/* AUTOMATICALLY GENERATED FILE - DO NOT EDIT! Please change MatrixNxN.py and re-run it */ /* Generated with ./VectorN.py n = 3, TYPE = double */ #include #include #include #include #include #include #include void SST_Math_Vec3dAdd(const SST_Vec3d* RESTRICT _A, const SST_Vec3d* RESTRICT _B, SST_Vec3d* RESTRICT _out) { SST_ASSUME_ALIGNED(_A,16); SST_ASSUME_ALIGNED(_B,16); SST_ASSUME_ALIGNED(_out,16); _out->v[0] = _A->v[0] + _B->v[0]; _out->v[1] = _A->v[1] + _B->v[1]; _out->v[2] = _A->v[2] + _B->v[2]; } /******************************************************************************/ void SST_Math_Vec3dAddLocal(SST_Vec3d* RESTRICT _A, const SST_Vec3d* RESTRICT _B) { SST_ASSUME_ALIGNED(_A,16); SST_ASSUME_ALIGNED(_B,16); _A->v[0] += _B->v[0]; _A->v[1] += _B->v[1]; _A->v[2] += _B->v[2]; } /******************************************************************************/ void SST_Math_Vec3dSubtract(const SST_Vec3d* RESTRICT _A, const SST_Vec3d* RESTRICT _B, SST_Vec3d* RESTRICT _out) { SST_ASSUME_ALIGNED(_A,16); SST_ASSUME_ALIGNED(_B,16); SST_ASSUME_ALIGNED(_out,16); _out->v[0] = _A->v[0] - _B->v[0]; _out->v[1] = _A->v[1] - _B->v[1]; _out->v[2] = _A->v[2] - _B->v[2]; } /******************************************************************************/ void SST_Math_Vec3dSubtractLocal(SST_Vec3d* RESTRICT _A, const SST_Vec3d* RESTRICT _B) { SST_ASSUME_ALIGNED(_A,16); SST_ASSUME_ALIGNED(_B,16); _A->v[0] -= _B->v[0]; _A->v[1] -= _B->v[1]; _A->v[2] -= _B->v[2]; } /******************************************************************************/ void SST_Math_Vec3dMultiply(const SST_Vec3d* RESTRICT _A, const SST_Vec3d* RESTRICT _B, SST_Vec3d* RESTRICT _out) { SST_ASSUME_ALIGNED(_A,16); SST_ASSUME_ALIGNED(_B,16); SST_ASSUME_ALIGNED(_out,16); _out->v[0] = _A->v[0] * _B->v[0]; _out->v[1] = _A->v[1] * _B->v[1]; _out->v[2] = _A->v[2] * _B->v[2]; } /******************************************************************************/ void SST_Math_Vec3dMultiplyLocal(SST_Vec3d* RESTRICT _A, const SST_Vec3d* RESTRICT _B) { SST_ASSUME_ALIGNED(_A,16); SST_ASSUME_ALIGNED(_B,16); _A->v[0] *= _B->v[0]; _A->v[1] *= _B->v[1]; _A->v[2] *= _B->v[2]; } /******************************************************************************/ void SST_Math_Vec3dScale(const SST_Vec3d* RESTRICT _A, const double k, SST_Vec3d* RESTRICT _out) { SST_ASSUME_ALIGNED(_A,16); SST_ASSUME_ALIGNED(_out,16); _out->v[0] = _A->v[0] * k; _out->v[1] = _A->v[1] * k; _out->v[2] = _A->v[2] * k; } /******************************************************************************/ void SST_Math_Vec3dScaleLocal(SST_Vec3d* RESTRICT _A, const double k) { SST_ASSUME_ALIGNED(_A,16); _A->v[0] *= k; _A->v[1] *= k; _A->v[2] *= k; } /******************************************************************************/ void SST_Math_Vec3dDivide(const SST_Vec3d* RESTRICT _A, const SST_Vec3d* RESTRICT _B, SST_Vec3d* RESTRICT _out) { SST_ASSUME_ALIGNED(_A,16); SST_ASSUME_ALIGNED(_B,16); SST_ASSUME_ALIGNED(_out,16); _out->v[0] = _A->v[0] / _B->v[0]; _out->v[1] = _A->v[1] / _B->v[1]; _out->v[2] = _A->v[2] / _B->v[2]; } /******************************************************************************/ void SST_Math_Vec3dDivideLocal(SST_Vec3d* RESTRICT _A, const SST_Vec3d* RESTRICT _B) { SST_ASSUME_ALIGNED(_A,16); SST_ASSUME_ALIGNED(_B,16); _A->v[0] /= _B->v[0]; _A->v[1] /= _B->v[1]; _A->v[2] /= _B->v[2]; } /******************************************************************************/ /******************************************************************************/ void