Files
cglm/include/cglm-vec.h
Recep Aslantas 6c0cfe310a quaternions
2016-09-18 00:53:24 +03:00

198 lines
3.5 KiB
C

/*
* 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 <math.h>
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_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
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
float
glm_vec4_norm(vec3 vec) {
return sqrtf(vec[0] * vec[0] + vec[1] * vec[1]
+ vec[2] * vec[2] + vec[3] * vec[3]);
}
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_vec4_normalize(vec4 v) {
float norm;
norm = glm_vec_norm(v);
if (norm == 0.0f) {
v[0] = v[1] = v[2] = v[3] = 0.0f;
return;
}
v[0] = v[0] / norm;
v[1] = v[1] / norm;
v[2] = v[2] / norm;
v[3] = v[3] / 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 */