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bhlib/src/Math.c

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#include <BH/Math.h>
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#include <math.h>
#include <string.h>
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void BH_Vec4fAdd(const float *a,
const float *b,
float *out)
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{
out[0] = a[0] + b[0];
out[1] = a[1] + b[1];
out[2] = a[2] + b[2];
out[3] = a[3] + b[3];
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}
void BH_Vec4fSub(const float *a,
const float *b,
float *out)
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{
out[0] = a[0] - b[0];
out[1] = a[1] - b[1];
out[2] = a[2] - b[2];
out[3] = a[3] - b[3];
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}
void BH_Vec4fMul(const float *a,
const float *b,
float *out)
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{
out[0] = a[0] * b[0];
out[1] = a[1] * b[1];
out[2] = a[2] * b[2];
out[3] = a[3] * b[3];
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}
void BH_Vec4fScale(const float *a,
const float b,
float *out)
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{
out[0] = a[0] * b;
out[1] = a[1] * b;
out[2] = a[2] * b;
out[3] = a[3] * b;
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}
void BH_Vec4fMulAdd(const float *a,
const float *b,
const float *c,
float *out)
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{
out[0] = a[0] * b[0] + c[0];
out[1] = a[1] * b[1] + c[1];
out[2] = a[2] * b[2] + c[2];
out[3] = a[3] * b[3] + c[3];
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}
void BH_Vec4fNegate(const float *in,
float *out)
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{
out[0] = -in[0];
out[1] = -in[1];
out[2] = -in[2];
out[3] = -in[3];
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}
float BH_Vec4fDot(const float *a,
const float *b)
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{
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
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}
float BH_Vec4fLength(const float *in)
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{
return sqrt(BH_Vec4fDot(in, in));
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}
void BH_Vec4fNormal(const float *in,
float *out)
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{
BH_Vec4fScale(in, 1.0f / BH_Vec4fLength(in), out);
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}
void BH_Vec4fMin(const float *a,
const float *b,
float *out)
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{
if (a[0] < b[0]) out[0] = a[0]; else out[0] = b[0];
if (a[1] < b[1]) out[1] = a[1]; else out[1] = b[1];
if (a[2] < b[2]) out[2] = a[2]; else out[2] = b[2];
if (a[3] < b[3]) out[3] = a[3]; else out[3] = b[3];
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}
void BH_Vec4fMax(const float *a,
const float *b,
float *out)
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{
if (a[0] > b[0]) out[0] = a[0]; else out[0] = b[0];
if (a[1] > b[1]) out[1] = a[1]; else out[1] = b[1];
if (a[2] > b[2]) out[2] = a[2]; else out[2] = b[2];
if (a[3] > b[3]) out[3] = a[3]; else out[3] = b[3];
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}
void BH_Vec4fLerp(const float *a,
const float *b,
float t,
float *out)
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{
float tmp[4];
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BH_Vec4fSub(b, a, tmp);
BH_Vec4fScale(tmp, t, tmp);
BH_Vec4fAdd(a, tmp, out);
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}
void BH_Vec3fAdd(const float *a,
const float *b,
float *out)
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{
out[0] = a[0] + b[0];
out[1] = a[1] + b[1];
out[2] = a[2] + b[2];
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}
void BH_Vec3fSub(const float *a,
const float *b,
float *out)
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{
out[0] = a[0] - b[0];
out[1] = a[1] - b[1];
out[2] = a[2] - b[2];
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}
void BH_Vec3fMul(const float *a,
const float *b,
float *out)
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{
out[0] = a[0] * b[0];
out[1] = a[1] * b[1];
out[2] = a[2] * b[2];
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}
void BH_Vec3fScale(const float *a,
const float b,
float *out)
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{
out[0] = a[0] * b;
out[1] = a[1] * b;
out[2] = a[2] * b;
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}
void BH_Vec3fMulAdd(const float *a,
const float *b,
const float *c,
float *out)
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{
out[0] = a[0] * b[0] + c[0];
out[1] = a[1] * b[1] + c[1];
out[2] = a[2] * b[2] + c[2];
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}
void BH_Vec3fNegate(const float *in,
float *out)
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{
out[0] = -in[0];
out[1] = -in[1];
out[2] = -in[2];
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}
float BH_Vec3fDot(const float *a,
const float *b)
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{
