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      1 /*
      2  * Copyright (C) 2016 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *      http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 
     17 #ifndef VEC_H_
     18 #define VEC_H_
     19 
     20 #include <nanohub_math.h>
     21 
     22 #ifdef __cplusplus
     23 extern "C" {
     24 #endif
     25 
     26 struct Vec3 {
     27     float x, y, z;
     28 };
     29 
     30 struct Vec4 {
     31     float x, y, z, w;
     32 };
     33 
     34 
     35 static inline void initVec3(struct Vec3 *v, float x, float y, float z) {
     36     v->x = x;
     37     v->y = y;
     38     v->z = z;
     39 }
     40 
     41 static inline void vec3Add(struct Vec3 *v, const struct Vec3 *w) {
     42     v->x += w->x;
     43     v->y += w->y;
     44     v->z += w->z;
     45 }
     46 
     47 static inline void vec3Sub(struct Vec3 *v, const struct Vec3 *w) {
     48     v->x -= w->x;
     49     v->y -= w->y;
     50     v->z -= w->z;
     51 }
     52 
     53 static inline void vec3ScalarMul(struct Vec3 *v, float c) {
     54     v->x *= c;
     55     v->y *= c;
     56     v->z *= c;
     57 }
     58 
     59 static inline float vec3Dot(const struct Vec3 *v, const struct Vec3 *w) {
     60     return v->x * w->x + v->y * w->y + v->z * w->z;
     61 }
     62 
     63 static inline float vec3NormSquared(const struct Vec3 *v) {
     64     return vec3Dot(v, v);
     65 }
     66 
     67 static inline float vec3Norm(const struct Vec3 *v) {
     68     return sqrtf(vec3NormSquared(v));
     69 }
     70 
     71 static inline void vec3Normalize(struct Vec3 *v) {
     72     float invNorm = 1.0f / vec3Norm(v);
     73     v->x *= invNorm;
     74     v->y *= invNorm;
     75     v->z *= invNorm;
     76 }
     77 
     78 static inline void vec3Cross(struct Vec3 *u, const struct Vec3 *v, const struct Vec3 *w) {
     79     u->x = v->y * w->z - v->z * w->y;
     80     u->y = v->z * w->x - v->x * w->z;
     81     u->z = v->x * w->y - v->y * w->x;
     82 }
     83 
     84 static inline void initVec4(struct Vec4 *v, float x, float y, float z, float w) {
     85     v->x = x;
     86     v->y = y;
     87     v->z = z;
     88     v->w = w;
     89 }
     90 
     91 
     92 void findOrthogonalVector( float inX, float inY, float inZ,
     93         float *outX, float *outY, float *outZ);
     94 
     95 
     96 #ifdef __cplusplus
     97 }
     98 #endif
     99 
    100 #endif  // VEC_H_
    101