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📄 ivu_linear_willamette.hxx

📁 hl2 source code. Do not use it illegal.
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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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