#include "CgeMath.h" #include #define SET_ROW(row, val) row[0] = row[1] = row[2] = row[3] = val void CgeVec4fAdd(const float a[4], const float b[4], float out[4]) { out[0] = a[0] + b[0]; out[1] = a[1] + b[1]; out[2] = a[2] + b[2]; out[3] = a[3] + b[3]; } void CgeVec4fSub(const float a[4], const float b[4], float out[4]) { out[0] = a[0] - b[0]; out[1] = a[1] - b[1]; out[2] = a[2] - b[2]; out[3] = a[3] - b[3]; } void CgeVec4fMul(const float a[4], const float b[4], float out[4]) { out[0] = a[0] * b[0]; out[1] = a[1] * b[1]; out[2] = a[2] * b[2]; out[3] = a[3] * b[3]; } void CgeVec4fScale(const float a[4], float b, float out[4]) { out[0] = a[0] * b; out[1] = a[1] * b; out[2] = a[2] * b; out[3] = a[3] * b; } void CgeVec4fMulAdd(const float a[4], const float b[4], const float c[4], float out[4]) { out[0] = a[0] * b[0] + c[0]; out[1] = a[1] * b[1] + c[1]; out[2] = a[2] * b[2] + c[2]; out[3] = a[3] * b[3] + c[3]; } void CgeVec4fNegate(const float in[4], float out[4]) { out[0] = -in[0]; out[1] = -in[1]; out[2] = -in[2]; out[3] = -in[3]; } float CgeVec4fDot(const float a[4], const float b[4]) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; } float CgeVec4fLength(const float in[4]) { return sqrtf(CgeVec4fDot(in, in)); } void CgeVec4fNormal(const float in[4], float out[4]) { CgeVec4fScale(in, 1.0f / CgeVec4fLength(in), out); } float CgeVec4fNormalEx(const float in[4], float out[4]) { float length; length = CgeVec4fLength(in); CgeVec4fScale(in, 1.0f / length, out); return length; } void CgeVec4fMin(const float a[4], const float b[4], float out[4]) { if (a[0] < b[0]) out[0] = a[0]; else out[0] = b[0]; if (a[1] < b[1]) out[1] = a[1]; else out[1] = b[1]; if (a[2] < b[2]) out[2] = a[2]; else out[2] = b[2]; if (a[3] < b[3]) out[3] = a[3]; else out[3] = b[3]; } void CgeVec4fMax(const float a[4], const float b[4], float out[4]) { if (a[0] > b[0]) out[0] = a[0]; else out[0] = b[0]; if (a[1] > b[1]) out[1] = a[1]; else out[1] = b[1]; if (a[2] > b[2]) out[2] = a[2]; else out[2] = b[2]; if (a[3] > b[3]) out[3] = a[3]; else out[3] = b[3]; } void CgeVec4fLerp(const float a[4], const float b[4], float t, float out[4]) { float tmp[4]; CgeVec4fSub(b, a, tmp); CgeVec4fScale(tmp, t, tmp); CgeVec4fAdd(a, tmp, out); } void CgeVec4fProject(const float a[4], const float b[4], float out[4]) { float amount; amount = CgeVec4fDot(a, b) / CgeVec4fDot(b, b); CgeVec4fScale(b, amount, out); } void CgeVec4fBarycentric(const float a[4], const float b[4], const float c[4], float v, float w, float out[4]) { float tmp1[4], tmp2[4]; float u; u = 1.0f - v - w; SET_ROW(tmp1, u); CgeVec4fMul(a, tmp1, tmp2); SET_ROW(tmp1, v); CgeVec4fMulAdd(b, tmp1, tmp2, tmp2); SET_ROW(tmp1, w); CgeVec4fMulAdd(c, tmp1, tmp2, out); }