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bhlib/include/BH/Math.h

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#ifndef BH_MATH_H
#define BH_MATH_H
#include "Common.h"
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/**
* Adds \a a and \a b floating point vectors and stores result into \a out.
*
* \param a A 4D vector
* \param b B 4D vector
* \param out Output 4D vector
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*/
void BH_Vec4fAdd(const float *a,
const float *b,
float *out);
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/**
* Subtracts \a a and \a b floating point vectors and stores result into \a out.
*
* \param a A 4D vector
* \param b B 4D vector
* \param out Output 4D vector
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*/
void BH_Vec4fSub(const float *a,
const float *b,
float *out);
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/**
* Multiplies \a a and \a b floating point vectors and stores result into
* \a out.
*
* \param a A 4D vector
* \param b B 4D vector
* \param out Output 4D vector
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*/
void BH_Vec4fMul(const float *a,
const float *b,
float *out);
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/**
* Scales \a a vector by the value \a b and stores result into \a out.
*
* \param a A 4D vector
* \param b B value
* \param out Output vector
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*/
void BH_Vec4fScale(const float *a,
float b,
float *out);
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/**
* Multiples \a a and \a b vectors, adds to \a c and stores result into \a out.
*
* \param a A 4D vector
* \param b B 4D vector
* \param c C 4D vector
* \param out Output 4D vector
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*/
void BH_Vec4fMulAdd(const float *a,
const float *b,
const float *c,
float *out);
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/**
* Negates \a in vector and stores result into \a out.
*
* \param in Input 4D vector
* \param out Output 4D vector
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*/
void BH_Vec4fNegate(const float *in,
float *out);
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/**
* Computes dot product of \a a and \a b vectors and returns the result.
*
* \param a A 4D vector
* \param b B 4D vector
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*/
float BH_Vec4fDot(const float *a,
const float *b);
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/**
* Computes length of the \a in vector and returns the result.
*
* \param in Input 4D vector
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*/
float BH_Vec4fLength(const float *in);
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/**
* Computes normal vector from the \a in and stores result into \a out.
*
* \param in Input 4D vector
* \param out Output 4D vector
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*/
void BH_Vec4fNormal(const float *in,
float *out);
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/**
* Computes normal vector from the \a in stores result into \a out and returns
* source length of the vector.
*
* \param in Input 4D vector
* \param out Output 4D vector
*
* \return Returns length prior to normalization
*/
float BH_Vec4fNormalEx(const float *in,
float *out);
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/**
* Computes minimum vector from the \a a and \a b vectors and stores result
* into \a out.
*
* \param a A 4D vector
* \param b B 4D vector
* \param out Output 4D vector
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*/
void BH_Vec4fMin(const float *a,
const float *b,
float *out);
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/**
* Computes maximum vector from the \a a and \a b vectors and stores result
* into \a out.
*
* \param a A 4D vector
* \param b B 4D vector
* \param out Output 4D vector
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*/
void BH_Vec4fMax(const float *a,
const float *b,
float *out);
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/**
* Interpolates between \a a and \a b vector by \a t amount and stores result
* into \a out.
*
* \param a A 4D vector
* \param b B 4D vector
* \param t Amount
* \param out Output 4D vector
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*/
void BH_Vec4fLerp(const float *a,
const float *b,
float t,
float *out);
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/**
* Projects \a a vector onto \a b vector and stores result into \a out.
*
* \param a A 4D vector
* \param b B 4D vector
* \param out Output 4D vector
*/
void BH_Vec4fProject(const float *a,
const float *b,
float *out);
/**
* Computes point from barycentric coordiantes \a v, \a w and points \a a,
* \a b and \a c vectors.
*
* Output vector is calculated as A + v*(B-A) + w*(C-A).
*
* \param a A 4D vector
* \param b B 4D vector
* \param c C 4D vector
* \param v V barycentric coordinate
* \param w W barycentric coordinate
* \param out Output 4D vector
*/
void BH_Vec4fBarycentric(const float *a,
const float *b,
const float *c,
float v,
float w,
float *out);
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/**
* Adds \a a and \a b floating point vectors and stores result into \a out.
*
* \param a A 3D vector
* \param b B 3D vector
* \param out Output 3D vector
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*/
void BH_Vec3fAdd(const float *a,
const float *b,
float *out);
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/**
* Subtracts \a a and \a b floating point vectors and stores result into \a out.
*
* \param a A 3D vector
* \param b B 3D vector
* \param out Output 3D vector
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*/
void BH_Vec3fSub(const float *a,
const float *b,
float *out);
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/**
* Multiplies \a a and \a b floating point vectors and stores result into
* \a out.
*
* \param a A 3D vector
* \param b B 3D vector
* \param out Output 3D vector
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*/
void BH_Vec3fMul(const float *a,
const float *b,
float *out);
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/**
* Scales \a a vector by the value \a b and stores result into \a out.
*
* \param a A 3D vector
* \param b B value
* \param out Output 3D vector
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*/
void BH_Vec3fScale(const float *a,
float b,
float *out);
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/**
* Multiples \a a and \a b vectors, adds to \a c and stores result into \a out.
