📄 ivu_linear_willamette.hxx
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// Copyright (C) Ipion Software GmbH 1999
//IVP_EXPORT_PUBLIC
#ifdef IVP_WILLAMETTE
# include <emmintrin.h>
#endif
inline void IVP_U_Float_Point::set(const IVP_U_Point *p_source){
IVP_DOUBLE a = p_source->k[0];
IVP_DOUBLE b = p_source->k[1];
IVP_DOUBLE c = p_source->k[2];
k[0]= (IVP_FLOAT)a;
k[1]= (IVP_FLOAT)b;
k[2]= (IVP_FLOAT)c;
}
inline void IVP_U_Float_Point::subtract(const IVP_U_Point *v1,const IVP_U_Point *v2){
IVP_DOUBLE a,b,c;
a = v1->k[0] - v2->k[0];
b = v1->k[1] - v2->k[1];
c = v1->k[2] - v2->k[2];
k[0] = (IVP_FLOAT)a;
k[1] = (IVP_FLOAT)b;
k[2] = (IVP_FLOAT)c;
}
inline void IVP_U_Float_Point::set_multiple(const IVP_U_Point *v, IVP_DOUBLE f){
IVP_DOUBLE a = v->k[0] * f;
IVP_DOUBLE b = v->k[1] * f;
IVP_DOUBLE c = v->k[2] * f;
k[0]= (IVP_FLOAT)a;
k[1]= (IVP_FLOAT)b;
k[2]= (IVP_FLOAT)c;
}
inline void IVP_U_Float_Point::inline_subtract_and_mult(const IVP_U_Point *v1,const IVP_U_Point *v2, IVP_DOUBLE factor){ // vektor addition
IVP_DOUBLE a,b,c;
a = (v1->k[0] - v2->k[0]);
b = (v1->k[1] - v2->k[1]); a *= factor;
c = (v1->k[2] - v2->k[2]); b *= factor;
c *=factor;
k[0] = a;
k[1] = b;
k[2] = c;
}
inline void IVP_U_Point::set_to_zero() {
k[0]=0.0f;
k[1]=0.0f;
k[2]=0.0f;
}
inline void IVP_U_Point::set(IVP_DOUBLE k0, IVP_DOUBLE k1, IVP_DOUBLE k2){
k[0] = k0; k[1] = k1; k[2] = k2;
}
inline void IVP_U_Point::set(const IVP_FLOAT p[3]){
k[0]= p[0];
k[1]= p[1];
k[2]= p[2];
}
inline void IVP_U_Point::set(const IVP_U_Quat *q_source){
IVP_DOUBLE a = q_source->x;
IVP_DOUBLE b = q_source->y;
IVP_DOUBLE c = q_source->z;
k[0]= (IVP_FLOAT)a;
k[1]= (IVP_FLOAT)b;
k[2]= (IVP_FLOAT)c;
}
inline void IVP_U_Point::set(const IVP_U_Point *p_source){
IVP_DOUBLE a = p_source->k[0];
IVP_DOUBLE b = p_source->k[1];
IVP_DOUBLE c = p_source->k[2];
k[0]= a;
k[1]= b;
k[2]= c;
}
inline void IVP_U_Point::set(const IVP_U_Float_Point *p_source){
IVP_DOUBLE a = p_source->k[0];
IVP_DOUBLE b = p_source->k[1];
IVP_DOUBLE c = p_source->k[2];
k[0]= a;
k[1]= b;
k[2]= c;
}
inline void IVP_U_Point::set_multiple(const IVP_U_Quat *q_source, IVP_DOUBLE f){
IVP_DOUBLE a = q_source->x * f;
IVP_DOUBLE b = q_source->y * f;
IVP_DOUBLE c = q_source->z * f;
k[0]= a;
k[1]= b;
k[2]= c;
}
inline void IVP_U_Point::set_negative(const IVP_U_Point *p_source){
IVP_DOUBLE a = p_source->k[0];
IVP_DOUBLE b = p_source->k[1]; a = -a;
IVP_DOUBLE c = p_source->k[2]; b = -b;
c = -c;
k[0]= a;
k[1]= b;
k[2]= c;
}
inline void IVP_U_Point::mult(IVP_DOUBLE factor){
IVP_DOUBLE a,b,c;
a = k[0] * factor;
b = k[1] * factor;
c = k[2] * factor;
k[0] = a; k[1] = b; k[2] = c;
}
inline void IVP_U_Point::add_multiple(const IVP_U_Point *v, IVP_DOUBLE factor){
IVP_DOUBLE a,b,c;
a = v->k[0] * factor;
b = v->k[1] * factor; a += k[0];
c = v->k[2] * factor; b += k[1];
c += k[2];
k[0] = a; k[1] = b; k[2] = c;
}
inline void IVP_U_Point::add_multiple(const IVP_U_Float_Point *v, IVP_DOUBLE factor){
IVP_DOUBLE a,b,c;
a = v->k[0] * factor;
b = v->k[1] * factor; a += k[0];
