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XNI/Classes/Retronator/Xni/Framework/Vector4Struct.h
2012-09-18 12:41:48 +00:00

93 lines
3.5 KiB
C

typedef struct {
float x;
float y;
float z;
float w;
} Vector4Struct;
static inline Vector4Struct Vector4Make(float x, float y, float z, float w)
{
Vector4Struct vector;
vector.x = x;
vector.y = y;
vector.z = z;
vector.w = w;
return vector;
}
static inline void Vector4Set(Vector4Struct *vector, float x, float y, float z, float w)
{
vector->x = x;
vector->y = y;
vector->z = z;
vector->w = w;
}
static inline float Vector4LengthSquared(Vector4Struct *value) {
return value->x * value->x + value->y * value->y + value->z * value->z + value->w * value->w;
}
static inline float Vector4Length(Vector4Struct *value) {
return sqrtf(Vector4LengthSquared(value));
}
static inline void Vector4Normalize(Vector4Struct *value) {
float length = Vector4Length(value);
if (length == 0) {
return;
}
float scalar = 1.0f / length;
value->x *= scalar;
value->y *= scalar;
value->z *= scalar;
value->w *= scalar;
}
static inline void Vector4Negate(Vector4Struct *value) {
value->x = -value->x;
value->y = -value->y;
value->z = -value->z;
value->w = -value->w;
}
static inline void QuaternionInverse(Vector4Struct *value) {
float m1 = 1.0F / ((value->x * value->x) + (value->y * value->y) + (value->z * value->z) + (value->w * value->w));
Vector4Set(value, -value->x * m1, -value->y * m1, -value->z * m1, value->w * m1);
}
static inline void Vector4Add(Vector4Struct *value1, Vector4Struct *value2, Vector4Struct *result) {
Vector4Set(result, value1->x + value2->x, value1->y + value2->y, value1->z + value2->z, value1->w + value2->w);
}
static inline void Vector4Subtract(Vector4Struct *value1, Vector4Struct *value2, Vector4Struct *result) {
Vector4Set(result, value1->x - value2->x, value1->y - value2->y, value1->z - value2->z, value1->w - value2->w);
}
static inline void Vector4Multiply(Vector4Struct *value1, float scaleFactor, Vector4Struct *result) {
Vector4Set(result, value1->x * scaleFactor, value1->y * scaleFactor, value1->z * scaleFactor, value1->w * scaleFactor);
}
static inline void Vector4MultiplyComponents(Vector4Struct *value1, Vector4Struct *value2, Vector4Struct *result) {
Vector4Set(result, value1->x * value2->x, value1->y * value2->y, value1->z * value2->z, value1->w * value2->w);
}
static inline void QuaternionMultiply(Vector4Struct *value1, Vector4Struct *value2, Vector4Struct *result) {
float f12 = (value1->y * value2->z) - (value1->z * value2->y);
float f11 = (value1->z * value2->x) - (value1->x * value2->z);
float f10 = (value1->x * value2->y) - (value1->y * value2->x);
float f9 = (value1->x * value2->x) + (value1->y * value2->y) + (value1->z * value2->z);
result->x = (value1->x * value2->w) + (value2->x * value1->w) + f12;
result->y = (value1->y * value2->w) + (value2->y * value1->w) + f11;
result->z = (value1->z * value2->w) + (value2->z * value1->w) + f10;
result->w = (value1->w * value2->w) - f9;
}
static inline void Vector4Transform(Vector4Struct *value, MatrixStruct *matrix, Vector4Struct *result) {
Vector4Set(result,
(value->x * matrix->m11) + (value->y * matrix->m21) + (value->z * matrix->m31) + (value->w * matrix->m41),
(value->x * matrix->m12) + (value->y * matrix->m22) + (value->z * matrix->m32) + (value->w * matrix->m42),
(value->x * matrix->m13) + (value->y * matrix->m23) + (value->z * matrix->m33) + (value->w * matrix->m43),
(value->x * matrix->m14) + (value->y * matrix->m24) + (value->z * matrix->m34) + (value->w * matrix->m44));
}