/* AUTOMATICALLY GENERATED FILE - DO NOT EDIT! Please change MatrixNxN.py and re-run it */ /* Generated with ./VectorN.py n = 4, TYPE = float */ #include #include #include #include #include #include #include void SST_Math_Vec4fAdd(const SST_Vec4f* RESTRICT _A, const SST_Vec4f* RESTRICT _B, SST_Vec4f* 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]; _out->v[3] = _A->v[3] + _B->v[3]; } /******************************************************************************/ void SST_Math_Vec4fAddLocal(SST_Vec4f* RESTRICT _A, const SST_Vec4f* 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]; _A->v[3] += _B->v[3]; } /******************************************************************************/ void SST_Math_Vec4fSubtract(const SST_Vec4f* RESTRICT _A, const SST_Vec4f* RESTRICT _B, SST_Vec4f* 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]; _out->v[3] = _A->v[3] - _B->v[3]; } /******************************************************************************/ void SST_Math_Vec4fSubtractLocal(SST_Vec4f* RESTRICT _A, const SST_Vec4f* 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]; _A->v[3] -= _B->v[3]; } /******************************************************************************/ void SST_Math_Vec4fMultiply(const SST_Vec4f* RESTRICT _A, const SST_Vec4f* RESTRICT _B, SST_Vec4f* 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]; _out->v[3] = _A->v[3] * _B->v[3]; } /******************************************************************************/ void SST_Math_Vec4fMultiplyLocal(SST_Vec4f* RESTRICT _A, const SST_Vec4f* 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]; _A->v[3] *= _B->v[3]; } /******************************************************************************/ void SST_Math_Vec4fScale(const SST_Vec4f* RESTRICT _A, const float k, SST_Vec4f* 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; _out->v[3] = _A->v[3] * k; } /******************************************************************************/ void SST_Math_Vec4fScaleLocal(SST_Vec4f* RESTRICT _A, const float k) { SST_ASSUME_ALIGNED(_A,16); _A->v[0] *= k; _A->v[1] *= k; _A->v[2] *= k; _A->v[3] *= k; } /******************************************************************************/ void SST_Math_Vec4fDivide(const SST_Vec4f* RESTRICT _A, const SST_Vec4f* RESTRICT _B, SST_Vec4f* 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]; _out->v[3] = _A->v[3] / _B->v[3]; } /******************************************************************************/ void SST_Math_Vec4fDivideLocal(SST_Vec4f* RESTRICT _A, const SST_Vec4f* 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]; _A->v[3] /= _B->v[3]; } /******************************************************************************/ /******************************************************************************/ void SST_Math_Vec4fAddMult(const SST_Vec4f* RESTRICT _X, const float _x, const SST_Vec4f* RESTRICT _Y, SST_Vec4f* 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]; _Z->v[3] = _x * _X->v[3] + _Y->v[3]; } void SST_Math_Vec4fAddMultLocal(SST_Vec4f* RESTRICT _X, const float _x, const SST_Vec4f* 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]; _X->v[3] = _x * _X->v[3] + _Y->v[3]; } /******************************************************************************/ void SST_Math_Vec4fLerp(const SST_Vec4f* RESTRICT _X, const SST_Vec4f* RESTRICT _Y, const float _y, SST_Vec4f* 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 ; _Z->v[3] = _X->v[3] + (_Y->v[3] - _X->v[3]) * _y ; } void SST_Math_Vec4fLerpLocal(SST_Vec4f* RESTRICT _X, const SST_Vec4f* RESTRICT _Y, const float _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 ; _X->v[3] = _X->v[3] + (_Y->v[3] - _X->v[3]) * _y ; } /******************************************************************************/ void SST_Math_Vec4fWeightedSum(const SST_Vec4f* RESTRICT _X, const float _x, const SST_Vec4f* RESTRICT _Y, const float _y, SST_Vec4f* 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]; _Z->v[3] = _x * _X->v[3] + _y * _Y->v[3]; } void SST_Math_Vec4fWeightedSumLocal(SST_Vec4f* RESTRICT _X, const float _x, const SST_Vec4f* RESTRICT _Y, const float _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]; _X->v[3] = _x * _X->v[3] + _y * _Y->v[3]; } /******************************************************************************/ bool SST_Math_Vec4fEquals(const SST_Vec4f* RESTRICT _a, const SST_Vec4f* RESTRICT _b, const float _tolerance) { SST_Vec4f tmp; int i; bool returncode; SST_ASSUME_ALIGNED(_a,16); SST_ASSUME_ALIGNED(_b,16); returncode = 1; SST_Math_Vec4fSubtract(_a,_b,&tmp); for(i=0;i<4;i++) { returncode = (fabsf(tmp.v[i]) <= _tolerance) && returncode; } return returncode; } /******************************************************************************/ float SST_Math_Vec4fMax(const SST_Vec4f* RESTRICT _a) { float tmp = _a->v[0]; if(tmp < _a->v[1]) tmp = _a->v[1]; if(tmp < _a->v[2]) tmp = _a->v[2]; if(tmp < _a->v[3]) tmp = _a->v[3]; return tmp; } /******************************************************************************/ float SST_Math_Vec4fMin(const SST_Vec4f* RESTRICT _a) { float tmp = _a->v[0]; if(tmp > _a->v[1]) tmp = _a->v[1]; if(tmp > _a->v[2]) tmp = _a->v[2]; if(tmp > _a->v[3]) tmp = _a->v[3]; return tmp; } /******************************************************************************/ void SST_Math_Vec4fNormalize(const SST_Vec4f* RESTRICT _in, SST_Vec4f* RESTRICT _out) { float scalar = 1.f/SST_Math_Vec4fMagnitude(_in); SST_Math_Vec4fScale(_in,scalar,_out); } /******************************************************************************/ void SST_Math_Vec4fNormalizeLocal(SST_Vec4f* _inout) { float scalar = 1.f/SST_Math_Vec4fMagnitude(_inout); SST_Math_Vec4fScaleLocal(_inout,scalar); } /******************************************************************************/ void SST_Math_Vec4fRecipSqrt(const SST_Vec4f* RESTRICT _in, SST_Vec4f* RESTRICT _out) { int i; for(i = 0; i < 4; i++) _out->v[i] = 1/sqrtf(_in->v[i]); } /******************************************************************************/ void SST_Math_Vec4fRecipSqrtLocal(SST_Vec4f* RESTRICT _a) { int i; for(i = 0; i < 4; i++) _a->v[i] = 1/sqrtf(_a->v[i]); } /******************************************************************************/ void SST_Math_Vec4fSqrt(const SST_Vec4f* RESTRICT _in, SST_Vec4f* RESTRICT _out) { int i; for(i = 0; i < 4; i++) _out->v[i] = sqrtf(_in->v[i]); } /******************************************************************************/ void SST_Math_Vec4fSqrtLocal(SST_Vec4f* RESTRICT _a) { int i; for(i = 0; i < 4; i++) _a->v[i] = sqrtf(_a->v[i]); } /******************************************************************************/ float SST_Math_Vec4fMagnitude(const SST_Vec4f* RESTRICT _a) { float sum = 0; int i; for(i = 0; i < 4; i++) sum += _a->v[i] * _a->v[i]; return sqrtf(sum); } /******************************************************************************/ void SST_Math_Vec4fAbs(const SST_Vec4f* RESTRICT _in, SST_Vec4f* RESTRICT _out) { int i; for(i = 0; i < 4; i++) _out->v[i] = fabsf(_in->v[i]); } /******************************************************************************/ void SST_Math_Vec4fAbsLocal(SST_Vec4f* RESTRICT _a) { int i; for(i = 0; i < 4; i++) _a->v[i] = fabsf(_a->v[i]); } /******************************************************************************/ void SST_Math_Vec4fNegate(const SST_Vec4f* RESTRICT _in, SST_Vec4f* RESTRICT _out) { int i; for(i = 0; i < 4; i++) _out->v[i] = -(_in->v[i]); } /******************************************************************************/ void SST_Math_Vec4fNegateLocal(SST_Vec4f* RESTRICT _a) { int i; for(i = 0; i < 4; i++) _a->v[i] = -(_a->v[i]); } /******************************************************************************/ void SST_Math_Vec4fRecip(const SST_Vec4f* RESTRICT _in, SST_Vec4f* RESTRICT _out) { int i; for(i = 0; i < 4; i++) _out->v[i] = 1/(_in->v[i]); } /******************************************************************************/ void SST_Math_Vec4fRecipLocal(SST_Vec4f* RESTRICT _a) { int i; for(i = 0; i < 4; i++) _a->v[i] = 1/(_a->v[i]); } /******************************************************************************/ float SST_Math_Vec4fDot(const SST_Vec4f* RESTRICT _a, const SST_Vec4f* RESTRICT _b) { float sum = 0; int i; for(i = 0; i < 4; i++) sum += _a->v[i] * _b->v[i]; return sum; } /******************************************************************************/ float SST_Math_Vec4fMagnitudeSquared(const SST_Vec4f* RESTRICT _a) { float sum = 0; int i; for(i = 0; i < 4; i++) sum += _a->v[i] * _a->v[i]; return sum; } /******************************************************************************/ void SST_Math_Vec4fProject(const SST_Vec4f* RESTRICT _a, const SST_Vec4f* RESTRICT _b, SST_Vec4f* RESTRICT _out) { float scalar = SST_Math_Vec4fDot(_a,_b) / SST_Math_Vec4fDot(_b,_b); SST_Math_Vec4fScale(_b, scalar, _out); } /******************************************************************************/ void SST_Math_Vec4fProjectLocal(SST_Vec4f* RESTRICT _a, const SST_Vec4f* RESTRICT _b) { float scalar = SST_Math_Vec4fDot(_a,_b) / SST_Math_Vec4fDot(_b,_b); SST_Math_Vec4fScale(_b, scalar, _a); } /******************************************************************************/ void SST_Math_Vec4fBias(const SST_Vec4f* RESTRICT _a, const float _bias, SST_Vec4f* RESTRICT _out) { int i; for(i = 0; i < 4; i++) _out->v[i] = _a->v[i] + _bias; } /******************************************************************************/ void SST_Math_Vec4fBiasLocal(SST_Vec4f* RESTRICT _a, const float _bias) { int i; for(i = 0; i < 4; i++) _a->v[i] += _bias; } /******************************************************************************/