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https://github.com/HandmadeMath/HandmadeMath.git
synced 2025-12-28 23:54:32 +00:00
Finished slerp implementation, next is NLerp
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@@ -233,7 +233,7 @@ extern "C"
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#define HMM_MIN(a, b) (a) > (b) ? (b) : (a)
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#define HMM_MAX(a, b) (a) < (b) ? (b) : (a)
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#define HMN_ABS(a) (a) < 0 ? -(a) : (a)
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#define HMM_ABS(a) ((a) > 0 ? (a) : -(a))
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#define HMM_MOD(a, m) ((a) % (m)) >= 0 ? ((a) % (m)) : (((a) % (m)) + (m))
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#define HMM_SQUARE(x) ((x) * (x))
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@@ -387,7 +387,10 @@ typedef hmm_mat4 hmm_m4;
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HMMDEF float HMM_SinF(float Angle);
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HMMDEF float HMM_TanF(float Angle);
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HMMDEF float HMM_ATanF(float Theta);
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HMMDEF float HMM_ATanF2(float Theta, float Theta2);
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HMMDEF float HMM_CosF(float Angle);
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HMMDEF float HMM_ACosF(float Theta);
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HMMDEF float HMM_ExpF(float Float);
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HMMDEF float HMM_LogF(float Float);
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@@ -607,6 +610,15 @@ HMM_SinF(float Angle)
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return (Result);
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}
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HINLINE float
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HMM_ACosF(float Theta)
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{
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float Result = 0.0f;
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float Theta2 = HMM_SquareRootF((1.0f + Theta) * (1.0f - Theta));
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Result = HMM_ATanF2(Theta2, Theta);
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return(Result);
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}
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HINLINE float
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HMM_CosF(float Angle)
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{
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@@ -625,6 +637,36 @@ HMM_TanF(float Radians)
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return (Result);
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}
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HINLINE float
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HMM_ATanF(float Theta)
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{
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float u = Theta*Theta;
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float u2 = u*u;
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float u3 = u2*u;
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float u4 = u3*u;
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float f = 1.0f + 0.33288950512027f*u - 0.08467922817644f*u2 + 0.03252232640125f*u3 - 0.00749305860992f*u4;
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return Theta / f;
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}
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HINLINE float
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HMM_ATanF2(float Theta, float Theta2)
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{
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if (HMM_ABS(Theta2) > HMM_ABS(Theta)) {
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float a = HMM_ATanF(Theta / Theta2);
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if (Theta2 > 0.0f)
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return a;
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else
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return Theta > 0.0f ? a + HMM_PI : a - HMM_PI;
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}
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else {
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float a = HMM_ATanF(Theta2 / Theta);
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if (Theta2 > 0.0f)
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return Theta > 0.0f ? (HMM_PI/2) - a : - (HMM_PI/2) - a;
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else
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return Theta > 0.0f ? (HMM_PI/2) + a : - (HMM_PI/2) + a;
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}
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}
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HINLINE float
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HMM_ExpF(float Float)
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{
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@@ -1536,14 +1578,42 @@ HMM_DotQuat(hmm_quaternion QuaternionOne, hmm_quaternion QuaternionTwo)
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return(Result);
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}
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/**HMM_Slerp(hmm_quaternion QuaternionOne, hmm_quaternion QuaternionTwo, float time)
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HINLINE hmm_quaternion
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HMM_Slerp(hmm_quaternion QuaternionOne, hmm_quaternion QuaternionTwo, float time)
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{
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hmm_quaternion Result = {0};
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hmm_quaternion QuaternionLeft = {0};
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hmm_quaternion QuaternionRight = {0};
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float Theta = HMM_DotQuat(QuaternionOne, QuaternionTwo);
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float Cos_Theta = HMM_DotQuat(QuaternionOne, QuaternionTwo);
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float angle = HMM_ACosF(Cos_Theta);
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float s1 = HMM_SinF(1.0f - time*angle);
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float s2 = HMM_SinF(time*angle);
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float is = 1.0f / HMM_SinF(angle);
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QuaternionLeft.X = QuaternionTwo.X * s1;
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QuaternionLeft.Y = QuaternionTwo.Y * s1;
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QuaternionLeft.Z = QuaternionTwo.Z * s1;
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QuaternionLeft.W = QuaternionTwo.W * s1;
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QuaternionRight.X = QuaternionTwo.X * s2;
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QuaternionRight.Y = QuaternionTwo.Y * s2;
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QuaternionRight.Z = QuaternionTwo.Z * s2;
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QuaternionRight.W = QuaternionTwo.W * s2;
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Result.X = QuaternionLeft.X + QuaternionRight.X;
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Result.Y = QuaternionLeft.Y + QuaternionRight.Y;
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Result.Z = QuaternionLeft.Z + QuaternionRight.Z;
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Result.W = QuaternionLeft.W + QuaternionRight.W;
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Result.X = Result.X * is;
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Result.Y = Result.Y * is;
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Result.Z = Result.Z * is;
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Result.W = Result.W * is;
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return(Result);
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}**/
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}
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#ifdef HANDMADE_MATH_CPP_MODE
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Binary file not shown.
