mirror of
https://github.com/recp/cglm.git
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451 lines
9.7 KiB
C
451 lines
9.7 KiB
C
/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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/*!
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* vec3 functions dont have suffix e.g glm_vec_dot (not glm_vec3_dot)
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* all functions without suffix are vec3 functions
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*/
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/*
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Macros:
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glm_vec4_dup3(v, dest)
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glm_vec4_dup(v, dest)
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GLM_VEC4_ONE_INIT
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GLM_VEC4_BLACK_INIT
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GLM_VEC4_ZERO_INIT
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GLM_VEC4_ONE
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GLM_VEC4_BLACK
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GLM_VEC4_ZERO
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Functions:
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CGLM_INLINE void glm_vec4(vec3 v3, float last, vec4 dest);
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CGLM_INLINE void glm_vec4_copy3(vec4 a, vec3 dest);
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CGLM_INLINE void glm_vec4_copy(vec4 v, vec4 dest);
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CGLM_INLINE float glm_vec4_dot(vec4 a, vec4 b);
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CGLM_INLINE float glm_vec4_norm2(vec4 v);
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CGLM_INLINE float glm_vec4_norm(vec4 vec);
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CGLM_INLINE void glm_vec4_add(vec4 v1, vec4 v2, vec4 dest);
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CGLM_INLINE void glm_vec4_sub(vec4 v1, vec4 v2, vec4 dest);
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CGLM_INLINE void glm_vec4_scale(vec4 v, float s, vec4 dest);
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CGLM_INLINE void glm_vec4_scale_as(vec4 v, float s, vec4 dest);
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CGLM_INLINE void glm_vec4_flipsign(vec4 v);
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CGLM_INLINE void glm_vec4_inv(vec4 v);
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CGLM_INLINE void glm_vec4_inv_to(vec4 v, vec4 dest);
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CGLM_INLINE void glm_vec4_normalize(vec4 v);
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CGLM_INLINE void glm_vec4_normalize_to(vec4 vec, vec4 dest);
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CGLM_INLINE float glm_vec4_distance(vec4 v1, vec4 v2);
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CGLM_INLINE void glm_vec4_maxv(vec4 v1, vec4 v2, vec4 dest);
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CGLM_INLINE void glm_vec4_minv(vec4 v1, vec4 v2, vec4 dest);
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CGLM_INLINE void glm_vec4_clamp(vec4 v, float minVal, float maxVal);
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*/
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#ifndef cglm_vec4_h
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#define cglm_vec4_h
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#include "common.h"
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#include "vec4-ext.h"
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#include "util.h"
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/* DEPRECATED! use _copy, _ucopy versions */
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#define glm_vec4_dup3(v, dest) glm_vec4_copy3(v, dest)
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#define glm_vec4_dup(v, dest) glm_vec4_copy(v, dest)
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#define GLM_VEC4_ONE_INIT {1.0f, 1.0f, 1.0f, 1.0f}
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#define GLM_VEC4_BLACK_INIT {0.0f, 0.0f, 0.0f, 1.0f}
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#define GLM_VEC4_ZERO_INIT {0.0f, 0.0f, 0.0f, 0.0f}
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#define GLM_VEC4_ONE ((vec4)GLM_VEC4_ONE_INIT)
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#define GLM_VEC4_BLACK ((vec4)GLM_VEC4_BLACK_INIT)
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#define GLM_VEC4_ZERO ((vec4)GLM_VEC4_ZERO_INIT)
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/*!
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* @brief init vec4 using vec3
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*
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* @param[in] v3 vector3
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* @param[in] last last item
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* @param[out] dest destination
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*/
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CGLM_INLINE
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void
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glm_vec4(vec3 v3, float last, vec4 dest) {
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dest[0] = v3[0];
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dest[1] = v3[1];
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dest[2] = v3[2];
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dest[3] = last;
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}
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/*!
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* @brief copy first 3 members of [a] to [dest]
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*
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* @param[in] a source
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* @param[out] dest destination
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*/
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CGLM_INLINE
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void
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glm_vec4_copy3(vec4 a, vec3 dest) {
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dest[0] = a[0];
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dest[1] = a[1];
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dest[2] = a[2];
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}
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/*!
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* @brief copy all members of [a] to [dest]
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*
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* @param[in] v source
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* @param[out] dest destination
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*/
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CGLM_INLINE
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void
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glm_vec4_copy(vec4 v, vec4 dest) {
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#if defined( __SSE__ ) || defined( __SSE2__ )
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_mm_store_ps(dest, _mm_load_ps(v));
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#else
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dest[0] = v[0];
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dest[1] = v[1];
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dest[2] = v[2];
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dest[3] = v[3];
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#endif
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}
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/*!
