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nuclear@39
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1 /*
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2 libvmath - a vector math library
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3 Copyright (C) 2004-2011 John Tsiombikas <nuclear@member.fsf.org>
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4
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5 This program is free software: you can redistribute it and/or modify
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6 it under the terms of the GNU Lesser General Public License as published
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7 by the Free Software Foundation, either version 3 of the License, or
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8 (at your option) any later version.
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9
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10 This program is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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13 GNU Lesser General Public License for more details.
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14
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15 You should have received a copy of the GNU Lesser General Public License
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16 along with this program. If not, see <http://www.gnu.org/licenses/>.
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17 */
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18
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19 #include <math.h>
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20
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21 #ifdef __cplusplus
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22 extern "C" {
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23 #endif /* __cplusplus */
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24
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25 /* C 2D vector functions */
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26 static inline vec2_t v2_cons(scalar_t x, scalar_t y)
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27 {
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28 vec2_t v;
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29 v.x = x;
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30 v.y = y;
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31 return v;
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32 }
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33
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34 static inline void v2_print(FILE *fp, vec2_t v)
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35 {
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36 fprintf(fp, "[ %.4f %.4f ]", v.x, v.y);
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37 }
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38
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39 static inline vec2_t v2_add(vec2_t v1, vec2_t v2)
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40 {
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41 vec2_t res;
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42 res.x = v1.x + v2.x;
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43 res.y = v1.y + v2.y;
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44 return res;
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45 }
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46
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47 static inline vec2_t v2_sub(vec2_t v1, vec2_t v2)
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48 {
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49 vec2_t res;
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50 res.x = v1.x - v2.x;
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51 res.y = v1.y - v2.y;
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52 return res;
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53 }
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54
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55 static inline vec2_t v2_scale(vec2_t v, scalar_t s)
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56 {
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57 vec2_t res;
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58 res.x = v.x * s;
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59 res.y = v.y * s;
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60 return res;
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61 }
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62
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63 static inline scalar_t v2_dot(vec2_t v1, vec2_t v2)
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64 {
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65 return v1.x * v2.x + v1.y * v2.y;
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66 }
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67
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68 static inline scalar_t v2_length(vec2_t v)
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69 {
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70 return sqrt(v.x * v.x + v.y * v.y);
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71 }
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72
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73 static inline scalar_t v2_length_sq(vec2_t v)
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74 {
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75 return v.x * v.x + v.y * v.y;
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76 }
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77
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78 static inline vec2_t v2_normalize(vec2_t v)
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79 {
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80 scalar_t len = (scalar_t)sqrt(v.x * v.x + v.y * v.y);
