Imported Upstream version 0.13.2+dsfg1
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libobs/graphics/vec3.c
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91
libobs/graphics/vec3.c
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/******************************************************************************
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Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program 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
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include "vec3.h"
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#include "vec4.h"
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#include "quat.h"
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#include "axisang.h"
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#include "plane.h"
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#include "matrix3.h"
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#include "math-extra.h"
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void vec3_from_vec4(struct vec3 *dst, const struct vec4 *v)
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{
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dst->m = v->m;
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dst->w = 0.0f;
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}
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float vec3_plane_dist(const struct vec3 *v, const struct plane *p)
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{
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return vec3_dot(v, &p->dir) - p->dist;
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}
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void vec3_rotate(struct vec3 *dst, const struct vec3 *v,
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const struct matrix3 *m)
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{
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struct vec3 temp;
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vec3_copy(&temp, v);
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dst->x = vec3_dot(&temp, &m->x);
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dst->y = vec3_dot(&temp, &m->y);
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dst->z = vec3_dot(&temp, &m->z);
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dst->w = 0.0f;
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}
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void vec3_transform(struct vec3 *dst, const struct vec3 *v,
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const struct matrix4 *m)
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{
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struct vec4 v4;
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vec4_from_vec3(&v4, v);
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vec4_transform(&v4, &v4, m);
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vec3_from_vec4(dst, &v4);
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}
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void vec3_transform3x4(struct vec3 *dst, const struct vec3 *v,
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const struct matrix3 *m)
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{
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struct vec3 temp;
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vec3_sub(&temp, v, &m->t);
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dst->x = vec3_dot(&temp, &m->x);
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dst->y = vec3_dot(&temp, &m->y);
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dst->z = vec3_dot(&temp, &m->z);
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dst->w = 0.0f;
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}
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void vec3_mirror(struct vec3 *dst, const struct vec3 *v, const struct plane *p)
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{
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struct vec3 temp;
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vec3_mulf(&temp, &p->dir, vec3_plane_dist(v, p) * 2.0f);
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vec3_sub(dst, v, &temp);
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}
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void vec3_mirrorv(struct vec3 *dst, const struct vec3 *v,
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const struct vec3 *vec)
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{
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struct vec3 temp;
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vec3_mulf(&temp, vec, vec3_dot(v, vec) * 2.0f);
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vec3_sub(dst, v, &temp);
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}
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void vec3_rand(struct vec3 *dst, int positive_only)
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{
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dst->x = rand_float(positive_only);
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dst->y = rand_float(positive_only);
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dst->z = rand_float(positive_only);
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dst->w = 0.0f;
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}
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