374 lines
9.5 KiB
C
374 lines
9.5 KiB
C
/*
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AUTOMATICALLY GENERATED FILE - DO NOT EDIT!
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Please change MatrixNxN.py and re-run it
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*/
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/* Generated with ./VectorN.py n = 3, TYPE = int */
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#include <float.h>
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#include <math.h>
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#include <pstdbool.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <SST/SST_Build.h>
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#include <SST/SST_Vec3.h>
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void SST_Math_Vec3iAdd(const SST_Vec3i* RESTRICT _A, const SST_Vec3i* RESTRICT _B, SST_Vec3i* RESTRICT _out)
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{
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SST_ASSUME_ALIGNED(_A,16);
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SST_ASSUME_ALIGNED(_B,16);
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SST_ASSUME_ALIGNED(_out,16);
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_out->v[0] = _A->v[0] + _B->v[0];
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_out->v[1] = _A->v[1] + _B->v[1];
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_out->v[2] = _A->v[2] + _B->v[2];
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}
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/******************************************************************************/
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void SST_Math_Vec3iAddLocal(SST_Vec3i* RESTRICT _A, const SST_Vec3i* RESTRICT _B)
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{
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SST_ASSUME_ALIGNED(_A,16);
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SST_ASSUME_ALIGNED(_B,16);
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_A->v[0] += _B->v[0];
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_A->v[1] += _B->v[1];
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_A->v[2] += _B->v[2];
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}
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/******************************************************************************/
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void SST_Math_Vec3iSubtract(const SST_Vec3i* RESTRICT _A, const SST_Vec3i* RESTRICT _B, SST_Vec3i* RESTRICT _out)
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{
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SST_ASSUME_ALIGNED(_A,16);
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SST_ASSUME_ALIGNED(_B,16);
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SST_ASSUME_ALIGNED(_out,16);
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_out->v[0] = _A->v[0] - _B->v[0];
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_out->v[1] = _A->v[1] - _B->v[1];
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_out->v[2] = _A->v[2] - _B->v[2];
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}
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/******************************************************************************/
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void SST_Math_Vec3iSubtractLocal(SST_Vec3i* RESTRICT _A, const SST_Vec3i* RESTRICT _B)
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{
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SST_ASSUME_ALIGNED(_A,16);
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SST_ASSUME_ALIGNED(_B,16);
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_A->v[0] -= _B->v[0];
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_A->v[1] -= _B->v[1];
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_A->v[2] -= _B->v[2];
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}
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/******************************************************************************/
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void SST_Math_Vec3iMultiply(const SST_Vec3i* RESTRICT _A, const SST_Vec3i* RESTRICT _B, SST_Vec3i* RESTRICT _out)
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{
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SST_ASSUME_ALIGNED(_A,16);
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SST_ASSUME_ALIGNED(_B,16);
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SST_ASSUME_ALIGNED(_out,16);
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_out->v[0] = _A->v[0] * _B->v[0];
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_out->v[1] = _A->v[1] * _B->v[1];
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_out->v[2] = _A->v[2] * _B->v[2];
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}
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/******************************************************************************/
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void SST_Math_Vec3iMultiplyLocal(SST_Vec3i* RESTRICT _A, const SST_Vec3i* RESTRICT _B)
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{
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SST_ASSUME_ALIGNED(_A,16);
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SST_ASSUME_ALIGNED(_B,16);
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_A->v[0] *= _B->v[0];
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_A->v[1] *= _B->v[1];
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_A->v[2] *= _B->v[2];
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}
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/******************************************************************************/
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void SST_Math_Vec3iScale(const SST_Vec3i* RESTRICT _A, const int k, SST_Vec3i* RESTRICT _out)
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{
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SST_ASSUME_ALIGNED(_A,16);
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SST_ASSUME_ALIGNED(_out,16);
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_out->v[0] = _A->v[0] * k;
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_out->v[1] = _A->v[1] * k;
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_out->v[2] = _A->v[2] * k;
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}
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/******************************************************************************/
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void SST_Math_Vec3iScaleLocal(SST_Vec3i* RESTRICT _A, const int k)
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{
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SST_ASSUME_ALIGNED(_A,16);
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_A->v[0] *= k;
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_A->v[1] *= k;
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_A->v[2] *= k;
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}
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/******************************************************************************/
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void SST_Math_Vec3iDivide(const SST_Vec3i* RESTRICT _A, const SST_Vec3i* RESTRICT _B, SST_Vec3i* RESTRICT _out)
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{
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SST_ASSUME_ALIGNED(_A,16);
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SST_ASSUME_ALIGNED(_B,16);
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SST_ASSUME_ALIGNED(_out,16);
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_out->v[0] = _A->v[0] / _B->v[0];
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_out->v[1] = _A->v[1] / _B->v[1];
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_out->v[2] = _A->v[2] / _B->v[2];
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}
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/******************************************************************************/