*
* \param a A 3D vector
* \param b B 3D vector
* \param c C 3D vector
* \param out Output 3D vector
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*/
void BH_Vec3fMulAdd(const float *a,
const float *b,
const float *c,
float *out);
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/**
* Negates \a in vector and stores result into \a out.
*
* \param in Input 3D vector
* \param out Output 3D vector
*
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*/
void BH_Vec3fNegate(const float *in,
float *out);
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/**
* Computes dot product of \a a and \a b vectors and returns the result.
*
* \param a A 3D vector
* \param b B 3D vector
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*/
float BH_Vec3fDot(const float *a,
const float *b);
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/**
* Computes cross product of \a a and \a b vectors and stores
* result into \a out.
*
* \param a A 3D vector
* \param b B 3D vector
* \param out Output 3D vector
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*/
void BH_Vec3fCross(const float *a,
const float *b,
float *out);
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/**
* Computes length of the \a in vector and returns the result.
*
* \param in Input 3D vector
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*/
float BH_Vec3fLength(const float *in);
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/**
* Computes normal vector from the \a in and stores result into \a out.
*
* \param in Input 3D vector
* \param out Output 3D vector
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*/
void BH_Vec3fNormal(const float *in,
float *out);
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/**
* Computes normal vector from the \a in stores result into \a out and returns
* source length of the vector.
*
* \param in Input 3D vector
* \param out Output 3D vector
*
* \return Returns length prior to normalization
*/
float BH_Vec3fNormalEx(const float *in,
float *out);
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/**
* Computes minimum vector from the \a a and \a b vectors and stores result into
* \a out.
*
* \param a A 3D vector
* \param b B 3D vector
* \param out Output 3D vector
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*/
void BH_Vec3fMin(const float *a,
const float *b,
float *out);
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/**
* Computes maximum vector from the \a a and \a b vectors and stores result into
* \a out.
*
* \param a A 3D vector
* \param b B 3D vector
* \param out Output 3D vector
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*/
void BH_Vec3fMax(const float *a,
const float *b,
float *out);
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/**
* Interpolates between \a a and \a b vector by \a t amount and stores result
* into \a out.
*
* \param a A 3D vector
* \param b B 3D vector
* \param t Amount
* \param out Output 3D vector
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*/
void BH_Vec3fLerp(const float *a,
const float *b,
float t,
float *out);
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/**
* Projects \a a vector onto \a b vector and stores result into \a out.
*
* \param a A 3D vector
* \param b B 3D vector
* \param out Output 3D vector
*/
void BH_Vec3fProject(const float *a,
const float *b,
float *out);
/**
* Computes point from barycentric coordiantes \a v, \a w and points \a a,
* \a b and \a c vectors.
*
* Output vector is calculated as A + v*(B-A) + w*(C-A).
*
* \param a A 3D vector
* \param b B 3D vector
* \param c C 3D vector
* \param v V barycentric coordinate
* \param w W barycentric coordinate
* \param out Output 3D vector
*/
void BH_Vec3fBarycentric(const float *a,
const float *b,
const float *c,
float v,
float w,
float *out);
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/**
* Adds \a a and \a b floating point vectors and stores result into \a out.
*
* \param a A 2D vector
* \param b B 2D vector
* \param out Output 2D vector
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*/
void BH_Vec2fAdd(const float *a,
const float *b,
float *out);
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/**
* Subtracts \a a and \a b floating point vectors and stores result into \a out.
*
* \param a A 2D vector
* \param b B 2D vector
* \param out Output 2D vector
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*/
void BH_Vec2fSub(const float *a,
const float *b,
float *out);
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/**
* Multiplies \a a and \a b floating point vectors and stores result into
* \a out.
*
* \param a A 2D vector
* \param b B 2D vector
* \param out Output 2D vector
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*/
void BH_Vec2fMul(const float *a,
const float *b,
float *out);
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/**
* Scales \a a vector by the value \a b and stores result into \a out.
*
* \param a A 2D vector
* \param b B value
* \param out Output 2D vector
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*/
void BH_Vec2fScale(const float *a,
float b,
float *out);
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/**
* Multiples \a a and \a b vectors, adds to \a c and stores result into \a out.
*
* \param a A 2D vector
* \param b B 2D vector
* \param c C 2D vector
* \param out Output 2D vector
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*/
void BH_Vec2fMulAdd(const float *a,
const float *b,
const float *c,
float *out);
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/**
* Negates \a in vector and stores result into \a out.
*
* \param in Input 2D vector
* \param out Output 2D vector
*
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*/
void BH_Vec2fNegate(const float *in,
float *out);
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/**
* Computes dot product of \a a and \a b vectors and returns the result.
*
* \param a A 2D vector
* \param b B 2D vector
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*/
float BH_Vec2fDot(const float *a,
const float *b);
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/**
* Computes cross product of \a a and \a b vectors and returns the result.
*
* \param a A 2D vector
* \param b B 2D vector
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*/
float BH_Vec2fCross(const float *a,
const float *b);
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/**
* Computes length of the \a in vector and returns the result.
