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@@ -1,5 +1,5 @@
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/*
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HandmadeMath.h v1.11.0
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HandmadeMath.h v1.12.1
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This is a single header file with a bunch of useful functions for game and
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graphics math operations.
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@@ -84,7 +84,7 @@
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CREDITS
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Written by Zakary Strange (zak@strangedev.net && @strangezak)
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Written by Zakary Strange (strangezak@protonmail.com && @strangezak)
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Functionality:
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Matt Mascarenhas (@miblo_)
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@@ -165,7 +165,12 @@ extern "C"
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#endif
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#define HMM_INLINE static inline
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#define HMM_EXTERN extern
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#ifdef HMM_STATIC
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#define HMM_DEF static
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#else
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#define HMM_DEF extern
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#endif
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#if !defined(HMM_SINF) || !defined(HMM_COSF) || !defined(HMM_TANF) || \
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!defined(HMM_SQRTF) || !defined(HMM_EXPF) || !defined(HMM_LOGF) || \
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@@ -212,10 +217,10 @@ extern "C"
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#define HMM_PI32 3.14159265359f
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#define HMM_PI 3.14159265358979323846
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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 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 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_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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#ifndef HMM_PREFIX
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@@ -547,7 +552,7 @@ HMM_INLINE float HMM_PREFIX(RSquareRootF)(float Float)
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return(Result);
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}
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HMM_EXTERN float HMM_PREFIX(Power)(float Base, int Exponent);
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HMM_DEF float HMM_PREFIX(Power)(float Base, int Exponent);
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COVERAGE(HMM_PowerF, 1)
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HMM_INLINE float HMM_PREFIX(PowerF)(float Base, float Exponent)
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@@ -595,7 +600,8 @@ HMM_INLINE float HMM_PREFIX(Clamp)(float Min, float Value, float Max)
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{
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Result = Min;
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}
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else if(Result > Max)
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if(Result > Max)
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{
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Result = Max;
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}
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@@ -1314,7 +1320,7 @@ HMM_INLINE hmm_mat4 HMM_PREFIX(Transpose)(hmm_mat4 Matrix)
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return (Result);
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}
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#else
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HMM_EXTERN hmm_mat4 HMM_PREFIX(Transpose)(hmm_mat4 Matrix);
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HMM_DEF hmm_mat4 HMM_PREFIX(Transpose)(hmm_mat4 Matrix);
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#endif
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#ifdef HANDMADE_MATH__USE_SSE
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@@ -1333,7 +1339,7 @@ HMM_INLINE hmm_mat4 HMM_PREFIX(AddMat4)(hmm_mat4 Left, hmm_mat4 Right)
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return (Result);
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}
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#else
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HMM_EXTERN hmm_mat4 HMM_PREFIX(AddMat4)(hmm_mat4 Left, hmm_mat4 Right);
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HMM_DEF hmm_mat4 HMM_PREFIX(AddMat4)(hmm_mat4 Left, hmm_mat4 Right);
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#endif
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#ifdef HANDMADE_MATH__USE_SSE
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@@ -1352,10 +1358,10 @@ HMM_INLINE hmm_mat4 HMM_PREFIX(SubtractMat4)(hmm_mat4 Left, hmm_mat4 Right)
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return (Result);
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}
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#else
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HMM_EXTERN hmm_mat4 HMM_PREFIX(SubtractMat4)(hmm_mat4 Left, hmm_mat4 Right);
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HMM_DEF hmm_mat4 HMM_PREFIX(SubtractMat4)(hmm_mat4 Left, hmm_mat4 Right);
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#endif
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HMM_EXTERN hmm_mat4 HMM_PREFIX(MultiplyMat4)(hmm_mat4 Left, hmm_mat4 Right);
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HMM_DEF hmm_mat4 HMM_PREFIX(MultiplyMat4)(hmm_mat4 Left, hmm_mat4 Right);