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81 v.x /= len;
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82 v.y /= len;
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83 return v;
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84 }
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85
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86 static inline vec2_t v2_lerp(vec2_t v1, vec2_t v2, scalar_t t)
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87 {
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88 vec2_t res;
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89 res.x = v1.x + (v2.x - v1.x) * t;
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90 res.y = v1.y + (v2.y - v1.y) * t;
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91 return res;
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92 }
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93
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94
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95 /* C 3D vector functions */
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96 static inline vec3_t v3_cons(scalar_t x, scalar_t y, scalar_t z)
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97 {
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98 vec3_t v;
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99 v.x = x;
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100 v.y = y;
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101 v.z = z;
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102 return v;
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103 }
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104
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105 static inline void v3_print(FILE *fp, vec3_t v)
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106 {
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107 fprintf(fp, "[ %.4f %.4f %.4f ]", v.x, v.y, v.z);
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108 }
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109
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110 static inline vec3_t v3_add(vec3_t v1, vec3_t v2)
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111 {
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112 v1.x += v2.x;
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113 v1.y += v2.y;
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114 v1.z += v2.z;
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115 return v1;
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116 }
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117
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118 static inline vec3_t v3_sub(vec3_t v1, vec3_t v2)
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119 {
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120 v1.x -= v2.x;
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121 v1.y -= v2.y;
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122 v1.z -= v2.z;
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123 return v1;
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124 }
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125
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126 static inline vec3_t v3_neg(vec3_t v)
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127 {
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128 v.x = -v.x;
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129 v.y = -v.y;
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130 v.z = -v.z;
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131 return v;
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132 }
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133
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134 static inline vec3_t v3_mul(vec3_t v1, vec3_t v2)
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135 {
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136 v1.x *= v2.x;
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137 v1.y *= v2.y;
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138 v1.z *= v2.z;
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139 return v1;
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140 }
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141
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142 static inline vec3_t v3_scale(vec3_t v1, scalar_t s)
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143 {
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144 v1.x *= s;
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145 v1.y *= s;
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146 v1.z *= s;
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147 return v1;
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148 }
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149
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150 static inline scalar_t v3_dot(vec3_t v1, vec3_t v2)
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151 {
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152 return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
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153 }
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154
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155 static inline vec3_t v3_cross(vec3_t v1, vec3_t v2)
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156 {
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157 vec3_t v;
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158 v.x = v1.y * v2.z - v1.z * v2.y;
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159 v.y = v1.z * v2.x - v1.x * v2.z;
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160 v.z = v1.x * v2.y - v1.y * v2.x;
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161 return v;
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162 }
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163
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164 static inline scalar_t v3_length(vec3_t v)