*
* \param in Input 2D vector
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*/
float BH_Vec2fLength(const float *in);
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/**
* Computes normal vector from the \a in and stores result into
* \a out.
*
* \param in Input 2D vector
* \param out Output 2D vector
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*/
void BH_Vec2fNormal(const float *in,
float *out);
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/**
* Computes normal vector from the \a in stores result into \a out and returns
* source length of the vector.
*
* \param in Input 2D vector
* \param out Output 2D vector
*
* \return Returns length prior to normalization
*/
float BH_Vec2fNormalEx(const float *in,
float *out);
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/**
* Computes minimum vector from the \a a and \a b vectors and stores result into
* \a out.
*
* \param a A 2D vector
* \param b B 2D vector
* \param out Output 2D vector
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*/
void BH_Vec2fMin(const float *a,
const float *b,
float *out);
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/**
* Computes maximum vector from the \a a and \a b vectors and stores result into
* \a out.
*
* \param a A 2D vector
* \param b B 2D vector
* \param out Output 2D vector
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*/
void BH_Vec2fMax(const float *a,
const float *b,
float *out);
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/**
* Interpolates between \a a and \a b vector by \a t amount and stores result
* into \a out.
*
* \param a A 2D vector
* \param b B 2D vector
* \param t Amount
* \param out Output 2D vector
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*/
void BH_Vec2fLerp(const float *a,
const float *b,
float t,
float *out);
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/**
* Projects \a a vector onto \a b vector and stores result into \a out.
*
* \param a A 2D vector
* \param b B 2D vector
* \param out Output 2D vector
*/
void BH_Vec2fProject(const float *a,
const float *b,
float *out);
/**
* Computes point from barycentric coordiantes \a v, \a w and points \a a,
* \a b and \a c vectors.
*
* Output vector is calculated as A + v*(B-A) + w*(C-A).
*
* \param a A 2D vector
* \param b B 2D vector
* \param c C 2D vector
* \param v V barycentric coordinate
* \param w W barycentric coordinate
* \param out Output 2D vector
*/
void BH_Vec2fBarycentric(const float *a,
const float *b,
const float *c,
float u,
float v,
float *out);
/**
* Interpolates between \a a and \a b values by \a t amount and returns the
* result.
*
* \param a A 2D vector
* \param b B 2D vector
* \param t Amount
* \param out Output 2D vector
*/
float BH_Lerpf(float a, float b, float t);
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/**
* Adds \a a and \a b integer vectors and stores result into \a out.
*
* \param a A 4D vector
* \param b B 4D vector
* \param out Output 4D vector
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*/
void BH_Vec4iAdd(const int *a,
const int *b,
int *out);
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/**
* Subtracts \a a and \a b integer vectors and stores result into \a out.
*
* \param a A 4D vector
* \param b B 4D vector
* \param out Output 4D vector
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*/
void BH_Vec4iSub(const int *a,
const int *b,
int *out);
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/**
* Multiplies \a a and \a b integers vectors and stores result into \a out.
*
* \param a A 4D vector
* \param b B 4D vector
* \param out Output vector
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*/
void BH_Vec4iMul(const int *a,
const int *b,
int *out);
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/**
* Scales \a a vector by the value \a b and stores result into \a out.
*
* \param a A 4D vector
* \param b B value
* \param out Output 4D vector
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*/
void BH_Vec4iScale(const int *a,
int b,
int *out);
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/**
* Multiples \a a and \a b vectors, adds to \a c and stores result into \a out.
*
* \param a A 4D vector
* \param b B 4D vector
* \param c C 4D vector
* \param out Output 4D vector
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*/
void BH_Vec4iMulAdd(const int *a,
const int *b,
const int *c,
int *out);
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/**
* Negates \a in vector and stores result into \a out.
*
* \param in Input 4D vector
* \param out Output 4D vector
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*/
void BH_Vec4iNegate(const int *in,
int *out);
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/**
* Computes minimum vector from the \a a and \a b vectors and stores result into
* \a out.
*
* \param a A 4D vector
* \param b B 4D vector
* \param out Output 4D vector
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*/
void BH_Vec4iMin(const int *a,
const int *b,
int *out);
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/**
* Computes maximum vector from the \a a and \a b vectors and stores result into
* \a out.
*
* \param a A 4D vector
* \param b B 4D vector
* \param out Output 4D vector
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*/
void BH_Vec4iMax(const int *a,
const int *b,
int *out);
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/**
* Adds \a a and \a b integer vectors and stores result into \a out.
*
* \param a A 3D vector
* \param b B 3D vector
* \param out Output 3D vector
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*/
void BH_Vec3iAdd(const int *a,
const int *b,
int *out);
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/**
* Subtracts \a a and \a b integer vectors and stores result into \a out.
*
* \param a A 3D vector
* \param b B 3D vector
* \param out Output 3D vector
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*/
void BH_Vec3iSub(const int *a,
const int *b,
int *out);
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/**
* Multiplies \a a and \a b integers vectors and stores result into \a out.
*
* \param a A 3D vector
* \param b B 3D vector
* \param out Output 3D vector
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*/
void BH_Vec3iMul(const int *a,
const int *b,
int *out);
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/**
* Scales \a a vector by the value \a b and stores result into \a out.
