Small C++ library with vector math routines, Xorshift random number generator, and simplex noise.
rsqrt(x)
Returns 1 / sqrtf(x)fast_rsqrt(x)
Returns the approximate reciprocal square root using SSE intrinsics when availablefloortoi(x)
Floor a float converting it to an int. This is faster thanstatic_cast<int>(floorf(x))
clamp(x, a, b)
Clamp a value to be in the the range [a, b]clampi(x, a, b)
Same as clamp but for integers instead of floatsclamp01(x)
The saturate function, clamps a value to be in [0, 1]lerp(a, b, t)
Linearly interpolate between vector a and b at time t where t is in [0, 1]unlerp(a, b, x)
The opposite oflerp
, returns the position in the curvet
for a given valuex
.remap(a, b, c, d, x)
Maps a value x in the range [a, b] to be in the range [c, d]signf(x)
returns 1 if x is positive, -1 if x is negative, 0 otherwise.next_pow2(x)
Returns the next power of two given a unsigned integer x.
-vec
vec + vec
,vec - vec
vec * vec, vec / vec
Component-wise multiply and dividevec * scalar
scalar * vec
,vec / scalar
+=
,-=
,*=
,/=
vec(scalar)
Initializes all components to a scalar value, can be used to represent the zero vector asfloat3(0)
for example. This is an explicit constructor, so scalars will not implicitly convert to vector types. Similar constructors exist to convert between vectors of different types/dimensions.
For 4D vectors, most operators map to their equivalent SSE instructions.
length()
Returns length / magnitude / norm of the vector.length_sqr()
Returns the length of the vector squared.
Functions defined for all floating point vector types.
dot(a, b)
normalize(v)
normalize_safe(v)
Returns a normalized vector without producing NaN when v is the zero vector.clamp(v, a, b)
Clamps each vector component to be in the range [a, b]clamp01(v)
Saturate function, clamps the vector have all components in [0, 1]lerp(a, b, t)
Linearly interpolate between vector a and b at time t where t is in [0, 1]frac(v)
Returns1 - vfloor(v)
vstep(edge, v)
Returns a vector with each component equal tov[i] >= edge[i]
vmin(a, b)
Component-wisefminf
vmax(a, b)
Component-wisefmaxf
vabs(a, b)
Component-wisefabsf
vfloor(a, b)
Component-wisefloorf
vceil(a, b)
Component-wiseceilf
vsqrt(a, b)
Component-wiseceilf
vrsqrt(a, b)
Component-wisersqrt
, forfloat4
thersqrt
SSE instrinsic is used.pprint(v)
Print a vector
vangle(a, b)
Returns the angle between two vectors in degreesvangle_rad(a, b)
Returns the angle between two vectors in radiansreflect(v, normal)
cross(a, b)
reflect(v, normal)
refract(v, normal, eta)
clampi(v, a, b)
vabs(v)
vmin(a, b)
vmax(a, b)
Constructs a new vector by selecting elements from a given vector.
shuffle<0, 0, 1, 1>(float2(1, 2)) // float4(1, 1, 2, 2)
shuffle<3, 2, 1, 0>(float4(1, 2, 3, 4)) // float4(4, 3, 2, 1)
shuffle<1, 2>(float3(1, 2, 3)) // float2(2, 3)
The 4D vector types (int4 and float4) use sse instructions when available for most operators. To use vec.m128
and vec.m128i
to use with float and integer sse instructions respectively. __m128
can be implicitly be converted to float4
and __m128i
to int4
.