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* _mul: multiply two vector (replacement for _mulv) * _div: div two vector * _divs: div vector with scalar * adds: add scalar to each components of vec * subs: sub scalar from each components of vec
262 lines
5.1 KiB
C
262 lines
5.1 KiB
C
/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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/*!
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* @brief SIMD like functions
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*/
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/*
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Functions:
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CGLM_INLINE void glm_vec4_mulv(vec4 a, vec4 b, vec4 d);
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CGLM_INLINE void glm_vec4_broadcast(float val, vec4 d);
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CGLM_INLINE bool glm_vec4_eq(vec4 v, float val);
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CGLM_INLINE bool glm_vec4_eq_eps(vec4 v, float val);
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CGLM_INLINE bool glm_vec4_eq_all(vec4 v);
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CGLM_INLINE bool glm_vec4_eqv(vec4 v1, vec4 v2);
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CGLM_INLINE bool glm_vec4_eqv_eps(vec4 v1, vec4 v2);
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CGLM_INLINE float glm_vec4_max(vec4 v);
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CGLM_INLINE float glm_vec4_min(vec4 v);
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*/
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#ifndef cglm_vec4_ext_h
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#define cglm_vec4_ext_h
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#include "common.h"
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#include "vec3-ext.h"
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#include <stdbool.h>
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#include <math.h>
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#include <float.h>
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/*!
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* @brief DEPRECATED! use glm_vec4_mul
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*
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* @param a v1
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* @param b v2
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* @param d v3 = (v1[0] * v2[0], v1[1] * v2[1], v1[2] * v2[2], v1[3] * v2[3])
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*/
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CGLM_INLINE
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void
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glm_vec4_mulv(vec4 a, vec4 b, vec4 d) {
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#if defined( __SSE__ ) || defined( __SSE2__ )
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_mm_store_ps(d, _mm_mul_ps(_mm_load_ps(a), _mm_load_ps(b)));
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#else
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d[0] = a[0] * b[0];
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d[1] = a[1] * b[1];
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d[2] = a[2] * b[2];
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d[3] = a[3] * b[3];
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#endif
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}
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/*!
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* @brief fill a vector with specified value
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*
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* @param val value
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* @param d dest
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*/
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CGLM_INLINE
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void
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glm_vec4_broadcast(float val, vec4 d) {
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#if defined( __SSE__ ) || defined( __SSE2__ )
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_mm_store_ps(d, _mm_set1_ps(val));
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#else
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d[0] = d[1] = d[2] = d[3] = val;
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#endif
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}
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/*!
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* @brief check if vector is equal to value (without epsilon)
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*
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* @param v vector
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* @param val value
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*/
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CGLM_INLINE
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bool
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glm_vec4_eq(vec4 v, float val) {
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return v[0] == val
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&& v[0] == v[1]
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&& v[0] == v[2]
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&& v[0] == v[3];
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}
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/*!
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* @brief check if vector is equal to value (with epsilon)
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*
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* @param v vector
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* @param val value
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*/
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CGLM_INLINE
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bool
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glm_vec4_eq_eps(vec4 v, float val) {
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return fabsf(v[0] - val) <= FLT_EPSILON
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&& fabsf(v[1] - val) <= FLT_EPSILON
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&& fabsf(v[2] - val) <= FLT_EPSILON
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&& fabsf(v[3] - val) <= FLT_EPSILON;
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}
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/*!
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* @brief check if vectors members are equal (without epsilon)
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*
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* @param v vector
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*/
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CGLM_INLINE
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bool
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glm_vec4_eq_all(vec4 v) {
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return v[0] == v[1]
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&& v[0] == v[2]
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&& v[0] == v[3];
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}
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/*!
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* @brief check if vector is equal to another (without epsilon)
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*
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* @param v1 vector
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* @param v2 vector
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*/
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CGLM_INLINE
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bool
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glm_vec4_eqv(vec4 v1, vec4 v2) {
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return v1[0] == v2[0]
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&& v1[1] == v2[1]
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&& v1[2] == v2[2]
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&& v1[3] == v2[3];
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}
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/*!
