mirror of
https://github.com/HandmadeMath/HandmadeMath.git
synced 2025-10-26 12:26:59 +00:00
Fixed some bugs
This commit is contained in:
259
HandmadeMath.h
259
HandmadeMath.h
@@ -44,6 +44,7 @@
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Functionality:
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Functionality:
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Matt Mascarenhas (@miblo_)
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Matt Mascarenhas (@miblo_)
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Aleph
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Fixes:
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Fixes:
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Jeroen van Rijn (@J_vanRijn)
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Jeroen van Rijn (@J_vanRijn)
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@@ -54,8 +55,8 @@
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#ifndef HANDMADE_MATH_H
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#ifndef HANDMADE_MATH_H
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#define HANDMADE_MATH_H
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#define HANDMADE_MATH_H
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// TODO(zak): Make some sort of documentation for this and a way to remove it
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#include <math.h>
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#include <math.h> // TODO(zak): Remove this later on
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#ifdef __cplusplus
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#ifdef __cplusplus
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extern "C" {
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extern "C" {
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@@ -76,6 +77,12 @@ extern "C" {
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#define Pi32 3.14159265359f
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#define Pi32 3.14159265359f
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#define HMM_PI 3.14159265358979323846
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#define HMM_PI 3.14159265358979323846
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#define MIN(a, b) (a) > (b) ? (b) : (a)
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#define MAX(a, b) (a) < (b) ? (b) : (a)
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#define ABS(a) (a) < 0 ? -(a) : (a)
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#define MOD(a, m) ((a) % (m)) >= 0 ? ((a) % (m)) : (((a) % (m)) + (m))
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#define Square(x) ((x) * (x))
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typedef union vec2
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typedef union vec2
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{
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{
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struct
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struct
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@@ -198,46 +205,78 @@ typedef union mat4
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float Elements[4][4];
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float Elements[4][4];
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} mat4;
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} mat4;
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HMMDEF HINLINE float Power(float Base, int Exponent);
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HMMDEF float
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HMMDEF HINLINE float Clamp(float Min, float Value, float Max);
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Power(float Base, int Exponent);
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HMMDEF HINLINE vec3 Normalize(vec3 A);
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HMMDEF float
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HMMDEF HINLINE vec3 Cross(vec3 VecOne, vec3 VecTwo);
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Clamp(float Min, float Value, float Max);
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HMMDEF HINLINE float Dot(vec3 VecOne, vec3 VecTwo);
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HMMDEF vec3
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Normalize(vec3 A);
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HMMDEF vec3
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Cross(vec3 VecOne, vec3 VecTwo);
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HMMDEF float
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Dot(vec3 VecOne, vec3 VecTwo);
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HMMDEF HINLINE vec2 Vec2i(int X, int Y);
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HMMDEF vec2
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HMMDEF HINLINE vec2 Vec2(float X, float Y);
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Vec2i(int X, int Y);
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HMMDEF HINLINE vec3 Vec3(float X, float Y, float Z);
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HMMDEF vec2
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HMMDEF HINLINE vec3 Vec3i(int X, int Y, int Z);
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Vec2(float X, float Y);
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HMMDEF HINLINE vec4 Vec4(float X, float Y, float Z, float W);
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HMMDEF vec3
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HMMDEF HINLINE vec4 Vec4i(int X, int Y, int Z, int W);
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Vec3(float X, float Y, float Z);
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HMMDEF vec3
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Vec3i(int X, int Y, int Z);
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HMMDEF vec4