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#ifdef HANDMADE_MATH__USE_SSE
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COVERAGE(HMM_MultiplyMat4f, 1)
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@@ -1374,10 +1380,10 @@ HMM_INLINE hmm_mat4 HMM_PREFIX(MultiplyMat4f)(hmm_mat4 Matrix, float Scalar)
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return (Result);
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}
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#else
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HMM_EXTERN hmm_mat4 HMM_PREFIX(MultiplyMat4f)(hmm_mat4 Matrix, float Scalar);
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HMM_DEF hmm_mat4 HMM_PREFIX(MultiplyMat4f)(hmm_mat4 Matrix, float Scalar);
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#endif
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HMM_EXTERN hmm_vec4 HMM_PREFIX(MultiplyMat4ByVec4)(hmm_mat4 Matrix, hmm_vec4 Vector);
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HMM_DEF hmm_vec4 HMM_PREFIX(MultiplyMat4ByVec4)(hmm_mat4 Matrix, hmm_vec4 Vector);
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#ifdef HANDMADE_MATH__USE_SSE
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COVERAGE(HMM_DivideMat4f, 1)
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@@ -1396,7 +1402,7 @@ HMM_INLINE hmm_mat4 HMM_PREFIX(DivideMat4f)(hmm_mat4 Matrix, float Scalar)
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return (Result);
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}
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#else
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HMM_EXTERN hmm_mat4 HMM_PREFIX(DivideMat4f)(hmm_mat4 Matrix, float Scalar);
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HMM_DEF hmm_mat4 HMM_PREFIX(DivideMat4f)(hmm_mat4 Matrix, float Scalar);
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#endif
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@@ -1458,7 +1464,7 @@ HMM_INLINE hmm_mat4 HMM_PREFIX(Translate)(hmm_vec3 Translation)
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return (Result);
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}
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HMM_EXTERN hmm_mat4 HMM_PREFIX(Rotate)(float Angle, hmm_vec3 Axis);
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HMM_DEF hmm_mat4 HMM_PREFIX(Rotate)(float Angle, hmm_vec3 Axis);
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COVERAGE(HMM_Scale, 1)
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HMM_INLINE hmm_mat4 HMM_PREFIX(Scale)(hmm_vec3 Scale)
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@@ -1474,7 +1480,7 @@ HMM_INLINE hmm_mat4 HMM_PREFIX(Scale)(hmm_vec3 Scale)
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return (Result);
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}
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HMM_EXTERN hmm_mat4 HMM_PREFIX(LookAt)(hmm_vec3 Eye, hmm_vec3 Center, hmm_vec3 Up);
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HMM_DEF hmm_mat4 HMM_PREFIX(LookAt)(hmm_vec3 Eye, hmm_vec3 Center, hmm_vec3 Up);
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/*
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@@ -1632,7 +1638,7 @@ HMM_INLINE hmm_quaternion HMM_PREFIX(DivideQuaternionF)(hmm_quaternion Left, flo
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return (Result);
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}
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HMM_EXTERN hmm_quaternion HMM_PREFIX(InverseQuaternion)(hmm_quaternion Left);
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HMM_DEF hmm_quaternion HMM_PREFIX(InverseQuaternion)(hmm_quaternion Left);
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COVERAGE(HMM_DotQuaternion, 1)
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HMM_INLINE float HMM_PREFIX(DotQuaternion)(hmm_quaternion Left, hmm_quaternion Right)
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@@ -1692,10 +1698,10 @@ HMM_INLINE hmm_quaternion HMM_PREFIX(NLerp)(hmm_quaternion Left, float Time, hmm
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return (Result);
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}
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HMM_EXTERN hmm_quaternion HMM_PREFIX(Slerp)(hmm_quaternion Left, float Time, hmm_quaternion Right);
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HMM_EXTERN hmm_mat4 HMM_PREFIX(QuaternionToMat4)(hmm_quaternion Left);
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HMM_EXTERN hmm_quaternion HMM_PREFIX(Mat4ToQuaternion)(hmm_mat4 Left);
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HMM_EXTERN hmm_quaternion HMM_PREFIX(QuaternionFromAxisAngle)(hmm_vec3 Axis, float AngleOfRotation);
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HMM_DEF hmm_quaternion HMM_PREFIX(Slerp)(hmm_quaternion Left, float Time, hmm_quaternion Right);
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HMM_DEF hmm_mat4 HMM_PREFIX(QuaternionToMat4)(hmm_quaternion Left);
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HMM_DEF hmm_quaternion HMM_PREFIX(Mat4ToQuaternion)(hmm_mat4 Left);
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HMM_DEF hmm_quaternion HMM_PREFIX(QuaternionFromAxisAngle)(hmm_vec3 Axis, float AngleOfRotation);
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#ifdef __cplusplus
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}
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@@ -2789,6 +2795,46 @@ HMM_INLINE hmm_bool operator!=(hmm_vec4 Left, hmm_vec4 Right)
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return !HMM_PREFIX(EqualsVec4)(Left, Right);
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}
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COVERAGE(HMM_UnaryMinusVec2, 1)
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HMM_INLINE hmm_vec2 operator-(hmm_vec2 In)
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{
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ASSERT_COVERED(HMM_UnaryMinusVec2);
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hmm_vec2 Result;
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Result.X = -In.X;
