(dest);
}
/*!
* @brief normalize vec4 and store result in same vec
*
* @param[in, out] v vector
*/
CGLM_INLINE
void
glm_vec4_normalize(vec4 v) {
float norm;
norm = glm_vec4_norm(v);
if (norm == 0.0f) {
v[0] = v[1] = v[2] = v[3] = 0.0f;
return;
}
glm_vec4_scale(v, 1.0f / norm, v);
}
/*!
* @brief normalize vec4 to dest
*
@@ -341,16 +567,44 @@ glm_vec4_normalize(vec4 v) {
CGLM_INLINE
void
glm_vec4_normalize_to(vec4 vec, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
__m128 xdot, x0;
float dot;
x0 = _mm_load_ps(vec);
xdot = glm_simd_dot(x0, x0);
dot = _mm_cvtss_f32(xdot);
if (dot == 0.0f) {
_mm_store_ps(dest, _mm_setzero_ps());
return;
}
_mm_store_ps(dest, _mm_div_ps(x0, _mm_sqrt_ps(xdot)));
#else
float norm;
norm = glm_vec4_norm(vec);
if (norm == 0.0f) {
dest[0] = dest[1] = dest[2] = dest[3] = 0.0f;
glm_vec4_broadcast(0.0f, dest);
return;
}
glm_vec4_scale(vec, 1.0f / norm, dest);
#endif
}
/*!
* @brief normalize vec4 and store result in same vec
*
* @param[in, out] v vector
*/
CGLM_INLINE
void
glm_vec4_normalize(vec4 v) {
glm_vec4_normalize_to(v, v);
}
/**

View File

@@ -110,7 +110,8 @@ test_tests_SOURCES=\
test/src/test_clamp.c \
test/src/test_euler.c \
test/src/test_quat.c \
test/src/test_vec4.c
test/src/test_vec4.c \
test/src/test_vec3.c
all-local:
sh ./post-build.sh

View File

@@ -20,6 +20,18 @@ glmc_vec_copy(vec3 a, vec3 dest) {
glm_vec_copy(a, dest);
}
CGLM_EXPORT
void
glmc_vec_zero(vec3 v) {
glm_vec_zero(v);
}
CGLM_EXPORT
void
glmc_vec_one(vec3 v) {
glm_vec_one(v);
}
CGLM_EXPORT
float
glmc_vec_dot(vec3 a, vec3 b) {
@@ -64,8 +76,26 @@ glmc_vec_add(vec3 v1, vec3 v2, vec3 dest) {
CGLM_EXPORT
void
glmc_vec_sub(vec3 v1, vec3 v2, vec3 dest) {
glm_vec_sub(v1, v2, dest);
glmc_vec_adds(vec3 v, float s, vec3 dest) {
glm_vec_adds(v, s, dest);
}
CGLM_EXPORT
void
glmc_vec_sub(vec3 a, vec3 b, vec3 dest) {
glm_vec_sub(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec_subs(vec3 v, float s, vec3 dest) {
glm_vec_subs(v, s, dest);
}
CGLM_EXPORT
void
glmc_vec_mul(vec3 a, vec3 b, vec3 d) {
glm_vec_mul(a, b, d);
}
CGLM_EXPORT
@@ -80,6 +110,42 @@ glmc_vec_scale_as(vec3 v, float s, vec3 dest) {
glm_vec_scale_as(v, s, dest);
}
CGLM_EXPORT
void
glmc_vec_div(vec3 a, vec3 b, vec3 dest) {
glm_vec_div(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec_divs(vec3 a, float s, vec3 dest) {
glm_vec_divs(a, s, dest);
}
CGLM_EXPORT
void
glmc_vec_addadd(vec3 a, vec3 b, vec3 dest) {
glm_vec_addadd(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec_subadd(vec3 a, vec3 b, vec3 dest) {
glm_vec_subadd(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec_muladd(vec3 a, vec3 b, vec3 dest) {
glm_vec_muladd(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec_muladds(vec3 a, float s, vec3 dest) {
glm_vec_muladds(a, s, dest);
}
CGLM_EXPORT
void
glmc_vec_flipsign(vec3 v) {