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
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}
void BH_Vec3fCross(const float *a,
const float *b,
float *out)
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{
float tmp[3];
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tmp[0] = a[1] * b[2] - a[2] * b[1];
tmp[1] = a[2] * b[0] - a[0] * b[2];
tmp[2] = a[0] * b[1] - a[1] * b[0];
memcpy(out, tmp, sizeof(tmp));
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}
float BH_Vec3fLength(const float *in)
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{
return sqrt(BH_Vec3fDot(in, in));
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}
void BH_Vec3fNormal(const float *in,
float *out)
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{
BH_Vec3fScale(in, 1.0f / BH_Vec3fLength(in), out);
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}
void BH_Vec3fMin(const float *a,
const float *b,
float *out)
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{
if (a[0] < b[0]) out[0] = a[0]; else out[0] = b[0];
if (a[1] < b[1]) out[1] = a[1]; else out[1] = b[1];
if (a[2] < b[2]) out[2] = a[2]; else out[2] = b[2];
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}
void BH_Vec3fMax(const float *a,
const float *b,
float *out)
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{
if (a[0] > b[0]) out[0] = a[0]; else out[0] = b[0];
if (a[1] > b[1]) out[1] = a[1]; else out[1] = b[1];
if (a[2] > b[2]) out[2] = a[2]; else out[2] = b[2];
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}
void BH_Vec3fLerp(const float *a,
const float *b,
float t,
float *out)
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{
float tmp[3];
BH_Vec3fSub(b, a, tmp);
BH_Vec3fScale(tmp, t, tmp);
BH_Vec3fAdd(a, tmp, out);
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}
void BH_Vec2fAdd(const float *a,
const float *b,
float *out)
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{
out[0] = a[0] + b[0];
out[1] = a[1] + b[1];
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}
void BH_Vec2fSub(const float *a,
const float *b,
float *out)
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{
out[0] = a[0] - b[0];
out[1] = a[1] - b[1];
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}
void BH_Vec2fMul(const float *a,
const float *b,
float *out)
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{
out[0] = a[0] * b[0];
out[1] = a[1] * b[1];
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}
void BH_Vec2fScale(const float *a,
const float b,
float *out)
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{
out[0] = a[0] * b;
out[1] = a[1] * b;
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}
void BH_Vec2fMulAdd(const float *a,
const float *b,
const float *c,
float *out)
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{
out[0] = a[0] * b[0] + c[0];
out[1] = a[1] * b[1] + c[1];
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}
void BH_Vec2fNegate(const float *in,
float *out)
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{
out[0] = -in[0];
out[1] = -in[1];
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}
float BH_Vec2fDot(const float *a,
const float *b)
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{
return a[0] * b[0] + a[1] * b[1];
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}
float BH_Vec2fCross(const float *a,
const float *b)
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{
return a[0] * b[1] - a[1] * b[0];
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}
float BH_Vec2fLength(const float *in)
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{
return sqrt(BH_Vec2fDot(in, in));
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}
void BH_Vec2fNormal(const float *in,
float *out)
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{
BH_Vec2fScale(in, 1.0f / BH_Vec2fLength(in), out);
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}
void BH_Vec2fMin(const float *a,
const float *b,
float *out)
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{
if (a[0] < b[0]) out[0] = a[0]; else out[0] = b[0];
if (a[1] < b[1]) out[1] = a[1]; else out[1] = b[1];
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}
void BH_Vec2fMax(const float *a,
const float *b,
float *out)
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{
if (a[0] > b[0]) out[0] = a[0]; else out[0] = b[0];
if (a[1] > b[1]) out[1] = a[1]; else out[1] = b[1];
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}
void BH_Vec2fLerp(const float *a,
const float *b,
float t,
float *out)
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{
float tmp[2];
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BH_Vec2fSub(b, a, tmp);
BH_Vec2fScale(tmp, t, tmp);
BH_Vec2fAdd(a, tmp, out);
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}
void BH_Vec4iAdd(const int *a,
const int *b,
int *out)
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{
out[0] = a[0] + b[0];
out[1] = a[1] + b[1];
out[2] = a[2] + b[2];
out[3] = a[3] + b[3];
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}
void BH_Vec4iSub(const int *a,
const int *b,
