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//Copyright 2013,2016 <>< C. N. Lohr. This file licensed under the terms of the MIT/x11 license.
#ifndef _LINMATH_H
#define _LINMATH_H
//Yes, I know it's kind of arbitrary.
#define DEFAULT_EPSILON 0.001
//For printf
#define PFTHREE(x) (x)[0], (x)[1], (x)[2]
#define PFFOUR(x) (x)[0], (x)[1], (x)[2], (x)[3]
#define LINMATHPI ((FLT)3.141592653589)
//uncomment the following line to use double precision instead of single precision.
//#define USE_DOUBLE
#ifdef USE_DOUBLE
#define FLT double
#define FLT_SQRT sqrt
#define FLT_TAN tan
#define FLT_SIN sin
#define FLT_COS cos
#define FLT_ACOS acos
#define FLT_ASIN asin
#define FLT_ATAN2 atan2
#define FLT_FABS__ fabs
#else
#define FLT float
#define FLT_SQRT sqrtf
#define FLT_TAN tanf
#define FLT_SIN sinf
#define FLT_COS cosf
#define FLT_ACOS acosf
#define FLT_ASIN asinf
#define FLT_ATAN2 atan2f
#define FLT_FABS__ fabsf
#endif
#ifdef TCC
#define FLT_FABS(x) (((x)<0)?(-(x)):(x))
#else
#define FLT_FABS FLT_FABS__
#endif
//NOTE: Inputs may never be output with cross product.
void cross3d( FLT * out, const FLT * a, const FLT * b );
void sub3d( FLT * out, const FLT * a, const FLT * b );
void add3d( FLT * out, const FLT * a, const FLT * b );
void scale3d( FLT * out, const FLT * a, FLT scalar );
void normalize3d( FLT * out, const FLT * in );
FLT dot3d( const FLT * a, const FLT * b );
//Returns 0 if equal. If either argument is null, 0 will ALWAYS be returned.
int compare3d( const FLT * a, const FLT * b, FLT epsilon );
void copy3d( FLT * out, const FLT * in );
FLT magnitude3d(const FLT * a );
FLT anglebetween3d( FLT * a, FLT * b );
void rotatearoundaxis(FLT *outvec3, FLT *invec3, FLT *axis, FLT angle);
//Quaternion things...
void quatsetnone( FLT * q );
void quatcopy( FLT * qout, const FLT * qin );
void quatfromeuler( FLT * q, const FLT * euler );
void quattoeuler( FLT * euler, const FLT * q );
void quatfromaxisangle( FLT * q, const FLT * axis, FLT radians );
FLT quatmagnitude( const FLT * q );
FLT quatinvsqmagnitude( const FLT * q );
void quatnormalize( FLT * qout, const FLT * qin ); //Safe for in to be same as out.
void quattomatrix( FLT * matrix44, const FLT * q );
void quatfrommatrix( FLT * q, const FLT * matrix44 );
void quatgetconjugate( FLT * qout, const FLT * qin );
void quatgetreciprocal( FLT * qout, const FLT * qin );
void quatsub( FLT * qout, const FLT * a, const FLT * b );
void quatadd( FLT * qout, const FLT * a, const FLT * b );
void quatrotateabout( FLT * qout, const FLT * a, const FLT * b ); //same as quat multiply, not piecewise multiply.
void quatscale( FLT * qout, const FLT * qin, FLT s );
FLT quatinnerproduct( const FLT * qa, const FLT * qb );
void quatouterproduct( FLT * outvec3, FLT * qa, FLT * qb );
void quatevenproduct( FLT * q, FLT * qa, FLT * qb );
void quatoddproduct( FLT * outvec3, FLT * qa, FLT * qb );
void quatslerp( FLT * q, const FLT * qa, const FLT * qb, FLT t );
void quatrotatevector( FLT * vec3out, const FLT * quat, const FLT * vec3in );
void quatfrom2vectors(FLT *q, const FLT *src, const FLT *dest);
//Poses are Position: [x, y, z] Quaternion: [q, x, y, z]
//XXX TODO Write these!
void ApplyPoseToPoint( FLT * pout, const FLT * pin, const FLT * pose );
void InvertPose( FLT * poseout, const FLT * pose );
// Matrix Stuff
typedef struct
{
FLT val[3][3]; // row, column
} Matrix3x3;
void rotate_vec(FLT *out, const FLT *in, Matrix3x3 rot);
void rotation_between_vecs_to_m3(Matrix3x3 *m, const FLT v1[3], const FLT v2[3]);
Matrix3x3 inverseM33(const Matrix3x3 mat);
void matrix44copy(FLT * mout, const FLT * minm );
void matrix44transpose(FLT * mout, const FLT * minm );
#endif
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