View File

@@ -14,6 +14,18 @@ glmc_vec4(vec3 v3, float last, vec4 dest) {
glm_vec4(v3, last, dest);
}
CGLM_EXPORT
void
glmc_vec4_zero(vec4 v) {
glm_vec4_zero(v);
}
CGLM_EXPORT
void
glmc_vec4_one(vec4 v) {
glm_vec4_one(v);
}
CGLM_EXPORT
void
glmc_vec4_copy3(vec4 a, vec3 dest) {
@@ -58,14 +70,32 @@ glmc_vec4_norm2(vec4 vec) {
CGLM_EXPORT
void
glmc_vec4_add(vec4 v1, vec4 v2, vec4 dest) {
glm_vec4_add(v1, v2, dest);
glmc_vec4_add(vec4 a, vec4 b, vec4 dest) {
glm_vec4_add(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec4_sub(vec4 v1, vec4 v2, vec4 dest) {
glm_vec4_sub(v1, v2, dest);
glmc_vec4_adds(vec4 v, float s, vec4 dest) {
glm_vec4_adds(v, s, dest);
}
CGLM_EXPORT
void
glmc_vec4_sub(vec4 a, vec4 b, vec4 dest) {
glm_vec4_sub(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec4_subs(vec4 v, float s, vec4 dest) {
glm_vec4_subs(v, s, dest);
}
CGLM_EXPORT
void
glmc_vec4_mul(vec4 a, vec4 b, vec4 d) {
glm_vec4_mul(a, b, d);
}
CGLM_EXPORT
@@ -76,10 +106,46 @@ glmc_vec4_scale(vec4 v, float s, vec4 dest) {
CGLM_EXPORT
void
glmc_vec4_scale_as(vec3 v, float s, vec3 dest) {
glmc_vec4_scale_as(vec4 v, float s, vec4 dest) {
glm_vec4_scale_as(v, s, dest);
}
CGLM_EXPORT
void
glmc_vec4_div(vec4 a, vec4 b, vec4 dest) {
glm_vec4_div(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec4_divs(vec4 v, float s, vec4 dest) {
glm_vec4_divs(v, s, dest);
}
CGLM_EXPORT
void
glmc_vec4_addadd(vec4 a, vec4 b, vec4 dest) {
glm_vec4_addadd(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec4_subadd(vec4 a, vec4 b, vec4 dest) {
glm_vec4_subadd(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec4_muladd(vec4 a, vec4 b, vec4 dest) {
glm_vec4_muladd(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec4_muladds(vec4 a, float s, vec4 dest) {
glm_vec4_muladds(a, s, dest);
}
CGLM_EXPORT
void
glmc_vec4_flipsign(vec4 v) {

View File

@@ -84,6 +84,11 @@ test_assert_mat4_eq2(mat4 m1, mat4 m2, float eps) {
}
}
void
test_assert_eqf(float a, float b) {
assert_true(fabsf(a - b) <= 0.000009); /* rounding errors */
}
void
test_assert_vec3_eq(vec3 v1, vec3 v2) {
assert_true(fabsf(v1[0] - v2[0]) <= 0.000009); /* rounding errors */
@@ -91,6 +96,14 @@ test_assert_vec3_eq(vec3 v1, vec3 v2) {
assert_true(fabsf(v1[2] - v2[2]) <= 0.000009);
}
void
test_assert_vec4_eq(vec4 v1, vec4 v2) {
assert_true(fabsf(v1[0] - v2[0]) <= 0.000009); /* rounding errors */
assert_true(fabsf(v1[1] - v2[1]) <= 0.000009);
assert_true(fabsf(v1[2] - v2[2]) <= 0.000009);
assert_true(fabsf(v1[3] - v2[3]) <= 0.000009);
}
void
test_assert_quat_eq_abs(versor v1, versor v2) {
assert_true(fabsf(fabsf(v1[0]) - fabsf(v2[0])) <= 0.0009); /* rounding errors */

