704 lines
12 KiB
C
704 lines
12 KiB
C
/*
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* Sweet is a small library for basic math and small matrix operations.
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* Copyright 2014 Luc Girod.
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*
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* This library is free software: you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation, either
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* version 3 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <stdio.h>
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#include <math.h>
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#include <stdarg.h>
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#include "sweet_math.h"
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#include "sweet_types.h"
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#define EPSILON 0.0000000001
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int
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sweet_math_nearest (int number, int size, ...)
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{
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int i;
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int nearest;
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va_list ap;
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va_start (ap, size);
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/* nearest = va_arg (ap, int); */
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for (i = 0; i < size; i++)
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{
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int arg;
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arg = va_arg (ap, int);
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if (fabs (number - arg) < fabs (number - nearest))
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{
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nearest = arg;
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}
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}
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va_end (ap);
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return nearest;
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}
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int
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sweet_math_quadratic_polynomial (vec2 * r, float a, float b, float c)
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{
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float delta;
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float a2;
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a2 = a * 2;
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delta = b * b - 2*a2 * c;
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if (delta > 0)
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{
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float d = sqrt (delta);
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r->x = (d - b)/a2;
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r->y = (-d - b)/a2;
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return 2;
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}
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else if (sweet_math_approx_equals (delta, 0, EPSILON))
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{
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r->x = -b/a2;
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r->y = r->x;
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return 1;
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}
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return 0;
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}
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#define FRAC_1_ON_3 0.3333333333333333333333333333333333333333333333333333333333333333333
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#define FRAC_2_ON_3 0.6666666666666666666666666666666666666666666666666666666666666666666
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#define FRAC_1_ON_6 0.1666666666666666666666666666666666666666666666666666666666666666666
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#define FRAC_1_ON_9 0.1111111111111111111111111111111111111111111111111111111111111111111
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#define FRAC_2_ON_27 0.0740740740740740740740740740740740740740740740740740740740740740740
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#define FRAC_1_ON_27 0.0370370370370370370370370370370370370370370370370370370370370370370
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int
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sweet_math_cubic_polynomial (vec3 * roots, float t, float a, float b, float c)
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{
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double aa;
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double a_over_3;
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double p;
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double q;
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double ppp;
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double D;
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double r;
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double s;
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a /= t;
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b /= t;
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c /= t;
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aa = a * a;
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p = -FRAC_1_ON_9 * aa + FRAC_1_ON_3 * b;
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q = FRAC_1_ON_27 * aa * a - FRAC_1_ON_6 * a * b + 0.5 * c;
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ppp = p * p * p;
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D = -(ppp + q * q);
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s = sqrt (-D);
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r = cbrt (-q + s);
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s = cbrt (-q - s);
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a_over_3 = a/3;
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if (D < 0)
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{
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roots->x = (r + s) - a_over_3;
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return 1;
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}
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else if (sweet_math_approx_equals (D, 0, EPSILON))
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{
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roots->x = r * 2 - a_over_3;
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roots->y = -r - a_over_3;
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roots->z = roots->y;
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return 2;
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}
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else
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{
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float theta;
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float m2;
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m2 = 2 * sqrt (-p);
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theta = FRAC_1_ON_3 * acos (-q / sqrt(-ppp));
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roots->x = m2 * cos (theta) - a_over_3;
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roots->y = m2 * cos (theta + 2 * SWEET_PI_OVER_3) - a_over_3;
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roots->z = m2 * cos (theta - 2 * SWEET_PI_OVER_3) - a_over_3;
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return 3;
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}
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return 0;
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}
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vec2
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sweet_vector_new2 (float a, float b)
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{
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vec2 v;
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v.x = a;
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v.y = b;
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return v;
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}