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165 {
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166 return sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
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167 }
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168
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169 static inline scalar_t v3_length_sq(vec3_t v)
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170 {
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171 return v.x * v.x + v.y * v.y + v.z * v.z;
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172 }
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173
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174 static inline vec3_t v3_normalize(vec3_t v)
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175 {
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176 scalar_t len = sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
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177 v.x /= len;
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178 v.y /= len;
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179 v.z /= len;
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180 return v;
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181 }
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182
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183 static inline vec3_t v3_transform(vec3_t v, mat4_t m)
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184 {
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185 vec3_t res;
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186 res.x = m[0][0] * v.x + m[0][1] * v.y + m[0][2] * v.z + m[0][3];
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187 res.y = m[1][0] * v.x + m[1][1] * v.y + m[1][2] * v.z + m[1][3];
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188 res.z = m[2][0] * v.x + m[2][1] * v.y + m[2][2] * v.z + m[2][3];
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189 return res;
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190 }
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191
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192 static inline vec3_t v3_rotate(vec3_t v, scalar_t x, scalar_t y, scalar_t z)
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193 {
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194 void m4_rotate(mat4_t, scalar_t, scalar_t, scalar_t);
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195
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196 mat4_t m = {{1, 0, 0, 0}, {0, 1, 0, 0}, {0, 0, 1, 0}, {0, 0, 0, 1}};
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197 m4_rotate(m, x, y, z);
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198 return v3_transform(v, m);
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199 }
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200
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201 static inline vec3_t v3_rotate_axis(vec3_t v, scalar_t angle, scalar_t x, scalar_t y, scalar_t z)
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202 {
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203 void m4_rotate_axis(mat4_t, scalar_t, scalar_t, scalar_t, scalar_t);
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204
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205 mat4_t m = {{1, 0, 0, 0}, {0, 1, 0, 0}, {0, 0, 1, 0}, {0, 0, 0, 1}};
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206 m4_rotate_axis(m, angle, x, y, z);
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207 return v3_transform(v, m);
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208 }
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209
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210 static inline vec3_t v3_rotate_quat(vec3_t v, quat_t q)
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211 {
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212 quat_t quat_rotate_quat(quat_t, quat_t);
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213
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214 quat_t vq = v4_cons(v.x, v.y, v.z, 0.0);
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215 quat_t res = quat_rotate_quat(vq, q);
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216 return v3_cons(res.x, res.y, res.z);
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217 }
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218
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219 static inline vec3_t v3_reflect(vec3_t v, vec3_t n)
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220 {
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221 scalar_t dot = v3_dot(v, n);
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222 return v3_sub(v3_scale(n, dot * 2.0), v);
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223 }
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224
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225 static inline vec3_t v3_lerp(vec3_t v1, vec3_t v2, scalar_t t)
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226 {
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227 v1.x += (v2.x - v1.x) * t;
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228 v1.y += (v2.y - v1.y) * t;
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229 v1.z += (v2.z - v1.z) * t;
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230 return v1;
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231 }
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232
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233 /* C 4D vector functions */
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234 static inline vec4_t v4_cons(scalar_t x, scalar_t y, scalar_t z, scalar_t w)
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235 {
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236 vec4_t v;
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237 v.x = x;
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238 v.y = y;
