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@@ -1,5 +1,5 @@
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/*
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HandmadeMath.h v1.7.0
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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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@@ -65,118 +65,6 @@
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versions of these functions that are provided by the CRT.
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=============================================================================
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Version History:
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0.2 (*) Updated documentation
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(*) Better C compliance
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(*) Prefix all handmade math functions
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(*) Better operator overloading
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0.2a
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(*) Prefixed Macros
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0.2b
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(*) Disabled warning 4201 on MSVC as it is legal is C11
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(*) Removed the f at the end of HMM_PI to get 64bit precision
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0.3
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(*) Added +=, -=, *=, /= for hmm_vec2, hmm_vec3, hmm_vec4
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0.4
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(*) SSE Optimized HMM_SqrtF
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(*) SSE Optimized HMM_RSqrtF
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(*) Removed CRT
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0.5
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(*) Added scalar multiplication and division for vectors
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and matrices
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(*) Added matrix subtraction and += for hmm_mat4
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(*) Reconciled all headers and implementations
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(*) Tidied up, and filled in a few missing operators
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0.5.1
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(*) Ensured column-major order for matrices throughout
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(*) Fixed HMM_Translate producing row-major matrices
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0.5.2
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(*) Fixed SSE code in HMM_SqrtF
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(*) Fixed SSE code in HMM_RSqrtF
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0.6
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(*) Added Unit testing
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(*) Made HMM_Power faster
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(*) Fixed possible efficiency problem with HMM_Normalize
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(*) RENAMED HMM_LengthSquareRoot to HMM_LengthSquared
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(*) RENAMED HMM_RSqrtF to HMM_RSquareRootF
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(*) RENAMED HMM_SqrtF to HMM_SquareRootF
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(*) REMOVED Inner function (user should use Dot now)
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(*) REMOVED HMM_FastInverseSquareRoot function declaration
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0.7
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(*) REMOVED HMM_LengthSquared in HANDMADE_MATH_IMPLEMENTATION (should
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use HMM_LengthSquaredVec3, or HANDMADE_MATH_CPP_MODE for function
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overloaded version)
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(*) REMOVED HMM_Length in HANDMADE_MATH_IMPLEMENTATION (should use
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HMM_LengthVec3, HANDMADE_MATH_CPP_MODE for function
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overloaded version)
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(*) REMOVED HMM_Normalize in HANDMADE_MATH_IMPLEMENTATION (should use
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HMM_NormalizeVec3, or HANDMADE_MATH_CPP_MODE for function
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overloaded version)
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(*) Added HMM_LengthSquaredVec2
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(*) Added HMM_LengthSquaredVec4
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(*) Addd HMM_LengthVec2
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(*) Added HMM_LengthVec4
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(*) Added HMM_NormalizeVec2
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(*) Added HMM_NormalizeVec4
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1.0
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(*) Lots of testing!
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1.1
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(*) Quaternion support
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(*) Added type hmm_quaternion
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(*) Added HMM_Quaternion
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(*) Added HMM_QuaternionV4
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(*) Added HMM_AddQuaternion
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(*) Added HMM_SubtractQuaternion
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(*) Added HMM_MultiplyQuaternion
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(*) Added HMM_MultiplyQuaternionF
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(*) Added HMM_DivideQuaternionF
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(*) Added HMM_InverseQuaternion
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(*) Added HMM_DotQuaternion
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(*) Added HMM_NormalizeQuaternion
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(*) Added HMM_Slerp
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(*) Added HMM_QuaternionToMat4
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(*) Added HMM_QuaternionFromAxisAngle
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1.1.1
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(*) Resolved compiler warnings on gcc and g++
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1.1.2
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(*) Fixed invalid HMMDEF's in the function definitions
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1.1.3
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(*) Fixed compile error in C mode
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1.1.4
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(*) Fixed SSE being included on platforms that don't support it
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(*) Fixed divide-by-zero errors when normalizing zero vectors.
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1.1.5
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(*) Add Width and Height to HMM_Vec2
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(*) Made it so you can supply your own SqrtF
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1.2.0
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(*) Added equality functions for HMM_Vec2, HMM_Vec3, and HMM_Vec4.
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(*) Added HMM_EqualsVec2, HMM_EqualsVec3, and HMM_EqualsVec4
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(*) Added C++ overloaded HMM_Equals for all three
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(*) Added C++ == and != operators for all three
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(*) SSE'd HMM_MultiplyMat4 (this is _WAY_ faster)
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(*) SSE'd HMM_Transpose
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1.3.0
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(*) Remove need to #define HANDMADE_MATH_CPP_MODE
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1.4.0
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(*) Fixed bug when using HandmadeMath in C mode
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(*) SSEd all vec4 operations
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(*) Removed all zero-ing
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1.5.0
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(*) Changed internal structure for better performance and inlining.
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(*) As a result, HANDMADE_MATH_NO_INLINE has been removed and no
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longer has any effect.