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vec3
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sweet_vector_new3 (float a, float b, float c)
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{
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vec3 v;
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v.x = a;
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v.y = b;
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v.z = c;
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return v;
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}
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vec4
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sweet_vector_new4 (float a, float b, float c, float d)
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{
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vec4 v;
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v.x = a;
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v.y = b;
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v.z = c;
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v.w = d;
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return v;
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}
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float
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sweet_vector_norm2 (vec2 v)
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{
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return sqrt (v.x * v.x + v.y * v.y);
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}
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float
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sweet_vector_norm3 (vec3 v)
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{
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return sqrt (v.x * v.x + v.y * v.y + v.z * v.z);
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}
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float
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sweet_vector_norm4 (vec4 v)
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{
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return sqrt (v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w);
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}
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float
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sweet_vector_norm2h (vec3 v)
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{
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v.x = v.x / v.z;
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v.y = v.y / v.z;
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return sqrt ((v.x * v.x) + (v.y * v.y));
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}
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float
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sweet_vector_norm3h (vec4 v)
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{
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v.x = v.x / v.w;
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v.y = v.y / v.w;
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v.z = v.z / v.w;
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return sqrt ((v.x * v.x) + (v.y * v.y) + (v.z * v.z));
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}
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float
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sweet_vector_square_norm2 (vec2 v)
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{
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return (v.x * v.x + v.y * v.y);
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}
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float
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sweet_vector_square_norm3 (vec3 v)
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{
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return (v.x * v.x + v.y * v.y + v.z * v.z);
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}
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float
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sweet_vector_square_norm4 (vec4 v)
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{
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return (v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w);
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}
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float
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sweet_vector_square_norm2h (vec3 v)
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{
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v.x = v.x / v.z;
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v.y = v.y / v.z;
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return (v.x * v.x + v.y * v.y);
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}
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float
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sweet_vector_square_norm3h (vec4 v)
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{
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v.x = v.x / v.w;
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v.y = v.y / v.w;
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v.z = v.z / v.w;
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return (v.x * v.x + v.y * v.y + v.z * v.z);
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}
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float
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sweet_vector_dist2 (vec2 a, vec2 b)
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{
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float dx = a.x - b.x;
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float dy = a.y - b.y;
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return sqrt (dx * dx + dy * dy);
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}
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float
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sweet_vector_dist3 (vec3 a, vec3 b)
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{
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float dx = a.x - b.x;
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float dy = a.y - b.y;
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float dz = a.z - b.z;
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return sqrt (dx * dx + dy * dy + dz * dz);
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}
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float
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sweet_vector_dist4 (vec4 a, vec4 b)
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{
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float dx = a.x - b.x;
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float dy = a.y - b.y;
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float dz = a.z - b.z;
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return sqrt (dx * dx + dy * dy + dz * dz);
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}
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float
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sweet_vector_square_dist2 (vec2 a, vec2 b)
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{
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float dx = a.x - b.x;
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float dy = a.y - b.y;
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return (dx * dx + dy * dy);
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}
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float
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sweet_vector_square_dist3 (vec3 a, vec3 b)
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{
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float dx = a.x - b.x;
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float dy = a.y - b.y;
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float dz = a.z - b.z;
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return (dx * dx + dy * dy + dz * dz);
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}
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float
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sweet_vector_square_dist4 (vec4 a, vec4 b)
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{
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float dx = a.x - b.x;
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float dy = a.y - b.y;
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float dz = a.z - b.z;
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return (dx * dx + dy * dy + dz * dz);
