Files
libsst/libsst-math/SST_Vec3d.c
2026-04-03 00:22:39 -05:00

554 lines
14 KiB
C

/*
AUTOMATICALLY GENERATED FILE - DO NOT EDIT!
Please change MatrixNxN.py and re-run it
*/
/* Generated with ./VectorN.py n = 3, TYPE = double */
#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_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;
}
/******************************************************************************/