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* @brief vec4 dot product
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*
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* @param[in] a vector1
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* @param[in] b vector2
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*
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* @return dot product
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*/
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CGLM_INLINE
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float
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glm_vec4_dot(vec4 a, vec4 b) {
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#if defined( __SSE__ ) || defined( __SSE2__ )
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__m128 x0;
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x0 = _mm_mul_ps(_mm_load_ps(a), _mm_load_ps(b));
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x0 = _mm_add_ps(x0, _mm_shuffle1_ps(x0, 1, 0, 3, 2));
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return _mm_cvtss_f32(_mm_add_ss(x0, _mm_shuffle1_ps(x0, 0, 1, 0, 1)));
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#else
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return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
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#endif
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}
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/*!
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* @brief norm * norm (magnitude) of vec
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*
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* we can use this func instead of calling norm * norm, because it would call
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* sqrtf fuction twice but with this func we can avoid func call, maybe this is
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* not good name for this func
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*
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* @param[in] v vec4
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*
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* @return norm * norm
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*/
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CGLM_INLINE
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float
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glm_vec4_norm2(vec4 v) {
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return glm_vec4_dot(v, v);
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}
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/*!
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* @brief norm (magnitude) of vec4
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*
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* @param[in] vec vector
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*
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* @return norm
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*/
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CGLM_INLINE
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float
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glm_vec4_norm(vec4 vec) {
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return sqrtf(glm_vec4_norm2(vec));
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}
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/*!
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* @brief add v2 vector to v1 vector store result in dest
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*
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* @param[in] v1 vector1
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* @param[in] v2 vector2
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* @param[out] dest destination vector
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*/
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CGLM_INLINE
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void
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glm_vec4_add(vec4 v1, vec4 v2, vec4 dest) {
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#if defined( __SSE__ ) || defined( __SSE2__ )
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_mm_store_ps(dest,
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_mm_add_ps(_mm_load_ps(v1),
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_mm_load_ps(v2)));
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#else
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dest[0] = v1[0] + v2[0];
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dest[1] = v1[1] + v2[1];
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dest[2] = v1[2] + v2[2];
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dest[3] = v1[3] + v2[3];
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#endif
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}
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/*!
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* @brief subtract v2 vector from v1 vector store result in dest
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*
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* @param[in] v1 vector1
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* @param[in] v2 vector2
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* @param[out] dest destination vector
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*/
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CGLM_INLINE
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void
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glm_vec4_sub(vec4 v1, vec4 v2, vec4 dest) {
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#if defined( __SSE__ ) || defined( __SSE2__ )
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_mm_store_ps(dest,
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_mm_sub_ps(_mm_load_ps(v1),
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_mm_load_ps(v2)));
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#else
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dest[0] = v1[0] - v2[0];
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dest[1] = v1[1] - v2[1];
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dest[2] = v1[2] - v2[2];
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dest[3] = v1[3] - v2[3];
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#endif
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}
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/*!
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* @brief multiply/scale vec4 vector with scalar: result = v * s
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*
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* @param[in] v vector
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* @param[in] s scalar
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* @param[out] dest destination vector
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*/
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CGLM_INLINE
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void
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glm_vec4_scale(vec4 v, float s, vec4 dest) {
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#if defined( __SSE__ ) || defined( __SSE2__ )
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_mm_store_ps(dest,
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_mm_mul_ps(_mm_load_ps(v),
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_mm_set1_ps(s)));
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#else
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dest[0] = v[0] * s;
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dest[1] = v[1] * s;
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dest[2] = v[2] * s;
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dest[3] = v[3] * s;
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#endif
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}
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/*!
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* @brief make vec4 vector scale as specified: result = unit(v) * s
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*
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* @param[in] v vector
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* @param[in] s scalar
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* @param[out] dest destination vector
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*/
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CGLM_INLINE
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void
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glm_vec4_scale_as(vec4 v, float s, vec4 dest) {
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float norm;
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norm = glm_vec4_norm(v);
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if (norm == 0) {
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glm_vec4_copy(v, dest);
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return;
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}
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glm_vec4_scale(v, s / norm, dest);
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}
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/*!
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* @brief flip sign of all vec4 members
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*
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* @param[in, out] v vector
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*/
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CGLM_INLINE
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void
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glm_vec4_flipsign(vec4 v) {
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#if defined( __SSE__ ) || defined( __SSE2__ )
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_mm_store_ps(v, _mm_xor_ps(_mm_load_ps(v),
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_mm_set1_ps(-0.0f)));
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#else
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v[0] = -v[0];
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v[1] = -v[1];
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v[2] = -v[2];
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v[3] = -v[3];
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#endif
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}
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/*!
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* @brief flip sign of all vec4 members and store result in dest
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*
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* @param[in] v vector
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* @param[out] dest vector
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*/
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CGLM_INLINE
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void
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glm_vec4_flipsign_to(vec4 v, vec4 dest) {
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#if defined( __SSE__ ) || defined( __SSE2__ )
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_mm_store_ps(dest, _mm_xor_ps(_mm_load_ps(v),
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_mm_set1_ps(-0.0f)));
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#else
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dest[0] = -v[0];
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dest[1] = -v[1];
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dest[2] = -v[2];
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dest[3] = -v[3];
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#endif
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}
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/*!