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}
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float
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sweet_vector_dot2 (vec2 a, vec2 b)
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{
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return (a.x * b.x) + (a.y * b.y);
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}
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float
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sweet_vector_dot3 (vec3 a, vec3 b)
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{
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return (a.x * b.x) + (a.y * b.y) + (a.z * b.z);
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}
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float
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sweet_vector_dot4 (vec4 a, vec4 b)
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{
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return (a.x * b.x) + (a.y * b.y) + (a.z * b.z) + (a.w * b.w);
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}
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float
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sweet_vector_dot2h (vec3 a, vec3 b)
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{
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a.x = a.x / a.z;
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a.y = a.y / a.z;
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b.x = b.x / b.z;
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b.y = b.y / b.z;
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return (a.x * b.x) + (a.y * b.y);
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}
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float
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sweet_vector_dot3h (vec4 a, vec4 b)
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{
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a.x = a.x / a.w;
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a.y = a.y / a.w;
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a.z = a.z / a.w;
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b.x = b.x / b.w;
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b.y = b.y / b.w;
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b.z = b.z / b.w;
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return (a.x * b.x) + (a.y * b.y) + (a.z * b.z);
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}
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vec3
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sweet_vector_cross (vec3 v1, vec3 v2)
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{
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vec3 n;
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n.x = (v1.y * v2.z) - (v1.z * v2.y);
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n.y = -(v1.x * v2.z) + (v1.z * v2.x);
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n.z = (v1.x * v2.y) - (v1.y * v2.x);
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return n;
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}
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vec4
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sweet_vector_crossh (vec4 v1, vec4 v2)
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{
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vec4 n;
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v1.x = v1.x / v1.w;
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v1.y = v1.y / v1.w;
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v1.z = v1.z / v1.w;
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v2.x = v2.x / v2.w;
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v2.y = v2.y / v2.w;
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v2.z = v2.z / v2.w;
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n.x = (v1.y * v2.z) - (v1.z * v2.y);
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n.y = -(v1.x * v2.z) + (v1.z * v2.x);
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n.z = (v1.x * v2.y) - (v1.y * v2.x);
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n.w = 1.0;
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return n;
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}
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float
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sweet_vector_triple_product (vec3 v1, vec3 v2, vec3 v3)
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{
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v2 = sweet_vector_cross (v2, v3);
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return sweet_vector_dot3 (v1, v2);
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}
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float
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sweet_vector_triple_producth (vec4 v1, vec4 v2, vec4 v3)
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{
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v2 = sweet_vector_crossh (v2, v3);
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return sweet_vector_dot3h (v1, v2);
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}
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vec2
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sweet_vector_normalize2 (vec2 v)
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{
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vec2 nv;
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float inv_size = 1.0 / sqrt ((v.x * v.x) + (v.y * v.y));
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nv.x = v.x * inv_size;
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nv.y = v.y * inv_size;
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return nv;
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}
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vec3
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sweet_vector_normalize3 (vec3 v)
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{
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vec3 nv;
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float inv_size = 1.0 / sqrt ((v.x * v.x) + (v.y * v.y) + (v.z * v.z));
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nv.x = v.x * inv_size;
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nv.y = v.y * inv_size;
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nv.z = v.z * inv_size;
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return nv;
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}
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vec4
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sweet_vector_normalize4 (vec4 v)
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{
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vec4 nv;
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float inv_size = 1.0 / sqrt ((v.x * v.x) + (v.y * v.y) + (v.z * v.z) + (v.w * v.w));
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nv.x = v.x * inv_size;
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nv.y = v.y * inv_size;
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nv.z = v.z * inv_size;
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nv.w = v.w * inv_size;
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return nv;
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}
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vec2
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sweet_vector_scale2 (vec2 v, float s)
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{
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v.x *= s;
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v.y *= s;
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return v;
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}
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vec3
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sweet_vector_scale3 (vec3 v, float s)
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{
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v.x *= s;
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v.y *= s;
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v.z *= s;
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return v;
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}
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vec4
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sweet_vector_scale4 (vec4 v, float s)
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{