@@ -2,90 +2,25 @@
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#define HANDMADE_MATH_IMPLEMENTATION
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#define HANDMADE_MATH_CPP_MODE
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#define HANDMADE_MATH_NO_INLINE
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#define GB_MATH_IMPLEMENTATION
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#include "../HandmadeMath.h"
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#ifndef gb_abs
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#define gb_abs(x) ((x) > 0 ? (x) : -(x))
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#endif
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#define GB_MATH_TAU_OVER_2 3.14159265358979323846264338327950288f
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#define GB_MATH_TAU_OVER_4 1.570796326794896619231321691639751442f
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#define GB_MATH_TAU_OVER_8 0.785398163397448309615660845819875721f
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static float gb_arctan(float a);
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static float gb_arctan2(float y, float x);
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float gb_arccos(float a) { return gb_arctan2(HMM_SquareRootF((1.0f + a) * (1.0 - a)), a); }
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float
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gb_arctan(float a)
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{
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float u = a*a;
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float u2 = u*u;
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float u3 = u2*u;
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float u4 = u3*u;
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float f = 1.0f + 0.33288950512027f*u - 0.08467922817644f*u2 + 0.03252232640125f*u3 - 0.00749305860992f*u4;
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return a / f;
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}
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float
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gb_arctan2(float y, float x)
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{
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if (gb_abs(x) > gb_abs(y)) {
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float a = gb_arctan(y / x);
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if (x > 0.0f)
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return a;
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else
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return y > 0.0f ? a + GB_MATH_TAU_OVER_2 : a - GB_MATH_TAU_OVER_2;
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}
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else {
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float a = gb_arctan(x / y);
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if (x > 0.0f)
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return y > 0.0f ? GB_MATH_TAU_OVER_4 - a : -GB_MATH_TAU_OVER_4 - a;
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else
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return y > 0.0f ? GB_MATH_TAU_OVER_4 + a : -GB_MATH_TAU_OVER_4 + a;
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}
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}
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#include "../gb_math.h"
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int main() {
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hmm_quaternion q1 = { 0,1,0 };
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hmm_quaternion q2 = { 0,0,0 };
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hmm_quaternion Result = { 0 };
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hmm_quaternion q1 = { 1,0,0,0 };
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hmm_quaternion q2 = { 0,1,0,0 };
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gbQuat q3 = { 1,0,0,0 };
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gbQuat q4 = { 0,1,0,0 };
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gbQuat result2 = { 0 };
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float time = 0.5f;
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hmm_quaternion x, y, z;
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float cos_theta, angle;
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float s1, s2, is;
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hmm_quaternion Result = HMM_Slerp(q1, q2, time);
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gb_quat_slerp(&result2, q3, q4, time);
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z = q2;
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cos_theta = HMM_DotQuat(q1, q2);
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angle = gb_arccos(cos_theta);
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s1 = HMM_SinF(1.0f - time*angle);
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s2 = HMM_SinF(time*angle);
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is = 1.0f / HMM_SinF(angle);
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x.X = z.X * s1;
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x.Y = z.Y * s1;
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x.Z = z.Z * s1;
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x.W = z.W * s1;
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y.X = z.X * s2;
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y.Y = z.Y * s2;
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y.Z = z.Z * s2;
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y.W = z.W * s2;
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Result.X = x.X + y.X;
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Result.Y = x.Y + y.Y;
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Result.Z = x.Z + y.Z;
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Result.W = x.W + y.W;
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Result.X = Result.X * is;
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Result.Y = Result.Y * is;
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Result.Z = Result.Z * is;
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Result.W = Result.W * is;
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return 0;
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}
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@@ -1 +0,0 @@
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cl -Zi HandmadeMath.cpp
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BIN
test/vc140.pdb
BIN
test/vc140.pdb
Binary file not shown.
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