View File

@@ -25,6 +25,9 @@
void
test_rand_mat4(mat4 dest);
void
test_assert_eqf(float a, float b);
void
test_assert_mat4_eq(mat4 m1, mat4 m2);
@@ -34,6 +37,9 @@ test_assert_mat4_eq2(mat4 m1, mat4 m2, float eps);
void
test_assert_vec3_eq(vec3 v1, vec3 v2);
void
test_assert_vec4_eq(vec4 v1, vec4 v2);
void
test_assert_quat_eq(versor v1, versor v2);

View File

@@ -29,7 +29,10 @@ main(int argc, const char * argv[]) {
cmocka_unit_test(test_quat),
/* vec4 */
cmocka_unit_test(test_vec4)
cmocka_unit_test(test_vec4),
/* vec3 */
cmocka_unit_test(test_vec3)
};
return cmocka_run_group_tests(tests, NULL, NULL);

View File

@@ -31,4 +31,7 @@ test_quat(void **state);
void
test_vec4(void **state);
void
test_vec3(void **state);
#endif /* test_tests_h */

78
test/src/test_vec3.c Normal file
View File

@@ -0,0 +1,78 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#include "test_common.h"
void
test_vec3(void **state) {
mat3 rot1m3;
mat4 rot1;
vec3 v, v1, v2;
/* test zero */
glm_vec_zero(v);
test_assert_vec3_eq(GLM_VEC3_ZERO, v);
/* test one */
glm_vec_one(v);
test_assert_vec3_eq(GLM_VEC3_ONE, v);
/* adds, subs, div, divs, mul */
glm_vec_add(v, GLM_VEC3_ONE, v);
assert_true(glmc_vec_eq_eps(v, 2));
glm_vec_adds(v, 10, v);
assert_true(glmc_vec_eq_eps(v, 12));
glm_vec_sub(v, GLM_VEC3_ONE, v);
assert_true(glmc_vec_eq_eps(v, 11));
glm_vec_subs(v, 1, v);
assert_true(glmc_vec_eq_eps(v, 10));
glm_vec_broadcast(2, v1);
glm_vec_div(v, v1, v);
assert_true(glmc_vec_eq_eps(v, 5));
glm_vec_divs(v, 0.5, v);
assert_true(glmc_vec_eq_eps(v, 10));
glm_vec_mul(v, v1, v);
assert_true(glmc_vec_eq_eps(v, 20));
glm_vec_scale(v, 0.5, v);
assert_true(glmc_vec_eq_eps(v, 10));
glm_vec_normalize_to(v, v1);
glm_vec_scale(v1, 0.8, v1);
glm_vec_scale_as(v, 0.8, v);
test_assert_vec3_eq(v1, v);
/* addadd, subadd, muladd */
glm_vec_one(v);
glm_vec_addadd(GLM_VEC3_ONE, GLM_VEC3_ONE, v);
assert_true(glmc_vec_eq_eps(v, 3));
glm_vec_subadd(GLM_VEC3_ONE, GLM_VEC3_ZERO, v);
assert_true(glmc_vec_eq_eps(v, 4));
glm_vec_broadcast(2, v1);
glm_vec_broadcast(3, v2);
glm_vec_muladd(v1, v2, v);
assert_true(glmc_vec_eq_eps(v, 10));
/* rotate */
glm_vec_copy(GLM_YUP, v);
glm_rotate_make(rot1, glm_rad(90), GLM_XUP);
glm_vec_rotate_m4(rot1, v, v1);
glm_mat4_pick3(rot1, rot1m3);
glm_vec_rotate_m3(rot1m3, v, v2);
test_assert_vec3_eq(v1, v2);
test_assert_vec3_eq(v1, GLM_ZUP);
}

