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Remove trailing whitespace
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parent
9f14ac291f
commit
18b6ba0af4
24
deps/linmath.h
vendored
24
deps/linmath.h
vendored
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@ -3,7 +3,7 @@
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#include <math.h>
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#ifdef _MSC_VER
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#ifdef _MSC_VER
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#define inline __inline
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#endif
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@ -214,7 +214,7 @@ static inline void mat4x4_rotate(mat4x4 R, mat4x4 M, float x, float y, float z,
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mat4x4_add(T, T, C);
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mat4x4_add(T, T, S);
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T[3][3] = 1.;
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T[3][3] = 1.;
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mat4x4_mul(R, M, T);
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} else {
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mat4x4_dup(R, M);
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@ -274,10 +274,10 @@ static inline void mat4x4_invert(mat4x4 T, mat4x4 M)
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c[3] = M[2][1]*M[3][2] - M[3][1]*M[2][2];
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c[4] = M[2][1]*M[3][3] - M[3][1]*M[2][3];
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c[5] = M[2][2]*M[3][3] - M[3][2]*M[2][3];
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/* Assumes it is invertible */
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idet = 1.0f/( s[0]*c[5]-s[1]*c[4]+s[2]*c[3]+s[3]*c[2]-s[4]*c[1]+s[5]*c[0] );
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T[0][0] = ( M[1][1] * c[5] - M[1][2] * c[4] + M[1][3] * c[3]) * idet;
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T[0][1] = (-M[0][1] * c[5] + M[0][2] * c[4] - M[0][3] * c[3]) * idet;
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T[0][2] = ( M[3][1] * s[5] - M[3][2] * s[4] + M[3][3] * s[3]) * idet;
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@ -305,7 +305,7 @@ static inline void mat4x4_orthonormalize(mat4x4 R, mat4x4 M)
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mat4x4_dup(R, M);
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vec3_norm(R[2], R[2]);
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s = vec3_mul_inner(R[1], R[2]);
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vec3_scale(h, R[2], s);
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vec3_sub(R[1], R[1], h);
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@ -326,7 +326,7 @@ static inline void mat4x4_frustum(mat4x4 M, float l, float r, float b, float t,
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{
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M[0][0] = 2.f*n/(r-l);
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M[0][1] = M[0][2] = M[0][3] = 0.f;
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M[1][1] = 2.f*n/(t-b);
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M[1][0] = M[1][2] = M[1][3] = 0.f;
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@ -334,7 +334,7 @@ static inline void mat4x4_frustum(mat4x4 M, float l, float r, float b, float t,
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M[2][1] = (t+b)/(t-b);
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M[2][2] = -(f+n)/(f-n);
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M[2][3] = -1.f;
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M[3][2] = -2.f*(f*n)/(f-n);
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M[3][0] = M[3][1] = M[3][3] = 0.f;
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}
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@ -348,7 +348,7 @@ static inline void mat4x4_ortho(mat4x4 M, float l, float r, float b, float t, fl
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M[2][2] = -2.f/(f-n);
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M[2][0] = M[2][1] = M[2][3] = 0.f;
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M[3][0] = -(r+l)/(r-l);
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M[3][1] = -(t+b)/(t-b);
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M[3][2] = -(f+n)/(f-n);
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@ -392,9 +392,9 @@ static inline void mat4x4_look_at(mat4x4 m, vec3 eye, vec3 center, vec3 up)
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vec3 s;
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vec3 t;
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vec3_sub(f, center, eye);
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vec3_norm(f, f);
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vec3_sub(f, center, eye);
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vec3_norm(f, f);
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vec3_mul_cross(s, f, up);
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vec3_norm(s, s);
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@ -510,7 +510,7 @@ static inline void mat4x4_from_quat(mat4x4 M, quat q)
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float b2 = b*b;
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float c2 = c*c;
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float d2 = d*d;
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M[0][0] = a2 + b2 - c2 - d2;
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M[0][1] = 2.f*(b*c + a*d);
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M[0][2] = 2.f*(b*d - a*c);
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