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239 v.z = z;
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240 v.w = w;
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241 return v;
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242 }
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243
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244 static inline void v4_print(FILE *fp, vec4_t v)
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245 {
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246 fprintf(fp, "[ %.4f %.4f %.4f %.4f ]", v.x, v.y, v.z, v.w);
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247 }
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248
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249 static inline vec4_t v4_add(vec4_t v1, vec4_t v2)
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250 {
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251 v1.x += v2.x;
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252 v1.y += v2.y;
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253 v1.z += v2.z;
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254 v1.w += v2.w;
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255 return v1;
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256 }
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257
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258 static inline vec4_t v4_sub(vec4_t v1, vec4_t v2)
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259 {
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260 v1.x -= v2.x;
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261 v1.y -= v2.y;
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262 v1.z -= v2.z;
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263 v1.w -= v2.w;
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264 return v1;
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265 }
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266
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267 static inline vec4_t v4_neg(vec4_t v)
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268 {
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269 v.x = -v.x;
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270 v.y = -v.y;
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271 v.z = -v.z;
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272 v.w = -v.w;
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273 return v;
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274 }
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275
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276 static inline vec4_t v4_mul(vec4_t v1, vec4_t v2)
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277 {
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278 v1.x *= v2.x;
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279 v1.y *= v2.y;
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280 v1.z *= v2.z;
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281 v1.w *= v2.w;
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282 return v1;
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283 }
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284
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285 static inline vec4_t v4_scale(vec4_t v, scalar_t s)
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286 {
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287 v.x *= s;
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288 v.y *= s;
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289 v.z *= s;
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290 v.w *= s;
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291 return v;
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292 }
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293
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294 static inline scalar_t v4_dot(vec4_t v1, vec4_t v2)
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295 {
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296 return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z + v1.w * v2.w;
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297 }
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298
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299 static inline scalar_t v4_length(vec4_t v)
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300 {
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301 return sqrt(v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w);
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302 }
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303
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304 static inline scalar_t v4_length_sq(vec4_t v)
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305 {
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306 return v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w;
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307 }
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308
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309 static inline vec4_t v4_normalize(vec4_t v)
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310 {
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311 scalar_t len = sqrt(v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w);
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312 v.x /= len;
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313 v.y /= len;
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314 v.z /= len;
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315 v.w /= len;
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316 return v;
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317 }
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318
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319 static inline vec4_t v4_transform(vec4_t v, mat4_t m)
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320 {
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321 vec4_t res;
