/* * Copyright (c), Recep Aslantas. * * MIT License (MIT), http://opensource.org/licenses/MIT * Full license can be found in the LICENSE file */ #ifndef cglm_vec_h #define cglm_vec_h #include "cglm.h" #include "cglm-intrin.h" #include CGLM_INLINE void glm_vec_dup(vec3 a, vec3 dest) { dest[0] = a[0]; dest[1] = a[1]; dest[2] = a[2]; } CGLM_INLINE void glm_vec4_dup(vec4 v, vec4 dest) { #if defined( __SSE__ ) || defined( __SSE2__ ) _mm_store_ps(dest, _mm_load_ps(v)); #else dest[0] = v[0]; dest[1] = v[1]; dest[2] = v[2]; dest[3] = v[3]; #endif } CGLM_INLINE float glm_vec_dot(vec3 a, vec3 b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; } CGLM_INLINE float glm_vec_dot4(vec4 a, vec4 b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; } CGLM_INLINE void glm_vec_cross(vec3 a, vec3 b, vec3 d) { /* (u2.v3 - u3.v2, u3.v1 - u1.v3, u1.v2 - u2.v1) */ d[0] = a[1] * b[2] - a[2] * b[1]; d[1] = a[2] * b[0] - a[0] * b[2]; d[2] = a[0] * b[1] - a[1] * b[0]; } CGLM_INLINE float glm_vec_norm(vec3 vec) { return sqrtf(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2]); } CGLM_INLINE void glm_vec_normalize_to(vec3 vec, vec3 dest) { float norm; norm = glm_vec_norm(vec); if (norm == 0.0f) { dest[0] = dest[1] = dest[2] = 0.0f; return; } dest[0] = vec[0] / norm; dest[1] = vec[1] / norm; dest[2] = vec[2] / norm; } CGLM_INLINE void glm_vec_normalize(vec3 v) { float norm; norm = glm_vec_norm(v); if (norm == 0.0f) { v[0] = v[1] = v[2] = 0.0f; return; } v[0] = v[0] / norm; v[1] = v[1] / norm; v[2] = v[2] / norm; } 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]; } CGLM_INLINE void glm_vec4_add(vec4 v1, vec4 v2, vec4 dest) { #if defined( __SSE__ ) || defined( __SSE2__ ) _mm_store_ps(dest, _mm_add_ps(_mm_load_ps(v1), _mm_load_ps(v2))); #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]; #endif } 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]; } CGLM_INLINE void glm_vec4_sub(vec4 v1, vec4 v2, vec4 dest) { #if defined( __SSE__ ) || defined( __SSE2__ ) _mm_store_ps(dest, _mm_sub_ps(_mm_load_ps(v1), _mm_load_ps(v2))); #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]; #endif } CGLM_INLINE void glm_vec_scale(vec3 v, float s, vec3 dest) { dest[0] = v[0] * s; dest[1] = v[1] * s; dest[2] = v[2] * s; } 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))); #else dest[0] = v[0] * s; dest[1] = v[1] * s; dest[2] = v[2] * s; dest[3] = v[3] * s; #endif } CGLM_INLINE void glm_vec_addvN(vec3 * __restrict vecs[], int len, vec3 dest) { /* TODO: */ } #endif /* cglm_vec_h */