int *out)
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{
out[0] = a[0] - b[0];
out[1] = a[1] - b[1];
out[2] = a[2] - b[2];
out[3] = a[3] - b[3];
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}
void BH_Vec4iMul(const int *a,
const int *b,
int *out)
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{
out[0] = a[0] * b[0];
out[1] = a[1] * b[1];
out[2] = a[2] * b[2];
out[3] = a[3] * b[3];
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}
void BH_Vec4iScale(const int *a,
int b,
int *out)
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{
out[0] = a[0] * b;
out[1] = a[1] * b;
out[2] = a[2] * b;
out[3] = a[3] * b;
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}
void BH_Vec4iMulAdd(const int *a,
const int *b,
const int *c,
int *out)
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{
out[0] = a[0] * b[0] + c[0];
out[1] = a[1] * b[1] + c[1];
out[2] = a[2] * b[2] + c[2];
out[3] = a[3] * b[3] + c[3];
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}
void BH_Vec4iNegate(const int *in,
int *out)
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{
out[0] = -in[0];
out[1] = -in[1];
out[2] = -in[2];
out[3] = -in[3];
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}
void BH_Vec4iMin(const int *a,
const int *b,
int *out)
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{
if (a[0] < b[0]) out[0] = a[0]; else out[0] = b[0];
if (a[1] < b[1]) out[1] = a[1]; else out[1] = b[1];
if (a[2] < b[2]) out[2] = a[2]; else out[2] = b[2];
if (a[3] < b[3]) out[3] = a[3]; else out[3] = b[3];
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}
void BH_Vec4iMax(const int *a,
const int *b,
int *out)
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{
if (a[0] > b[0]) out[0] = a[0]; else out[0] = b[0];
if (a[1] > b[1]) out[1] = a[1]; else out[1] = b[1];
if (a[2] > b[2]) out[2] = a[2]; else out[2] = b[2];
if (a[3] > b[3]) out[3] = a[3]; else out[3] = b[3];
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}
void BH_Vec3iAdd(const int *a,
const int *b,
int *out)
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{
out[0] = a[0] + b[0];
out[1] = a[1] + b[1];
out[2] = a[2] + b[2];
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}
void BH_Vec3iSub(const int *a,
const int *b,
int *out)
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{
out[0] = a[0] - b[0];
out[1] = a[1] - b[1];
out[2] = a[2] - b[2];
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}
void BH_Vec3iMul(const int *a,
const int *b,
int *out)
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{
out[0] = a[0] * b[0];
out[1] = a[1] * b[1];
out[2] = a[2] * b[2];
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}
void BH_Vec3iScale(const int *a,
int b,
int *out)
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{
out[0] = a[0] * b;
out[1] = a[1] * b;
out[2] = a[2] * b;
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}
void BH_Vec3iMulAdd(const int *a,
const int *b,
const int *c,
int *out)
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{
out[0] = a[0] * b[0] + c[0];
out[1] = a[1] * b[1] + c[1];
out[2] = a[2] * b[2] + c[2];
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}
void BH_Vec3iNegate(const int *in,
int *out)
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{
out[0] = -in[0];
out[1] = -in[1];
out[2] = -in[2];
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}
void BH_Vec3iMin(const int *a,
const int *b,
int *out)
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{
if (a[0] < b[0]) out[0] = a[0]; else out[0] = b[0];
if (a[1] < b[1]) out[1] = a[1]; else out[1] = b[1];
if (a[2] < b[2]) out[2] = a[2]; else out[2] = b[2];
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}
void BH_Vec3iMax(const int *a,
const int *b,
int *out)
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{
if (a[0] > b[0]) out[0] = a[0]; else out[0] = b[0];
if (a[1] > b[1]) out[1] = a[1]; else out[1] = b[1];
if (a[2] > b[2]) out[2] = a[2]; else out[2] = b[2];
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}
void BH_Vec2iAdd(const int *a,
const int *b,
int *out)
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{
out[0] = a[0] + b[0];
out[1] = a[1] + b[1];
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}
void BH_Vec2iSub(const int *a,
const int *b,
int *out)
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{
out[0] = a[0] - b[0];
out[1] = a[1] - b[1];
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}
void BH_Vec2iMul(const int *a,
const int *b,
int *out)
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{
out[0] = a[0] * b[0];
out[1] = a[1] * b[1];
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}
void BH_Vec2iScale(const int *a,
int b,
int *out)
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{
out[0] = a[0] * b;
out[1] = a[1] * b;
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}
void BH_Vec2iMulAdd(const int *a,
const int *b,
const int *c,
int *out)
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{
out[0] = a[0] * b[0] + c[0];
out[1] = a[1] * b[1] + c[1];
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}