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322 res.x = m[0][0] * v.x + m[0][1] * v.y + m[0][2] * v.z + m[0][3] * v.w;
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323 res.y = m[1][0] * v.x + m[1][1] * v.y + m[1][2] * v.z + m[1][3] * v.w;
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324 res.z = m[2][0] * v.x + m[2][1] * v.y + m[2][2] * v.z + m[2][3] * v.w;
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325 res.w = m[3][0] * v.x + m[3][1] * v.y + m[3][2] * v.z + m[3][3] * v.w;
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326 return res;
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327 }
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328
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329 #ifdef __cplusplus
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330 } /* extern "C" */
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331
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332
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333 /* --------------- C++ part -------------- */
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334
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335 inline scalar_t &Vector2::operator [](int elem) {
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336 return elem ? y : x;
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337 }
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338
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339 inline const scalar_t &Vector2::operator [](int elem) const {
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340 return elem ? y : x;
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341 }
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342
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343 inline Vector2 operator -(const Vector2 &vec) {
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344 return Vector2(-vec.x, -vec.y);
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345 }
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346
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347 inline scalar_t dot_product(const Vector2 &v1, const Vector2 &v2) {
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348 return v1.x * v2.x + v1.y * v2.y;
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349 }
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350
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351 inline Vector2 operator +(const Vector2 &v1, const Vector2 &v2) {
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352 return Vector2(v1.x + v2.x, v1.y + v2.y);
|
nuclear@29
|
353 }
|
nuclear@29
|
354
|
nuclear@29
|
355 inline Vector2 operator -(const Vector2 &v1, const Vector2 &v2) {
|
nuclear@29
|
356 return Vector2(v1.x - v2.x, v1.y - v2.y);
|
nuclear@29
|
357 }
|
nuclear@29
|
358
|
nuclear@29
|
359 inline Vector2 operator *(const Vector2 &v1, const Vector2 &v2) {
|
nuclear@29
|
360 return Vector2(v1.x * v2.x, v1.y * v2.y);
|
nuclear@29
|
361 }
|
nuclear@29
|
362
|
nuclear@29
|
363 inline Vector2 operator /(const Vector2 &v1, const Vector2 &v2) {
|
nuclear@29
|
364 return Vector2(v1.x / v2.x, v1.y / v2.y);
|
nuclear@29
|
365 }
|
nuclear@29
|
366
|
nuclear@29
|
367 inline bool operator ==(const Vector2 &v1, const Vector2 &v2) {
|
nuclear@29
|
368 return (fabs(v1.x - v2.x) < XSMALL_NUMBER) && (fabs(v1.y - v2.x) < XSMALL_NUMBER);
|
nuclear@29
|
369 }
|
nuclear@29
|
370
|
nuclear@29
|
371 inline void operator +=(Vector2 &v1, const Vector2 &v2) {
|
nuclear@29
|
372 v1.x += v2.x;
|
nuclear@29
|
373 v1.y += v2.y;
|
nuclear@29
|
374 }
|
nuclear@29
|
375
|
nuclear@29
|
376 inline void operator -=(Vector2 &v1, const Vector2 &v2) {
|
nuclear@29
|
377 v1.x -= v2.x;
|
nuclear@29
|
378 v1.y -= v2.y;
|
nuclear@29
|
379 }
|
nuclear@29
|
380
|
nuclear@29
|
381 inline void operator *=(Vector2 &v1, const Vector2 &v2) {
|
nuclear@29
|
382 v1.x *= v2.x;
|
nuclear@29
|
383 v1.y *= v2.y;
|
nuclear@29
|
384 }
|
nuclear@29
|
385
|
nuclear@29
|
386 inline void operator /=(Vector2 &v1, const Vector2 &v2) {
|
nuclear@29
|
387 v1.x /= v2.x;
|
nuclear@29
|
388 v1.y /= v2.y;
|
nuclear@29
|
389 }
|
nuclear@29
|
390
|
nuclear@29
|
391 inline Vector2 operator +(const Vector2 &vec, scalar_t scalar) {
|
nuclear@29
|
392 return Vector2(vec.x + scalar, vec.y + scalar);
|
nuclear@29
|
393 }
|
nuclear@29
|
394
|
nuclear@29
|
395 inline Vector2 operator +(scalar_t scalar, const Vector2 &vec) {
|
nuclear@29
|
396 return Vector2(vec.x + scalar, vec.y + scalar);
|
nuclear@29
|
397 }
|
nuclear@29
|
398
|
nuclear@29
|
399 inline Vector2 operator -(scalar_t scalar, const Vector2 &vec) {
|
nuclear@29
|
400 return Vector2(vec.x - scalar, vec.y - scalar);
|
nuclear@29
|
401 }
|
nuclear@29
|
402
|
nuclear@29
|
403 inline Vector2 operator *(const Vector2 &vec, scalar_t scalar) {
|
nuclear@29
|
404 return Vector2(vec.x * scalar, vec.y * scalar);
|
nuclear@29
|
405 }
|
nuclear@29
|
406
|
nuclear@29
|
407 inline Vector2 operator *(scalar_t scalar, const Vector2 &vec) {
|
nuclear@29
|
408 return Vector2(vec.x * scalar, vec.y * scalar);
|
nuclear@29
|
409 }
|
nuclear@29
|
410
|
nuclear@29
|
411 inline Vector2 operator /(const Vector2 &vec, scalar_t scalar) {
|
nuclear@29
|
412 return Vector2(vec.x / scalar, vec.y / scalar);
|
nuclear@29
|
413 }
|
nuclear@29
|
414
|
nuclear@29
|
415 inline void operator +=(Vector2 &vec, scalar_t scalar) {
|
nuclear@29
|
416 vec.x += scalar;
|
nuclear@29
|
417 vec.y += scalar;
|
nuclear@29
|
418 }
|
nuclear@29
|
419
|
nuclear@29
|
420 inline void operator -=(Vector2 &vec, scalar_t scalar) {
|
nuclear@29
|
421 vec.x -= scalar;
|
nuclear@29
|
422 vec.y -= scalar;
|
nuclear@29
|
423 }
|
nuclear@29
|
424
|
nuclear@29
|
425 inline void operator *=(Vector2 &vec, scalar_t scalar) {
|
nuclear@29
|
426 vec.x *= scalar;
|
nuclear@29
|
427 vec.y *= scalar;
|
nuclear@29
|
428 }
|
nuclear@29
|
429
|
nuclear@29
|
430 inline void operator /=(Vector2 &vec, scalar_t scalar) {
|
nuclear@29
|
431 vec.x /= scalar;
|
nuclear@29
|
432 vec.y /= scalar;
