/* Copyright (C) 2010-2016 The RetroArch team * * --------------------------------------------------------------------------------------- * The following license statement only applies to this file (vector_3.c). * --------------------------------------------------------------------------------------- * * Permission is hereby granted, free of charge, * to any person obtaining a copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation the rights to * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, * and to permit persons to whom the Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include #include #include float vec3_dot(const float *a, const float *b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; } void vec3_cross(float* dst, const float *a, const float *b) { dst[0] = a[1]*b[2] - a[2]*b[1]; dst[1] = a[2]*b[0] - a[0]*b[2]; dst[2] = a[0]*b[1] - a[1]*b[0]; } float vec3_length(const float *a) { float length_sq = vec3_dot(a,a); float length = sqrtf(length_sq); return length; } void vec3_add(float *dst, const float *src) { dst[0] += src[0]; dst[1] += src[1]; dst[2] += src[2]; } void vec3_subtract(float *dst, const float *src) { dst[0] -= src[0]; dst[1] -= src[1]; dst[2] -= src[2]; } void vec3_scale(float *dst, const float scale) { dst[0] *= scale; dst[1] *= scale; dst[2] *= scale; } void vec3_copy(float *dst, const float *src) { dst[0] = src[0]; dst[1] = src[1]; dst[2] = src[2]; } void vec3_normalize(float *dst) { float length = vec3_length(dst); vec3_scale(dst,1.0f/length); }