void BH_Vec2iNegate(const int *in,
int *out)
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{
out[0] = -in[0];
out[1] = -in[1];
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}
void BH_Vec2iMin(const int *a,
const int *b,
int *out)
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{
if (a[0] < b[0]) out[0] = a[0]; else out[0] = b[0];
if (a[1] < b[1]) out[1] = a[1]; else out[1] = b[1];
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}
void BH_Vec2iMax(const int *a,
const int *b,
int *out)
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{
if (a[0] > b[0]) out[0] = a[0]; else out[0] = b[0];
if (a[1] > b[1]) out[1] = a[1]; else out[1] = b[1];
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}
void BH_Quat4fIdentity(float *out)
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{
static const float ident[4] = {0.0f, 0.0f, 0.0f, 1.0f};
memcpy(out, ident, sizeof(ident));
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}
void BH_Quat4fConjugate(const float *in,
float *out)
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{
out[0] = -in[0];
out[1] = -in[1];
out[2] = -in[2];
out[3] = in[3];
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}
void BH_Quat4fInverse(const float *in,
float *out)
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{
float dot;
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dot = BH_Vec4fDot(in, in);
BH_Quat4fConjugate(in, out);
BH_Quat4fScale(out, 1.0f / dot, out);
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}
void BH_Quat4fMul(const float *a,
const float *b,
float *out)
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{
float tmp1[4], tmp2[4], tmp3[4];
float w;
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w = a[3] * b[3] - BH_Vec3fDot(a, b);
BH_Vec4fScale(a, b[3], tmp1);
BH_Vec4fScale(b, a[3], tmp2);
BH_Vec3fCross(a, b, tmp3);
BH_Vec4fAdd(tmp1, tmp2, out);
BH_Vec4fAdd(tmp3, out, out);
out[3] = w;
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}
void BH_Quat4fSlerp(const float *a,
const float *b,
float t,
float *out)
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{
float angle, denom;
float from[4], to[4];
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angle = acos(BH_Vec4fDot(a, b));
if (angle == 0.0f)
{
BH_Vec4fLerp(a, b, t, out);
return;
}
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denom = 1.0f / sin(angle);
BH_Vec4fScale(a, sin((1 - t) * angle) * denom, from);
BH_Vec4fScale(b, sin(t * angle) * denom, to);
BH_Vec4fAdd(from, to, out);
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}
void BH_Quat4fFromEuler(float roll,
float pitch,
float yaw,
float *out)
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{
float cr, cp, cy, sr, sp, sy;
cr = cos(roll / 2.0f);
cp = cos(pitch / 2.0f);
cy = cos(yaw / 2.0f);
sr = sin(roll / 2.0f);
sp = sin(pitch / 2.0f);
sy = sin(yaw / 2.0f);
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out[0] = sr * cp * cy - cr * sp * sy;
out[1] = cr * sp * cy + sr * cp * sy;
out[2] = cr * cp * sy - sr * sp * cy;
out[3] = cr * cp * cy + sr * sp * sy;
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}
void BH_Quat4fFromAxis(const float *axis,
float angle,
float *out)
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{
float c, s;
c = cos(angle / 2.0f);
s = sin(angle / 2.0f);
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out[0] = axis[0] * s;
out[1] = axis[1] * s;
out[2] = axis[2] * s;
out[3] = c;
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}
void BH_Quat4fToEuler(const float *in,
float *roll,
float *pitch,
float *yaw)
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{
float ww, xw, yw, zw, xx, xy, xz, yy, yz, zz, angle;
xx = in[0] * in[0];
xy = in[0] * in[1];
xz = in[0] * in[2];
xw = in[0] * in[3];
yy = in[1] * in[1];
yz = in[1] * in[2];
yw = in[1] * in[3];
zz = in[2] * in[2];
zw = in[2] * in[3];
ww = in[3] * in[3];
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angle = 2.0f * (yw - xz);
if (angle > 1.0f)
angle = 1.0f;
if (angle < -1.0f)
angle = -1.0f;
*pitch = asin(angle);
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if (*pitch == (M_PI / 2.0f))
{
*roll = 0.0f;
*yaw = -2.0f * atan2(in[0], in[3]);
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}
else if (*pitch == (M_PI / -2.0f))
{
*roll = 0.0f;
*yaw = 2.0f * atan2(in[0], in[3]);
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}
else
{
*roll = atan2(2.0f * (xw + yz), ww - xx - yy + zz);
*yaw = atan2(2.0f * (zw + xy), ww + xx - yy - zz);
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}
}
void BH_Quat4fToAxis(const float *in,
float *axis,
float *angle)
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{
*angle = 2.0f * acos(in[3]);
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if (*angle == 0.0f)
{
axis[0] = 1.0f;
axis[1] = 0.0f;
axis[2] = 0.0f;
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}
else
{
float tmp;
tmp = sqrt(1.0f - in[3] * in[3]);
axis[0] = in[0] / tmp;
axis[1] = in[1] / tmp;
axis[2] = in[2] / tmp;
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}
}
void BH_Quat4fToMat4f(const float *in,
