258 lines
4.7 KiB
C
258 lines
4.7 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 vec3s glms_vec3_broadcast(float val);
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CGLM_INLINE vec3s glms_vec3_fill(float val);
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CGLM_INLINE bool glms_vec3_eq(vec3s v, float val);
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CGLM_INLINE bool glms_vec3_eq_eps(vec3s v, float val);
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CGLM_INLINE bool glms_vec3_eq_all(vec3s v);
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CGLM_INLINE bool glms_vec3_eqv(vec3s a, vec3s b);
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CGLM_INLINE bool glms_vec3_eqv_eps(vec3s a, vec3s b);
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CGLM_INLINE float glms_vec3_max(vec3s v);
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CGLM_INLINE float glms_vec3_min(vec3s v);
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CGLM_INLINE bool glms_vec3_isnan(vec3s v);
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CGLM_INLINE bool glms_vec3_isinf(vec3s v);
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CGLM_INLINE bool glms_vec3_isvalid(vec3s v);
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CGLM_INLINE vec3s glms_vec3_sign(vec3s v);
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CGLM_INLINE vec3s glms_vec3_abs(vec3s v);
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CGLM_INLINE vec3s glms_vec3_fract(vec3s v);
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CGLM_INLINE float glms_vec3_hadd(vec3s v);
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CGLM_INLINE vec3s glms_vec3_sqrt(vec3s v);
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*/
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#ifndef cglms_vec3s_ext_h
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#define cglms_vec3s_ext_h
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#include "../common.h"
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#include "../types-struct.h"
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#include "../util.h"
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#include "../vec3-ext.h"
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/*!
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* @brief fill a vector with specified value
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*
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* @param[in] val value
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* @returns dest
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*/
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CGLM_INLINE
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vec3s
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glms_vec3_broadcast(float val) {
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vec3s r;
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glm_vec3_broadcast(val, r.raw);
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return r;
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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[in] val value
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* @returns dest
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*/
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CGLM_INLINE
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vec3s
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glms_vec3_fill(float val) {
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vec3s r;
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glm_vec3_fill(r.raw, val);
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return r;
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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[in] v vector
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* @param[in] val value
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*/
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CGLM_INLINE
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bool
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glms_vec3_eq(vec3s v, float val) {
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return glm_vec3_eq(v.raw, val);
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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[in] v vector
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* @param[in] val value
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*/
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CGLM_INLINE
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bool
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glms_vec3_eq_eps(vec3s v, float val) {
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return glm_vec3_eq_eps(v.raw, val);
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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[in] v vector
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*/
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CGLM_INLINE
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bool
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glms_vec3_eq_all(vec3s v) {
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return glm_vec3_eq_all(v.raw);
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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[in] a vector
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* @param[in] b vector
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*/
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CGLM_INLINE
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bool
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glms_vec3_eqv(vec3s a, vec3s b) {
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return glm_vec3_eqv(a.raw, b.raw);
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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[in] a vector
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* @param[in] b vector
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*/
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CGLM_INLINE
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bool
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glms_vec3_eqv_eps(vec3s a, vec3s b) {
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return glm_vec3_eqv_eps(a.raw, b.raw);
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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[in] v vector
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*/
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CGLM_INLINE
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float
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glms_vec3_max(vec3s v) {
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return glm_vec3_max(v.raw);
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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[in] v vector
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*/
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CGLM_INLINE
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float
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glms_vec3_min(vec3s v) {
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return glm_vec3_min(v.raw);
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}
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/*!
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* @brief check if all items are 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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glms_vec3_isnan(vec3s v) {
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return glm_vec3_isnan(v.raw);
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}
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/*!
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* @brief check if all items are 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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glms_vec3_isinf(vec3s v) {
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return glm_vec3_isinf(v.raw);
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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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glms_vec3_isvalid(vec3s v) {
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return glm_vec3_isvalid(v.raw);
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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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* @returns sign vector
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*/
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CGLM_INLINE
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vec3s
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glms_vec3_sign(vec3s v) {
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vec3s r;
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glm_vec3_sign(v.raw, r.raw);
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return r;
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}
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/*!
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* @brief absolute value of each vector item
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*
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* @param[in] v vector
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* @return destination vector
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*/
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CGLM_INLINE
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vec3s
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glms_vec3_abs(vec3s v) {
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vec3s r;
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glm_vec3_abs(v.raw, r.raw);
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return r;
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}
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/*!
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* @brief fractional part of each vector item
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*
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* @param[in] v vector
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* @return dest destination vector
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*/
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CGLM_INLINE
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vec3s
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glms_vec3_fract(vec3s v) {
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vec3s r;
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glm_vec3_fract(v.raw, r.raw);
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return r;
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}
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/*!
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* @brief vector reduction by summation
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* @warning could overflow
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*
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* @param[in] v vector
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* @return sum of all vector's elements
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*/
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CGLM_INLINE
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float
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glms_vec3_hadd(vec3s v) {
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return glm_vec3_hadd(v.raw);
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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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* @returns destination vector
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*/
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CGLM_INLINE
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vec3s
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glms_vec3_sqrt(vec3s v) {
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vec3s r;
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glm_vec3_sqrt(v.raw, r.raw);
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return r;
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}
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#endif /* cglms_vec3s_ext_h */
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