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📄 nebu_vector.h

📁 小游戏 linux very happy
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#ifndef NEBU_VECTOR_H#define NEBU_VECTOR_Htypedef struct { float v[2]; } vec2;typedef struct { float v[3]; } vec3;typedef struct { float v[4]; } vec4;typedef struct { vec2 vStart, vDirection; } segment2;vec4* vec4Add(vec4 *pOut, const vec4 *pV1, const vec4 *pV2);vec4* vec4Sub(vec4 *pOut, const vec4 *pV1, const vec4 *pV2);vec3* vec3Add(vec3 *pOut, const vec3 *pV1, const vec3 *pV2);vec3* vec3Sub(vec3 *pOut, const vec3 *pV1, const vec3 *pV2);vec3* vec3Cross(vec3 *pOut, const vec3 *pV1, const vec3 *pV2);float vec4Dot(const vec4 *pV1, const vec4 *pV2);float vec3Dot(const vec3 *pV1, const vec3 *pV2);float vec3Length(const vec3 *pV);float vec3LengthSqr(const vec3 *pV);vec3* vec3Normalize(vec3 *pOut, const vec3 *pV);vec3* vec3fromVec4(vec3 *pOut, const vec4 *pV);vec4* vec4fromVec3(vec4 *pOut, const vec3 *pV);vec3* vec3Copy(vec3 *pOut, const vec3 *pV);vec3* vec3Scale(vec3 *pOut, const vec3 *pV, float f);void vec4Print(const vec4 *pV);void vec3Print(const vec3 *pV);vec3* vec3Zero(vec3 *pV);vec3* vec3TriNormalDirection(vec3* pOut, const vec3* pV1, const vec3* pV2, const vec3 *pV3);vec2* vec2Copy(vec2 *pOut, const vec2 *pV);unsigned int uintFromVec3(vec3 *pV);// vec4* vec4Transform(vec4* pOut, const vec4* pV, const matrix16 *pM);vec2* segment2_Intersect(vec2 *pOut, float *t1, float *t2,												 const segment2 *s1, const segment2 *s2);vec2* vec2_Orthogonal(vec2 *pOut, const vec2 *pV);vec2* vec2Add(vec2 *pOut, const vec2 *pV1, const vec2 *pV2);vec2* vec2Sub(vec2 *pOut, const vec2 *pV1, const vec2 *pV2);vec2* vec2Scale(vec2 *pOut, const vec2 *pV, float fScale);vec2* vec2Normalize(vec2 *pOut, const vec2 *pV);float vec2Dot(const vec2 *pV1, const vec2 *pV2);float vec2Length(const vec2 *pV);float segment2_Length(const segment2 *s);#endif

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