#include "CgeMath.h" void CgeVec4iAdd(const int a[4], const int b[4], int 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 CgeVec4iSub(const int a[4], const int b[4], int 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 CgeVec4iMul(const int a[4], const int b[4], int 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 CgeVec4iScale(const int a[4], int b, int out[4]) { out[0] = a[0] * b; out[1] = a[1] * b; out[2] = a[2] * b; out[3] = a[3] * b; } void CgeVec4iMulAdd(const int a[4], const int b[4], const int c[4], int 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 CgeVec4iNegate(const int in[4], int out[4]) { out[0] = -in[0]; out[1] = -in[1]; out[2] = -in[2]; out[3] = -in[3]; } void CgeVec4iMin(const int a[4], const int b[4], int 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 CgeVec4iMax(const int a[4], const int b[4], int 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 CgeVec4iClamp(const int in[4], int minVal, int maxVal, int out[4]) { out[0] = in[0] < minVal ? minVal : (in[0] > maxVal ? maxVal : in[0]); out[1] = in[1] < minVal ? minVal : (in[1] > maxVal ? maxVal : in[1]); out[2] = in[2] < minVal ? minVal : (in[2] > maxVal ? maxVal : in[2]); out[3] = in[3] < minVal ? minVal : (in[3] > maxVal ? maxVal : in[3]); } void CgeVec4iAbs(const int in[4], int out[4]) { out[0] = in[0] < 0 ? -in[0] : in[0]; out[1] = in[1] < 0 ? -in[1] : in[1]; out[2] = in[2] < 0 ? -in[2] : in[2]; out[3] = in[3] < 0 ? -in[3] : in[3]; }