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void SST_Math_Vec3iDivideLocal(SST_Vec3i* RESTRICT _A, const SST_Vec3i* RESTRICT _B)
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{
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SST_ASSUME_ALIGNED(_A,16);
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SST_ASSUME_ALIGNED(_B,16);
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_A->v[0] /= _B->v[0];
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_A->v[1] /= _B->v[1];
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_A->v[2] /= _B->v[2];
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}
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/******************************************************************************/
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/******************************************************************************/
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void SST_Math_Vec3iAddMult(const SST_Vec3i* RESTRICT _X, const int _x, const SST_Vec3i* RESTRICT _Y, SST_Vec3i* RESTRICT _Z)
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{
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SST_ASSUME_ALIGNED(_X,16);
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SST_ASSUME_ALIGNED(_Y,16);
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SST_ASSUME_ALIGNED(_Z,16);
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/* _Z = _x * _X + _Y */
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_Z->v[0] = _x * _X->v[0] + _Y->v[0];
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_Z->v[1] = _x * _X->v[1] + _Y->v[1];
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_Z->v[2] = _x * _X->v[2] + _Y->v[2];
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}
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void SST_Math_Vec3iAddMultLocal(SST_Vec3i* RESTRICT _X, const int _x, const SST_Vec3i* RESTRICT _Y)
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{
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SST_ASSUME_ALIGNED(_X,16);
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SST_ASSUME_ALIGNED(_Y,16);
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/* _X = _x * _X + _Y */
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_X->v[0] = _x * _X->v[0] + _Y->v[0];
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_X->v[1] = _x * _X->v[1] + _Y->v[1];
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_X->v[2] = _x * _X->v[2] + _Y->v[2];
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}
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/******************************************************************************/
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void SST_Math_Vec3iLerp(const SST_Vec3i* RESTRICT _X, const SST_Vec3i* RESTRICT _Y, const int _y, SST_Vec3i* RESTRICT _Z)
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{
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SST_ASSUME_ALIGNED(_X,16);
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SST_ASSUME_ALIGNED(_Y,16);
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SST_ASSUME_ALIGNED(_Z,16);
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/* Z = x*X + y*Y */
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_Z->v[0] = _X->v[0] + (_Y->v[0] - _X->v[0]) * _y ;
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_Z->v[1] = _X->v[1] + (_Y->v[1] - _X->v[1]) * _y ;
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_Z->v[2] = _X->v[2] + (_Y->v[2] - _X->v[2]) * _y ;
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}
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void SST_Math_Vec3iLerpLocal(SST_Vec3i* RESTRICT _X, const SST_Vec3i* RESTRICT _Y, const int _y)
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{
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SST_ASSUME_ALIGNED(_X,16);
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SST_ASSUME_ALIGNED(_Y,16);
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/* Z = x*X + y*Y */
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_X->v[0] = _X->v[0] + (_Y->v[0] - _X->v[0]) * _y ;
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_X->v[1] = _X->v[1] + (_Y->v[1] - _X->v[1]) * _y ;
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_X->v[2] = _X->v[2] + (_Y->v[2] - _X->v[2]) * _y ;
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}
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/******************************************************************************/
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void SST_Math_Vec3iWeightedSum(const SST_Vec3i* RESTRICT _X, const int _x, const SST_Vec3i* RESTRICT _Y, const int _y, SST_Vec3i* RESTRICT _Z)
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{
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SST_ASSUME_ALIGNED(_X,16);
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SST_ASSUME_ALIGNED(_Y,16);
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SST_ASSUME_ALIGNED(_Z,16);
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/* Z = x*X + y*Y */
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_Z->v[0] = _x * _X->v[0] + _y * _Y->v[0];
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_Z->v[1] = _x * _X->v[1] + _y * _Y->v[1];
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_Z->v[2] = _x * _X->v[2] + _y * _Y->v[2];
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}
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void SST_Math_Vec3iWeightedSumLocal(SST_Vec3i* RESTRICT _X, const int _x, const SST_Vec3i* RESTRICT _Y, const int _y)
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{
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SST_ASSUME_ALIGNED(_X,16);
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SST_ASSUME_ALIGNED(_Y,16);
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/* Z = x*X + y*Y */
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_X->v[0] = _x * _X->v[0] + _y * _Y->v[0];
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_X->v[1] = _x * _X->v[1] + _y * _Y->v[1];
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_X->v[2] = _x * _X->v[2] + _y * _Y->v[2];
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}
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/******************************************************************************/
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bool SST_Math_Vec3iEquals(const SST_Vec3i* RESTRICT _a, const SST_Vec3i* RESTRICT _b)
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{
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int i;
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bool returncode;
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SST_ASSUME_ALIGNED(_a,16);
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SST_ASSUME_ALIGNED(_b,16);
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returncode = 1;
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for(i=0;i<3;i++)
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{
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returncode = (_a->v[i]==_b->v[i]) && returncode;
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}
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return returncode;
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}
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/******************************************************************************/
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int SST_Math_Vec3iMax(const SST_Vec3i* RESTRICT _a)
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{
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int tmp = _a->v[0];
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if(tmp < _a->v[1]) tmp = _a->v[1];
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if(tmp < _a->v[2]) tmp = _a->v[2];
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return tmp;
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}