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Vec4(float X, float Y, float Z, float W);
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HMMDEF vec4
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Vec4i(int X, int Y, int Z, int W);
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HMMDEF HINLINE vec2 AddVec2(vec2 Left, vec2 Right);
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HMMDEF vec2
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HMMDEF HINLINE vec3 AddVec3(vec3 Left, vec3 Right);
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AddVec2(vec2 Left, vec2 Right);
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HMMDEF HINLINE vec4 AddVec4(vec4 Left, vec4 Right);
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HMMDEF vec3
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AddVec3(vec3 Left, vec3 Right);
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HMMDEF vec4
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AddVec4(vec4 Left, vec4 Right);
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HMMDEF HINLINE vec2 SubtractVec2(vec2 Left, vec2 Right);
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HMMDEF vec2
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HMMDEF HINLINE vec3 SubtractVec3(vec3 Left, vec3 Right);
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SubtractVec2(vec2 Left, vec2 Right);
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HMMDEF HINLINE vec4 SubtractVec4(vec4 Left, vec4 Right);
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HMMDEF vec3
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SubtractVec3(vec3 Left, vec3 Right);
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HMMDEF vec4
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SubtractVec4(vec4 Left, vec4 Right);
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HMMDEF HINLINE vec2 MultiplyVec2(vec2 Left, vec2 Right);
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HMMDEF vec2
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HMMDEF HINLINE vec3 MultiplyVec3(vec3 Left, vec3 Right);
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MultiplyVec2(vec2 Left, vec2 Right);
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HMMDEF HINLINE vec4 MultiplyVec4(vec4 Left, vec4 Right);
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HMMDEF vec3
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MultiplyVec3(vec3 Left, vec3 Right);
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HMMDEF vec4
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MultiplyVec4(vec4 Left, vec4 Right);
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HMMDEF HINLINE vec2 DivideVec2(vec2 Left, vec2 Right);
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HMMDEF vec2
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HMMDEF HINLINE vec3 DivideVec3(vec3 Left, vec3 Right);
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DivideVec2(vec2 Left, vec2 Right);
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HMMDEF HINLINE vec4 DivideVec4(vec4 Left, vec4 Right);
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HMMDEF vec3
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DivideVec3(vec3 Left, vec3 Right);
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HMMDEF vec4
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DivideVec4(vec4 Left, vec4 Right);
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HMMDEF mat4 Mat4(void);
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HMMDEF mat4
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HMMDEF mat4 Mat4d(float Diagonal);
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Mat4(void);
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HMMDEF mat4 MultiplyMat4(mat4 Left, mat4 Right);
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HMMDEF mat4
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Mat4d(float Diagonal);
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HMMDEF mat4
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MultiplyMat4(mat4 Left, mat4 Right);
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HMMDEF mat4 Orthographic(float Left, float Right, float Bottom, float Top, float Near, float Far);
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HMMDEF mat4
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HMMDEF mat4 Perspective(float FOV, float AspectRatio, float Near, float Far);
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Orthographic(float Left, float Right, float Bottom, float Top, float Near, float Far);
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HMMDEF mat4 Translate(vec3 Translation);
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HMMDEF mat4
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HMMDEF mat4 Rotate(float Angle, vec3 Axis);
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Perspective(float FOV, float AspectRatio, float Near, float Far);
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HMMDEF mat4 Scale(vec3 Scale);
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HMMDEF mat4
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Translate(vec3 Translation);
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HMMDEF mat4
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Rotate(float Angle, vec3 Axis);
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HMMDEF mat4
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Scale(vec3 Scale);
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HMMDEF mat4 LookAt(vec3 Eye, vec3 Center, vec3 Up);
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HMMDEF mat4
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LookAt(vec3 Eye, vec3 Center, vec3 Up);
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#ifdef __cplusplus
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#ifdef __cplusplus
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}
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}
