267 lines
7.1 KiB
C
267 lines
7.1 KiB
C
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#ifndef __FIXED_H__
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#define __FIXED_H__
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#include <math.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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#ifndef PI
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#define PI (3.1415926535897932384626433832795028841971693993751)
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#endif
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/* Default table size for precomputed sincos table */
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#define FA_TABLE_SIZE 360
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/*
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Flags for initialization
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FA_CARTESIAN_Y - Y axis is positive up
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*/
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#define FA_DEFAULT 0
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#define FA_CARTESIAN_Y 1
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#if defined(FX_DOUBLE) || defined(FX_SINGLE)
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#ifdef FX_DOUBLE
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typedef double FxValue;
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#define FX_MAX_VALUE (1e100)
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#define FX_MIN_VALUE (1e-10)
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#else
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typedef float FxValue;
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#define FX_MAX_VALUE (1e38f)
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#define FX_MIN_VALUE (1e-7f)
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#endif
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#define FxVal(i) ((FxValue)(i))
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#define FxInt(v) ((int)(v))
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#define FxFltVal(f) ((FxValue)(f))
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#define FxFlt(v) ((double)(v))
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#define FxPromote(v) (v)
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#define FxDemote(v) (v)
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#define FxMul(a, b) ((a)*(b))
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#define FxDemotedMul(a, b) FxMul(a, b)
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#define FxDiv(a, b) ((a)/(b))
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#define FxDemotedDiv(a, b) FxDiv(a, b)
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#define FxMulToInt(a, b) FxInt((a)*(b))
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#define FxDivToInt(a, b) ((int)((a)/(b)))
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#define FxMulDiv(a, m, d) (((a)*(m))/(d))
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#define FxSqrt(v) ((FxValue)sqrt((double)(v)))
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#define FxDemotedSqrt(v) FxSqrt(v)
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typedef FxValue FaAngle;
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#define FaAng(a) (a)
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#define FaSin(v) ((FxValue)-sin((double)(v)))
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#define FaCos(v) ((FxValue)cos((double)(v)))
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#define FaAdd(a, d) ((a)+(d))
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FaAngle FaNorm(FaAngle a);
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#define FaDeg(da) ((da)*(FxValue)(PI/180.0))
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#define FaRad(ra) (ra)
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#define FaAngVal(aa) (aa)
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#define FaFltDegVal(a) ((a)*180.0/PI)
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#define FaFltRadVal(a) (a)
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#define FxInitialize(table_size, flags) ((flags) == FA_DEFAULT)
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#define FxEnd()
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#else
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/* If integer sqrt isn't interesting, define FX_PRECISE_SQRT
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and the floating point sqrt will be used */
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#ifndef FX_SHIFT
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#define FX_SHIFT 10
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#endif
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#define FX_MULT (1L << FX_SHIFT)
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typedef long FxValue;
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#define FX_MAX_VALUE (0x7fffffff)
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#define FX_MIN_VALUE (1)
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#define FxVal(i) FxPromote((FxValue)(i))
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#define FxInt(v) ((int)FxDemote(v))
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#define FxFltVal(f) ((FxValue)((f)*(double)FX_MULT))
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#define FxFlt(v) (((double)(v))/(double)FX_MULT)
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#define FxPromote(v) ((v) << FX_SHIFT)
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#define FxDemote(v) ((v) >> FX_SHIFT)
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#if FX_SHIFT != 16
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/* These can overflow if the shift and numbers are too large */
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#define FxMul(a, b) FxDemote((a)*(b))
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#define FxDiv(a, b) (FxPromote(a)/(b))
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#define FxMulToInt(a, b) FxInt(FxDemote((a)*(b)))
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#define FxMulDiv(a, m, d) (((a)*(m))/(d))
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#else
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/* For FX_SHIFT == 16 and certain platforms, assembly routines are
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provided which do 64-bit intermediate math, preserving accuracy
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There is still a danger of overflow if the results don't fit in
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32 bits, though */
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FxValue FxMul(FxValue a, FxValue b);
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FxValue FxDiv(FxValue a, FxValue b);
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int FxMulToInt(FxValue a, FxValue b);
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FxValue FxMulDiv(FxValue a, FxValue m, FxValue d);