SST_Math_Vec3dAddMult(const SST_Vec3d* RESTRICT _X, const double _x, const SST_Vec3d* RESTRICT _Y, SST_Vec3d* RESTRICT _Z) { SST_ASSUME_ALIGNED(_X,16); SST_ASSUME_ALIGNED(_Y,16); SST_ASSUME_ALIGNED(_Z,16); /* _Z = _x * _X + _Y */ _Z->v[0] = _x * _X->v[0] + _Y->v[0]; _Z->v[1] = _x * _X->v[1] + _Y->v[1]; _Z->v[2] = _x * _X->v[2] + _Y->v[2]; } void SST_Math_Vec3dAddMultLocal(SST_Vec3d* RESTRICT _X, const double _x, const SST_Vec3d* RESTRICT _Y) { SST_ASSUME_ALIGNED(_X,16); SST_ASSUME_ALIGNED(_Y,16); /* _X = _x * _X + _Y */ _X->v[0] = _x * _X->v[0] + _Y->v[0]; _X->v[1] = _x * _X->v[1] + _Y->v[1]; _X->v[2] = _x * _X->v[2] + _Y->v[2]; } /******************************************************************************/ void SST_Math_Vec3dLerp(const SST_Vec3d* RESTRICT _X, const SST_Vec3d* RESTRICT _Y, const double _y, SST_Vec3d* RESTRICT _Z) { SST_ASSUME_ALIGNED(_X,16); SST_ASSUME_ALIGNED(_Y,16); SST_ASSUME_ALIGNED(_Z,16); /* Z = x*X + y*Y */ _Z->v[0] = _X->v[0] + (_Y->v[0] - _X->v[0]) * _y ; _Z->v[1] = _X->v[1] + (_Y->v[1] - _X->v[1]) * _y ; _Z->v[2] = _X->v[2] + (_Y->v[2] - _X->v[2]) * _y ; } void SST_Math_Vec3dLerpLocal(SST_Vec3d* RESTRICT _X, const SST_Vec3d* RESTRICT _Y, const double _y) { SST_ASSUME_ALIGNED(_X,16); SST_ASSUME_ALIGNED(_Y,16); /* Z = x*X + y*Y */ _X->v[0] = _X->v[0] + (_Y->v[0] - _X->v[0]) * _y ; _X->v[1] = _X->v[1] + (_Y->v[1] - _X->v[1]) * _y ; _X->v[2] = _X->v[2] + (_Y->v[2] - _X->v[2]) * _y ; } /******************************************************************************/ void SST_Math_Vec3dWeightedSum(const SST_Vec3d* RESTRICT _X, const double _x, const SST_Vec3d* RESTRICT _Y, const double _y, SST_Vec3d* RESTRICT _Z) { SST_ASSUME_ALIGNED(_X,16); SST_ASSUME_ALIGNED(_Y,16); SST_ASSUME_ALIGNED(_Z,16); /* Z = x*X + y*Y */ _Z->v[0] = _x * _X->v[0] + _y * _Y->v[0]; _Z->v[1] = _x * _X->v[1] + _y * _Y->v[1]; _Z->v[2] = _x * _X->v[2] + _y * _Y->v[2]; } void SST_Math_Vec3dWeightedSumLocal(SST_Vec3d* RESTRICT _X, const double _x, const SST_Vec3d* RESTRICT _Y, const double _y) { SST_ASSUME_ALIGNED(_X,16); SST_ASSUME_ALIGNED(_Y,16); /* Z = x*X + y*Y */ _X->v[0] = _x * _X->v[0] + _y * _Y->v[0]; _X->v[1] = _x * _X->v[1] + _y * _Y->v[1]; _X->v[2] = _x * _X->v[2] + _y * _Y->v[2]; } /******************************************************************************/ bool SST_Math_Vec3dEquals(const SST_Vec3d* RESTRICT _a, const SST_Vec3d* RESTRICT _b, const double _tolerance) { SST_Vec3d tmp; int i; bool returncode; SST_ASSUME_ALIGNED(_a,16); SST_ASSUME_ALIGNED(_b,16); returncode = 1; SST_Math_Vec3dSubtract(_a,_b,&tmp); for(i=0;i<3;i++) { returncode = (fabs(tmp.v[i]) <= _tolerance) && returncode; } return returncode; } /******************************************************************************/ double SST_Math_Vec3dMax(const SST_Vec3d* RESTRICT _a) { double tmp = _a->v[0]; if(tmp < _a->v[1]) tmp = _a->v[1]; if(tmp < _a->v[2]) tmp = _a->v[2]; return tmp; } /******************************************************************************/ double SST_Math_Vec3dMin(const SST_Vec3d* RESTRICT _a) { double tmp = _a->v[0]; if(tmp > _a->v[1]) tmp = _a->v[1]; if(tmp > _a->v[2]) tmp = _a->v[2]; return tmp; } /******************************************************************************/ void SST_Math_Vec3dCross(const SST_Vec3d* RESTRICT _a, const SST_Vec3d* RESTRICT _b, SST_Vec3d* RESTRICT _out) { _out->v[0] = _a->v[1]*_b->v[2] - _a->v[2]*_b->v[1]; _out->v[1] =-(_a->v[0]*_b->v[2] - _a->v[2]*_b->v[0]); _out->v[2] = _a->v[0]*_b->v[1] - _a->v[1]*_b->v[0]; } /******************************************************************************/ void SST_Math_Vec3dCrossLocal(SST_Vec3d* RESTRICT _a, const SST_Vec3d* RESTRICT _b) { SST_Vec3d out; out.v[0] = _a->v[1]*_b->v[2] - _a->v[2]*_b->v[1]; out.v[1] =-(_a->v[0]*_b->v[2] - _a->v[2]*_b->v[0]); out.v[2] = _a->v[0]*_b->v[1] - _a->v[1]*_b->v[0]; _a->v[0] = out.v[0]; _a->v[1] = out.v[1]; _a->v[2] = out.v[2]; } /******************************************************************************/ void SST_Math_Vec3dRotateAbout(const SST_Vec3d* RESTRICT _a, const SST_Vec3d* RESTRICT _about,double _theta, SST_Vec3d* RESTRICT _out) { SST_Vec3d tmp; double scalar = ( 1.0000000000000000-cos(_theta)) * SST_Math_Vec3dDot(_about,_a); SST_Math_Vec3dScale(_about,scalar,_out); SST_Math_Vec3dCross(_about,_a,&tmp); SST_Math_Vec3dScaleLocal(&tmp,sin(_theta)); SST_Math_Vec3dAddLocal(_out,&tmp); SST_Math_Vec3dScale(_a,cos(_theta),&tmp); SST_Math_Vec3dAddLocal(_out,&tmp); } /******************************************************************************/ void SST_Math_Vec3dRotateAboutLocal(SST_Vec3d* RESTRICT _a, const SST_Vec3d* RESTRICT _about,double _theta) { int i; SST_Vec3d tmp; SST_Vec3d tmp2; double scalar = ( 1.0000000000000000-cos(_theta)) * SST_Math_Vec3dDot(_about,_a); SST_Math_Vec3dScale(_about,scalar,&tmp2); SST_Math_Vec3dCross(_about,_a,&tmp); SST_Math_Vec3dScaleLocal(&tmp,sin(_theta)); SST_Math_Vec3dAddLocal(&tmp2,&tmp); SST_Math_Vec3dScale(_a,cos(_theta),&tmp); SST_Math_Vec3dAddLocal(&tmp2,&tmp); for(i = 0; i < 3; i++) _a->v[i] = tmp2.v[i]; } /******************************************************************************/ void SST_Math_Vec3dRotate(const SST_Vec3d* RESTRICT _a,double _theta, SST_Vec3d* RESTRICT _out) { SST_Vec3d tmp; SST_Vec3d about; double scalar; about.x = 0.0; about.y = 0.0; about.z = 0.0; scalar = ( 1.0000000000000000-cos(_theta)) * SST_Math_Vec3dDot(&about,_a); SST_Math_Vec3dScale(&about,scalar,_out); SST_Math_Vec3dCross(&about,_a,&tmp); SST_Math_Vec3dScaleLocal(&tmp,sin(_theta)); SST_Math_Vec3dAddLocal(_out,&tmp); SST_Math_Vec3dScale(_a,cos(_theta),&tmp); SST_Math_Vec3dAddLocal(_out,&tmp); } /******************************************************************************/ void SST_Math_Vec3dRotateLocal(SST_Vec3d* RESTRICT _a, double _theta) { int i; SST_Vec3d tmp; SST_Vec3d tmp2; SST_Vec3d about; double scalar; about.x = 0.0; about.y = 0.0; about.z = 0.0; scalar = ( 1.0000000000000000-cos(_theta)) * SST_Math_Vec3dDot(&about,_a); SST_Math_Vec3dScale(&about,scalar,&tmp2); SST_Math_Vec3dCross(&about,_a,&tmp); SST_Math_Vec3dScaleLocal(&tmp,sin(_theta)); SST_Math_Vec3dAddLocal(&tmp2,&tmp); SST_Math_Vec3dScale(_a,cos(_theta),&tmp); SST_Math_Vec3dAddLocal(&tmp2,&tmp); for(i = 0; i < 3; i++) _a->v[i] = tmp2.v[i]; } void SST_Math_Vec3dNormalize(const SST_Vec3d* RESTRICT _in, SST_Vec3d* RESTRICT _out) { double scalar = 1.f/SST_Math_Vec3dMagnitude(_in); SST_Math_Vec3dScale(_in,scalar,_out); } /******************************************************************************/ void SST_Math_Vec3dNormalizeLocal(SST_Vec3d* _inout) { double scalar = 1.f/SST_Math_Vec3dMagnitude(_inout); SST_Math_Vec3dScaleLocal(_inout,scalar); } /******************************************************************************/ void SST_Math_Vec3dRecipSqrt(const SST_Vec3d* RESTRICT _in, SST_Vec3d* RESTRICT _out) { int i; for(i = 0; i < 3; i++) _out->v[i] = 1/sqrt(_in->v[i]); } /******************************************************************************/ void SST_Math_Vec3dRecipSqrtLocal(SST_Vec3d* RESTRICT _a) { int i; for(i = 0; i < 3; i++) _a->v[i] = 