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@@ -245,41 +284,63 @@ HMMDEF mat4 LookAt(vec3 Eye, vec3 Center, vec3 Up);
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#ifdef HANDMADE_MATH_CPP_MODE
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#ifdef HANDMADE_MATH_CPP_MODE
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HMMDEF HINLINE vec2 Add(int X, int Y);
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HMMDEF vec2
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HMMDEF HINLINE vec3 Add(int X, int Y, int Z);
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Add(int X, int Y);
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HMMDEF HINLINE vec4 Add(int X, int Y, int Z, int W);
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HMMDEF vec3
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Add(int X, int Y, int Z);
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HMMDEF vec4
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Add(int X, int Y, int Z, int W);
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HMMDEF HINLINE vec2 Subtract(int X, int Y);
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HMMDEF vec2
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HMMDEF HINLINE vec3 Subtract(int X, int Y, int Z);
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Subtract(int X, int Y);
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HMMDEF HINLINE vec4 Subtract(int X, int Y, int Z, int W);
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HMMDEF vec3
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Subtract(int X, int Y, int Z);
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HMMDEF vec4
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Subtract(int X, int Y, int Z, int W);
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HMMDEF HINLINE vec2 Multiply(int X, int Y);
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HMMDEF vec2
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HMMDEF HINLINE vec3 Multiply(int X, int Y, int Z);
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Multiply(int X, int Y);
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HMMDEF HINLINE vec4 Multiply(int X, int Y, int Z, int W);
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HMMDEF vec3
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HMMDEF HINLINE mat4 Multiply(mat4 Left, mat4 Right);
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Multiply(int X, int Y, int Z);
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HMMDEF vec4
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Multiply(int X, int Y, int Z, int W);
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HMMDEF mat4
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Multiply(mat4 Left, mat4 Right);
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HMMDEF HINLINE vec2 Divide(int X, int Y);
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HMMDEF vec2
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HMMDEF HINLINE vec3 Divide(int X, int Y, int Z);
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Divide(int X, int Y);
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HMMDEF HINLINE vec4 Divide(int X, int Y, int Z, int W);
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HMMDEF vec3
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Divide(int X, int Y, int Z);
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HMMDEF vec4
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Divide(int X, int Y, int Z, int W);
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HMMDEF vec2 operator+(vec2 Left, vec2 Right);
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HMMDEF vec2
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HMMDEF vec3 operator+(vec3 Left, vec3 Right);
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operator+(vec2 Left, vec2 Right);
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HMMDEF vec4 operator+(vec4 Left, vec4 Right);
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HMMDEF vec3
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operator+(vec3 Left, vec3 Right);
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HMMDEF vec4
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operator+(vec4 Left, vec4 Right);
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HMMDEF vec2 operator-(vec2 Left, vec2 Right);
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HMMDEF vec2
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HMMDEF vec3 operator-(vec3 Left, vec3 Right);
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operator-(vec2 Left, vec2 Right);
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HMMDEF vec4 operator-(vec4 Left, vec4 Right);
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HMMDEF vec3
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operator-(vec3 Left, vec3 Right);
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HMMDEF vec4
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operator-(vec4 Left, vec4 Right);
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HMMDEF vec2 operator*(vec2 Left, vec2 Right);
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HMMDEF vec2 operator*(vec2 Left, vec2 Right);
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HMMDEF vec3 operator*(vec3 Left, vec3 Right);
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HMMDEF vec3 operator*(vec3 Left, vec3 Right);
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HMMDEF vec4 operator*(vec4 Left, vec4 Right);
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HMMDEF vec4 operator*(vec4 Left, vec4 Right);
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HMMDEF mat4 operator*(mat4 Left, mat4 Right);
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HMMDEF mat4 operator*(mat4 Left, mat4 Right);
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HMMDEF vec3 operator*(vec3 Left, float Right);
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HMMDEF vec3 operator*(vec3 Left, float Right);