*
* \param a A 3D vector
* \param b B value
* \param out Output 3D vector
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*/
void BH_Vec3iScale(const int *a,
int b,
int *out);
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/**
* Multiples \a a and \a b vectors, adds to \a c and stores result into \a out.
*
* \param a A 3D vector
* \param b B 3D vector
* \param c C 3D vector
* \param out Output 3D vector
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*/
void BH_Vec3iMulAdd(const int *a,
const int *b,
const int *c,
int *out);
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/**
* Negates \a in vector and stores result into \a out.
*
* \param in Input 3D vector
* \param out Output 3D vector
*
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*/
void BH_Vec3iNegate(const int *in,
int *out);
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/**
* Computes minimum vector from the \a a and \a b vectors and stores result into
* \a out.
*
* \param a A 3D vector
* \param b B 3D vector
* \param out Output 3D vector
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*/
void BH_Vec3iMin(const int *a,
const int *b,
int *out);
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/**
* Computes maximum vector from the \a a and \a b vectors and stores result into
* \a out.
*
* \param a A 3D vector
* \param b B 3D vector
* \param out Output 3D vector
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*/
void BH_Vec3iMax(const int *a,
const int *b,
int *out);
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/**
* Adds \a a and \a b integer vectors and stores result into \a out.
*
* \param a A 2D vector
* \param b B 2D vector
* \param out Output 2D vector
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*/
void BH_Vec2iAdd(const int *a,
const int *b,
int *out);
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/**
* Subtracts \a a and \a b integer vectors and stores result into \a out.
*
* \param a A 2D vector
* \param b B 2D vector
* \param out Output 2D vector
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*/
void BH_Vec2iSub(const int *a,
const int *b,
int *out);
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/**
* Multiplies \a a and \a b integers vectors and stores result into \a out.
*
* \param a A 2D vector
* \param b B 2D vector
* \param out Output 2D vector
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*/
void BH_Vec2iMul(const int *a,
const int *b,
int *out);
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/**
* Scales \a a vector by the value \a b and stores result into \a out.
*
* \param a A 2D vector
* \param b B 2D value
* \param out Output 2D vector
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*/
void BH_Vec2iScale(const int *a,
int b,
int *out);
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/**
* Multiples \a a and \a b vectors, adds to \a c and stores result into \a out.
*
* \param a A 2D vector
* \param b B 2D vector
* \param c C 2D vector
* \param out Output 2D vector
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*/
void BH_Vec2iMulAdd(const int *a,
const int *b,
const int *c,
int *out);
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/**
* Negates \a in vector and stores result into \a out.
*
* \param in Input 2D vector
* \param out Output 2D vector
*
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*/
void BH_Vec2iNegate(const int *in,
int *out);
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/**
* Computes minimum vector from the \a a and \a b vectors and stores result into
* \a out.
*
* \param a A 2D vector
* \param b B 2D vector
* \param out Output 2D vector
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*/
void BH_Vec2iMin(const int *a,
const int *b,
int *out);
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/**
* Computes maximum vector from the \a a and \a b vectors and stores result into
* \a out.
*
* \param a A 2D vector
* \param b B 2D vector
* \param out Output 2D vector
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*/
void BH_Vec2iMax(const int *a,
const int *b,
int *out);
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/**
* Adds \a a and \a b floating point quaternions and stores result into \a out.
*
* \param a A quaternion
* \param b B quaternion
* \param out Output quaternion
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*/
#define BH_Quat4fAdd(a, b, out) \
BH_Vec4fAdd(a, b, out)
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/**
* Subtracts \a a and \a b floating point quaternions and stores result into
* \a out.
*
* \param a A quaternion
* \param b B quaternion
* \param out Output quaternion
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*/
#define BH_Quat4fSub(a, b, out) \
BH_Vec4fSub(a, b, out)
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/**
* Scales \a a quaternion by the value \a b and stores result into \a out.
*
* \param a A quaternion
* \param b B value
* \param out Output quaternion
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*/
#define BH_Quat4fScale(a, b, out) \
BH_Vec4fScale(a, b, out)
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/**
* Negates \a in quaternion and stores result into \a out.
*
* \param in Input quaternion
* \param out Output quaternion
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*/
#define BH_Quat4fNegate(in, out) \
BH_Vec4fNegate(in, out)
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/**
* Computes dot product of \a a and \a b quaternions and returns the result.
*
* \param a A quaternion
* \param b B quaternion
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*/
#define BH_Quat4fDot(a, b) \
BH_Vec4fDot(a, b)
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/**
* Computes length of the \a in quaternion and returns the result.
*
* \param in Input quaternion
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*/
#define BH_Quat4fLength(in) \
BH_Vec4fLength(in)
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/**
* Computes normal quaternion from the \a in and stores result into \a out.
*
* \param in Input quaternion
* \param out Output quaternion
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*/
#define BH_Quat4fNormal(in, out) \
BH_Vec4fNormal(in, out)
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/**
* Interpolates between \a a and \a b quaternion by \a t amount and stores
* result into \a out.