|
nuclear@29
|
433 }
|
nuclear@29
|
434
|
nuclear@29
|
435 inline scalar_t Vector2::length() const {
|
nuclear@29
|
436 return sqrt(x*x + y*y);
|
nuclear@29
|
437 }
|
nuclear@29
|
438
|
nuclear@29
|
439 inline scalar_t Vector2::length_sq() const {
|
nuclear@29
|
440 return x*x + y*y;
|
nuclear@29
|
441 }
|
nuclear@29
|
442
|
nuclear@29
|
443 inline Vector2 lerp(const Vector2 &a, const Vector2 &b, scalar_t t)
|
nuclear@29
|
444 {
|
nuclear@29
|
445 return a + (b - a) * t;
|
nuclear@29
|
446 }
|
nuclear@29
|
447
|
nuclear@29
|
448 inline Vector2 catmull_rom_spline(const Vector2 &v0, const Vector2 &v1,
|
nuclear@29
|
449 const Vector2 &v2, const Vector2 &v3, scalar_t t)
|
nuclear@29
|
450 {
|
nuclear@29
|
451 scalar_t spline(scalar_t, scalar_t, scalar_t, scalar_t, scalar_t);
|
nuclear@29
|
452 scalar_t x = spline(v0.x, v1.x, v2.x, v3.x, t);
|
nuclear@29
|
453 scalar_t y = spline(v0.y, v1.y, v2.y, v3.y, t);
|
nuclear@29
|
454 return Vector2(x, y);
|
nuclear@29
|
455 }
|
nuclear@29
|
456
|
nuclear@29
|
457
|
nuclear@29
|
458 /* ------------- Vector3 -------------- */
|
nuclear@29
|
459
|
nuclear@29
|
460 inline scalar_t &Vector3::operator [](int elem) {
|
nuclear@29
|
461 return elem ? (elem == 1 ? y : z) : x;
|
nuclear@29
|
462 }
|
nuclear@29
|
463
|
nuclear@29
|
464 inline const scalar_t &Vector3::operator [](int elem) const {
|
nuclear@29
|
465 return elem ? (elem == 1 ? y : z) : x;
|
nuclear@29
|
466 }
|
nuclear@29
|
467
|
nuclear@29
|
468 /* unary operations */
|
nuclear@29
|
469 inline Vector3 operator -(const Vector3 &vec) {
|
nuclear@29
|
470 return Vector3(-vec.x, -vec.y, -vec.z);
|
nuclear@29
|
471 }
|
nuclear@29
|
472
|
nuclear@29
|
473 /* binary vector (op) vector operations */
|
nuclear@29
|
474 inline scalar_t dot_product(const Vector3 &v1, const Vector3 &v2) {
|
nuclear@29
|
475 return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
|
nuclear@29
|
476 }
|
nuclear@29
|
477
|
nuclear@29
|
478 inline Vector3 cross_product(const Vector3 &v1, const Vector3 &v2) {
|
nuclear@29
|
479 return Vector3(v1.y * v2.z - v1.z * v2.y, v1.z * v2.x - v1.x * v2.z, v1.x * v2.y - v1.y * v2.x);
|
nuclear@29
|
480 }
|
nuclear@29
|
481
|
nuclear@29
|
482
|
nuclear@29
|
483 inline Vector3 operator +(const Vector3 &v1, const Vector3 &v2) {
|
nuclear@29
|
484 return Vector3(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
|
nuclear@29
|
485 }
|
nuclear@29
|
486
|
nuclear@29
|
487 inline Vector3 operator -(const Vector3 &v1, const Vector3 &v2) {
|
nuclear@29
|
488 return Vector3(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
|
nuclear@29
|
489 }
|
nuclear@29
|
490
|
nuclear@29
|
491 inline Vector3 operator *(const Vector3 &v1, const Vector3 &v2) {
|
nuclear@29
|
492 return Vector3(v1.x * v2.x, v1.y * v2.y, v1.z * v2.z);
|
nuclear@29
|
493 }
|
nuclear@29
|
494
|
nuclear@29
|
495 inline Vector3 operator /(const Vector3 &v1, const Vector3 &v2) {
|
nuclear@29
|
496 return Vector3(v1.x / v2.x, v1.y / v2.y, v1.z / v2.z);
|
nuclear@29
|
497 }
|
nuclear@29
|
498
|
nuclear@29
|
499 inline bool operator ==(const Vector3 &v1, const Vector3 &v2) {
|
nuclear@29
|
500 return (fabs(v1.x - v2.x) < XSMALL_NUMBER) && (fabs(v1.y - v2.y) < XSMALL_NUMBER) && (fabs(v1.z - v2.z) < XSMALL_NUMBER);
|
nuclear@29
|
501 }
|
nuclear@29
|
502
|
nuclear@29
|
503 inline void operator +=(Vector3 &v1, const Vector3 &v2) {
|
nuclear@29
|
504 v1.x += v2.x;
|
nuclear@29
|
505 v1.y += v2.y;
|
nuclear@29
|
506 v1.z += v2.z;
|
nuclear@29
|
507 }
|
nuclear@29
|
508
|
nuclear@29
|
509 inline void operator -=(Vector3 &v1, const Vector3 &v2) {
|
nuclear@29
|
510 v1.x -= v2.x;
|
nuclear@29
|
511 v1.y -= v2.y;
|
nuclear@29
|
512 v1.z -= v2.z;
|
nuclear@29
|
513 }
|
nuclear@29
|
514
|
nuclear@29
|
515 inline void operator *=(Vector3 &v1, const Vector3 &v2) {
|
nuclear@29
|
516 v1.x *= v2.x;
|
nuclear@29
|
517 v1.y *= v2.y;
|
nuclear@29
|
518 v1.z *= v2.z;
|
nuclear@29
|
519 }
|
nuclear@29
|
520
|
nuclear@29
|
521 inline void operator /=(Vector3 &v1, const Vector3 &v2) {
|
nuclear@29
|
522 v1.x /= v2.x;
|
nuclear@29
|
523 v1.y /= v2.y;
|
nuclear@29
|
524 v1.z /= v2.z;
|
nuclear@29
|
525 }
|
nuclear@29
|
526 /* binary vector (op) scalar and scalar (op) vector operations */
|
nuclear@29
|
527 inline Vector3 operator +(const Vector3 &vec, scalar_t scalar) {
|
nuclear@29
|
528 return Vector3(vec.x + scalar, vec.y + scalar, vec.z + scalar);
|
nuclear@29
|
529 }
|
nuclear@29
|
530
|
nuclear@29
|
531 inline Vector3 operator +(scalar_t scalar, const Vector3 &vec) {
|
nuclear@29
|
532 return Vector3(vec.x + scalar, vec.y + scalar, vec.z + scalar);
|
nuclear@29
|
533 }
|
nuclear@29
|
534
|
nuclear@29
|
535 inline Vector3 operator -(const Vector3 &vec, scalar_t scalar) {
|
nuclear@29
|
536 return Vector3(vec.x - scalar, vec.y - scalar, vec.z - scalar);
|
nuclear@29
|
537 }
|
nuclear@29
|
538
|
nuclear@29
|
539 inline Vector3 operator *(const Vector3 &vec, scalar_t scalar) {
|
nuclear@29
|
540 return Vector3(vec.x * scalar, vec.y * scalar, vec.z * scalar);
|
nuclear@29
|
541 }
|
nuclear@29
|
542
|
nuclear@29
|
543 inline Vector3 operator *(scalar_t scalar, const Vector3 &vec) {
|
nuclear@29
|
544 return Vector3(vec.x * scalar, vec.y * scalar, vec.z * scalar);
|
nuclear@29
|
545 }
|
nuclear@29
|
546
|
nuclear@29
|
547 inline Vector3 operator /(const Vector3 &vec, scalar_t scalar) {
|
nuclear@29
|
548 return Vector3(vec.x / scalar, vec.y / scalar, vec.z / scalar);
|
nuclear@29
|
549 }
|
nuclear@29
|
550
|
nuclear@29
|
551 inline void operator +=(Vector3 &vec, scalar_t scalar) {
|
nuclear@29
|
552 vec.x += scalar;
|
nuclear@29
|
553 vec.y += scalar;
|
nuclear@29
|
554 vec.z += scalar;
|
nuclear@29
|
555 }
|
nuclear@29
|
556
|
nuclear@29
|
557 inline void operator -=(Vector3 &vec, scalar_t scalar) {
|
nuclear@29
|
558 vec.x -= scalar;
|
nuclear@29
|
559 vec.y -= scalar;
|
nuclear@29
|
560 vec.z -= scalar;
|
nuclear@29
|
561 }
|
nuclear@29
|
562
|
nuclear@29
|
563 inline void operator *=(Vector3 &vec, scalar_t scalar) {
|
nuclear@29
|
564 vec.x *= scalar;
|
nuclear@29
|
565 vec.y *= scalar;