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Result.Y = -In.Y;
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return(Result);
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}
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COVERAGE(HMM_UnaryMinusVec3, 1)
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HMM_INLINE hmm_vec3 operator-(hmm_vec3 In)
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{
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ASSERT_COVERED(HMM_UnaryMinusVec3);
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hmm_vec3 Result;
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Result.X = -In.X;
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Result.Y = -In.Y;
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Result.Z = -In.Z;
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return(Result);
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}
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COVERAGE(HMM_UnaryMinusVec4, 1)
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HMM_INLINE hmm_vec4 operator-(hmm_vec4 In)
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{
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ASSERT_COVERED(HMM_UnaryMinusVec4);
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hmm_vec4 Result;
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#if HANDMADE_MATH__USE_SSE
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Result.InternalElementsSSE = _mm_xor_ps(In.InternalElementsSSE, _mm_set1_ps(-0.0f));
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#else
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Result.X = -In.X;
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Result.Y = -In.Y;
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Result.Z = -In.Z;
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Result.W = -In.W;
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#endif
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return(Result);
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}
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#endif /* __cplusplus */
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#if defined(__GNUC__) || defined(__clang__)
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@@ -2800,7 +2846,7 @@ HMM_INLINE hmm_bool operator!=(hmm_vec4 Left, hmm_vec4 Right)
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#ifdef HANDMADE_MATH_IMPLEMENTATION
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COVERAGE(HMM_Power, 2)
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float HMM_Power(float Base, int Exponent)
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float HMM_PREFIX(Power)(float Base, int Exponent)
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{
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ASSERT_COVERED(HMM_Power);
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@@ -2825,7 +2871,7 @@ float HMM_Power(float Base, int Exponent)
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#ifndef HANDMADE_MATH__USE_SSE
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COVERAGE(HMM_Transpose, 1)
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hmm_mat4 HMM_Transpose(hmm_mat4 Matrix)
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hmm_mat4 HMM_PREFIX(Transpose)(hmm_mat4 Matrix)
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{
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ASSERT_COVERED(HMM_Transpose);
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@@ -2847,7 +2893,7 @@ hmm_mat4 HMM_Transpose(hmm_mat4 Matrix)
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#ifndef HANDMADE_MATH__USE_SSE
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COVERAGE(HMM_AddMat4, 1)
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hmm_mat4 HMM_AddMat4(hmm_mat4 Left, hmm_mat4 Right)
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hmm_mat4 HMM_PREFIX(AddMat4)(hmm_mat4 Left, hmm_mat4 Right)
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{
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ASSERT_COVERED(HMM_AddMat4);
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@@ -2869,7 +2915,7 @@ hmm_mat4 HMM_AddMat4(hmm_mat4 Left, hmm_mat4 Right)
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#ifndef HANDMADE_MATH__USE_SSE
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COVERAGE(HMM_SubtractMat4, 1)
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hmm_mat4 HMM_SubtractMat4(hmm_mat4 Left, hmm_mat4 Right)
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hmm_mat4 HMM_PREFIX(SubtractMat4)(hmm_mat4 Left, hmm_mat4 Right)
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{
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ASSERT_COVERED(HMM_SubtractMat4);
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@@ -2890,7 +2936,7 @@ hmm_mat4 HMM_SubtractMat4(hmm_mat4 Left, hmm_mat4 Right)
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#endif
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COVERAGE(HMM_MultiplyMat4, 1)
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hmm_mat4 HMM_MultiplyMat4(hmm_mat4 Left, hmm_mat4 Right)
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hmm_mat4 HMM_PREFIX(MultiplyMat4)(hmm_mat4 Left, hmm_mat4 Right)
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{
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ASSERT_COVERED(HMM_MultiplyMat4);
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@@ -2925,7 +2971,7 @@ hmm_mat4 HMM_MultiplyMat4(hmm_mat4 Left, hmm_mat4 Right)
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#ifndef HANDMADE_MATH__USE_SSE
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COVERAGE(HMM_MultiplyMat4f, 1)
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hmm_mat4 HMM_MultiplyMat4f(hmm_mat4 Matrix, float Scalar)
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hmm_mat4 HMM_PREFIX(MultiplyMat4f)(hmm_mat4 Matrix, float Scalar)
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{
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ASSERT_COVERED(HMM_MultiplyMat4f);