float *out)
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{
float xx, xy, xz, xw, yy, yz, yw, zz, zw;
xx = in[0] * in[0];
xy = in[0] * in[1];
xz = in[0] * in[2];
xw = in[0] * in[3];
yy = in[1] * in[1];
yz = in[1] * in[2];
yw = in[1] * in[3];
zz = in[2] * in[2];
zw = in[2] * in[3];
BH_Mat4fIdentity(out);
out[0] = 1.0f - 2.0f * (yy + zz);
out[1] = 2.0f * (xy + zw);
out[2] = 2.0f * (xz - yw);
out[4] = 2.0f * (xy - zw);
out[5] = 1.0f - 2.0f * (xx + zz);
out[6] = 2.0f * (yz + xw);
out[8] = 2.0f * (xz + yw);
out[9] = 2.0f * (yz - xw);
out[10] = 1.0f - 2.0f * (xx + yy);
}
void BH_Mat4fIdentity(float *out)
{
const float ident[16] =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
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};
memcpy(out, ident, sizeof(ident));
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}
void BH_Mat4fAdd(const float *a,
const float *b,
float *out)
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{
BH_Vec4fAdd(&a[0], &b[0], &out[0]);
BH_Vec4fAdd(&a[4], &b[4], &out[4]);
BH_Vec4fAdd(&a[8], &b[8], &out[8]);
BH_Vec4fAdd(&a[12], &b[12], &out[12]);
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}
void BH_Mat4fSub(const float *a,
const float *b,
float *out)
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{
BH_Vec4fSub(&a[0], &b[0], &out[0]);
BH_Vec4fSub(&a[4], &b[4], &out[4]);
BH_Vec4fSub(&a[8], &b[8], &out[8]);
BH_Vec4fSub(&a[12], &b[12], &out[12]);
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}
void BH_Mat4fMul(const float *a,
const float *b,
float *out)
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{
float tmp[16], row[4];
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row[0] = row[1] = row[2] = row[3] = b[0]; BH_Vec4fMul(&a[0], row, &tmp[0]);
row[0] = row[1] = row[2] = row[3] = b[1]; BH_Vec4fMulAdd(&a[4], row, &tmp[0], &tmp[0]);
row[0] = row[1] = row[2] = row[3] = b[2]; BH_Vec4fMulAdd(&a[8], row, &tmp[0], &tmp[0]);
row[0] = row[1] = row[2] = row[3] = b[3]; BH_Vec4fMulAdd(&a[12], row, &tmp[0], &tmp[0]);
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row[0] = row[1] = row[2] = row[3] = b[4]; BH_Vec4fMul(&a[0], row, &tmp[4]);
row[0] = row[1] = row[2] = row[3] = b[5]; BH_Vec4fMulAdd(&a[4], row, &tmp[4], &tmp[4]);
row[0] = row[1] = row[2] = row[3] = b[6]; BH_Vec4fMulAdd(&a[8], row, &tmp[4], &tmp[4]);
row[0] = row[1] = row[2] = row[3] = b[7]; BH_Vec4fMulAdd(&a[12], row, &tmp[4], &tmp[4]);
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row[0] = row[1] = row[2] = row[3] = b[8]; BH_Vec4fMul(&a[0], row, &tmp[8]);
row[0] = row[1] = row[2] = row[3] = b[9]; BH_Vec4fMulAdd(&a[4], row, &tmp[8], &tmp[8]);
row[0] = row[1] = row[2] = row[3] = b[10]; BH_Vec4fMulAdd(&a[8], row, &tmp[8], &tmp[8]);
row[0] = row[1] = row[2] = row[3] = b[11]; BH_Vec4fMulAdd(&a[12], row, &tmp[8], &tmp[8]);
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row[0] = row[1] = row[2] = row[3] = b[12]; BH_Vec4fMul(&a[0], row, &tmp[12]);
row[0] = row[1] = row[2] = row[3] = b[13]; BH_Vec4fMulAdd(&a[4], row, &tmp[12], &tmp[12]);
row[0] = row[1] = row[2] = row[3] = b[14]; BH_Vec4fMulAdd(&a[8], row, &tmp[12], &tmp[12]);
row[0] = row[1] = row[2] = row[3] = b[15]; BH_Vec4fMulAdd(&a[12], row, &tmp[12], &tmp[12]);
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memcpy(out, tmp, sizeof(tmp));
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}
void BH_Mat4fScale(const float *a,
float b,
float *out)
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{
BH_Vec4fScale(&a[0], b, &out[0]);
BH_Vec4fScale(&a[4], b, &out[4]);
BH_Vec4fScale(&a[8], b, &out[8]);
BH_Vec4fScale(&a[12], b, &out[12]);
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}
void BH_Mat4fTranspose(const float *in,
float *out)
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{
float tmp[16];
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tmp[0] = in[0]; tmp[4] = in[1]; tmp[8] = in[2]; tmp[12] = in[3];
tmp[1] = in[4]; tmp[5] = in[5]; tmp[9] = in[6]; tmp[13] = in[7];
tmp[2] = in[8]; tmp[6] = in[9]; tmp[10] = in[10]; tmp[14] = in[11];
tmp[3] = in[12]; tmp[7] = in[13]; tmp[11] = in[14]; tmp[15] = in[15];
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memcpy(out, tmp, sizeof(tmp));
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}
float BH_Mat4fTrace(const float *in)
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{
return in[0] + in[5] + in[10] + in[15];
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}
float BH_Mat4fDet(const float *in)
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{
float a, b, c, d, e, f, result;
a = in[2] * in[7] - in[3] * in[6];
b = in[2] * in[11] - in[3] * in[10];
c = in[2] * in[15] - in[3] * in[14];
d = in[6] * in[11] - in[7] * in[10];
e = in[6] * in[15] - in[7] * in[14];
f = in[10] * in[15] - in[11] * in[14];
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result = 0.0f;
result += in[0] * (in[5] * f - in[9] * e + in[13] * d);
result -= in[4] * (in[1] * f - in[9] * c + in[13] * b);
result += in[8] * (in[1] * e - in[5] * c + in[13] * a);
result -= in[12] * (in[1] * d - in[5] * b + in[9] * a);
