/* AUTOMATICALLY GENERATED FILE - DO NOT EDIT! Please change MatrixNxN.py and re-run it */ /* Generated with ./VectorN.py n = 4, TYPE = unsigned int */ #include #include #include #include #include #include #include void SST_Math_Vec4uAdd(const SST_Vec4u* RESTRICT _A, const SST_Vec4u* RESTRICT _B, SST_Vec4u* 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_Vec4uAddLocal(SST_Vec4u* RESTRICT _A, const SST_Vec4u* 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_Vec4uSubtract(const SST_Vec4u* RESTRICT _A, const SST_Vec4u* RESTRICT _B, SST_Vec4u* 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_Vec4uSubtractLocal(SST_Vec4u* RESTRICT _A, const SST_Vec4u* 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_Vec4uMultiply(const SST_Vec4u* RESTRICT _A, const SST_Vec4u* RESTRICT _B, SST_Vec4u* 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_Vec4uMultiplyLocal(SST_Vec4u* RESTRICT _A, const SST_Vec4u* 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_Vec4uScale(const SST_Vec4u* RESTRICT _A, const unsigned int k, SST_Vec4u* 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_Vec4uScaleLocal(SST_Vec4u* RESTRICT _A, const unsigned int 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_Vec4uDivide(const SST_Vec4u* RESTRICT _A, const SST_Vec4u* RESTRICT _B, SST_Vec4u* 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_Vec4uDivideLocal(SST_Vec4u* RESTRICT _A, const SST_Vec4u* 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_Vec4uAddMult(const SST_Vec4u* RESTRICT _X, const unsigned int _x, const SST_Vec4u* RESTRICT _Y, SST_Vec4u* 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_Vec4uAddMultLocal(SST_Vec4u* RESTRICT _X, const unsigned int _x, const SST_Vec4u* 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_Vec4uLerp(const SST_Vec4u* RESTRICT _X, const SST_Vec4u* RESTRICT _Y, const unsigned int _y, SST_Vec4u* 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_Vec4uLerpLocal(SST_Vec4u* RESTRICT _X, const SST_Vec4u* RESTRICT _Y, const unsigned int _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_Vec4uWeightedSum(const SST_Vec4u* RESTRICT _X, const unsigned int _x, const SST_Vec4u* RESTRICT _Y, const unsigned int _y, SST_Vec4u* 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_Vec4uWeightedSumLocal(SST_Vec4u* RESTRICT _X, const unsigned int _x, const SST_Vec4u* RESTRICT _Y, const unsigned int _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_Vec4uEquals(const SST_Vec4u* RESTRICT _a, const SST_Vec4u* RESTRICT _b) { int i; bool returncode; SST_ASSUME_ALIGNED(_a,16); SST_ASSUME_ALIGNED(_b,16); returncode = 1; for(i=0;i<4;i++) { returncode = (_a->v[i]==_b->v[i]) && returncode; } return returncode; } /******************************************************************************/ unsigned int SST_Math_Vec4uMax(const SST_Vec4u* RESTRICT _a) { unsigned int 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; } /******************************************************************************/ unsigned int SST_Math_Vec4uMin(const SST_Vec4u* RESTRICT _a) { unsigned int 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; } /******************************************************************************/ unsigned int SST_Math_Vec4uDot(const SST_Vec4u* RESTRICT _a, const SST_Vec4u* RESTRICT _b) { unsigned int sum = 0; int i; for(i = 0; i < 4; i++) sum += _a->v[i] * _b->v[i]; return sum; } /******************************************************************************/ unsigned int SST_Math_Vec4uMagnitudeSquared(const SST_Vec4u* RESTRICT _a) { unsigned int sum = 0; int i; for(i = 0; i < 4; i++) sum += _a->v[i] * _a->v[i]; return sum; } /******************************************************************************/ void SST_Math_Vec4uProject(const SST_Vec4u* RESTRICT _a, const SST_Vec4u* RESTRICT _b, SST_Vec4u* RESTRICT _out) { unsigned int scalar = SST_Math_Vec4uDot(_a,_b) / SST_Math_Vec4uDot(_b,_b); SST_Math_Vec4uScale(_b, scalar, _out); } /******************************************************************************/ void SST_Math_Vec4uProjectLocal(SST_Vec4u* RESTRICT _a, const SST_Vec4u* RESTRICT _b) { unsigned int scalar = SST_Math_Vec4uDot(_a,_b) / SST_Math_Vec4uDot(_b,_b); SST_Math_Vec4uScale(_b, scalar, _a); } /******************************************************************************/ void SST_Math_Vec4uBias(const SST_Vec4u* RESTRICT _a, const unsigned int _bias, SST_Vec4u* RESTRICT _out) { int i; for(i = 0; i < 4; i++) _out->v[i] = _a->v[i] + _bias; } /******************************************************************************/ void SST_Math_Vec4uBiasLocal(SST_Vec4u* RESTRICT _a, const unsigned int _bias) { int i; for(i = 0; i < 4; i++) _a->v[i] += _bias; } /******************************************************************************/