Files
libsst/libsst-math/SST_Vec3i.c
2026-04-03 00:22:39 -05:00

374 lines
9.5 KiB
C

/*
AUTOMATICALLY GENERATED FILE - DO NOT EDIT!
Please change MatrixNxN.py and re-run it
*/
/* Generated with ./VectorN.py n = 3, TYPE = int */
#include <float.h>
#include <math.h>
#include <pstdbool.h>
#include <stdio.h>
#include <stdlib.h>
#include <SST/SST_Build.h>
#include <SST/SST_Vec3.h>
void SST_Math_Vec3iAdd(const SST_Vec3i* RESTRICT _A, const SST_Vec3i* RESTRICT _B, SST_Vec3i* 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_Vec3iAddLocal(SST_Vec3i* RESTRICT _A, const SST_Vec3i* 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_Vec3iSubtract(const SST_Vec3i* RESTRICT _A, const SST_Vec3i* RESTRICT _B, SST_Vec3i* 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_Vec3iSubtractLocal(SST_Vec3i* RESTRICT _A, const SST_Vec3i* 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_Vec3iMultiply(const SST_Vec3i* RESTRICT _A, const SST_Vec3i* RESTRICT _B, SST_Vec3i* 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_Vec3iMultiplyLocal(SST_Vec3i* RESTRICT _A, const SST_Vec3i* 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_Vec3iScale(const SST_Vec3i* RESTRICT _A, const int k, SST_Vec3i* 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_Vec3iScaleLocal(SST_Vec3i* RESTRICT _A, const int k)
{
SST_ASSUME_ALIGNED(_A,16);
_A->v[0] *= k;
_A->v[1] *= k;
_A->v[2] *= k;
}
/******************************************************************************/
void SST_Math_Vec3iDivide(const SST_Vec3i* RESTRICT _A, const SST_Vec3i* RESTRICT _B, SST_Vec3i* 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_Vec3iDivideLocal(SST_Vec3i* RESTRICT _A, const SST_Vec3i* 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_Vec3iAddMult(const SST_Vec3i* RESTRICT _X, const int _x, const SST_Vec3i* RESTRICT _Y, SST_Vec3i* 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_Vec3iAddMultLocal(SST_Vec3i* RESTRICT _X, const int _x, const SST_Vec3i* 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_Vec3iLerp(const SST_Vec3i* RESTRICT _X, const SST_Vec3i* RESTRICT _Y, const int _y, SST_Vec3i* 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_Vec3iLerpLocal(SST_Vec3i* RESTRICT _X, const SST_Vec3i* RESTRICT _Y, const 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 ;
}
/******************************************************************************/
void SST_Math_Vec3iWeightedSum(const SST_Vec3i* RESTRICT _X, const int _x, const SST_Vec3i* RESTRICT _Y, const int _y, SST_Vec3i* 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_Vec3iWeightedSumLocal(SST_Vec3i* RESTRICT _X, const int _x, const SST_Vec3i* RESTRICT _Y, const 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];
}
/******************************************************************************/
bool SST_Math_Vec3iEquals(const SST_Vec3i* RESTRICT _a, const SST_Vec3i* RESTRICT _b)
{
int i;
bool returncode;
SST_ASSUME_ALIGNED(_a,16);
SST_ASSUME_ALIGNED(_b,16);
returncode = 1;
for(i=0;i<3;i++)
{
returncode = (_a->v[i]==_b->v[i]) && returncode;
}
return returncode;
}
/******************************************************************************/
int SST_Math_Vec3iMax(const SST_Vec3i* RESTRICT _a)
{
int tmp = _a->v[0];
if(tmp < _a->v[1]) tmp = _a->v[1];
if(tmp < _a->v[2]) tmp = _a->v[2];
return tmp;
}
/******************************************************************************/
int SST_Math_Vec3iMin(const SST_Vec3i* RESTRICT _a)
{
int 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_Vec3iAbs(const SST_Vec3i* RESTRICT _in, SST_Vec3i* RESTRICT _out)
{
int i;
for(i = 0; i < 3; i++)
_out->v[i] = abs(_in->v[i]);
}
/******************************************************************************/
void SST_Math_Vec3iAbsLocal(SST_Vec3i* RESTRICT _a)
{
int i;
for(i = 0; i < 3; i++)
_a->v[i] = abs(_a->v[i]);
}
/******************************************************************************/
void SST_Math_Vec3iNegate(const SST_Vec3i* RESTRICT _in, SST_Vec3i* RESTRICT _out)
{
int i;
for(i = 0; i < 3; i++)
_out->v[i] = -(_in->v[i]);
}
/******************************************************************************/
void SST_Math_Vec3iNegateLocal(SST_Vec3i* RESTRICT _a)
{
int i;
for(i = 0; i < 3; i++)
_a->v[i] = -(_a->v[i]);
}
/******************************************************************************/
void SST_Math_Vec3iRecip(const SST_Vec3i* RESTRICT _in, SST_Vec3i* RESTRICT _out)
{
int i;
for(i = 0; i < 3; i++)
_out->v[i] = 1/(_in->v[i]);
}
/******************************************************************************/
void SST_Math_Vec3iRecipLocal(SST_Vec3i* RESTRICT _a)
{
int i;
for(i = 0; i < 3; i++)
_a->v[i] = 1/(_a->v[i]);
}
/******************************************************************************/
int SST_Math_Vec3iDot(const SST_Vec3i* RESTRICT _a, const SST_Vec3i* RESTRICT _b)
{
int sum = 0;
int i;
for(i = 0; i < 3; i++)
sum += _a->v[i] * _b->v[i];
return sum;
}
/******************************************************************************/
int SST_Math_Vec3iMagnitudeSquared(const SST_Vec3i* RESTRICT _a)
{
int sum = 0;
int i;
for(i = 0; i < 3; i++)
sum += _a->v[i] * _a->v[i];
return sum;
}
/******************************************************************************/
void SST_Math_Vec3iProject(const SST_Vec3i* RESTRICT _a, const SST_Vec3i* RESTRICT _b, SST_Vec3i* RESTRICT _out)
{
int scalar = SST_Math_Vec3iDot(_a,_b) / SST_Math_Vec3iDot(_b,_b);
SST_Math_Vec3iScale(_b, scalar, _out);
}
/******************************************************************************/
void SST_Math_Vec3iProjectLocal(SST_Vec3i* RESTRICT _a, const SST_Vec3i* RESTRICT _b)
{
int scalar = SST_Math_Vec3iDot(_a,_b) / SST_Math_Vec3iDot(_b,_b);
SST_Math_Vec3iScale(_b, scalar, _a);
}
/******************************************************************************/
void SST_Math_Vec3iBias(const SST_Vec3i* RESTRICT _a, const int _bias, SST_Vec3i* RESTRICT _out)
{
int i;
for(i = 0; i < 3; i++)
_out->v[i] = _a->v[i] + _bias;
}
/******************************************************************************/
void SST_Math_Vec3iBiasLocal(SST_Vec3i* RESTRICT _a, const int _bias)
{
int i;
for(i = 0; i < 3; i++)
_a->v[i] += _bias;
}
/******************************************************************************/