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@@ -2946,7 +2992,7 @@ hmm_mat4 HMM_MultiplyMat4f(hmm_mat4 Matrix, float Scalar)
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#endif
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COVERAGE(HMM_MultiplyMat4ByVec4, 1)
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hmm_vec4 HMM_MultiplyMat4ByVec4(hmm_mat4 Matrix, hmm_vec4 Vector)
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hmm_vec4 HMM_PREFIX(MultiplyMat4ByVec4)(hmm_mat4 Matrix, hmm_vec4 Vector)
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{
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ASSERT_COVERED(HMM_MultiplyMat4ByVec4);
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@@ -2973,7 +3019,7 @@ hmm_vec4 HMM_MultiplyMat4ByVec4(hmm_mat4 Matrix, hmm_vec4 Vector)
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#ifndef HANDMADE_MATH__USE_SSE
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COVERAGE(HMM_DivideMat4f, 1);
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hmm_mat4 HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar)
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hmm_mat4 HMM_PREFIX(DivideMat4f)(hmm_mat4 Matrix, float Scalar)
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{
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ASSERT_COVERED(HMM_DivideMat4f);
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@@ -2994,7 +3040,7 @@ hmm_mat4 HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar)
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#endif
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COVERAGE(HMM_Rotate, 1)
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hmm_mat4 HMM_Rotate(float Angle, hmm_vec3 Axis)
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hmm_mat4 HMM_PREFIX(Rotate)(float Angle, hmm_vec3 Axis)
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{
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ASSERT_COVERED(HMM_Rotate);
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@@ -3022,7 +3068,7 @@ hmm_mat4 HMM_Rotate(float Angle, hmm_vec3 Axis)
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}
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COVERAGE(HMM_LookAt, 1)
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hmm_mat4 HMM_LookAt(hmm_vec3 Eye, hmm_vec3 Center, hmm_vec3 Up)
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hmm_mat4 HMM_PREFIX(LookAt)(hmm_vec3 Eye, hmm_vec3 Center, hmm_vec3 Up)
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{
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ASSERT_COVERED(HMM_LookAt);
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@@ -3056,7 +3102,7 @@ hmm_mat4 HMM_LookAt(hmm_vec3 Eye, hmm_vec3 Center, hmm_vec3 Up)
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}
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COVERAGE(HMM_InverseQuaternion, 1)
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hmm_quaternion HMM_InverseQuaternion(hmm_quaternion Left)
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hmm_quaternion HMM_PREFIX(InverseQuaternion)(hmm_quaternion Left)
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{
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ASSERT_COVERED(HMM_InverseQuaternion);
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@@ -3079,7 +3125,7 @@ hmm_quaternion HMM_InverseQuaternion(hmm_quaternion Left)
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}
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COVERAGE(HMM_Slerp, 1)
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hmm_quaternion HMM_Slerp(hmm_quaternion Left, float Time, hmm_quaternion Right)
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hmm_quaternion HMM_PREFIX(Slerp)(hmm_quaternion Left, float Time, hmm_quaternion Right)
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{
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ASSERT_COVERED(HMM_Slerp);
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@@ -3104,7 +3150,7 @@ hmm_quaternion HMM_Slerp(hmm_quaternion Left, float Time, hmm_quaternion Right)
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}
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COVERAGE(HMM_QuaternionToMat4, 1)
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hmm_mat4 HMM_QuaternionToMat4(hmm_quaternion Left)
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hmm_mat4 HMM_PREFIX(QuaternionToMat4)(hmm_quaternion Left)
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{
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ASSERT_COVERED(HMM_QuaternionToMat4);
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@@ -3164,7 +3210,7 @@ hmm_mat4 HMM_QuaternionToMat4(hmm_quaternion Left)
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// Don't be confused! Or if you must be confused, at least trust this
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// comment. :)
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COVERAGE(HMM_Mat4ToQuaternion, 4)
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hmm_quaternion HMM_Mat4ToQuaternion(hmm_mat4 M)
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hmm_quaternion HMM_PREFIX(Mat4ToQuaternion)(hmm_mat4 M)
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{
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float T;
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hmm_quaternion Q;
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@@ -3221,7 +3267,7 @@ hmm_quaternion HMM_Mat4ToQuaternion(hmm_mat4 M)
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}
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COVERAGE(HMM_QuaternionFromAxisAngle, 1)
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hmm_quaternion HMM_QuaternionFromAxisAngle(hmm_vec3 Axis, float AngleOfRotation)
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hmm_quaternion HMM_PREFIX(QuaternionFromAxisAngle)(hmm_vec3 Axis, float AngleOfRotation)
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{
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ASSERT_COVERED(HMM_QuaternionFromAxisAngle);
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