/* * Copyright (c), Recep Aslantas. * * MIT License (MIT), http://opensource.org/licenses/MIT * Full license can be found in the LICENSE file */ /*! * @brief SIMD like functions */ /* Functions: CGLM_INLINE vec3s glms_vec3_broadcast(float val); CGLM_INLINE vec3s glms_vec3_fill(float val); CGLM_INLINE bool glms_vec3_eq(vec3s v, float val); CGLM_INLINE bool glms_vec3_eq_eps(vec3s v, float val); CGLM_INLINE bool glms_vec3_eq_all(vec3s v); CGLM_INLINE bool glms_vec3_eqv(vec3s a, vec3s b); CGLM_INLINE bool glms_vec3_eqv_eps(vec3s a, vec3s b); CGLM_INLINE float glms_vec3_max(vec3s v); CGLM_INLINE float glms_vec3_min(vec3s v); CGLM_INLINE bool glms_vec3_isnan(vec3s v); CGLM_INLINE bool glms_vec3_isinf(vec3s v); CGLM_INLINE bool glms_vec3_isvalid(vec3s v); CGLM_INLINE vec3s glms_vec3_sign(vec3s v); CGLM_INLINE vec3s glms_vec3_abs(vec3s v); CGLM_INLINE vec3s glms_vec3_fract(vec3s v); CGLM_INLINE float glms_vec3_hadd(vec3s v); CGLM_INLINE vec3s glms_vec3_sqrt(vec3s v); */ #ifndef cglms_vec3s_ext_h #define cglms_vec3s_ext_h #include "../common.h" #include "../types-struct.h" #include "../util.h" #include "../vec3-ext.h" /*! * @brief fill a vector with specified value * * @param[in] val value * @returns dest */ CGLM_INLINE vec3s glms_vec3_broadcast(float val) { vec3s r; glm_vec3_broadcast(val, r.raw); return r; } /*! * @brief fill a vector with specified value * * @param[in] val value * @returns dest */ CGLM_INLINE vec3s glms_vec3_fill(float val) { vec3s r; glm_vec3_fill(r.raw, val); return r; } /*! * @brief check if vector is equal to value (without epsilon) * * @param[in] v vector * @param[in] val value */ CGLM_INLINE bool glms_vec3_eq(vec3s v, float val) { return glm_vec3_eq(v.raw, val); } /*! * @brief check if vector is equal to value (with epsilon) * * @param[in] v vector * @param[in] val value */ CGLM_INLINE bool glms_vec3_eq_eps(vec3s v, float val) { return glm_vec3_eq_eps(v.raw, val); } /*! * @brief check if vectors members are equal (without epsilon) * * @param[in] v vector */ CGLM_INLINE bool glms_vec3_eq_all(vec3s v) { return glm_vec3_eq_all(v.raw); } /*! * @brief check if vector is equal to another (without epsilon) * * @param[in] a vector * @param[in] b vector */ CGLM_INLINE bool glms_vec3_eqv(vec3s a, vec3s b) { return glm_vec3_eqv(a.raw, b.raw); } /*! * @brief check if vector is equal to another (with epsilon) * * @param[in] a vector * @param[in] b vector */ CGLM_INLINE bool glms_vec3_eqv_eps(vec3s a, vec3s b) { return glm_vec3_eqv_eps(a.raw, b.raw); } /*! * @brief max value of vector * * @param[in] v vector */ CGLM_INLINE float glms_vec3_max(vec3s v) { return glm_vec3_max(v.raw); } /*! * @brief min value of vector * * @param[in] v vector */ CGLM_INLINE float glms_vec3_min(vec3s v) { return glm_vec3_min(v.raw); } /*! * @brief check if all items are NaN (not a number) * you should only use this in DEBUG mode or very critical asserts * * @param[in] v vector */ CGLM_INLINE bool glms_vec3_isnan(vec3s v) { return glm_vec3_isnan(v.raw); } /*! * @brief check if all items are INFINITY * you should only use this in DEBUG mode or very critical asserts * * @param[in] v vector */ CGLM_INLINE bool glms_vec3_isinf(vec3s v) { return glm_vec3_isinf(v.raw); } /*! * @brief check if all items are valid number * you should only use this in DEBUG mode or very critical asserts * * @param[in] v vector */ CGLM_INLINE bool glms_vec3_isvalid(vec3s v) { return glm_vec3_isvalid(v.raw); } /*! * @brief get sign of 32 bit float as +1, -1, 0 * * Important: It returns 0 for zero/NaN input * * @param v vector * @returns sign vector */ CGLM_INLINE vec3s glms_vec3_sign(vec3s v) { vec3s r; glm_vec3_sign(v.raw, r.raw); return r; } /*! * @brief absolute value of each vector item * * @param[in] v vector * @return destination vector */ CGLM_INLINE vec3s glms_vec3_abs(vec3s v) { vec3s r; glm_vec3_abs(v.raw, r.raw); return r; } /*! * @brief fractional part of each vector item * * @param[in] v vector * @return dest destination vector */ CGLM_INLINE vec3s glms_vec3_fract(vec3s v) { vec3s r; glm_vec3_fract(v.raw, r.raw); return r; } /*! * @brief vector reduction by summation * @warning could overflow * * @param[in] v vector * @return sum of all vector's elements */ CGLM_INLINE float glms_vec3_hadd(vec3s v) { return glm_vec3_hadd(v.raw); } /*! * @brief square root of each vector item * * @param[in] v vector * @returns destination vector */ CGLM_INLINE vec3s glms_vec3_sqrt(vec3s v) { vec3s r; glm_vec3_sqrt(v.raw, r.raw); return r; } #endif /* cglms_vec3s_ext_h */