/* * 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 void glm_vec3_broadcast(float val, vec3 d); CGLM_INLINE void glm_vec3_fill(vec3 v, float val); CGLM_INLINE bool glm_vec3_eq(vec3 v, float val); CGLM_INLINE bool glm_vec3_eq_eps(vec3 v, float val); CGLM_INLINE bool glm_vec3_eq_all(vec3 v); CGLM_INLINE bool glm_vec3_eqv(vec3 a, vec3 b); CGLM_INLINE bool glm_vec3_eqv_eps(vec3 a, vec3 b); CGLM_INLINE float glm_vec3_max(vec3 v); CGLM_INLINE float glm_vec3_min(vec3 v); CGLM_INLINE bool glm_vec3_isnan(vec3 v); CGLM_INLINE bool glm_vec3_isinf(vec3 v); CGLM_INLINE bool glm_vec3_isvalid(vec3 v); CGLM_INLINE void glm_vec3_sign(vec3 v, vec3 dest); CGLM_INLINE void glm_vec3_abs(vec3 v, vec3 dest); CGLM_INLINE void glm_vec3_fract(vec3 v, vec3 dest); CGLM_INLINE float glm_vec3_hadd(vec3 v); CGLM_INLINE void glm_vec3_sqrt(vec3 v, vec3 dest); */ #ifndef cglm_vec3_ext_h #define cglm_vec3_ext_h #include "common.h" #include "util.h" /*! * @brief fill a vector with specified value * * @param[in] val value * @param[out] d dest */ CGLM_INLINE void glm_vec3_broadcast(float val, vec3 d) { d[0] = d[1] = d[2] = val; } /*! * @brief fill a vector with specified value * * @param[out] v dest * @param[in] val value */ CGLM_INLINE void glm_vec3_fill(vec3 v, float val) { v[0] = v[1] = v[2] = val; } /*! * @brief check if vector is equal to value (without epsilon) * * @param[in] v vector * @param[in] val value */ CGLM_INLINE bool glm_vec3_eq(vec3 v, float val) { return v[0] == val && v[0] == v[1] && v[0] == v[2]; } /*! * @brief check if vector is equal to value (with epsilon) * * @param[in] v vector * @param[in] val value */ CGLM_INLINE bool glm_vec3_eq_eps(vec3 v, float val) { return fabsf(v[0] - val) <= GLM_FLT_EPSILON && fabsf(v[1] - val) <= GLM_FLT_EPSILON && fabsf(v[2] - val) <= GLM_FLT_EPSILON; } /*! * @brief check if vectors members are equal (without epsilon) * * @param[in] v vector */ CGLM_INLINE bool glm_vec3_eq_all(vec3 v) { return glm_vec3_eq_eps(v, v[0]); } /*! * @brief check if vector is equal to another (without epsilon) * * @param[in] a vector * @param[in] b vector */ CGLM_INLINE bool glm_vec3_eqv(vec3 a, vec3 b) { return a[0] == b[0] && a[1] == b[1] && a[2] == b[2]; } /*! * @brief check if vector is equal to another (with epsilon) * * @param[in] a vector * @param[in] b vector */ CGLM_INLINE bool glm_vec3_eqv_eps(vec3 a, vec3 b) { return fabsf(a[0] - b[0]) <= GLM_FLT_EPSILON && fabsf(a[1] - b[1]) <= GLM_FLT_EPSILON && fabsf(a[2] - b[2]) <= GLM_FLT_EPSILON; } /*! * @brief max value of vector * * @param[in] v vector */ CGLM_INLINE float glm_vec3_max(vec3 v) { float max; max = v[0]; if (v[1] > max) max = v[1]; if (v[2] > max) max = v[2]; return max; } /*! * @brief min value of vector * * @param[in] v vector */ CGLM_INLINE float glm_vec3_min(vec3 v) { float min; min = v[0]; if (v[1] < min) min = v[1]; if (v[2] < min) min = v[2]; return min; } /*! * @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 glm_vec3_isnan(vec3 v) { return isnan(v[0]) || isnan(v[1]) || isnan(v[2]); } /*! * @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 glm_vec3_isinf(vec3 v) { return isinf(v[0]) || isinf(v[1]) || isinf(v[2]); } /*! * @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 glm_vec3_isvalid(vec3 v) { return !glm_vec3_isnan(v) && !glm_vec3_isinf(v); } /*! * @brief get sign of 32 bit float as +1, -1, 0 * * Important: It returns 0 for zero/NaN input * * @param v vector */ CGLM_INLINE void glm_vec3_sign(vec3 v, vec3 dest) { dest[0] = glm_signf(v[0]); dest[1] = glm_signf(v[1]); dest[2] = glm_signf(v[2]); } /*! * @brief absolute value of each vector item * * @param[in] v vector * @param[out] dest destination vector */ CGLM_INLINE void glm_vec3_abs(vec3 v, vec3 dest) { dest[0] = fabsf(v[0]); dest[1] = fabsf(v[1]); dest[2] = fabsf(v[2]); } /*! * @brief fractional part of each vector item * * @param[in] v vector * @param[out] dest destination vector */ CGLM_INLINE void glm_vec3_fract(vec3 v, vec3 dest) { dest[0] = fminf(v[0] - floorf(v[0]), 0.999999940395355224609375f); dest[1] = fminf(v[1] - floorf(v[1]), 0.999999940395355224609375f); dest[2] = fminf(v[2] - floorf(v[2]), 0.999999940395355224609375f); } /*! * @brief vector reduction by summation * @warning could overflow * * @param[in] v vector * @return sum of all vector's elements */ CGLM_INLINE float glm_vec3_hadd(vec3 v) { return v[0] + v[1] + v[2]; } /*! * @brief square root of each vector item * * @param[in] v vector * @param[out] dest destination vector */ CGLM_INLINE void glm_vec3_sqrt(vec3 v, vec3 dest) { dest[0] = sqrtf(v[0]); dest[1] = sqrtf(v[1]); dest[2] = sqrtf(v[2]); } #endif /* cglm_vec3_ext_h */