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HMMDEF vec2 operator*(vec2 Left, float Right);
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HMMDEF vec2 operator/(vec2 Left, vec2 Right);
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HMMDEF vec2
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HMMDEF vec3 operator/(vec3 Left, vec3 Right);
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operator/(vec2 Left, vec2 Right);
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HMMDEF vec4 operator/(vec4 Left, vec4 Right);
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HMMDEF vec3
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operator/(vec3 Left, vec3 Right);
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HMMDEF vec4
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operator/(vec4 Left, vec4 Right);
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#endif /* HANDMADE_MATH_CPP */
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#endif /* HANDMADE_MATH_CPP */
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@@ -397,9 +458,7 @@ Dot(vec3 VecOne, vec3 VecTwo)
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{
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{
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float Result = 0;
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float Result = 0;
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Result = (VecOne.X * VecTwo.X) +
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Result = (VecOne.X * VecTwo.X) + (VecOne.Y * VecTwo.Y) + (VecOne.Z * VecTwo.Z);
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(VecOne.Y * VecTwo.Y) +
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(VecOne.Z * VecTwo.Z);
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return (Result);
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return (Result);
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}
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}
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@@ -620,17 +679,14 @@ DivideVec4(vec4 Left, vec4 Right)
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return (Result);
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return (Result);
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}
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}
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HMMDEF mat4 Mat4()
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HMMDEF mat4
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Mat4()
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{
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{
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mat4 Result;
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mat4 Result;
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for(int Rows = 0;
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for(int Rows = 0; Rows < 4; ++Rows)
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Rows < 4;
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++Rows)
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{
|
{
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for(int Columns = 0;
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for(int Columns = 0; Columns < 4; ++Columns)
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Columns < 4;
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++Columns)
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{
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{
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Result.Elements[Rows][Columns] = 0.0f;
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Result.Elements[Rows][Columns] = 0.0f;
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}
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}
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@@ -644,13 +700,9 @@ Mat4d(float Diagonal)
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{
|
{
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mat4 Result;
|
mat4 Result;
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|
|
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for(int Rows = 0;
|
for(int Rows = 0; Rows < 4; ++Rows)
|
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Rows < 4;
|
|
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++Rows)
|
|
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{
|
{
|
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for(int Columns = 0;
|
for(int Columns = 0; Columns < 4; ++Columns)
|
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Columns < 4;
|
|
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++Columns)
|
|
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{
|
{
|
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Result.Elements[Rows][Columns] = 0.0f;
|
Result.Elements[Rows][Columns] = 0.0f;
|
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}
|
}
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@@ -669,18 +721,12 @@ MultiplyMat4(mat4 Left, mat4 Right)
|
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{
|
{
|
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mat4 Result = Mat4();
|
mat4 Result = Mat4();
|
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|
|
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for(int Rows = 0;
|
for(int Rows = 0; Rows < 4; ++Rows)
|
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Rows < 4;
|
|
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++Rows)
|
|
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{
|
{
|
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for(int Columns = 0;
|
for(int Columns = 0; Columns < 4; ++Columns)
|
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Columns < 4;
|
|
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++Columns)
|
|
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{
|
{
|
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float Sum = 0;
|
float Sum = 0;
|
