/* * Copyright (c), Recep Aslantas. * * MIT License (MIT), http://opensource.org/licenses/MIT * Full license can be found in the LICENSE file */ /*! * vec3 functions dont have suffix e.g glm_vec_dot (not glm_vec3_dot) * all functions without suffix are vec3 functions */ #ifndef cglm_vec_h #define cglm_vec_h #include "cglm-common.h" #include "cglm-intrin.h" #include "cglm-vec-ext.h" /*! * @brief copy all members of [a] to [dest] * * @param[in] a source * @param[out] dest destination */ CGLM_INLINE void glm_vec_dup(vec3 a, vec3 dest) { dest[0] = a[0]; dest[1] = a[1]; dest[2] = a[2]; } /*! * @brief copy first 3 members of [a] to [dest] * * @param[in] a source * @param[out] dest destination */ CGLM_INLINE void glm_vec4_dup3(vec4 a, vec3 dest) { dest[0] = a[0]; dest[1] = a[1]; dest[2] = a[2]; } /*! * @brief copy all members of [a] to [dest] * * @param[in] a source * @param[out] dest destination */ 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 } /*! * @brief vec3 dot product * * @param[in] a * @param[in] b * * @return dot product */ CGLM_INLINE float glm_vec_dot(vec3 a, vec3 b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; } /*! * @brief vec4 dot product * * @param[in] a * @param[in] b * * @return dot product */ CGLM_INLINE float glm_vec4_dot(vec4 a, vec4 b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; } /*! * @brief vec3 cross product * * @param[in] a source 1 * @param[in] b source 2 * @param[out] d destination */ 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]; } /*! * @brief norm (magnitude) of vec3 * * @param[in] vec * * @return norm */ CGLM_INLINE float glm_vec_norm(vec3 vec) { return sqrtf(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2]); } /*! * @brief norm (magnitude) of vec4 * * @param[in] vec * * @return norm */ CGLM_INLINE float glm_vec4_norm(vec4 vec) { return sqrtf(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2] + vec[3] * vec[3]); } /*! * @brief add v2 vector to v1 vector store result in dest * * @param[in] v1 * @param[in] v2 * @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]; } /*! * @brief add v2 vector to v1 vector store result in dest * * @param[in] v1 * @param[in] v2 * @param[out] dest destination vector */ 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 } /*! * @brief subtract v2 vector from v1 vector store result in dest * * @param[in] v1 * @param[in] v2 * @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]; } /*! * @brief subtract v2 vector from v1 vector store result in dest * * @param[in] v1 * @param[in] v2 * @param[out] dest destination vector */ 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 } /*! * @brief multiply vec3 vector with scalar * * @param[in] v vector * @param[in] s scalar * @param[out] dest destination vector */ 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; } /*! * @brief flip sign of all vec3 members * * @param[in] v vector * @param[in] s scalar * @param[out] dest destination vector */ CGLM_INLINE void glm_vec_flipsign(vec3 v) { v[0] = -v[0]; v[1] = -v[1]; v[2] = -v[2]; } /*! * @brief flip sign of all vec4 members * * @param[in] v vector * @param[in] s scalar * @param[out] dest destination vector */ 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))); #else v[0] = -v[0]; v[1] = -v[1]; v[2] = -v[2]; v[3] = -v[3]; #endif } /*! * @brief multiply vec4 vector with scalar * * @param[in] v vector * @param[in] s scalar * @param[out] dest destination vector */ 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 } /*! * @brief normalize vec3 and store result in same vec * * @param[in, out] v vector */ 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; } glm_vec_scale(v, 1.0f / norm, v); } /*! * @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 vec3 to dest * * @param[in] vec source * @param[out] dest destination */ 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; } glm_vec_scale(vec, 1.0f / norm, dest); } /*! * @brief normalize vec4 to dest * * @param[in] vec source * @param[out] dest destination */ CGLM_INLINE void glm_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); } /*! * @brief angle betwen two vector * * @return angle as radians */ CGLM_INLINE float glm_vec_angle(vec3 v1, vec3 v2) { return acosf(glm_vec_dot(v1, v2) / glm_vec_norm(v1) * glm_vec_norm(v2)); } CGLM_INLINE void glm_quatv(versor q, float angle, vec3 v); /*! * @brief rotate vec3 around axis by angle using Rodrigues' rotation formula * * @param[in, out] v vector * @param[in] axis axis vector (must be unit vector) * @param[in] angle angle by radians */ CGLM_INLINE void glm_vec_rotate(vec3 v, float angle, vec3 axis) { versor q; vec3 v1, v2, v3; float c, s; c = cosf(angle); s = sinf(angle); /* Right Hand, Rodrigues' rotation formula: v = v*cos(t) + (kxv)sin(t) + k*(k.v)(1 - cos(t)) */ /* quaternion */ glm_quatv(q, angle, v); glm_vec_scale(v, c, v1); glm_vec_cross(axis, v, v2); glm_vec_scale(v2, s, v2); glm_vec_scale(axis, glm_vec_dot(axis, v) * (1.0f - c), v3); glm_vec_add(v1, v2, v1); glm_vec_add(v1, v3, v); } #endif /* cglm_vec_h */