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return result;
}
int BH_Mat4fInverse(const float *in,
float *out)
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{
float a, b, c, d, e, f, det;
float tmp[16];
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a = in[2] * in[7] - in[3] * in[6];
b = in[2] * in[11] - in[3] * in[10];
c = in[2] * in[15] - in[3] * in[14];
d = in[6] * in[11] - in[7] * in[10];
e = in[6] * in[15] - in[7] * in[14];
f = in[10] * in[15] - in[11] * in[14];
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tmp[0] = (in[5] * f - in[9] * e + in[13] * d);
tmp[1] = -(in[1] * f - in[9] * c + in[13] * b);
tmp[2] = (in[1] * e - in[5] * c + in[13] * a);
tmp[3] = -(in[1] * d - in[5] * b + in[9] * a);
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det = 0.0f;
det += in[0] * tmp[0];
det += in[4] * tmp[1];
det += in[8] * tmp[2];
det += in[12] * tmp[3];
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if (det == 0.0f)
return BH_ERROR;
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tmp[4] = -(in[4] * f - in[8] * e + in[12] * d);
tmp[5] = (in[0] * f - in[8] * c + in[12] * b);
tmp[6] = -(in[0] * e - in[4] * c + in[12] * a);
tmp[7] = (in[0] * d - in[4] * b + in[8] * a);
a = in[1] * in[7] - in[3] * in[5];
b = in[1] * in[11] - in[3] * in[9];
c = in[1] * in[15] - in[3] * in[13];
d = in[5] * in[11] - in[7] * in[9];
e = in[5] * in[15] - in[7] * in[13];
f = in[9] * in[15] - in[11] * in[13];
tmp[8] = (in[4] * f - in[8] * e + in[12] * d);
tmp[9] = -(in[0] * f - in[8] * c + in[12] * b);
tmp[10] = (in[0] * e - in[4] * c + in[12] * a);
tmp[11] = -(in[0] * d - in[4] * b + in[8] * a);
a = in[1] * in[6] - in[2] * in[5];
b = in[1] * in[10] - in[2] * in[9];
c = in[1] * in[14] - in[2] * in[13];
d = in[5] * in[10] - in[6] * in[9];
e = in[5] * in[14] - in[6] * in[13];
f = in[9] * in[14] - in[10] * in[13];
tmp[12] = -(in[4] * f - in[8] * e + in[12] * d);
tmp[13] = (in[0] * f - in[8] * c + in[12] * b);
tmp[14] = -(in[0] * e - in[4] * c + in[12] * a);
tmp[15] = (in[0] * d - in[4] * b + in[8] * a);
BH_Mat4fScale(tmp, 1.0f / det, out);
return BH_OK;
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}
void BH_Mat4fFromScale(float x,
float y,
float z,
float *out)
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{
BH_Mat4fIdentity(out);
out[0] = x;
out[5] = y;
out[10] = z;
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}
void BH_Mat4fFromTranslation(float x,
float y,
float z,
float *out)
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{
BH_Mat4fIdentity(out);
out[12] = x;
out[13] = y;
out[14] = z;
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}
void BH_Mat4fFromRotationX(float angle,
float *out)
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{
float c, s;
c = cos(angle);
s = sin(angle);
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BH_Mat4fIdentity(out);
out[5] = c;
out[6] = s;
out[9] = -s;
out[10] = c;
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}
void BH_Mat4fFromRotationY(float angle,
float *out)
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{
float c, s;
c = cos(angle);
s = sin(angle);
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BH_Mat4fIdentity(out);
out[0] = c;
out[2] = -s;
out[8] = s;
out[10] = c;
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}
void BH_Mat4fFromRotationZ(float angle,
float *out)
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{
float c, s;
c = cos(angle);
s = sin(angle);
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BH_Mat4fIdentity(out);
out[0] = c;
out[1] = s;
out[4] = -s;
out[5] = c;
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}
void BH_Mat4fFromAxis(const float *axis,
float angle,
float *out)
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{
float x, y, z, length;
float c, s, moc, xx, xy, xz, yy, yz, zz;
length = BH_Vec3fLength(axis);
BH_Mat4fIdentity(out);
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if (length == 0.0f)
return;
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x = axis[0] / length;
y = axis[1] / length;
z = axis[2] / length;
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c = cos(angle);
s = sin(angle);
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moc = 1.0f - c;
xx = x * x;
xy = x * y;
xz = x * z;
yy = y * y;
yz = y * z;
zz = z * z;
out[0] = c + xx * moc;
out[1] = xy * moc + z * s;
out[2] = xz * moc - y * s;
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out[4] = xy * moc - z * s;
out[5] = c + yy * moc;
out[6] = yz * moc + x * s;
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out[8] = xz * moc + y * s;
out[9] = yz * moc - x * s;
out[10] = c + zz * moc;
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}
void BH_Mat4fFromEuler(float roll,
float pitch,
float yaw,
float *out)
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{
float rs, rc, ys, yc, ps, pc;
rs = sin(roll);
rc = cos(roll);
ps = sin(pitch);
pc = cos(pitch);
ys = sin(yaw);
yc = cos(yaw);
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BH_Mat4fIdentity(out);
out[0] = pc * yc;
out[1] = pc * ys;
out[2] = -ps;
out[4] = ps * rs * yc - rc * ys;