|
nuclear@29
|
566 vec.z *= scalar;
|
nuclear@29
|
567 }
|
nuclear@29
|
568
|
nuclear@29
|
569 inline void operator /=(Vector3 &vec, scalar_t scalar) {
|
nuclear@29
|
570 vec.x /= scalar;
|
nuclear@29
|
571 vec.y /= scalar;
|
nuclear@29
|
572 vec.z /= scalar;
|
nuclear@29
|
573 }
|
nuclear@29
|
574
|
nuclear@29
|
575 inline scalar_t Vector3::length() const {
|
nuclear@29
|
576 return sqrt(x*x + y*y + z*z);
|
nuclear@29
|
577 }
|
nuclear@29
|
578 inline scalar_t Vector3::length_sq() const {
|
nuclear@29
|
579 return x*x + y*y + z*z;
|
nuclear@29
|
580 }
|
nuclear@29
|
581
|
nuclear@29
|
582 inline Vector3 lerp(const Vector3 &a, const Vector3 &b, scalar_t t) {
|
nuclear@29
|
583 return a + (b - a) * t;
|
nuclear@29
|
584 }
|
nuclear@29
|
585
|
nuclear@29
|
586 inline Vector3 catmull_rom_spline(const Vector3 &v0, const Vector3 &v1,
|
nuclear@29
|
587 const Vector3 &v2, const Vector3 &v3, scalar_t t)
|
nuclear@29
|
588 {
|
nuclear@29
|
589 scalar_t spline(scalar_t, scalar_t, scalar_t, scalar_t, scalar_t);
|
nuclear@29
|
590 scalar_t x = spline(v0.x, v1.x, v2.x, v3.x, t);
|
nuclear@29
|
591 scalar_t y = spline(v0.y, v1.y, v2.y, v3.y, t);
|
nuclear@29
|
592 scalar_t z = spline(v0.z, v1.z, v2.z, v3.z, t);
|
nuclear@29
|
593 return Vector3(x, y, z);
|
nuclear@29
|
594 }
|
nuclear@29
|
595
|
nuclear@29
|
596 /* ----------- Vector4 ----------------- */
|
nuclear@29
|
597
|
nuclear@29
|
598 inline scalar_t &Vector4::operator [](int elem) {
|
nuclear@29
|
599 return elem ? (elem == 1 ? y : (elem == 2 ? z : w)) : x;
|
nuclear@29
|
600 }
|
nuclear@29
|
601
|
nuclear@29
|
602 inline const scalar_t &Vector4::operator [](int elem) const {
|
nuclear@29
|
603 return elem ? (elem == 1 ? y : (elem == 2 ? z : w)) : x;
|
nuclear@29
|
604 }
|
nuclear@29
|
605
|
nuclear@29
|
606 inline Vector4 operator -(const Vector4 &vec) {
|
nuclear@29
|
607 return Vector4(-vec.x, -vec.y, -vec.z, -vec.w);
|
nuclear@29
|
608 }
|
nuclear@29
|
609
|
nuclear@29
|
610 inline scalar_t dot_product(const Vector4 &v1, const Vector4 &v2) {
|
nuclear@29
|
611 return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z + v1.w * v2.w;
|
nuclear@29
|
612 }
|
nuclear@29
|
613
|
nuclear@29
|
614 inline Vector4 cross_product(const Vector4 &v1, const Vector4 &v2, const Vector4 &v3) {
|
nuclear@29
|
615 scalar_t a, b, c, d, e, f; /* Intermediate Values */
|
nuclear@29
|
616 Vector4 result;
|
nuclear@29
|
617
|
nuclear@29
|
618 /* Calculate intermediate values. */
|
nuclear@29
|
619 a = (v2.x * v3.y) - (v2.y * v3.x);
|
nuclear@29
|
620 b = (v2.x * v3.z) - (v2.z * v3.x);
|
nuclear@29
|
621 c = (v2.x * v3.w) - (v2.w * v3.x);
|
nuclear@29
|
622 d = (v2.y * v3.z) - (v2.z * v3.y);
|
nuclear@29
|
623 e = (v2.y * v3.w) - (v2.w * v3.y);
|
nuclear@29
|
624 f = (v2.z * v3.w) - (v2.w * v3.z);
|
nuclear@29
|
625
|
nuclear@29
|
626 /* Calculate the result-vector components. */
|
nuclear@29
|
627 result.x = (v1.y * f) - (v1.z * e) + (v1.w * d);
|
nuclear@29
|
628 result.y = - (v1.x * f) + (v1.z * c) - (v1.w * b);
|
nuclear@29
|
629 result.z = (v1.x * e) - (v1.y * c) + (v1.w * a);
|
nuclear@29
|
630 result.w = - (v1.x * d) + (v1.y * b) - (v1.z * a);
|
nuclear@29
|
631 return result;
|
nuclear@29
|
632 }
|
nuclear@29
|
633
|
nuclear@29
|
634 inline Vector4 operator +(const Vector4 &v1, const Vector4 &v2) {
|
nuclear@29
|
635 return Vector4(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z, v1.w + v2.w);
|
nuclear@29
|
636 }
|
nuclear@29
|
637
|
nuclear@29
|
638 inline Vector4 operator -(const Vector4 &v1, const Vector4 &v2) {
|
nuclear@29
|
639 return Vector4(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z, v1.w - v2.w);
|
nuclear@29
|
640 }
|
nuclear@29
|
641
|
nuclear@29
|
642 inline Vector4 operator *(const Vector4 &v1, const Vector4 &v2) {
|
nuclear@29
|
643 return Vector4(v1.x * v2.x, v1.y * v2.y, v1.z * v2.z, v1.w * v2.w);
|
nuclear@29
|
644 }
|
nuclear@29
|
645
|
nuclear@29
|
646 inline Vector4 operator /(const Vector4 &v1, const Vector4 &v2) {
|
nuclear@29
|
647 return Vector4(v1.x / v2.x, v1.y / v2.y, v1.z / v2.z, v1.w / v2.w);
|
nuclear@29
|
648 }
|
nuclear@29
|
649
|
nuclear@29
|
650 inline bool operator ==(const Vector4 &v1, const Vector4 &v2) {
|
nuclear@29
|
651 return (fabs(v1.x - v2.x) < XSMALL_NUMBER) &&
|
nuclear@29
|
652 (fabs(v1.y - v2.y) < XSMALL_NUMBER) &&
|
nuclear@29
|
653 (fabs(v1.z - v2.z) < XSMALL_NUMBER) &&
|
nuclear@29
|
654 (fabs(v1.w - v2.w) < XSMALL_NUMBER);
|
nuclear@29
|
655 }
|
nuclear@29
|
656
|
nuclear@29
|
657 inline void operator +=(Vector4 &v1, const Vector4 &v2) {
|
nuclear@29
|
658 v1.x += v2.x;
|
nuclear@29
|
659 v1.y += v2.y;
|
nuclear@29
|
660 v1.z += v2.z;
|
nuclear@29
|
661 v1.w += v2.w;
|
nuclear@29
|
662 }
|
nuclear@29
|
663
|
nuclear@29
|
664 inline void operator -=(Vector4 &v1, const Vector4 &v2) {
|
nuclear@29
|
665 v1.x -= v2.x;
|
nuclear@29
|
666 v1.y -= v2.y;
|
nuclear@29
|
667 v1.z -= v2.z;
|
nuclear@29
|
668 v1.w -= v2.w;
|
nuclear@29
|
669 }
|
nuclear@29
|
670
|
nuclear@29
|
671 inline void operator *=(Vector4 &v1, const Vector4 &v2) {
|
nuclear@29
|
672 v1.x *= v2.x;
|
nuclear@29
|
673 v1.y *= v2.y;
|
nuclear@29
|
674 v1.z *= v2.z;
|
nuclear@29
|
675 v1.w *= v2.w;
|
nuclear@29
|
676 }
|
nuclear@29
|
677
|
nuclear@29
|
678 inline void operator /=(Vector4 &v1, const Vector4 &v2) {
|
nuclear@29
|
679 v1.x /= v2.x;
|
nuclear@29
|
680 v1.y /= v2.y;
|
nuclear@29
|
681 v1.z /= v2.z;
|
nuclear@29
|
682 v1.w /= v2.w;
|
nuclear@29
|
683 }
|
nuclear@29
|
684
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685 /* binary vector (op) scalar and scalar (op) vector operations */
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686 inline Vector4 operator +(const Vector4 &vec, scalar_t scalar) {
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687 return Vector4(vec.x + scalar, vec.y + scalar, vec.z + scalar, vec.w + scalar);
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688 }
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689
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690 inline Vector4 operator +(scalar_t scalar, const Vector4 &vec) {