1/sqrt(_a->v[i]); } /******************************************************************************/ void SST_Math_Vec3dSqrt(const SST_Vec3d* RESTRICT _in, SST_Vec3d* RESTRICT _out) { int i; for(i = 0; i < 3; i++) _out->v[i] = sqrt(_in->v[i]); } /******************************************************************************/ void SST_Math_Vec3dSqrtLocal(SST_Vec3d* RESTRICT _a) { int i; for(i = 0; i < 3; i++) _a->v[i] = sqrt(_a->v[i]); } /******************************************************************************/ double SST_Math_Vec3dMagnitude(const SST_Vec3d* RESTRICT _a) { double sum = 0; int i; for(i = 0; i < 3; i++) sum += _a->v[i] * _a->v[i]; return sqrt(sum); } /******************************************************************************/ void SST_Math_Vec3dAbs(const SST_Vec3d* RESTRICT _in, SST_Vec3d* RESTRICT _out) { int i; for(i = 0; i < 3; i++) _out->v[i] = fabs(_in->v[i]); } /******************************************************************************/ void SST_Math_Vec3dAbsLocal(SST_Vec3d* RESTRICT _a) { int i; for(i = 0; i < 3; i++) _a->v[i] = fabs(_a->v[i]); } /******************************************************************************/ void SST_Math_Vec3dNegate(const SST_Vec3d* RESTRICT _in, SST_Vec3d* RESTRICT _out) { int i; for(i = 0; i < 3; i++) _out->v[i] = -(_in->v[i]); } /******************************************************************************/ void SST_Math_Vec3dNegateLocal(SST_Vec3d* RESTRICT _a) { int i; for(i = 0; i < 3; i++) _a->v[i] = -(_a->v[i]); } /******************************************************************************/ void SST_Math_Vec3dRecip(const SST_Vec3d* RESTRICT _in, SST_Vec3d* RESTRICT _out) { int i; for(i = 0; i < 3; i++) _out->v[i] = 1/(_in->v[i]); } /******************************************************************************/ void SST_Math_Vec3dRecipLocal(SST_Vec3d* RESTRICT _a) { int i; for(i = 0; i < 3; i++) _a->v[i] = 1/(_a->v[i]); } /******************************************************************************/ double SST_Math_Vec3dDot(const SST_Vec3d* RESTRICT _a, const SST_Vec3d* RESTRICT _b) { double sum = 0; int i; for(i = 0; i < 3; i++) sum += _a->v[i] * _b->v[i]; return sum; } /******************************************************************************/ double SST_Math_Vec3dMagnitudeSquared(const SST_Vec3d* RESTRICT _a) { double sum = 0; int i; for(i = 0; i < 3; i++) sum += _a->v[i] * _a->v[i]; return sum; } /******************************************************************************/ void SST_Math_Vec3dProject(const SST_Vec3d* RESTRICT _a, const SST_Vec3d* RESTRICT _b, SST_Vec3d* RESTRICT _out) { double scalar = SST_Math_Vec3dDot(_a,_b) / SST_Math_Vec3dDot(_b,_b); SST_Math_Vec3dScale(_b, scalar, _out); } /******************************************************************************/ void SST_Math_Vec3dProjectLocal(SST_Vec3d* RESTRICT _a, const SST_Vec3d* RESTRICT _b) { double scalar = SST_Math_Vec3dDot(_a,_b) / SST_Math_Vec3dDot(_b,_b); SST_Math_Vec3dScale(_b, scalar, _a); } /******************************************************************************/ void SST_Math_Vec3dBias(const SST_Vec3d* RESTRICT _a, const double _bias, SST_Vec3d* RESTRICT _out) { int i; for(i = 0; i < 3; i++) _out->v[i] = _a->v[i] + _bias; } /******************************************************************************/ void SST_Math_Vec3dBiasLocal(SST_Vec3d* RESTRICT _a, const double _bias) { int i; for(i = 0; i < 3; i++) _a->v[i] += _bias; } /******************************************************************************/