Doxygen kind'a sucks and I need multilanguage documentation, so I did that. Also, separated massive Math.h file into smaller files.
154 lines
3.0 KiB
C
154 lines
3.0 KiB
C
#include <BH/Math/Vec2f.h>
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#include <math.h>
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void BH_Vec2fAdd(const float a[2],
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const float b[2],
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float out[2])
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{
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out[0] = a[0] + b[0];
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out[1] = a[1] + b[1];
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}
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void BH_Vec2fSub(const float a[2],
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const float b[2],
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float out[2])
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{
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out[0] = a[0] - b[0];
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out[1] = a[1] - b[1];
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}
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void BH_Vec2fMul(const float a[2],
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const float b[2],
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float out[2])
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{
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out[0] = a[0] * b[0];
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out[1] = a[1] * b[1];
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}
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void BH_Vec2fScale(const float a[2],
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float b,
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float out[2])
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{
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out[0] = a[0] * b;
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out[1] = a[1] * b;
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}
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void BH_Vec2fMulAdd(const float a[2],
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const float b[2],
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const float c[2],
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float out[2])
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{
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out[0] = a[0] * b[0] + c[0];
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out[1] = a[1] * b[1] + c[1];
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}
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void BH_Vec2fNegate(const float in[2],
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float out[2])
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{
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out[0] = -in[0];
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out[1] = -in[1];
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}
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float BH_Vec2fDot(const float a[2],
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const float b[2])
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{
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return a[0] * b[0] + a[1] * b[1];
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}
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float BH_Vec2fCross(const float a[2],
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const float b[2])
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{
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return a[0] * b[1] - a[1] * b[0];
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}
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float BH_Vec2fLength(const float in[2])
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{
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return sqrtf(BH_Vec2fDot(in, in));
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}
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void BH_Vec2fNormal(const float in[2],
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float out[2])
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{
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BH_Vec2fScale(in, 1.0f / BH_Vec2fLength(in), out);
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}
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float BH_Vec2fNormalEx(const float in[2],
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float out[2])
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{
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float length;
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length = BH_Vec2fLength(in);
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BH_Vec2fScale(in, 1.0f / length, out);
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return length;
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}
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void BH_Vec2fMin(const float a[2],
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const float b[2],
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float out[2])
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{
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if (a[0] < b[0]) out[0] = a[0]; else out[0] = b[0];
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if (a[1] < b[1]) out[1] = a[1]; else out[1] = b[1];
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}
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void BH_Vec2fMax(const float a[2],
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const float b[2],
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float out[2])
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{
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if (a[0] > b[0]) out[0] = a[0]; else out[0] = b[0];
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if (a[1] > b[1]) out[1] = a[1]; else out[1] = b[1];
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}
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void BH_Vec2fLerp(const float a[2],
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const float b[2],
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float t,
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float out[2])
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{
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float tmp[2];
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BH_Vec2fSub(b, a, tmp);
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BH_Vec2fScale(tmp, t, tmp);
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BH_Vec2fAdd(a, tmp, out);
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}
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void BH_Vec2fProject(const float a[2],
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const float b[2],
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float out[2])
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{
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float amount;
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amount = BH_Vec2fDot(a, b) / BH_Vec2fDot(b, b);
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BH_Vec2fScale(b, amount, out);
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}
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void BH_Vec2fBarycentric(const float a[2],
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const float b[2],
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const float c[2],
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float v,
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float w,
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float out[2])
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{
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float tmp1[2], tmp2[2];
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float u;
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u = 1.0f - v - w;
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tmp1[0] = tmp1[1] = u; BH_Vec2fMul(a, tmp1, tmp2);
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tmp1[0] = tmp1[1] = v; BH_Vec2fMulAdd(b, tmp1, tmp2, tmp2);
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tmp1[0] = tmp1[1] = w; BH_Vec2fMulAdd(c, tmp1, tmp2, out);
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}
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