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1.5.1
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(*) Fixed a bug with uninitialized elements in HMM_LookAt.
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1.6.0
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(*) Added array subscript operators for vector and matrix types in
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C++. This is provided as a convenience, but be aware that it may
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incur an extra function call in unoptimized builds.
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1.7.0
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(*) Renamed the 'Rows' member of hmm_mat4 to 'Columns'. Since our
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matrices are column-major, this should have been named 'Columns'
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from the start. 'Rows' is still present, but has been deprecated.
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LICENSE
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@@ -195,6 +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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@@ -324,7 +213,7 @@ typedef union hmm_vec2
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float Elements[2];
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#ifdef __cplusplus
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inline float &operator[](int Index)
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inline float &operator[](const int &Index)
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{
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return Elements[Index];
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}
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@@ -375,7 +264,7 @@ typedef union hmm_vec3
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float Elements[3];
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#ifdef __cplusplus
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inline float &operator[](int Index)
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inline float &operator[](const int &Index)
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{
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return Elements[Index];
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}
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@@ -439,7 +328,7 @@ typedef union hmm_vec4
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#endif
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#ifdef __cplusplus
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inline float &operator[](int Index)
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inline float &operator[](const int &Index)
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{
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return Elements[Index];
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}
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@@ -459,7 +348,7 @@ typedef union hmm_mat4
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#endif
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#ifdef __cplusplus
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inline hmm_vec4 operator[](const int Index)
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inline hmm_vec4 operator[](const int &Index)
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{
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float* col = Elements[Index];
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@@ -491,6 +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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@@ -1128,6 +1021,21 @@ HMM_INLINE hmm_vec4 HMM_NormalizeVec4(hmm_vec4 A)
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return (Result);
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}
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HMM_INLINE hmm_vec2 HMM_FastNormalizeVec2(hmm_vec2 A)
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{
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return HMM_MultiplyVec2f(A, HMM_RSquareRootF(HMM_DotVec2(A, A)));
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}
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HMM_INLINE hmm_vec3 HMM_FastNormalizeVec3(hmm_vec3 A)
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{
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return HMM_MultiplyVec3f(A, HMM_RSquareRootF(HMM_DotVec3(A, A)));
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}
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HMM_INLINE hmm_vec4 HMM_FastNormalizeVec4(hmm_vec4 A)
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{
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return HMM_MultiplyVec4f(A, HMM_RSquareRootF(HMM_DotVec4(A, A)));
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}
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/*
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* SSE stuff
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@@ -1278,10 +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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@@ -1325,10 +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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@@ -1337,10 +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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@@ -1349,10 +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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@@ -1361,10 +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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@@ -1373,10 +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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@@ -1385,10 +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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@@ -1397,10 +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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@@ -1409,7 +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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@@ -1428,11 +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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|
@@ -1511,6 +1485,27 @@ HMM_INLINE hmm_vec4 HMM_Normalize(hmm_vec4 A)
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|
return (Result);
|
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|
|
}
|
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|
HMM_INLINE hmm_vec2 HMM_FastNormalize(hmm_vec2 A)
|
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|
|
{
|
|
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|
|
hmm_vec2 Result = HMM_FastNormalizeVec2(A);
|
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|
return (Result);
|
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|
|
}
|
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|
|
HMM_INLINE hmm_vec3 HMM_FastNormalize(hmm_vec3 A)
|
|
|
|
|
{
|
|
|
|
|
hmm_vec3 Result = HMM_FastNormalizeVec3(A);
|
|
|
|
|
|
|
|
|
|
return (Result);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
HMM_INLINE hmm_vec4 HMM_FastNormalize(hmm_vec4 A)
|
|
|
|
|
{
|
|
|
|
|
hmm_vec4 Result = HMM_FastNormalizeVec4(A);
|
|
|
|
|
|
|
|
|
|
return (Result);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
HMM_INLINE hmm_quaternion HMM_Normalize(hmm_quaternion A)
|
|
|
|
|
{
|
|
|
|
|
hmm_quaternion Result = HMM_NormalizeQuaternion(A);
|
|
|
|
|
@@ -2419,10 +2414,7 @@ hmm_quaternion HMM_InverseQuaternion(hmm_quaternion Left)
|
|
|
|
|
Norm = HMM_SquareRootF(HMM_DotQuaternion(Left, Left));
|
|
|
|
|
NormSquared = Norm * Norm;
|
|
|
|
|
|
|
|
|
|
Result.X = Conjugate.X / NormSquared;
|
|
|
|
|
Result.Y = Conjugate.Y / NormSquared;
|
|
|
|
|
Result.Z = Conjugate.Z / NormSquared;
|
|
|
|
|
Result.W = Conjugate.W / NormSquared;
|
|
|
|
|
Result = HMM_DivideQuaternionF(Conjugate, NormSquared);
|
|
|
|
|
|
|
|
|
|
return (Result);
|
|
|
|
|
}
|
|
|
|
|
|