out[5] = ps * rs * ys + rc * yc;
out[6] = pc * rs;
out[8] = rs * ys + ps * rc * yc;
out[9] = ps * rc * ys - rs * yc;
out[10] = pc * rc;
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}
void BH_Mat4fFromQuat4f(const float *in,
float *out)
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{
BH_Quat4fToMat4f(in, out);
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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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{
float dx, dy, dz;
dx = xMax - xMin;
dy = yMax - yMin;
dz = zMax - zMin;
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BH_Mat4fIdentity(out);
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out[0] = 2.0f / dx;
out[5] = 2.0f / dy;
out[10] = -2.0f / dz;
out[12] = -(xMax + xMin) / dx;
out[13] = -(yMax + yMin) / dy;
out[14] = -(zMax + zMin) / dz;
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}
void BH_Mat4fFromFrustum(float fov,
float aspect,
float zMin,
float zMax,
float *out)
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{
float t, dz;
dz = zMax - zMin;
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t = tanf(fov / 2.0f);
BH_Mat4fIdentity(out);
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out[0] = 1.0f / (aspect * t);
out[5] = 1.0f / t;
out[10] = -(zMax + zMin) / dz;
out[11] = -1.0f;
out[14] = -(2.0f * zMax * zMin) / dz;
out[15] = 0.0f;
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}
void BH_Mat4fFromLookAt(const float *pos,
const float *at,
const float *up,
float *out)
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{
float cdir[3], cright[3], cup[3];
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BH_Vec3fSub(pos, at, cdir);
BH_Vec3fNormal(cdir, cdir);
BH_Vec3fCross(up, cdir, cright);
BH_Vec3fNormal(cright, cright);
BH_Vec3fCross(cdir, cright, cup);
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out[0] = cright[0];
out[1] = cup[0];
out[2] = cdir[0];
out[3] = 0.0f;
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out[4] = cright[1];
out[5] = cup[1];
out[6] = cdir[1];
out[7] = 0.0f;
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out[8] = cright[2];
out[9] = cup[2];
out[10] = cdir[2];
out[11] = 0.0f;
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out[12] = -BH_Vec3fDot(cright, pos);
out[13] = -BH_Vec3fDot(cup, pos);
out[14] = -BH_Vec3fDot(cdir, pos);
out[15] = 1.0f;
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}
void BH_Mat4fApplyVec4f(const float *a,
const float *b,
float *out)
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{
float tmp[4], row[4];
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row[0] = row[1] = row[2] = row[3] = b[0]; BH_Vec4fMul(&a[0], row, tmp);
row[0] = row[1] = row[2] = row[3] = b[1]; BH_Vec4fMulAdd(&a[4], row, tmp, tmp);
row[0] = row[1] = row[2] = row[3] = b[2]; BH_Vec4fMulAdd(&a[8], row, tmp, tmp);
row[0] = row[1] = row[2] = row[3] = b[3]; BH_Vec4fMulAdd(&a[12], row, tmp, tmp);
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memcpy(out, tmp, sizeof(tmp));
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}
void BH_Mat4fApplyVec3f(const float *a,
const float *b,
float *out)
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{
float tmp[4], row[4];
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row[0] = row[1] = row[2] = row[3] = b[0]; BH_Vec4fMul(&a[0], row, tmp);
row[0] = row[1] = row[2] = row[3] = b[1]; BH_Vec4fMulAdd(&a[4], row, tmp, tmp);
row[0] = row[1] = row[2] = row[3] = b[2]; BH_Vec4fMulAdd(&a[8], row, tmp, tmp);
row[0] = row[1] = row[2] = row[3] = 1.0f; BH_Vec4fMulAdd(&a[12], row, tmp, tmp);
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memcpy(out, tmp, sizeof(float) * 3);
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}
void BH_Mat3fIdentity(float *out)
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{
static const float ident[9] =
{
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f
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};
memcpy(out, ident, sizeof(ident));
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}
void BH_Mat3fAdd(const float *a,
const float *b,
float *out)
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{
BH_Vec3fAdd(&a[0], &b[0], &out[0]);
BH_Vec3fAdd(&a[3], &b[3], &out[3]);
BH_Vec3fAdd(&a[6], &b[6], &out[6]);
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}
void BH_Mat3fSub(const float *a,
const float *b,
float *out)
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{
BH_Vec3fSub(&a[0], &b[0], &out[0]);
BH_Vec3fSub(&a[3], &b[3], &out[3]);
BH_Vec3fSub(&a[6], &b[6], &out[6]);
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}
void BH_Mat3fMul(const float *a,
const float *b,
float *out)
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{
float tmp[9], row[3];
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row[0] = row[1] = row[2] = b[0]; BH_Vec3fMul(&a[0], row, &tmp[0]);
row[0] = row[1] = row[2] = b[1]; BH_Vec3fMulAdd(&a[3], row, &tmp[0], &tmp[0]);
row[0] = row[1] = row[2] = b[2]; BH_Vec3fMulAdd(&a[6], row, &tmp[0], &tmp[0]);
