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@@ -1,5 +1,5 @@
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/*
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HandmadeMath.h v1.8.0
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HandmadeMath.h v1.9.0
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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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@@ -83,6 +83,7 @@
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Gingerbill (@TheGingerBill)
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Ben Visness (@bvisness)
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Trinton Bullard (@Peliex_Dev)
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@AntonDan
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Fixes:
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Jeroen van Rijn (@J_vanRijn)
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@@ -379,6 +380,10 @@ typedef union hmm_quaternion
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};
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float Elements[4];
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#ifdef HANDMADE_MATH__USE_SSE
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__m128 InternalElementsSSE;
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#endif
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} hmm_quaternion;
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typedef int32_t hmm_bool;
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@@ -1181,10 +1186,12 @@ HMM_INLINE hmm_mat4 HMM_Perspective(float FOV, float AspectRatio, float Near, fl
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{
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hmm_mat4 Result = HMM_Mat4();
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float TanThetaOver2 = HMM_TanF(FOV * (HMM_PI32 / 360.0f));
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// See https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml
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float Cotangent = 1.0f / HMM_TanF(FOV * (HMM_PI32 / 360.0f));
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Result.Elements[0][0] = 1.0f / TanThetaOver2;
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Result.Elements[1][1] = AspectRatio / TanThetaOver2;
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Result.Elements[0][0] = Cotangent / AspectRatio;
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Result.Elements[1][1] = Cotangent;
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Result.Elements[2][3] = -1.0f;
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Result.Elements[2][2] = (Near + Far) / (Near - Far);
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Result.Elements[3][2] = (2.0f * Near * Far) / (Near - Far);
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@@ -1228,10 +1235,14 @@ HMM_INLINE hmm_quaternion HMM_Quaternion(float X, float Y, float Z, float W)
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{
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hmm_quaternion Result;
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#ifdef HANDMADE_MATH__USE_SSE
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Result.InternalElementsSSE = _mm_setr_ps(X, Y, Z, W);
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#else
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Result.X = X;
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Result.Y = Y;
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Result.Z = Z;
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Result.W = W;
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#endif
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return (Result);
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}
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@@ -1240,10 +1251,14 @@ HMM_INLINE hmm_quaternion HMM_QuaternionV4(hmm_vec4 Vector)
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{
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hmm_quaternion Result;
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#ifdef HANDMADE_MATH__USE_SSE
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Result.InternalElementsSSE = Vector.InternalElementsSSE;
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#else
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Result.X = Vector.X;
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Result.Y = Vector.Y;
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Result.Z = Vector.Z;
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Result.W = Vector.W;
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#endif
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return (Result);
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}
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@@ -1252,10 +1267,15 @@ HMM_INLINE hmm_quaternion HMM_AddQuaternion(hmm_quaternion Left, hmm_quaternion
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{
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hmm_quaternion Result;
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#ifdef HANDMADE_MATH__USE_SSE
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Result.InternalElementsSSE = _mm_add_ps(Left.InternalElementsSSE, Right.InternalElementsSSE);
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#else
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Result.X = Left.X + Right.X;
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Result.Y = Left.Y + Right.Y;
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Result.Z = Left.Z + Right.Z;
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Result.W = Left.W + Right.W;
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#endif
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return (Result);
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}
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@@ -1264,10 +1284,15 @@ HMM_INLINE hmm_quaternion HMM_SubtractQuaternion(hmm_quaternion Left, hmm_quater
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{
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hmm_quaternion Result;
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#ifdef HANDMADE_MATH__USE_SSE
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Result.InternalElementsSSE = _mm_sub_ps(Left.InternalElementsSSE, Right.InternalElementsSSE);
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#else
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Result.X = Left.X - Right.X;
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Result.Y = Left.Y - Right.Y;
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Result.Z = Left.Z - Right.Z;
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Result.W = Left.W - Right.W;
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#endif
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return (Result);
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}
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@@ -1276,10 +1301,28 @@ HMM_INLINE hmm_quaternion HMM_MultiplyQuaternion(hmm_quaternion Left, hmm_quater
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{
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hmm_quaternion Result;
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#ifdef HANDMADE_MATH__USE_SSE
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__m128 SSEResultOne = _mm_xor_ps(_mm_shuffle_ps(Left.InternalElementsSSE, Left.InternalElementsSSE, _MM_SHUFFLE(0, 0, 0, 0)), _mm_setr_ps(0.f, -0.f, 0.f, -0.f));
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__m128 SSEResultTwo = _mm_shuffle_ps(Right.InternalElementsSSE, Right.InternalElementsSSE, _MM_SHUFFLE(0, 1, 2, 3));
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__m128 SSEResultThree = _mm_mul_ps(SSEResultTwo, SSEResultOne);
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SSEResultOne = _mm_xor_ps(_mm_shuffle_ps(Left.InternalElementsSSE, Left.InternalElementsSSE, _MM_SHUFFLE(1, 1, 1, 1)) , _mm_setr_ps(0.f, 0.f, -0.f, -0.f));
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SSEResultTwo = _mm_shuffle_ps(Right.InternalElementsSSE, Right.InternalElementsSSE, _MM_SHUFFLE(1, 0, 3, 2));
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SSEResultThree = _mm_add_ps(SSEResultThree, _mm_mul_ps(SSEResultTwo, SSEResultOne));