*
* \param a A quaternion
* \param b B quaternion
* \param t Amount
* \param out Output quaternion
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*/
#define BH_Quat4fLerp(a, b, t, out) \
BH_Vec4fLerp(a, b, t, out)
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/**
* Stores identity quaternion into \a out.
*
* \param out Output quaternion.
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*/
void BH_Quat4fIdentity(float *out);
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/**
* Conjugates the \a in quaternion and stores result into \a out.
*
* \param in Input quaternion
* \param out Output quaternion
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*/
void BH_Quat4fConjugate(const float *in,
float *out);
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/**
* Computes the inverse of the \a in quaternion and stores result into \a out.
*
* \param in Input quaternion
* \param out Output quaternion
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*/
void BH_Quat4fInverse(const float *in,
float *out);
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/**
* Multiplies the \a a and \a b quaternions and stores result into \a out.
*
* \param a A quaternion
* \param b B quaternion
* \param out Output quaternion
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*/
void BH_Quat4fMul(const float *a,
const float *b,
float *out);
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/**
* Spherically interpolates between \a a and \a b quaternions by \a t amount and
* stores result into \a out.
*
* \param a A quaternion
* \param b B quaternion
* \param t Amount
* \param out Output quaternion
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*/
void BH_Quat4fSlerp(const float *a,
const float *b,
float t,
float *out);
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/**
* Computes the quaternion that represents \a roll, \a pitch, \a yaw (euler
* angles) and stores result into \a out.
*
* Order of the rotation is ZYX (yaw, pitch, roll)
*
* \param roll Roll
* \param pitch Pitch
* \param yaw Yaw
* \param out Output quaternion
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*/
void BH_Quat4fFromEuler(float roll,
float pitch,
float yaw,
float *out);
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/**
* Computes quaternion that represents rotation by angle \a angle around
* axis \a axis and stores result into \a out.
*
* \param axis Axis 3D vector
* \param angle Angle
* \param out Output quaternion
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*/
void BH_Quat4fFromAxis(const float *axis,
float angle,
float *out);
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/**
* Computes euler angles from quaternion \a in and stores result into \a roll,
* \a pitch, \a yaw.
*
* Order of the rotation is ZYX (yaw, pitch, roll)
*
* \param in Input quaternion
* \param roll Output roll
* \param pitch Output pitch
* \param yaw Output yaw
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*/
void BH_Quat4fToEuler(const float *in,
float *roll,
float *pitch,
float *yaw);
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/**
* Computes rotation around axis from quaternion \a in and stores result into
* \a axis and \a angle.
*
* \param in Input quaternion
* \param axis Output axis 3D vector
* \param angle Output angle
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*/
void BH_Quat4fToAxis(const float *in,
float *axis,
float *angle);
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/**
* Computes 4x4 rotation matrix from quaternion \a in and stores result into
* \a out.
*
* \param in Input quaternion
* \param out Output 4x4 matrix
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*/
void BH_Quat4fToMat4f(const float *in,
float *out);
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/**
* Stores identity matrix into \a out.
*
* \param out Output 4x4 matrix.
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*/
void BH_Mat4fIdentity(float *out);
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/**
* Adds \a a and \a b floating point matricies and stores result into \a out.
*
* \param a A 4x4 matrix
* \param b B 4x4 matrix
* \param out Output 4x4 matrix
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*/
void BH_Mat4fAdd(const float *a,
const float *b,
float *out);
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/**
* Subtracts \a a and \a b floating point matricies and stores result into
* \a out.
*
* \param a A 4x4 matrix
* \param b B 4x4 matrix
* \param out Output 4x4 matrix
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*/
void BH_Mat4fSub(const float *a,
const float *b,
float *out);
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/**
* Multiplies \a a and \a b floating point matricies and stores result into
* \a out.
*
* \param a A 4x4 matrix
* \param b B 4x4 matrix
* \param out Output 4x4 matrix
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*/
void BH_Mat4fMul(const float *a,
const float *b,
float *out);
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/**
* Scales \a a matrix by the value \a b and stores result into \a out.
*
* \param a A 4x4 matrix
* \param b B value
* \param out Output 4x4 matrix
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*/
void BH_Mat4fScale(const float *a,
float b,
float *out);
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/**
* Transposes matrix \a in and stores result into \a out.
*
* \param in Input 4x4 matrix
* \param out Output 4x4 matrix
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*/
void BH_Mat4fTranspose(const float *in,
float *out);
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/**
* Computes \a in matrix trace and returns the result.
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*
* \param in Input 4x4 matrix
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*/
float BH_Mat4fTrace(const float *in);
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/**
* Computes \a in matrix determinant and returns the result.
*
* \param in Input 4x4 matrix
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*/
float BH_Mat4fDet(const float *in);
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/**
* Computes inverse of \a in matrix and stores result into \a out.
*
* \param in Input 4x4 matrix
* \param out OUtput 4x4 matrix
*
* \return On success, returns zero.
* \return On failure, returns error code.
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*/
int BH_Mat4fInverse(const float *in,
float *out);
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/**
* Computes scaling matrix from values \a x, \a y, \a z and stores result into
* \a out.
