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bf71cb2e3c
In cogl use cogl-config.h and in clutter use clutter-build-config.h. We can't use clutter-config.h in clutter because its already used and installed. https://bugzilla.gnome.org/show_bug.cgi?id=768976
301 lines
6.4 KiB
C
301 lines
6.4 KiB
C
/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2010 Intel Corporation.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifdef HAVE_CONFIG_H
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#include "cogl-config.h"
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#endif
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#include <cogl-util.h>
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#include <cogl-vector.h>
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#include <glib.h>
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#include <math.h>
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#include <string.h>
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#define X 0
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#define Y 1
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#define Z 2
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#define W 3
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void
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cogl_vector3_init (float *vector, float x, float y, float z)
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{
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vector[X] = x;
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vector[Y] = y;
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vector[Z] = z;
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}
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void
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cogl_vector3_init_zero (float *vector)
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{
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memset (vector, 0, sizeof (float) * 3);
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}
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CoglBool
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cogl_vector3_equal (const void *v1, const void *v2)
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{
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float *vector0 = (float *)v1;
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float *vector1 = (float *)v2;
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_COGL_RETURN_VAL_IF_FAIL (v1 != NULL, FALSE);
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_COGL_RETURN_VAL_IF_FAIL (v2 != NULL, FALSE);
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/* There's no point picking an arbitrary epsilon that's appropriate
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* for comparing the components so we just use == that will at least
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* consider -0 and 0 to be equal. */
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return
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vector0[X] == vector1[X] &&
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vector0[Y] == vector1[Y] &&
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vector0[Z] == vector1[Z];
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}
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CoglBool
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cogl_vector3_equal_with_epsilon (const float *vector0,
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const float *vector1,
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float epsilon)
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{
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_COGL_RETURN_VAL_IF_FAIL (vector0 != NULL, FALSE);
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_COGL_RETURN_VAL_IF_FAIL (vector1 != NULL, FALSE);
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if (fabsf (vector0[X] - vector1[X]) < epsilon &&
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fabsf (vector0[Y] - vector1[Y]) < epsilon &&
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fabsf (vector0[Z] - vector1[Z]) < epsilon)
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return TRUE;
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else
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return FALSE;
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}
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float *
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cogl_vector3_copy (const float *vector)
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{
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if (vector)
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return g_slice_copy (sizeof (float) * 3, vector);
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return NULL;
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}
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void
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cogl_vector3_free (float *vector)
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{
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g_slice_free1 (sizeof (float) * 3, vector);
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}
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void
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cogl_vector3_invert (float *vector)
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{
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vector[X] = -vector[X];
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vector[Y] = -vector[Y];
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vector[Z] = -vector[Z];
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}
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void
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cogl_vector3_add (float *result,
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const float *a,
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const float *b)
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{
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result[X] = a[X] + b[X];
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result[Y] = a[Y] + b[Y];
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result[Z] = a[Z] + b[Z];
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}
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void
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cogl_vector3_subtract (float *result,
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const float *a,
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const float *b)
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{
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result[X] = a[X] - b[X];
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result[Y] = a[Y] - b[Y];
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result[Z] = a[Z] - b[Z];
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}
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void
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cogl_vector3_multiply_scalar (float *vector,
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float scalar)
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{
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vector[X] *= scalar;
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vector[Y] *= scalar;
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vector[Z] *= scalar;
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}
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void
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cogl_vector3_divide_scalar (float *vector,
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float scalar)
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{
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float one_over_scalar = 1.0f / scalar;
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vector[X] *= one_over_scalar;
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vector[Y] *= one_over_scalar;
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vector[Z] *= one_over_scalar;
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}
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void
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cogl_vector3_normalize (float *vector)
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{
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float mag_squared =
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vector[X] * vector[X] +
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vector[Y] * vector[Y] +
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vector[Z] * vector[Z];
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if (mag_squared > 0.0f)
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{
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float one_over_mag = 1.0f / sqrtf (mag_squared);
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vector[X] *= one_over_mag;
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vector[Y] *= one_over_mag;
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vector[Z] *= one_over_mag;
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}
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}
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float
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cogl_vector3_magnitude (const float *vector)
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{
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return sqrtf (vector[X] * vector[X] +
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vector[Y] * vector[Y] +
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vector[Z] * vector[Z]);
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}
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void
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cogl_vector3_cross_product (float *result,
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const float *a,
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const float *b)
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{
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float tmp[3];
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tmp[X] = a[Y] * b[Z] - a[Z] * b[Y];
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tmp[Y] = a[Z] * b[X] - a[X] * b[Z];
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tmp[Z] = a[X] * b[Y] - a[Y] * b[X];
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result[X] = tmp[X];
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result[Y] = tmp[Y];
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result[Z] = tmp[Z];
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}
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float
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cogl_vector3_dot_product (const float *a, const float *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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cogl_vector3_distance (const float *a, const float *b)
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{
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float dx = b[X] - a[X];
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float dy = b[Y] - a[Y];
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float dz = b[Z] - a[Z];
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return sqrtf (dx * dx + dy * dy + dz * dz);
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}
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#if 0
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void
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cogl_vector4_init (float *vector, float x, float y, float z)
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{
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vector[X] = x;
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vector[Y] = y;
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vector[Z] = z;
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vector[W] = w;
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}
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void
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cogl_vector4_init_zero (float *vector)
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{
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memset (vector, 0, sizeof (CoglVector4));
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}
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void
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cogl_vector4_init_from_vector4 (float *vector, float *src)
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{
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*vector4 = *src;
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}
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CoglBool
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cogl_vector4_equal (const void *v0, const void *v1)
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{
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_COGL_RETURN_VAL_IF_FAIL (v1 != NULL, FALSE);
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_COGL_RETURN_VAL_IF_FAIL (v2 != NULL, FALSE);
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return memcmp (v1, v2, sizeof (float) * 4) == 0 ? TRUE : FALSE;
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}
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float *
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cogl_vector4_copy (float *vector)
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{
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if (vector)
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return g_slice_dup (CoglVector4, vector);
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return NULL;
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}
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void
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cogl_vector4_free (float *vector)
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{
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g_slice_free (CoglVector4, vector);
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}
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void
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cogl_vector4_invert (float *vector)
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{
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vector.x = -vector.x;
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vector.y = -vector.y;
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vector.z = -vector.z;
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vector.w = -vector.w;
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}
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void
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cogl_vector4_add (float *result,
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float *a,
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float *b)
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{
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result.x = a.x + b.x;
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result.y = a.y + b.y;
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result.z = a.z + b.z;
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result.w = a.w + b.w;
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}
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void
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cogl_vector4_subtract (float *result,
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float *a,
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float *b)
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{
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result.x = a.x - b.x;
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result.y = a.y - b.y;
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result.z = a.z - b.z;
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result.w = a.w - b.w;
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}
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void
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cogl_vector4_divide (float *vector,
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float scalar)
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{
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float one_over_scalar = 1.0f / scalar;
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result.x *= one_over_scalar;
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result.y *= one_over_scalar;
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result.z *= one_over_scalar;
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result.w *= one_over_scalar;
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}
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#endif
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