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for(int CurrentMatrice = 0;
|
for(int CurrentMatrice = 0; CurrentMatrice < 4; ++CurrentMatrice)
|
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CurrentMatrice < 4;
|
|
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++CurrentMatrice)
|
|
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{
|
{
|
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Sum += Right.Elements[Rows][CurrentMatrice] * Left.Elements[CurrentMatrice][Columns];
|
Sum += Right.Elements[Rows][CurrentMatrice] * Left.Elements[CurrentMatrice][Columns];
|
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}
|
}
|
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@@ -713,8 +759,8 @@ Perspective(float FOV, float AspectRatio, float Near, float Far)
|
|||||||
{
|
{
|
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mat4 Result = Mat4d(1.0f);
|
mat4 Result = Mat4d(1.0f);
|
||||||
|
|
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Result.Elements[0][0] = 1.0f / (AspectRatio * tan(FOV / 2.0f));
|
Result.Elements[0][0] = 1.0f / (AspectRatio * tanf(FOV / 2.0f));
|
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Result.Elements[1][1] = 1.0f / tan(FOV / 2.0f);
|
Result.Elements[1][1] = 1.0f / tanf(FOV / 2.0f);
|
||||||
Result.Elements[2][3] = -1.0f;
|
Result.Elements[2][3] = -1.0f;
|
||||||
Result.Elements[2][2] = -(Far + Near) / (Far - Near);
|
Result.Elements[2][2] = -(Far + Near) / (Far - Near);
|
||||||
Result.Elements[3][2] = -(2.0f * Far * Near) / (Far - Near);
|
Result.Elements[3][2] = -(2.0f * Far * Near) / (Far - Near);
|
||||||
@@ -740,17 +786,17 @@ Rotate(float Angle, vec3 Axis)
|
|||||||
{
|
{
|
||||||
mat4 Result = Mat4d(1.0f);
|
mat4 Result = Mat4d(1.0f);
|
||||||
|
|
||||||
Result.Elements[0][0] = Axis.X * Axis.X * (1.0f - cos(ToRadians(Angle))) + cos(ToRadians(Angle));
|
Result.Elements[0][0] = Axis.X * Axis.X * (1.0f - cosf(ToRadians(Angle))) + cosf(ToRadians(Angle));
|
||||||
Result.Elements[0][1] = Axis.Y * Axis.X * (1.0f - cos(ToRadians(Angle))) + Axis.Z * (sin(ToRadians(Angle)));
|
Result.Elements[0][1] = Axis.Y * Axis.X * (1.0f - cosf(ToRadians(Angle))) + Axis.Z * (sinf(ToRadians(Angle)));
|
||||||
Result.Elements[0][2] = Axis.X * Axis.Z * (1.0f - cos(ToRadians(Angle))) - Axis.Y * (sin(ToRadians(Angle)));
|
Result.Elements[0][2] = Axis.X * Axis.Z * (1.0f - cosf(ToRadians(Angle))) - Axis.Y * (sinf(ToRadians(Angle)));
|
||||||
|
|
||||||
Result.Elements[1][0] = Axis.X * Axis.Y * (1.0f - cos(ToRadians(Angle))) - Axis.Z * (sin(ToRadians(Angle)));
|
Result.Elements[1][0] = Axis.X * Axis.Y * (1.0f - cosf(ToRadians(Angle))) - Axis.Z * (sinf(ToRadians(Angle)));
|
||||||
Result.Elements[1][1] = Axis.Y * Axis.Y * (1.0f - cos(ToRadians(Angle))) + (cos(ToRadians(Angle)));
|
Result.Elements[1][1] = Axis.Y * Axis.Y * (1.0f - cosf(ToRadians(Angle))) + (cosf(ToRadians(Angle)));
|
||||||
Result.Elements[1][2] = Axis.Y * Axis.Z * (1.0f - cos(ToRadians(Angle))) + Axis.X * (sin(ToRadians(Angle)));
|
Result.Elements[1][2] = Axis.Y * Axis.Z * (1.0f - cosf(ToRadians(Angle))) + Axis.X * (sinf(ToRadians(Angle)));
|
||||||
|
|
||||||
Result.Elements[2][0] = Axis.X * Axis.Z * (1.0f - cos(ToRadians(Angle))) + Axis.Y * (sin(ToRadians(Angle)));
|
Result.Elements[2][0] = Axis.X * Axis.Z * (1.0f - cosf(ToRadians(Angle))) + Axis.Y * (sinf(ToRadians(Angle)));
|
||||||
Result.Elements[2][1] = Axis.Y * Axis.Z * (1.0f - cos(ToRadians(Angle))) - Axis.X * (sin(ToRadians(Angle)));
|
Result.Elements[2][1] = Axis.Y * Axis.Z * (1.0f - cosf(ToRadians(Angle))) - Axis.X * (sinf(ToRadians(Angle)));
|
||||||
Result.Elements[2][2] = Axis.Z * Axis.Z * (1.0f - cos(ToRadians(Angle))) * (cos(ToRadians(Angle)));
|
Result.Elements[2][2] = Axis.Z * Axis.Z * (1.0f - cosf(ToRadians(Angle))) * (cosf(ToRadians(Angle)));
|
||||||
|
|
||||||
return (Result);
|
return (Result);
|
||||||
}
|
}
|
||||||
@@ -950,24 +996,21 @@ operator-(vec4 Left, vec4 Right)
|
|||||||
return (Result);
|
return (Result);
|
||||||
}
|
}
|
||||||
|
|
||||||
HMMDEF HINLINE vec2
|
HMMDEF HINLINE vec2 operator*(vec2 Left, vec2 Right)
|
||||||
operator*(vec2 Left, vec2 Right)
|
|
||||||
{
|
{
|
||||||
vec2 Result = Multiply(Left, Right);
|
vec2 Result = Multiply(Left, Right);
|
||||||
|
|
||||||
return (Result);
|
return (Result);
|
||||||
}
|
}
|
||||||
|
|
||||||
HMMDEF HINLINE vec3
|
HMMDEF HINLINE vec3 operator*(vec3 Left, vec3 Right)
|
||||||
operator*(vec3 Left, vec3 Right)
|
|
||||||
{
|
{
|
||||||
vec3 Result = Multiply(Left, Right);
|
vec3 Result = Multiply(Left, Right);
|
||||||
|
|
||||||
return (Result);
|
return (Result);
|
||||||
}
|
}
|
||||||
|
|
||||||
HMMDEF HINLINE vec3
|
HMMDEF HINLINE vec3 operator*(vec3 Left, float Right)
|
||||||
operator*(vec3 Left, float Right)
|
|
||||||
{
|
{
|
||||||
vec3 Result;
|
vec3 Result;
|
||||||
|
|
||||||
@@ -978,16 +1021,24 @@ operator*(vec3 Left, float Right)
|
|||||||
return (Result);
|
return (Result);
|
||||||
}
|
}
|
||||||
|
|
||||||
HMMDEF HINLINE vec4
|
HMMDEF vec2 operator*(vec2 Left, float Right)
|
||||||
operator*(vec4 Left, vec4 Right)
|
{
|
||||||
|
vec2 Result;
|
||||||
|
|
||||||
|
Result.X = Right * Left.X;
|
||||||
|
Result.Y = Right * Left.Y;
|
||||||
|
|
||||||
|
return (Result);
|
||||||
|
}
|
||||||
|
|
||||||
|
HMMDEF HINLINE vec4 operator*(vec4 Left, vec4 Right)
|
||||||
{
|
{
|
||||||
vec4 Result = Multiply(Left, Right);
|
vec4 Result = Multiply(Left, Right);
|
||||||
|
|
||||||
return (Result);
|
return (Result);
|
||||||
}
|
}
|
||||||
|
|
||||||
HMMDEF HINLINE mat4
|
HMMDEF HINLINE mat4 operator*(mat4 Left, mat4 Right)
|
||||||
operator*(mat4 Left, mat4 Right)
|
|
||||||
{
|
{
|
||||||
mat4 Result = Multiply(Left, Right);
|
mat4 Result = Multiply(Left, Right);
|
||||||
|
|
||||||
@@ -1021,5 +1072,3 @@ operator/(vec4 Left, vec4 Right)
|
|||||||
#endif /* HANDMADE_MATH_CPP_MODE */
|
#endif /* HANDMADE_MATH_CPP_MODE */
|
||||||
|
|
||||||
#endif /* HANDMADE_MATH_IMPLEMENTATION */
|
#endif /* HANDMADE_MATH_IMPLEMENTATION */
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user