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SSEResultOne = _mm_xor_ps(_mm_shuffle_ps(Left.InternalElementsSSE, Left.InternalElementsSSE, _MM_SHUFFLE(2, 2, 2, 2)), _mm_setr_ps(-0.f, 0.f, 0.f, -0.f));
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SSEResultTwo = _mm_shuffle_ps(Right.InternalElementsSSE, Right.InternalElementsSSE, _MM_SHUFFLE(2, 3, 0, 1));
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SSEResultThree = _mm_add_ps(SSEResultThree, _mm_mul_ps(SSEResultTwo, SSEResultOne));
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SSEResultOne = _mm_shuffle_ps(Left.InternalElementsSSE, Left.InternalElementsSSE, _MM_SHUFFLE(3, 3, 3, 3));
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SSEResultTwo = _mm_shuffle_ps(Right.InternalElementsSSE, Right.InternalElementsSSE, _MM_SHUFFLE(3, 2, 1, 0));
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Result.InternalElementsSSE = _mm_add_ps(SSEResultThree, _mm_mul_ps(SSEResultTwo, SSEResultOne));
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#else
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Result.X = (Left.X * Right.W) + (Left.Y * Right.Z) - (Left.Z * Right.Y) + (Left.W * Right.X);
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Result.Y = (-Left.X * Right.Z) + (Left.Y * Right.W) + (Left.Z * Right.X) + (Left.W * Right.Y);
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Result.Z = (Left.X * Right.Y) - (Left.Y * Right.X) + (Left.Z * Right.W) + (Left.W * Right.Z);
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Result.W = (-Left.X * Right.X) - (Left.Y * Right.Y) - (Left.Z * Right.Z) + (Left.W * Right.W);
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#endif
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return (Result);
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}
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@@ -1288,10 +1331,15 @@ HMM_INLINE hmm_quaternion HMM_MultiplyQuaternionF(hmm_quaternion Left, float Mul
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{
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hmm_quaternion Result;
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#ifdef HANDMADE_MATH__USE_SSE
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__m128 Scalar = _mm_set1_ps(Multiplicative);
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Result.InternalElementsSSE = _mm_mul_ps(Left.InternalElementsSSE, Scalar);
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#else
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Result.X = Left.X * Multiplicative;
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Result.Y = Left.Y * Multiplicative;
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Result.Z = Left.Z * Multiplicative;
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Result.W = Left.W * Multiplicative;
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#endif
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return (Result);
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}
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@@ -1300,10 +1348,15 @@ HMM_INLINE hmm_quaternion HMM_DivideQuaternionF(hmm_quaternion Left, float Divid
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{
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hmm_quaternion Result;
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#ifdef HANDMADE_MATH__USE_SSE
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__m128 Scalar = _mm_set1_ps(Dividend);
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Result.InternalElementsSSE = _mm_div_ps(Left.InternalElementsSSE, Scalar);
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#else
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Result.X = Left.X / Dividend;
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Result.Y = Left.Y / Dividend;
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Result.Z = Left.Z / Dividend;
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Result.W = Left.W / Dividend;
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#endif
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return (Result);
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}
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@@ -1312,7 +1365,18 @@ HMM_EXTERN hmm_quaternion HMM_InverseQuaternion(hmm_quaternion Left);
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HMM_INLINE float HMM_DotQuaternion(hmm_quaternion Left, hmm_quaternion Right)
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{
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float Result = (Left.X * Right.X) + (Left.Y * Right.Y) + (Left.Z * Right.Z) + (Left.W * Right.W);
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float Result;
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#ifdef HANDMADE_MATH__USE_SSE
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__m128 SSEResultOne = _mm_mul_ps(Left.InternalElementsSSE, Right.InternalElementsSSE);
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__m128 SSEResultTwo = _mm_shuffle_ps(SSEResultOne, SSEResultOne, _MM_SHUFFLE(2, 3, 0, 1));
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SSEResultOne = _mm_add_ps(SSEResultOne, SSEResultTwo);
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SSEResultTwo = _mm_shuffle_ps(SSEResultOne, SSEResultOne, _MM_SHUFFLE(0, 1, 2, 3));
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SSEResultOne = _mm_add_ps(SSEResultOne, SSEResultTwo);
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_mm_store_ss(&Result, SSEResultOne);
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#else
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Result = (Left.X * Right.X) + (Left.Y * Right.Y) + (Left.Z * Right.Z) + (Left.W * Right.W);
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#endif
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return (Result);
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}
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@@ -1331,11 +1395,18 @@ HMM_INLINE hmm_quaternion HMM_NLerp(hmm_quaternion Left, float Time, hmm_quatern
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{
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hmm_quaternion Result;
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#ifdef HANDMADE_MATH__USE_SSE
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__m128 ScalarLeft = _mm_set1_ps(1.0f - Time);
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__m128 ScalarRight = _mm_set1_ps(Time);
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__m128 SSEResultOne = _mm_mul_ps(Left.InternalElementsSSE, ScalarLeft);
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__m128 SSEResultTwo = _mm_mul_ps(Right.InternalElementsSSE, ScalarRight);
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Result.InternalElementsSSE = _mm_add_ps(SSEResultOne, SSEResultTwo);
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#else
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Result.X = HMM_Lerp(Left.X, Time, Right.X);
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Result.Y = HMM_Lerp(Left.Y, Time, Right.Y);
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Result.Z = HMM_Lerp(Left.Z, Time, Right.Z);
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Result.W = HMM_Lerp(Left.W, Time, Right.W);
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#endif
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Result = HMM_NormalizeQuaternion(Result);
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return (Result);
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@@ -2343,10 +2414,7 @@ hmm_quaternion HMM_InverseQuaternion(hmm_quaternion Left)
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Norm = HMM_SquareRootF(HMM_DotQuaternion(Left, Left));
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NormSquared = Norm * Norm;
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Result.X = Conjugate.X / NormSquared;
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Result.Y = Conjugate.Y / NormSquared;
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Result.Z = Conjugate.Z / NormSquared;
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Result.W = Conjugate.W / NormSquared;
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Result = HMM_DivideQuaternionF(Conjugate, NormSquared);
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return (Result);
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}
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