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bb2d088cb1
This adds a math utility API for handling 3 component, single precision float vectors with the following; mostly self explanatory functions: cogl_vector3_init cogl_vector3_init_zero cogl_vector3_equal cogl_vector3_equal_with_epsilon cogl_vector3_copy cogl_vector3_free cogl_vector3_invert cogl_vector3_add cogl_vector3_subtract cogl_vector3_multiply_scalar cogl_vector3_divide_scalar cogl_vector3_normalize cogl_vector3_magnitude cogl_vector3_cross_product cogl_vector3_dot_product cogl_vector3_distance Since the API is experimental you will need to define COGL_ENABLE_EXPERIMENTAL_API before including cogl.h if you want to use the API.
285 lines
6.1 KiB
C
285 lines
6.1 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library 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 GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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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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#include <cogl.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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void
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cogl_vector3_init (CoglVector3 *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 (CoglVector3 *vector)
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{
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memset (vector, 0, sizeof (CoglVector3));
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}
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gboolean
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cogl_vector3_equal (gconstpointer v1, gconstpointer v2)
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{
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CoglVector3 *vector0 = (CoglVector3 *)v1;
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CoglVector3 *vector1 = (CoglVector3 *)v2;
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g_return_val_if_fail (v1 != NULL, FALSE);
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g_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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gboolean
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cogl_vector3_equal_with_epsilon (const CoglVector3 *vector0,
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const CoglVector3 *vector1,
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float epsilon)
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{
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g_return_val_if_fail (vector0 != NULL, FALSE);
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g_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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CoglVector3 *
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cogl_vector3_copy (const CoglVector3 *vector)
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{
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if (vector)
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return g_slice_dup (CoglVector3, vector);
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return NULL;
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}
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void
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cogl_vector3_free (CoglVector3 *vector)
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{
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g_slice_free (CoglVector3, vector);
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}
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void
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cogl_vector3_invert (CoglVector3 *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 (CoglVector3 *result,
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const CoglVector3 *a,
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const CoglVector3 *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 (CoglVector3 *result,
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const CoglVector3 *a,
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const CoglVector3 *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 (CoglVector3 *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 (CoglVector3 *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 (CoglVector3 *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 CoglVector3 *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 (CoglVector3 *result,
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const CoglVector3 *a,
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const CoglVector3 *b)
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{
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CoglVector3 tmp;
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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 = tmp;
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}
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float
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cogl_vector3_dot_product (const CoglVector3 *a, const CoglVector3 *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 CoglVector3 *a, const CoglVector3 *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 (CoglVector4 *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 (CoglVector4 *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 (CoglVector4 *vector, CoglVector4 *src)
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{
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*vector4 = *src;
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}
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gboolean
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cogl_vector4_equal (gconstpointer *v0, gconstpointer *v1)
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{
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g_return_val_if_fail (v1 != NULL, FALSE);
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g_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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CoglVector4 *
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cogl_vector4_copy (CoglVector4 *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 (CoglVector4 *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 (CoglVector4 *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 (CoglVector4 *result,
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CoglVector4 *a,
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CoglVector4 *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 (CoglVector4 *result,
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CoglVector4 *a,
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CoglVector4 *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 (CoglVector4 *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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