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Vector4f.cs
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Vector4f.cs
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// Vector4f.cs
//
// Authors:
// Jerry Maine (crashfourit@gmail.com)
// John Hurliman (john.hurliman@intel.com)
//
// (C) Jerry Maine & Intel Corporation
//
// Permission is hereby granted, free of charge, to any person obtaining
// a copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do so, subject to
// the following conditions:
//
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
// OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
using Mono.Simd;
namespace Mono.Simd.Math {
public static class Vector4fExtensions
{
public static void Negate(this Vector4f vec)
{
vec *= Vector4f.MinusOne;
}
public static void Normalize(this Vector4f vec)
{
Vector4f factor = vec * vec;
factor = factor.HorizontalAdd(factor);
factor = factor.HorizontalAdd(factor);
factor = factor.InvSqrt();
vec *= factor;
}
public static float Length(this Vector4f vec)
{
Vector4f length = vec * vec;
length = length.HorizontalAdd(length);
length = length.HorizontalAdd(length);
return length.Sqrt().X;
}
public static float LengthSquared(this Vector4f vec)
{
Vector4f length = vec * vec;
length = length.HorizontalAdd(length);
return length.HorizontalAdd(length).X;
}
public static bool ApproxEquals(this Vector4f vec, Vector4f vector, float tolerance)
{
Vector4f diff = vec - vector;
return (diff.Length() <= tolerance);
}
public static bool IsFinite(this Vector4f vec)
{
return (Utils.IsFinite(vec.X) && Utils.IsFinite(vec.Y) && Utils.IsFinite(vec.Z) && Utils.IsFinite(vec.W));
}
}
}