*
* \param x X scale
* \param y Y scale
* \param z Z scale
* \param out Output 4x4 matrix
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*/
void BH_Mat4fFromScale(float x,
float y,
float z,
float *out);
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/**
* Computes translation matrix from values \a x, \a y, \a z and stores result
* into \a out.
*
* \param x X translation
* \param y Y translation
* \param z Z translation
* \param out Output 4x4 matrix
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*/
void BH_Mat4fFromTranslation(float x,
float y,
float z,
float *out);
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/**
* Computes rotation matrix around x axis with angle \a angle and stores
* result \a out.
*
* \param angle Angle
* \param out Output 4x4 matrix
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*/
void BH_Mat4fFromRotationX(float angle,
float *out);
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/**
* Computes rotation matrix around y axis with angle \a angle and stores
* result \a out.
*
* \param angle Angle
* \param out Output 4x4 matrix
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*/
void BH_Mat4fFromRotationY(float angle,
float *out);
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/**
* Computes rotation matrix around z axis with angle \a angle and stores
* result \a out.
*
* \param angle Angle
* \param out Output 4x4 matrix
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*/
void BH_Mat4fFromRotationZ(float angle,
float *out);
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/**
* Computes rotation matrix around axis \a axis with angle \a angle and stores
* result \a out.
*
* \param axis Axis 3D vector
* \param angle Angle
* \param out Output 4x4 matrix
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*/
void BH_Mat4fFromAxis(const float *axis,
float angle,
float *out);
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/**
* Computes the rotation matrix that represents \a roll, \a pitch, \a yaw (euler
* angles) and stores result into \a out.
*
* Order of the rotation is ZYX (yaw, pitch, roll)
*
* \param roll Roll
* \param pitch Pitch
* \param yaw Yaw
* \param out Output 4x4 matrix
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*/
void BH_Mat4fFromEuler(float roll,
float pitch,
float yaw,
float *out);
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/**
* Computes 4x4 rotation matrix from quaternion \a in and stores result into
* \a out.
*
* \param in Input quaternion
* \param out Output 4x4 matrix
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*/
void BH_Mat4fFromQuat4f(const float *in,
float *out);
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/**
* Computes orthographic projection matrix and stores result into \a out.
*
* \param x_min Min x value
* \param x_max Max x value
* \param y_min Min y value
* \param y_max Max y value
* \param z_min Min z value
* \param z_max Max z value
* \param out Output 4x4 matrix
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*/
void BH_Mat4fFromOrtho(float xMin,
float xMax,
float yMin,
float yMax,
float zMin,
float zMax,
float *out);
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/**
* Computes perspective projection matrix and stores result into \a out.
*
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* \param fov Field of view
* \param aspect Aspect ratio
* \param z_min Min z value
* \param z_max Max z value
* \param out Output 4x4 matrix
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*/
void BH_Mat4fFromFrustum(float fov,
float aspect,
float zMin,
float zMax,
float *out);
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/**
* Computes camera view matrix and stores result into \a out.
*
* \param position Position vector
* \param at Target vector
* \param up Up vector
* \param out Output 4x4 matrix
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*/
void BH_Mat4fFromLookAt(const float *position,
const float *at,
const float *up,
float *out);
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/**
* Multiplies matrix \a a by vector \a b and stores result into \a out.
*
* \param a A 4x4 matrix
* \param b B 4D vector
* \param out Output 4D vector
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*/
void BH_Mat4fApplyVec4f(const float *a,
const float *b,
float *out);
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/**
* Multiplies matrix \a a by vector \a b and stores result into \a out.
*
* \param a A 4x4 matrix
* \param b B 3D vector
* \param out Output 3D vector
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*/
void BH_Mat4fApplyVec3f(const float *a,
const float *b,
float *out);
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/**
* Stores identity matrix into \a out.
*
* \param out Output 3x3 matrix.
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*/
void BH_Mat3fIdentity(float *out);
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/**
* Adds \a a and \a b floating point matricies and stores result into \a out.
*
* \param a A 3x3 matrix
* \param b B 3x3 matrix
* \param out Output 3x3 matrix
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*/
void BH_Mat3fAdd(const float *a,
const float *b,
float *out);
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/**
* Subtracts \a a and \a b floating point matricies and stores result into
* \a out.
*
* \param a A 3x3 matrix
* \param b B 3x3 matrix
* \param out Output 3x3 matrix
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*/
void BH_Mat3fSub(const float *a,
const float *b,
float *out);
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/**
* Multiplies \a a and \a b floating point matricies and stores result into
* \a out.
*
* \param a A 3x3 matrix
* \param b B 3x3 matrix
* \param out Output 3x3 matrix
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*/
void BH_Mat3fMul(const float *a,
const float *b,
float *out);
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/**
* Scales \a a matrix by the value \a b and stores result into \a out.
*
* \param a A 3x3 matrix
* \param b B value
* \param out Output 3x3 matrix
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*/
void BH_Mat3fScale(const float *a,
float b,
float *out);
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/**
* Transposes matrix \a in and stores result into \a out.