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* @brief make vector as inverse/opposite of itself
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*
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* @param[in, out] v vector
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*/
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CGLM_INLINE
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void
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glm_vec4_inv(vec4 v) {
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glm_vec4_flipsign(v);
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}
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/*!
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* @brief inverse/opposite vector
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*
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* @param[in] v source
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* @param[out] dest destination
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*/
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CGLM_INLINE
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void
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glm_vec4_inv_to(vec4 v, vec4 dest) {
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glm_vec4_copy(v, dest);
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glm_vec4_flipsign(dest);
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}
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/*!
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* @brief normalize vec4 to dest
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*
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* @param[in] vec source
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* @param[out] dest destination
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*/
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CGLM_INLINE
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void
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glm_vec4_normalize_to(vec4 vec, vec4 dest) {
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#if defined( __SSE__ ) || defined( __SSE2__ )
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__m128 xdot, x0;
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float dot;
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x0 = _mm_load_ps(vec);
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xdot = glm_simd_dot(x0, x0);
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dot = _mm_cvtss_f32(xdot);
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if (dot == 0.0f) {
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_mm_store_ps(dest, _mm_setzero_ps());
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return;
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}
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_mm_store_ps(dest, _mm_div_ps(x0, _mm_sqrt_ps(xdot)));
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#else
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float norm;
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norm = glm_vec4_norm(vec);
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if (norm == 0.0f) {
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dest[0] = dest[1] = dest[2] = dest[3] = 0.0f;
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glm_vec4_broadcast(0.0f, dest);
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return;
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}
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glm_vec4_scale(vec, 1.0f / norm, dest);
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#endif
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}
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/*!
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* @brief normalize vec4 and store result in same vec
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*
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* @param[in, out] v vector
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*/
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CGLM_INLINE
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void
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glm_vec4_normalize(vec4 v) {
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glm_vec4_normalize_to(v, v);
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}
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/**
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* @brief distance between two vectors
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*
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* @param[in] v1 vector1
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* @param[in] v2 vector2
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* @return returns distance
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*/
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CGLM_INLINE
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float
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glm_vec4_distance(vec4 v1, vec4 v2) {
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return sqrtf(glm_pow2(v2[0] - v1[0])
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+ glm_pow2(v2[1] - v1[1])
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+ glm_pow2(v2[2] - v1[2])
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+ glm_pow2(v2[3] - v1[3]));
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}
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/*!
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* @brief max values of vectors
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*
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* @param[in] v1 vector1
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* @param[in] v2 vector2
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* @param[out] dest destination
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*/
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CGLM_INLINE
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void
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glm_vec4_maxv(vec4 v1, vec4 v2, vec4 dest) {
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dest[0] = glm_max(v1[0], v2[0]);
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dest[1] = glm_max(v1[1], v2[1]);
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dest[2] = glm_max(v1[2], v2[2]);
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dest[3] = glm_max(v1[3], v2[3]);
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}
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/*!
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* @brief min values of vectors
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*
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* @param[in] v1 vector1
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* @param[in] v2 vector2
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* @param[out] dest destination
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*/
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CGLM_INLINE
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void
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glm_vec4_minv(vec4 v1, vec4 v2, vec4 dest) {
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dest[0] = glm_min(v1[0], v2[0]);
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dest[1] = glm_min(v1[1], v2[1]);
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dest[2] = glm_min(v1[2], v2[2]);
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dest[3] = glm_min(v1[3], v2[3]);
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}
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/*!
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* @brief clamp vector's individual members between min and max values
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*
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* @param[in, out] v vector
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* @param[in] minVal minimum value
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* @param[in] maxVal maximum value
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*/
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CGLM_INLINE
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void
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glm_vec4_clamp(vec4 v, float minVal, float maxVal) {
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v[0] = glm_clamp(v[0], minVal, maxVal);
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v[1] = glm_clamp(v[1], minVal, maxVal);
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v[2] = glm_clamp(v[2], minVal, maxVal);
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v[3] = glm_clamp(v[3], minVal, maxVal);
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}
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/*!
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* @brief linear interpolation between two vector
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*
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* formula: from + s * (to - from)
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*
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* @param[in] from from value
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* @param[in] to to value
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* @param[in] t interpolant (amount) clamped between 0 and 1
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* @param[out] dest destination
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*/
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CGLM_INLINE
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void
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glm_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest) {
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vec4 s, v;
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/* from + s * (to - from) */
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glm_vec4_broadcast(glm_clamp(t, 0.0f, 1.0f), s);
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glm_vec4_sub(to, from, v);
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glm_vec4_mulv(s, v, v);
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glm_vec4_add(from, v, dest);
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}
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#endif /* cglm_vec4_h */
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