View File

@@ -13,18 +13,114 @@ test_vec4_dot(vec4 a, vec4 b) {
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
}
CGLM_INLINE
void
test_vec4_normalize_to(vec4 vec, vec4 dest) {
float norm;
norm = glm_vec4_norm(vec);
if (norm == 0.0f) {
dest[0] = dest[1] = dest[2] = dest[3] = 0.0f;
return;
}
glm_vec4_scale(vec, 1.0f / norm, dest);
}
float
test_vec4_norm2(vec4 vec) {
return test_vec4_dot(vec, vec);
}
float
test_vec4_norm(vec4 vec) {
return sqrtf(test_vec4_dot(vec, vec));
}
void
test_vec4(void **state) {
vec4 v;
vec4 v, v1, v2;
int i;
float d1, d2;
/* test SSE/SIMD dot product */
for (i = 0; i < 100; i++) {
for (i = 0; i < 1000; i++) {
/* 1. test SSE/SIMD dot product */
test_rand_vec4(v);
d1 = glm_vec4_dot(v, v);
d2 = test_vec4_dot(v, v);
assert_true(fabsf(d1 - d2) <= 0.000009);
/* 2. test SIMD normalize */
test_vec4_normalize_to(v, v1);
glm_vec4_normalize_to(v, v2);
glm_vec4_normalize(v);
/* all must be same */
test_assert_vec4_eq(v1, v2);
test_assert_vec4_eq(v, v2);
/* 3. test SIMD norm */
test_rand_vec4(v);
test_assert_eqf(test_vec4_norm(v), glm_vec4_norm(v));
/* 3. test SIMD norm2 */
test_rand_vec4(v);
test_assert_eqf(test_vec4_norm2(v), glm_vec4_norm2(v));
}
/* test zero */
glm_vec4_zero(v);
test_assert_vec4_eq(GLM_VEC4_ZERO, v);
/* test one */
glm_vec4_one(v);
test_assert_vec4_eq(GLM_VEC4_ONE, v);
/* adds, subs, div, divs, mul */
glm_vec4_add(v, GLM_VEC4_ONE, v);
assert_true(glmc_vec4_eq_eps(v, 2));
glm_vec4_adds(v, 10, v);
assert_true(glmc_vec4_eq_eps(v, 12));
glm_vec4_sub(v, GLM_VEC4_ONE, v);
assert_true(glmc_vec4_eq_eps(v, 11));
glm_vec4_subs(v, 1, v);
assert_true(glmc_vec4_eq_eps(v, 10));
glm_vec4_broadcast(2, v1);
glm_vec4_div(v, v1, v);
assert_true(glmc_vec4_eq_eps(v, 5));
glm_vec4_divs(v, 0.5, v);
assert_true(glmc_vec4_eq_eps(v, 10));
glm_vec4_mul(v, v1, v);
assert_true(glmc_vec4_eq_eps(v, 20));
glm_vec4_scale(v, 0.5, v);
assert_true(glmc_vec4_eq_eps(v, 10));
glm_vec4_normalize_to(v, v1);
glm_vec4_scale(v1, 0.8, v1);
glm_vec4_scale_as(v, 0.8, v);
test_assert_vec4_eq(v1, v);
/* addadd, subadd, muladd */
glm_vec4_one(v);
glm_vec4_addadd(GLM_VEC4_ONE, GLM_VEC4_ONE, v);
assert_true(glmc_vec4_eq_eps(v, 3));
glm_vec4_subadd(GLM_VEC4_ONE, GLM_VEC4_ZERO, v);
assert_true(glmc_vec4_eq_eps(v, 4));
glm_vec4_broadcast(2, v1);
glm_vec4_broadcast(3, v2);
glm_vec4_muladd(v1, v2, v);
assert_true(glmc_vec4_eq_eps(v, 10));
}