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v.x *= s;
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v.y *= s;
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v.z *= s;
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v.w *= s;
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return v;
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}
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vec2
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sweet_vector_rescale2 (vec2 v, float size)
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{
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v = sweet_vector_normalize2 (v);
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v = sweet_vector_scale2 (v, size);
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return v;
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}
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vec3
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sweet_vector_rescale3 (vec3 v, float size)
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{
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v = sweet_vector_normalize3 (v);
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v = sweet_vector_scale3 (v, size);
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return v;
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}
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vec4
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sweet_vector_rescale4 (vec4 v, float size)
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{
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v = sweet_vector_normalize4 (v);
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v = sweet_vector_scale4 (v, size);
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return v;
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}
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vec2
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sweet_vector_add2 (vec2 v1, vec2 v2)
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{
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v1.x += v2.x;
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v1.y += v2.y;
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return v1;
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}
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vec3
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sweet_vector_add3 (vec3 v1, vec3 v2)
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{
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v1.x += v2.x;
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v1.y += v2.y;
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v1.z += v2.z;
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return v1;
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}
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vec4
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sweet_vector_add4 (vec4 v1, vec4 v2)
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{
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v1.x += v2.x;
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v1.y += v2.y;
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v1.z += v2.z;
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v1.w += v2.w;
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return v1;
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}
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vec2
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sweet_vector_middle2 (vec2 vector1, vec2 vector2)
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{
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vec2 v;
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v.x = (vector1.x + vector2.x) * 0.5;
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v.y = (vector1.y + vector2.y) * 0.5;
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return v;
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}
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vec3
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sweet_vector_middle3 (vec3 vector1, vec3 vector2)
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{
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vec3 v;
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v.x = (vector1.x + vector2.x) * 0.5;
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v.y = (vector1.y + vector2.y) * 0.5;
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v.z = (vector1.z + vector2.z) * 0.5;
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return v;
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}
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vec4
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sweet_vector_middle4 (vec4 vector1, vec4 vector2)
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{
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vec4 v;
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v.x = (vector1.x + vector2.x) * 0.5;
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v.y = (vector1.y + vector2.y) * 0.5;
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v.z = (vector1.z + vector2.z) * 0.5;
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v.w = (vector1.w + vector2.w) * 0.5;
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return v;
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}
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vec2
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sweet_vector_sub2 (vec2 v1, vec2 v2)
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{
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v1.x -= v2.x;
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v1.y -= v2.y;
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return v1;
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}
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vec3
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sweet_vector_sub3 (vec3 v1, vec3 v2)
|
|
{
|
|
v1.x -= v2.x;
|
|
v1.y -= v2.y;
|
|
v1.z -= v2.z;
|
|
|
|
return v1;
|
|
}
|
|
|
|
vec4
|
|
sweet_vector_sub4 (vec4 v1, vec4 v2)
|
|
{
|
|
v1.x -= v2.x;
|
|
v1.y -= v2.y;
|
|
v1.z -= v2.z;
|
|
v1.w -= v2.w;
|
|
|
|
return v1;
|
|
}
|
|
|
|
float
|
|
sweet_vector_angle2 (vec2 a, vec2 b)
|
|
{
|
|
vec2 na = sweet_vector_normalize2 (a);
|
|
vec2 nb = sweet_vector_normalize2 (b);
|
|
|
|
float dot = sweet_vector_dot2 (na, nb);
|
|
|
|
return acos (dot);
|
|
}
|
|
|
|
float
|
|
sweet_vector_angle3 (vec3 a, vec3 b)
|
|
{
|
|
vec3 na = sweet_vector_normalize3 (a);
|
|
vec3 nb = sweet_vector_normalize3 (b);
|
|
|
|
float dot = sweet_vector_dot3 (na, nb);
|
|
|
|
return acos (dot);
|
|
}
|
|
|
|
vec2
|
|
sweet_vector_product2 (vec2 v1, vec2 v2)
|
|
{
|
|
v1.x *= v2.x;
|
|
v1.y *= v2.y;
|
|
|
|
return v1;
|
|
}
|
|
|
|
vec3
|
|
sweet_vector_product3 (vec3 v1, vec3 v2)
|
|
{
|
|
v1.x *= v2.x;
|
|
v1.y *= v2.y;
|
|
v1.z *= v2.z;
|
|
|
|
return v1;
|
|
}
|
|
|
|
vec4
|
|
sweet_vector_product4 (vec4 v1, vec4 v2)
|
|
{
|
|
v1.x *= v2.x;
|
|
v1.y *= v2.y;
|
|
v1.z *= v2.z;
|
|
v1.w *= v2.w;
|
|
|
|
return v1;
|
|
}
|
|
|
|
quaternion
|
|
sweet_quaternion_new (float w, float x, float y, float z)
|
|
{
|
|
quaternion q;
|
|
q.w = w;
|
|
q.x = x;
|
|
q.y = y;
|
|
q.z = z;
|
|
|
|
return q;
|
|
}
|
|
|
|
quaternion
|
|
sweet_quaternion_rotation (float angle, float x, float y, float z)
|
|
{
|
|
quaternion q;
|
|
float s;
|
|
|
|
s = sin (0.5 * angle);
|
|
|
|
q.w = cos (0.5 * angle);
|
|
q.x = x * s;
|
|
q.y = y * s;
|
|
q.z = z * s;
|
|
|
|
return q;
|
|
}
|
|
|
|
quaternion
|
|
sweet_quaternion_conjugate (quaternion q)
|
|
{
|
|
quaternion conjugate;
|
|
|
|
conjugate.x = -q.x;
|
|
conjugate.y = -q.y;
|
|
conjugate.z = -q.z;
|
|
conjugate.w = q.w;
|
|
|
|
return conjugate;
|
|
}
|
|
|
|
quaternion
|
|
sweet_quaternion_add (quaternion q1, quaternion q2)
|
|
{
|
|
quaternion sum;
|
|
|
|
sum.w = q1.w + q2.w;
|
|
sum.x = q1.x + q2.x;
|
|
sum.y = q1.y + q2.y;
|
|
sum.z = q1.z + q2.z;
|
|
|
|
return sum;
|
|
}
|
|
|
|
quaternion
|
|
sweet_quaternion_product (quaternion q1, quaternion q2)
|
|
{
|
|
quaternion prod;
|
|
|
|
prod.w = (q1.w * q2.w) - (q1.x * q2.x) - (q1.y * q2.y) - (q1.z * q2.z);
|
|
prod.x = (q1.w * q2.x) + (q1.x * q2.w) + (q1.y * q2.z) - (q1.z * q2.y);
|
|
prod.y = (q1.w * q2.y) - (q1.x * q2.z) + (q1.y * q2.w) + (q1.z * q2.x);
|
|
prod.z = (q1.w * q2.z) + (q1.x * q2.y) - (q1.y * q2.x) + (q1.z * q2.w);
|
|
|
|
return prod;
|
|
}
|
|
|
|
float
|
|
sweet_quaternion_norm (quaternion q)
|
|
{
|
|
return sqrt ((q.w * q.w) + (q.x * q.x) + (q.y * q.y) + (q.z * q.z));
|
|
}
|
|
|