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* @brief check if vector is equal to another (with epsilon)
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*
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* @param v1 vector
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* @param v2 vector
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*/
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CGLM_INLINE
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bool
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glm_vec4_eqv_eps(vec4 v1, vec4 v2) {
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return fabsf(v1[0] - v2[0]) <= FLT_EPSILON
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&& fabsf(v1[1] - v2[1]) <= FLT_EPSILON
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&& fabsf(v1[2] - v2[2]) <= FLT_EPSILON
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&& fabsf(v1[3] - v2[3]) <= FLT_EPSILON;
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}
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/*!
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* @brief max value of vector
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*
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* @param v vector
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*/
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CGLM_INLINE
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float
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glm_vec4_max(vec4 v) {
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float max;
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max = glm_vec_max(v);
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if (v[3] > max)
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max = v[3];
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return max;
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}
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/*!
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* @brief min value of vector
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*
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* @param v vector
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*/
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CGLM_INLINE
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float
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glm_vec4_min(vec4 v) {
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float min;
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min = glm_vec_min(v);
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if (v[3] < min)
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min = v[3];
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return min;
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}
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/*!
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* @brief check if one of items is NaN (not a number)
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* you should only use this in DEBUG mode or very critical asserts
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*
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* @param[in] v vector
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*/
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CGLM_INLINE
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bool
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glm_vec4_isnan(vec4 v) {
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return isnan(v[0]) || isnan(v[1]) || isnan(v[2]) || isnan(v[3]);
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}
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/*!
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* @brief check if one of items is INFINITY
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* you should only use this in DEBUG mode or very critical asserts
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*
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* @param[in] v vector
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*/
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CGLM_INLINE
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bool
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glm_vec4_isinf(vec4 v) {
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return isinf(v[0]) || isinf(v[1]) || isinf(v[2]) || isinf(v[3]);
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}
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/*!
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* @brief check if all items are valid number
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* you should only use this in DEBUG mode or very critical asserts
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*
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* @param[in] v vector
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*/
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CGLM_INLINE
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bool
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glm_vec4_isvalid(vec4 v) {
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return !glm_vec4_isnan(v) && !glm_vec4_isinf(v);
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}
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/*!
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* @brief get sign of 32 bit float as +1, -1, 0
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*
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* Important: It returns 0 for zero/NaN input
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*
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* @param v vector
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*/
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CGLM_INLINE
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void
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glm_vec4_sign(vec4 v, vec4 dest) {
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#if defined( __SSE2__ ) || defined( __SSE2__ )
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__m128 x0, x1, x2, x3, x4;
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x0 = _mm_load_ps(v);
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x1 = _mm_set_ps(0.0f, 0.0f, 1.0f, -1.0f);
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x2 = _mm_shuffle1_ps1(x1, 2);
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x3 = _mm_and_ps(_mm_cmpgt_ps(x0, x2), _mm_shuffle1_ps1(x1, 1));
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x4 = _mm_and_ps(_mm_cmplt_ps(x0, x2), _mm_shuffle1_ps1(x1, 0));
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_mm_store_ps(dest, _mm_or_ps(x3, x4));
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#else
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dest[0] = glm_signf(v[0]);
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dest[1] = glm_signf(v[1]);
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dest[2] = glm_signf(v[2]);
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dest[3] = glm_signf(v[3]);
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#endif
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}
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/*!
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* @brief square root of each vector item
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*
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* @param[in] v vector
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* @param[out] dest destination vector
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*/
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CGLM_INLINE
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void
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glm_vec4_sqrt(vec4 v, vec4 dest) {
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#if defined( __SSE__ ) || defined( __SSE2__ )
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_mm_store_ps(dest, _mm_sqrt_ps(_mm_load_ps(v)));
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#else
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dest[0] = sqrtf(v[0]);
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dest[1] = sqrtf(v[1]);
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dest[2] = sqrtf(v[2]);
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dest[3] = sqrtf(v[3]);
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#endif
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}
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#endif /* cglm_vec4_ext_h */
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