vmulf is now a Vector*Vector multiplication, Vector*float is now vmulff
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src/vmath.h
43
src/vmath.h
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@ -2,6 +2,15 @@
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#define _fencer_vmath_h
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#include <math.h>
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#if VMATH_SDL == 1
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#include <SDL2/SDL_rect.h>
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typedef SDL_FPoint Vector;
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typedef SDL_Point IVector;
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#else
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typedef struct Vector {
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float x;
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float y;
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@ -12,6 +21,8 @@ typedef struct IVector {
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int y;
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} IVector;
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#endif
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// Vector Constant Macros
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#define ZeroVector (Vector){0.0f, 0.0f}
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#define InfinityVector (Vector){INFINITY, INFINITY}
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@ -43,10 +54,14 @@ Vector vsubf(Vector a, Vector b) {
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return (Vector){a.x - b.x, a.y - b.y};
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}
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static inline
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Vector vmulf(Vector a, float b) {
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Vector vmulff(Vector a, float b) {
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return (Vector){a.x * b, a.y * b};
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}
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static inline
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Vector vmulf(Vector a, Vector b) {
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return (Vector) {a.x * b.x, a.y * b.y};
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}
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static inline
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Vector vinvf(Vector a) {
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return (Vector){-a.x, -a.y};
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}
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@ -64,7 +79,7 @@ float vsqrmagnitudef(Vector a) {
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}
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static inline
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Vector vnormalizedf(Vector a) {
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return vmulf(a, 1.0/vmagnitudef(a));
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return vmulff(a, 1.0/vmagnitudef(a));
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}
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static inline
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float vdotf(Vector a, Vector b) {
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@ -78,5 +93,29 @@ static inline
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float vsqrdistf(Vector a, Vector b) {
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return vsqrmagnitudef(vsubf(a, b));
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}
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static inline
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Vector vreciprocalf(Vector a) {
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return (Vector){1.0/a.x, 1.0/a.y};
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}
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static inline
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Vector vrotatef(Vector a, float t) {
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return (Vector){
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cosf(t) * a.x - sinf(t) * a.y,
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sinf(t) * a.x + cosf(t) * a.y
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};
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}
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static inline
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IVector vaddi(IVector a, IVector b) {
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return (IVector){a.x + b.x, a.y + b.y};
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}
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static inline
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IVector vsubi(IVector a, IVector b) {
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return (IVector){a.x - b.x, a.y - b.y};
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}
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static inline
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IVector vmuli(IVector a, IVector b) {
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return (IVector){a.x * b.x, a.y * b.y};
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}
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#endif // !_fencer_vmath_h
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