*
* \param in Input 3x3 matrix
* \param out Output 3x3 matrix
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*/
void BH_Mat3fTranspose(const float *in,
float *out);
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/**
* Computes \a in matrix trace and returns the result.
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*
* \param in Input 3x3 matrix
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*/
float BH_Mat3fTrace(const float *in);
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/**
* Computes \a in matrix determinant and returns the result.
*
* \param in Input 3x3 matrix
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*/
float BH_Mat3fDet(const float *in);
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/**
* Computes inverse of \a in matrix and stores result into \a out.
*
* \param in Input 3x3 matrix
* \param out OUtput 3x3 matrix
*
* \return On success, returns zero.
* \return On failure, returns error code.
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*/
int BH_Mat3fInverse(const float *in,
float *out);
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/**
* Computes scaling matrix from values \a x, \a y and stores result into
* \a out.
*
* \param x X scale
* \param y Y scale
* \param out Output 3x3 matrix
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*/
void BH_Mat3fFromScale(float x,
float y,
float *out);
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/**
* Computes translation matrix from values \a x, \a y and stores result
* into \a out.
*
* \param x X translation
* \param y Y translation
* \param out Output 3x3 matrix
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*/
void BH_Mat3fFromTranslation(float x,
float y,
float *out);
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/**
* Computes rotation matrix around with angle \a angle and stores result \a out.
*
* \param angle Angle
* \param out Output 3x3 matrix
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*/
void BH_Mat3fFromRotation(float angle,
float *out);
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/**
* Multiplies matrix \a a by vector \a b and stores result into \a out.
*
* \param a A 3x3 matrix
* \param b B 3D vector
* \param out Output 3D vector
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*/
void BH_Mat3fApplyVec3f(float *a,
float *b,
float *out);
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/**
* Multiplies matrix \a a by vector \a b and stores result into \a out.
*
* \param a A 3x3 matrix
* \param b B 2D vector
* \param out Output 2D vector
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*/
void BH_Mat3fApplyVec2f(float *a,
float *b,
float *out);
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/**
* Computes plane from points \a a, \a b, \a c and stores result into \a out.
*
* X, Y, Z components of the \a out vector are plane normal, W component is a
* distance from the origin (0,0,0) to the plane.
*
* It is assumed, that points provided in clockwise order.
*
* If points form degenerate triangle, this function will return error.
*
* \param a A 3D vector
* \param b B 3D vector
* \param c C 3D vector
* \param out Output 4D vector
*
* \return On success, returns zero.
* \return On failure, returns error-code.
*/
int BH_PlaneFromPoints(const float *a,
const float *b,
const float *c,
float *out);
/**
* Computes distance from \a plane to the \a point and returns result.
*
* \param plane Plane 4D vector
* \param point Point 3D vector
*
* \return Returns distance from plane to point.
*/
float BH_PlaneDistance(const float *plane,
const float *point);
/**
* Computes closest point on the \a plane to the \a point and stores result
* into \a out.
*
* \param plane Plane 4D vector
* \param point Point 3D vector
* \param out Output 3D vector
*/
void BH_PlaneClosestPoint(const float *plane,
const float *point,
float *out);
/**
* Computes time of intersection \a t between ray (given \a start and
* \a direction) and \a plane and stores intersection point into \a out.
*
* The returned intersection time \a t is for the ray.
*
* \param start Start 3D vector
* \param direction Direction 3D vector
* \param plane Plane 4D vector
* \param t Time of intersection
* \param out Output 3D vector
*
* \return On success, returns zero.
* \return On failure, returns error code.
*/
int BH_Ray3fIntersectPlane(const float *start,
const float *direction,
const float *plane,
float *t,
float *out);
/**
* Computes time of intersection \a t between ray (given \a start and
* \a direction) and triangle formed by \a a, \a b, \a c points and intersection
* point into \a out.
*
* The returned intersection time \a t is for the ray.
*
* \param start Start 3D vector
* \param direction Direction 3D vector
* \param a A 3D vector
* \param b B 3D vector
* \param c C 3D vector
* \param t Time of intersection
* \param out Output 3D vector
*
* \return On success, returns zero.
* \return On failure, returns error code.
*/
int BH_Ray3fIntersectTriangle(const float *start,
const float *direction,
const float *a,
const float *b,
const float *c,
float *t,
float *out);
/**
* Computes time of intesection \a t between line segment (given \a a and \a b
* points) and \a plane and stores intersection point into \a out.
*
* The returned intersection time \a t is for the segment.
*
* \param a A 3D vector
* \param b B 3D vector
* \param plane Plane 4D vector
* \param t Time of intersection
* \param out Output 3D vector
*
* \return On success, returns zero.
* \return On failure, returns error code.
*/
int BH_Segment3fIntersectPlane(const float *start,
const float *end,
const float *plane,
float *t,
float *out);
/**
* Computes time of intersection \a t between segment (given \a start and
* \a end) and triangle formed by \a a, \a b, \a c points and intersection
* point into \a out.
*
* The returned intersection time \a t is for the segment.
