2017-01-26 10:20:30 +00:00
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#pragma once
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2018-11-15 16:03:51 +00:00
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typedef float* vec3;
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typedef float* quat;
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typedef float* mat4;
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// vec3
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vec3 vec3_init(vec3 v, vec3 u);
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vec3 vec3_set(vec3 v, float x, float y, float z);
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vec3 vec3_add(vec3 v, vec3 u);
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vec3 vec3_scale(vec3 v, float s);
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vec3 vec3_normalize(vec3 v);
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float vec3_length(vec3 v);
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float vec3_dot(vec3 v, vec3 u);
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vec3 vec3_cross(vec3 v, vec3 u);
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vec3 vec3_lerp(vec3 v, vec3 u, float t);
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2018-10-07 04:58:40 +00:00
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2018-11-15 16:03:51 +00:00
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// quat
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quat quat_init(quat q, quat r);
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quat quat_set(quat q, float x, float y, float z, float w);
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2018-11-25 02:04:27 +00:00
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quat quat_fromAngleAxis(quat q, float angle, float ax, float ay, float az);
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2018-11-15 16:03:51 +00:00
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quat quat_fromMat4(quat q, mat4 m);
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2018-11-25 02:04:27 +00:00
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quat quat_mul(quat q, quat r);
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2018-11-15 16:03:51 +00:00
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quat quat_normalize(quat q);
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float quat_length(quat q);
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quat quat_slerp(quat q, quat r, float t);
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void quat_rotate(quat q, vec3 v);
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void quat_getAngleAxis(quat q, float* angle, float* x, float* y, float* z);
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2018-11-25 02:04:27 +00:00
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quat quat_between(quat q, vec3 u, vec3 v);
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2018-11-15 16:03:51 +00:00
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// mat4
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#define MAT4_IDENTITY { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }
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2017-01-20 02:04:45 +00:00
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#define mat4_init mat4_set
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mat4 mat4_set(mat4 m, mat4 n);
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2017-01-18 08:51:09 +00:00
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mat4 mat4_fromMat34(mat4 m, float (*n)[4]);
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mat4 mat4_fromMat44(mat4 m, float (*n)[4]);
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mat4 mat4_identity(mat4 m);
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mat4 mat4_invert(mat4 m);
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2017-06-14 03:04:51 +00:00
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mat4 mat4_transpose(mat4 m);
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2017-01-18 08:51:09 +00:00
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mat4 mat4_multiply(mat4 m, mat4 n);
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mat4 mat4_translate(mat4 m, float x, float y, float z);
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2017-01-20 02:04:45 +00:00
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mat4 mat4_rotate(mat4 m, float angle, float x, float y, float z);
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mat4 mat4_rotateQuat(mat4 m, quat q);
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2017-01-19 09:56:10 +00:00
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mat4 mat4_scale(mat4 m, float x, float y, float z);
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2018-10-06 23:54:41 +00:00
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void mat4_getPose(mat4 m, float* x, float* y, float* z, float* angle, float* ax, float* ay, float* az);
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2018-02-11 21:03:52 +00:00
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void mat4_getTransform(mat4 m, float* x, float* y, float* z, float* sx, float* sy, float* sz, float* angle, float* ax, float* ay, float* az);
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2017-06-22 02:42:34 +00:00
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mat4 mat4_setTransform(mat4 m, float x, float y, float z, float sx, float sy, float sz, float angle, float ax, float ay, float az);
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2017-01-18 08:51:09 +00:00
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mat4 mat4_orthographic(mat4 m, float left, float right, float top, float bottom, float near, float far);
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mat4 mat4_perspective(mat4 m, float near, float far, float fov, float aspect);
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2017-07-24 05:37:52 +00:00
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mat4 mat4_lookAt(mat4 m, vec3 from, vec3 to, vec3 up);
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2018-05-03 02:02:04 +00:00
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void mat4_transform(mat4 m, float* x, float* y, float* z);
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2018-05-03 02:36:49 +00:00
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void mat4_transformDirection(mat4 m, float* x, float* y, float* z);
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2018-10-07 04:21:25 +00:00
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#ifdef LOVR_USE_SSE
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mat4 mat4_invertPose(mat4 m);
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#else
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#define mat4_invertPose mat4_invert
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#endif
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