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691 return Vector4(vec.x + scalar, vec.y + scalar, vec.z + scalar, vec.w + scalar);
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692 }
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693
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694 inline Vector4 operator -(const Vector4 &vec, scalar_t scalar) {
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695 return Vector4(vec.x - scalar, vec.y - scalar, vec.z - scalar, vec.w - scalar);
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696 }
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697
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698 inline Vector4 operator *(const Vector4 &vec, scalar_t scalar) {
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699 return Vector4(vec.x * scalar, vec.y * scalar, vec.z * scalar, vec.w * scalar);
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700 }
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701
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702 inline Vector4 operator *(scalar_t scalar, const Vector4 &vec) {
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703 return Vector4(vec.x * scalar, vec.y * scalar, vec.z * scalar, vec.w * scalar);
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704 }
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705
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706 inline Vector4 operator /(const Vector4 &vec, scalar_t scalar) {
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707 return Vector4(vec.x / scalar, vec.y / scalar, vec.z / scalar, vec.w / scalar);
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708 }
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709
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710 inline void operator +=(Vector4 &vec, scalar_t scalar) {
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711 vec.x += scalar;
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712 vec.y += scalar;
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713 vec.z += scalar;
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714 vec.w += scalar;
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715 }
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716
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717 inline void operator -=(Vector4 &vec, scalar_t scalar) {
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718 vec.x -= scalar;
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719 vec.y -= scalar;
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720 vec.z -= scalar;
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721 vec.w -= scalar;
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722 }
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723
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724 inline void operator *=(Vector4 &vec, scalar_t scalar) {
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725 vec.x *= scalar;
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726 vec.y *= scalar;
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727 vec.z *= scalar;
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728 vec.w *= scalar;
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729 }
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730
|
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731 inline void operator /=(Vector4 &vec, scalar_t scalar) {
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732 vec.x /= scalar;
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733 vec.y /= scalar;
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734 vec.z /= scalar;
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735 vec.w /= scalar;
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736 }
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737
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738 inline scalar_t Vector4::length() const {
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739 return sqrt(x*x + y*y + z*z + w*w);
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740 }
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741 inline scalar_t Vector4::length_sq() const {
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742 return x*x + y*y + z*z + w*w;
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743 }
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744
|
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745 inline Vector4 lerp(const Vector4 &v0, const Vector4 &v1, scalar_t t)
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746 {
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747 return v0 + (v1 - v0) * t;
|
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|
748 }
|
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749
|
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750 inline Vector4 catmull_rom_spline(const Vector4 &v0, const Vector4 &v1,
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751 const Vector4 &v2, const Vector4 &v3, scalar_t t)
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752 {
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753 scalar_t spline(scalar_t, scalar_t, scalar_t, scalar_t, scalar_t);
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754 scalar_t x = spline(v0.x, v1.x, v2.x, v3.x, t);
|
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755 scalar_t y = spline(v0.y, v1.y, v2.y, v3.y, t);
|
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756 scalar_t z = spline(v0.z, v1.z, v2.z, v3.z, t);
|
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757 scalar_t w = spline(v0.w, v1.w, v2.w, v3.w, t);
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758 return Vector4(x, y, z, w);
|
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759 }
|
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760
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761 #endif /* __cplusplus */
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