*
* \param start Start 3D vector
* \param direction Direction 3D vector
* \param a A 3D vector
* \param b B 3D vector
* \param c C 3D vector
* \param t Time of intersection
* \param out Output 3D vector
*
* \return On success, returns zero.
* \return On failure, returns error code.
*/
int BH_Segment3fIntersectTriangle(const float *start,
const float *end,
const float *a,
const float *b,
const float *c,
float *t,
float *out);
/**
* Computes barycentric coordinates from \a point and triangle made of \a a,
* \a b, \a c points and stores result into \a out.
*
* \param a A 3D vector
* \param b B 3D vector
* \param c C 3D vector
* \param point Point 3D vector
* \param out Output 3D vector
*/
void BH_Triangle3fBarycentric(const float *a,
const float *b,
const float *c,
const float *point,
float *out);
/**
* Computes line from \a a and \a b points and stores result into \a out.
*
* \param a A 2D vector
* \param b B 2D vector
* \param out Output 3D vector
*
* \return On success, returns zero.
* \return On failure, returns error code.
*/
int BH_LineFromPoints(const float *a,
const float *b,
float *out);
/**
* Computes distance from \a line to the \a point and returns result.
*
* \param line Line 3D vector
* \param point Point 2D vector
*
* \return Returns distance from plane to point.
*/
float BH_LineDistance(const float *line,
const float *point);
/**
* Computes closest point on the \a line to the \a point and stores result into
* \a out.
*
* \param line Line 3D vector
* \param point Point 2D vector
* \param out Output 2D vector
*/
void BH_LineClosestPoint(const float *line,
const float *point,
float *out);
/**
* Computes time of intersection \a t between ray (given \a start and
* \a direction) and \a line and stores intersection point into \a out.
*
* The returned intersection time \a t is for the ray.
*
* \param start Start 2D vector
* \param direction Direction 2D vector
* \param line Line 3D vector
* \param t Time of intersection
* \param out Output 2D vector
*
* \return On success, returns zero.
* \return On failure, returns error code.
*/
int BH_Ray2fIntersectLine(const float *start,
const float *direction,
const float *line,
float *t,
float *out);
/**
* Computes time of intersection \a time1 and \a time2 between one line (given
* \a startA and \a directionA) and other line (given \a startB and
* \a directionB).
*
* \param startA A Start 2D vector
* \param directionA A Direction 2D vector
* \param startB B Start 2D vector
* \param directionB B Direction 2D vector
* \param time1 Time of intersection of first line
* \param time2 Time of intersection of second line
*
* \return On success, returns zero.
* \return On failure, returns error code.
*/
int BH_Ray2fIntersectTime(const float *startA,
const float *directionA,
const float *startB,
const float *directionB,
float *time1,
float *time2);
/**
* Computes time of intersection \a t between one ray (given \a startA and
* \a directionA) and other ray (given \a startB and \a directionB) and stores
* intersection point into \a out.
*
* The returned intersection time \a t is for the first ray.
*
* \param startA A Start 2D vector
* \param directionA A Direction 2D vector
* \param startB B Start 2D vector
* \param directionB B Direction 2D vector
* \param t Time of intersection
* \param out Output 2D vector
*
* \return On success, returns zero.
* \return On failure, returns error code.
*/
int BH_Ray2fIntersectRay(const float *startA,
const float *directionA,
const float *startB,
const float *directionB,
float *t,
float *out);
/**
* Computes time of intersection \a t between one ray (given \a startA and
* \a directionA) and segment (given \a startB and \a endB) and stores result
* into \a out.
*
* The returned intersection time \a t is for the ray.
*
* \param startA A Start 2D vector
* \param directionA A Direction 2D vector
* \param startB B Start 2D vector
* \param endB B End 2D vector
* \param t Time of intersection
* \param out Output 2D vector
*
* \return On success, returns zero.
* \return On failure, returns error code.
*/
int BH_Ray2fIntersectSegment(const float *startA,
const float *directionA,
const float *startB,
const float *endB,
float *t,
float *out);
/**
* Computes time of intersection \a t between segment (given \a start and
* \a end) and \a line and stores intersection point into \a out.
*
* The returned intersection time \a t is for the segment.
*
* \param start Start 2D vector
* \param end End 2D vector
* \param line Line 3D vector
* \param t Time of intersection
* \param out Output 2D vector
*
* \return On success, returns zero.
* \return On failure, returns error code.
*/
int BH_Segment2fIntersectLine(const float *start,
const float *end,
const float *line,
float *t,
float *out);
/**
* Computes time of intersection \a t between one segment (given \a startA and
* \a endA) and other sergment (given \a startB and \a endB) and stores
* intersection point into \a out.
*
* The returned intersection time \a t is for the first segment.
*
* \param startA A Start 2D vector
* \param endA A End 2D vector
* \param startB B Start 2D vector
* \param endB B End 2D vector
* \param t Time of intersection
* \param out Output 2D vector
*
* \return On success, returns zero.
* \return On failure, returns error code.
*/
int BH_Segment2fIntersectSegment(const float *startA,
const float *endA,
const float *startB,
const float *endB,
float *t,
float *out);
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#endif /* BH_MATH_H */