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/******************************************************************************/
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int SST_Math_Vec3iMin(const SST_Vec3i* RESTRICT _a)
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{
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int tmp = _a->v[0];
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if(tmp > _a->v[1]) tmp = _a->v[1];
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if(tmp > _a->v[2]) tmp = _a->v[2];
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return tmp;
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}
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/******************************************************************************/
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void SST_Math_Vec3iAbs(const SST_Vec3i* RESTRICT _in, SST_Vec3i* RESTRICT _out)
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{
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int i;
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for(i = 0; i < 3; i++)
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_out->v[i] = abs(_in->v[i]);
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}
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/******************************************************************************/
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void SST_Math_Vec3iAbsLocal(SST_Vec3i* RESTRICT _a)
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{
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int i;
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for(i = 0; i < 3; i++)
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_a->v[i] = abs(_a->v[i]);
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}
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/******************************************************************************/
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void SST_Math_Vec3iNegate(const SST_Vec3i* RESTRICT _in, SST_Vec3i* RESTRICT _out)
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{
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int i;
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for(i = 0; i < 3; i++)
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_out->v[i] = -(_in->v[i]);
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}
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/******************************************************************************/
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void SST_Math_Vec3iNegateLocal(SST_Vec3i* RESTRICT _a)
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{
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int i;
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for(i = 0; i < 3; i++)
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_a->v[i] = -(_a->v[i]);
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}
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/******************************************************************************/
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void SST_Math_Vec3iRecip(const SST_Vec3i* RESTRICT _in, SST_Vec3i* RESTRICT _out)
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{
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int i;
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for(i = 0; i < 3; i++)
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_out->v[i] = 1/(_in->v[i]);
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}
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/******************************************************************************/
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void SST_Math_Vec3iRecipLocal(SST_Vec3i* RESTRICT _a)
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{
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int i;
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for(i = 0; i < 3; i++)
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_a->v[i] = 1/(_a->v[i]);
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}
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/******************************************************************************/
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int SST_Math_Vec3iDot(const SST_Vec3i* RESTRICT _a, const SST_Vec3i* RESTRICT _b)
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{
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int sum = 0;
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int i;
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for(i = 0; i < 3; i++)
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sum += _a->v[i] * _b->v[i];
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return sum;
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}
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/******************************************************************************/
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int SST_Math_Vec3iMagnitudeSquared(const SST_Vec3i* RESTRICT _a)
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{
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int sum = 0;
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int i;
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for(i = 0; i < 3; i++)
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sum += _a->v[i] * _a->v[i];
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return sum;
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}
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/******************************************************************************/
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void SST_Math_Vec3iProject(const SST_Vec3i* RESTRICT _a, const SST_Vec3i* RESTRICT _b, SST_Vec3i* RESTRICT _out)
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{
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int scalar = SST_Math_Vec3iDot(_a,_b) / SST_Math_Vec3iDot(_b,_b);
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SST_Math_Vec3iScale(_b, scalar, _out);
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}
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/******************************************************************************/
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void SST_Math_Vec3iProjectLocal(SST_Vec3i* RESTRICT _a, const SST_Vec3i* RESTRICT _b)
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{
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int scalar = SST_Math_Vec3iDot(_a,_b) / SST_Math_Vec3iDot(_b,_b);
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SST_Math_Vec3iScale(_b, scalar, _a);
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}
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/******************************************************************************/
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void SST_Math_Vec3iBias(const SST_Vec3i* RESTRICT _a, const int _bias, SST_Vec3i* RESTRICT _out)
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{
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int i;
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for(i = 0; i < 3; i++)
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_out->v[i] = _a->v[i] + _bias;
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}
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/******************************************************************************/
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void SST_Math_Vec3iBiasLocal(SST_Vec3i* RESTRICT _a, const int _bias)
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{
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int i;
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for(i = 0; i < 3; i++)
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_a->v[i] += _bias;
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}
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/******************************************************************************/
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