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row[0] = row[1] = row[2] = b[3]; BH_Vec3fMul(&a[0], row, &tmp[3]);
row[0] = row[1] = row[2] = b[4]; BH_Vec3fMulAdd(&a[3], row, &tmp[3], &tmp[3]);
row[0] = row[1] = row[2] = b[5]; BH_Vec3fMulAdd(&a[6], row, &tmp[3], &tmp[3]);
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row[0] = row[1] = row[2] = b[6]; BH_Vec3fMul(&a[0], row, &tmp[6]);
row[0] = row[1] = row[2] = b[7]; BH_Vec3fMulAdd(&a[3], row, &tmp[6], &tmp[6]);
row[0] = row[1] = row[2] = b[8]; BH_Vec3fMulAdd(&a[6], row, &tmp[6], &tmp[6]);
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memcpy(out, tmp, sizeof(tmp));
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}
void BH_Mat3fScale(const float *a,
float b,
float *out)
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{
BH_Vec3fScale(&a[0], b, &out[0]);
BH_Vec3fScale(&a[3], b, &out[3]);
BH_Vec3fScale(&a[6], b, &out[6]);
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}
void BH_Mat3fTranspose(const float *in,
float *out)
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{
float tmp[9];
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tmp[0] = in[0]; tmp[3] = in[1]; tmp[6] = in[2];
tmp[1] = in[3]; tmp[4] = in[4]; tmp[7] = in[5];
tmp[2] = in[6]; tmp[5] = in[7]; tmp[8] = in[8];
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memcpy(out, tmp, sizeof(tmp));
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}
float BH_Mat3fTrace(const float *in)
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{
return in[0] + in[4] + in[8];
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}
float BH_Mat3fDet(const float *in)
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{
float a, b, c, result;
a = in[4] * in[8] - in[7] * in[5];
b = in[1] * in[8] - in[7] * in[2];
c = in[1] * in[5] - in[4] * in[2];
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result = 0.0f;
result += in[0] * a;
result -= in[3] * b;
result += in[6] * c;
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return result;
}
int BH_Mat3fInverse(const float *in,
float *out)
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{
float a, b, c, det;
float tmp[16];
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a = in[4] * in[8] - in[7] * in[5];
b = in[1] * in[8] - in[7] * in[2];
c = in[1] * in[5] - in[4] * in[2];
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tmp[0] = a;
tmp[1] = -b;
tmp[2] = c;
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det = 0.0f;
det += in[0] * tmp[0];
det += in[3] * tmp[1];
det += in[6] * tmp[2];
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if (det == 0.0f)
return BH_ERROR;
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a = in[3] * in[8] - in[6] * in[5];
b = in[0] * in[8] - in[6] * in[2];
c = in[0] * in[5] - in[3] * in[2];
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tmp[3] = -a;
tmp[4] = b;
tmp[5] = -c;
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a = in[3] * in[7] - in[6] * in[4];
b = in[0] * in[7] - in[6] * in[1];
c = in[0] * in[4] - in[3] * in[1];
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tmp[6] = a;
tmp[7] = -b;
tmp[8] = c;
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BH_Mat3fScale(tmp, 1.0f / det, out);
return BH_OK;
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}
void BH_Mat3fFromScale(float x,
float y,
float *out)
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{
BH_Mat3fIdentity(out);
out[0] = x;
out[4] = y;
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}
void BH_Mat3fFromTranslation(float x,
float y,
float *out)
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{
BH_Mat3fIdentity(out);
out[6] = x;
out[7] = y;
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}
void BH_Mat3fFromRotation(float angle,
float *out)
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{
float c, s;
c = cos(angle);
s = sin(angle);
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BH_Mat3fIdentity(out);
out[0] = c;
out[1] = s;
out[3] = -s;
out[4] = c;
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}
void BH_Mat3fApplyVec3f(float *a,
float *b,
float *out)
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{
float tmp[3], row[3];
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row[0] = row[1] = row[2] = b[0]; BH_Vec3fMul(&a[0], row, tmp);
row[0] = row[1] = row[2] = b[1]; BH_Vec3fMulAdd(&a[3], row, tmp, tmp);
row[0] = row[1] = row[2] = b[2]; BH_Vec3fMulAdd(&a[6], row, tmp, tmp);
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memcpy(out, tmp, sizeof(tmp));
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}
void BH_Mat3fApplyVec2f(float *a,
float *b,
float *out)
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{
float tmp[3], row[3];
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row[0] = row[1] = row[2] = b[0]; BH_Vec3fMul(&a[0], row, tmp);
row[0] = row[1] = row[2] = b[1]; BH_Vec3fMulAdd(&a[3], row, tmp, tmp);
row[0] = row[1] = row[2] = 1.0f; BH_Vec3fMulAdd(&a[6], row, tmp, tmp);
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memcpy(out, tmp, sizeof(float) * 2);
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}