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authorAaditya Dhruv <[email protected]>2026-01-25 15:10:37 -0600
committerAaditya Dhruv <[email protected]>2026-01-25 15:10:37 -0600
commit118980e02e59ff31871df59dce257075394f3533 (patch)
tree26fba4492bb4b561d21bf49b35d892a821d54fab /include/cglm/vec3-ext.h
parent0e6e1245b70df4dfcba135d50e1b53d1a8ef7eb8 (diff)
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Diffstat (limited to 'include/cglm/vec3-ext.h')
-rw-r--r--include/cglm/vec3-ext.h345
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diff --git a/include/cglm/vec3-ext.h b/include/cglm/vec3-ext.h
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+/*
+ * 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 void glm_vec3_floor(vec3 v, vec3 dest);
+ CGLM_INLINE float glm_vec3_mods(vec3 v, float s, vec3 dest);
+ CGLM_INLINE float glm_vec3_steps(float edge, vec3 v, vec3 dest);
+ CGLM_INLINE void glm_vec3_stepr(vec3 edge, float 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 vector 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 one of items is 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) {
+#ifndef CGLM_FAST_MATH
+ return isnan(v[0]) || isnan(v[1]) || isnan(v[2]);
+#else
+ return false;
+#endif
+}
+
+/*!
+ * @brief check if one of items is 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) {
+#ifndef CGLM_FAST_MATH
+ return isinf(v[0]) || isinf(v[1]) || isinf(v[2]);
+#else
+ return false;
+#endif
+}
+
+/*!
+ * @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 floor of each vector item
+ *
+ * @param[in] v vector
+ * @param[out] dest destination vector
+ */
+CGLM_INLINE
+void
+glm_vec3_floor(vec3 v, vec3 dest) {
+ dest[0] = floorf(v[0]);
+ dest[1] = floorf(v[1]);
+ dest[2] = floorf(v[2]);
+}
+
+/*!
+ * @brief mod of each vector item, result is written to dest (dest = v % s)
+ *
+ * @param[in] v vector
+ * @param[in] s scalar
+ * @param[out] dest destination vector
+ */
+CGLM_INLINE
+void
+glm_vec3_mods(vec3 v, float s, vec3 dest) {
+ dest[0] = fmodf(v[0], s);
+ dest[1] = fmodf(v[1], s);
+ dest[2] = fmodf(v[2], s);
+}
+
+/*!
+ * @brief threshold each vector item with scalar
+ * condition is: (x[i] < edge) ? 0.0 : 1.0
+ *
+ * @param[in] edge threshold
+ * @param[in] x vector to test against threshold
+ * @param[out] dest destination
+ */
+CGLM_INLINE
+void
+glm_vec3_steps(float edge, vec3 x, vec3 dest) {
+ dest[0] = glm_step(edge, x[0]);
+ dest[1] = glm_step(edge, x[1]);
+ dest[2] = glm_step(edge, x[2]);
+}
+
+/*!
+ * @brief threshold a value with *vector* as the threshold
+ * condition is: (x < edge[i]) ? 0.0 : 1.0
+ *
+ * @param[in] edge threshold vector
+ * @param[in] x value to test against threshold
+ * @param[out] dest destination
+ */
+CGLM_INLINE
+void
+glm_vec3_stepr(vec3 edge, float x, vec3 dest) {
+ dest[0] = glm_step(edge[0], x);
+ dest[1] = glm_step(edge[1], x);
+ dest[2] = glm_step(edge[2], x);
+}
+
+/*!
+ * @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 */