c = v->k[2] * factor; b += k[1];
c += k[2];
k[0] = a; k[1] = b; k[2] = c;
}
inline void IVP_U_Point::add_multiple (const IVP_U_Point *v1, const IVP_U_Point *v2, IVP_DOUBLE factor2){ // vektor addition
IVP_DOUBLE a,b,c;
a = v2->k[0] * factor2;
b = v2->k[1] * factor2; a += v1->k[0];
c = v2->k[2] * factor2; b += v1->k[1];
c += v1->k[2];
k[0] = a;
k[1] = b;
k[2] = c;
}
inline void IVP_U_Point::add_multiple (const IVP_U_Point *v1, const IVP_U_Float_Point *v2, IVP_DOUBLE factor2){ // vektor addition
IVP_DOUBLE a,b,c;
a = v2->k[0] * factor2;
b = v2->k[1] * factor2; a += v1->k[0];
c = v2->k[2] * factor2; b += v1->k[1];
c += v1->k[2];
k[0] = a;
k[1] = b;
k[2] = c;
}
inline void IVP_U_Point::set_pairwise_mult (const IVP_U_Point *v1, const IVP_U_Point *v2){ // pairwise multiple
IVP_DOUBLE a,b,c;
a = v1->k[0] * v2->k[0];
b = v1->k[1] * v2->k[1];
c = v1->k[2] * v2->k[2];
k[0] = a;
k[1] = b;
k[2] = c;
}
inline void IVP_U_Point::add(const IVP_U_Point *v2){ // vector addition
IVP_DOUBLE a,b,c;
a = k[0] + v2->k[0];
b = k[1] + v2->k[1];
c = k[2] + v2->k[2];
k[0] = a;
k[1] = b;
k[2] = c;
}
inline void IVP_U_Point::add(const IVP_U_Float_Point *v2){ // vector addition
IVP_DOUBLE a,b,c;
a = k[0] + v2->k[0];
b = k[1] + v2->k[1];
c = k[2] + v2->k[2];
k[0] = a;
k[1] = b;
k[2] = c;
}
inline void IVP_U_Point::add(const IVP_U_Point *v1, const IVP_U_Point *v2){
IVP_DOUBLE a = v1->k[0] + v2->k[0];
IVP_DOUBLE b = v1->k[1] + v2->k[1];
IVP_DOUBLE c = v1->k[2] + v2->k[2];
k[0] = a;k[1] = b;k[2] = c;
}
inline void IVP_U_Point::add(const IVP_U_Float_Point *v1, const IVP_U_Float_Point *v2){
IVP_DOUBLE a = v1->k[0] + v2->k[0];
IVP_DOUBLE b = v1->k[1] + v2->k[1];
IVP_DOUBLE c = v1->k[2] + v2->k[2];
k[0] = a;k[1] = b;k[2] = c;
}
void IVP_U_Point::set_multiple(const IVP_U_Point *p,IVP_DOUBLE f){
IVP_DOUBLE a = p->k[0] * f;
IVP_DOUBLE b = p->k[1] * f;
IVP_DOUBLE c = p->k[2] * f;
k[0] = a;k[1] = b;k[2] = c;
}
void IVP_U_Point::set_multiple(const IVP_U_Float_Point *p,IVP_DOUBLE f){
IVP_DOUBLE a = p->k[0] * f;
IVP_DOUBLE b = p->k[1] * f;
IVP_DOUBLE c = p->k[2] * f;
k[0] = a;k[1] = b;k[2] = c;
}
inline void IVP_U_Point::subtract(const IVP_U_Point *v2){ // vector subtraction
IVP_DOUBLE a,b,c;
a = k[0] - v2->k[0];
b = k[1] - v2->k[1];
c = k[2] - v2->k[2];
k[0] = a;
k[1] = b;
k[2] = c;
}
inline void IVP_U_Point::subtract(const IVP_U_Float_Point *v2){ // vector subtraction
IVP_DOUBLE a,b,c;
a = k[0] - v2->k[0];
b = k[1] - v2->k[1];
c = k[2] - v2->k[2];
k[0] = a;
k[1] = b;
k[2] = c;
}
inline void IVP_U_Point::subtract(const IVP_U_Point *v1,const IVP_U_Point *v2){
IVP_DOUBLE a,b,c;
a = v1->k[0] - v2->k[0];
b = v1->k[1] - v2->k[1];
c = v1->k[2] - v2->k[2];
k[0] = a;
k[1] = b;
k[2] = c;
}
inline void IVP_U_Point::subtract(const IVP_U_Float_Point *v1, const IVP_U_Float_Point *v2)
{
// special conversion vector subtraction: (doubleP) = (floatP) - (floatP)
IVP_DOUBLE a,b,c;
a = v1->k[0] - v2->k[0];
b = v1->k[1] - v2->k[1];
c = v1->k[2] - v2->k[2];
k[0] = a;
k[1] = b;
k[2] = c;
}
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