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#endif
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#ifndef FX_PRECISE_SQRT
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FxValue FxSqrt(FxValue v);
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/* Computing the square root of a demoted value leaves it out of
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adjustment by sqrt(FX_MULT) so shift by FX_SHIFT/2 to
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restore fixed point
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FX_SHIFT should be even for this to work */
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#define FxDemotedSqrt(v) (FxSqrt(FxDemote(v)) << (FX_SHIFT/2))
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#else
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#define FxSqrt(v) FxFltVal(sqrt(FxFlt(v)))
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#define FxDemotedSqrt(v) FxSqrt(v)
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#endif
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#define FxDemotedMul(a, b) (FxDemote(a)*(b))
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#define FxDemotedDiv(a, b) FxPromote((a)/(b))
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#define FxDivToInt(a, b) ((int)((a)/(b)))
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/* One unit of angle is the table quantum
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One unit of angle equals 360/_fa_table_size degrees */
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typedef FxValue FaAngle;
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extern int _fa_table_size;
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extern FxValue *_fa_sines;
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extern FxValue *_fa_cosines;
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#define FaAng(a) FxDemote(a)
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#define FaSin(a) _fa_sines[(int)FaAng(a)]
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#define FaCos(a) _fa_cosines[(int)FaAng(a)]
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FaAngle FaAdd(FaAngle a, FaAngle d);
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FaAngle FaBisectingAngle(FaAngle f, FaAngle t);
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#define FaNorm(a) FaAdd(FxVal(0), a)
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#define FaDeg(da) \
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FaNorm(FxMulDiv(FxVal(da), _fa_table_size, 360))
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#define FaRad(ra) FaNorm(FxFltVal((ra)*_fa_table_size/PI2))
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#define FaAngVal(aa) FaNorm(FxVal(aa))
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#define FaFltDegVal(ang) FxFltVal(FxMulDiv(ang, 360, _fa_table_size))
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#define FaFltRadVal(ang) (FxFltVal(ang)*PI2/_fa_table_size)
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BOOL FxInitialize(int table_size, ULONG flags);
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void FxEnd(void);
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#endif
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typedef struct _FxPt2
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{
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FxValue x, y;
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} FxPt2;
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typedef FxPt2 FxVec2;
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typedef struct _FxBox2
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{
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FxPt2 min, max;
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} FxBox2;
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typedef struct _FxPt3
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{
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FxValue x, y, z;
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} FxPt3;
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typedef FxPt3 FxVec3;
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typedef struct _FxBox3
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{
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FxPt3 min, max;
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} FxBox3;
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typedef struct _FxPt4
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{
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FxValue x, y, z, w;
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} FxPt4;
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typedef FxPt4 FxVec4;
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void FxBBox2Empty(FxBox2 *bb);
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void FxBBox2AddPt(FxBox2 *bb, FxPt2 *pt);
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void FxBBox3Empty(FxBox3 *bb);
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void FxBBox3AddPt(FxBox3 *bb, FxPt3 *pt);
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#define FxV2Set(v, xv, yv) \
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((v)->x = (xv), (v)->y = (yv))
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#define FxV2Add(a, b, r) \
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((r)->x = (a)->x+(b)->x, (r)->y = (a)->y+(b)->y)
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#define FxV2Sub(a, b, r) \
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((r)->x = (a)->x-(b)->x, (r)->y = (a)->y-(b)->y)
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#define FxV2Dot(a, b) \
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(FxMul((a)->x, (b)->x)+FxMul((a)->y, (b)->y))
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#define FxV2Neg(v, r) \
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((r)->x = -(v)->x, (r)->y = -(v)->y)
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#define FxV2NegV(v) FxV2Neg(v, v)
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#define FxV2NormV(v) FxV2Norm(v, v)
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FxValue FxV2Len(FxVec2 *v);
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FxValue FxV2Norm(FxVec2 *v, FxVec2 *r);
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#define FxvV2Set(v, xv, yv) FxV2Set(&(v), xv, yv)
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#define FxvV2Add(a, b, r) FxV2Add(&(a), &(b), &(r))
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#define FxvV2Sub(a, b, r) FxV2Sub(&(a), &(b), &(r))
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#define FxvV2Dot(a, b) FxV2Dot(&(a), &(b))
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#define FxvV2Neg(v, r) FxV2Neg(&(v), &(r))
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#define FxvV2NegV(v) FxV2NegV(&(v))
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#define FxvV2Len(v) FxV2Len(&(v))
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#define FxvV2Norm(v, r) FxV2Norm(&(v), &(r))
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#define FxvV2NormV(v) FxV2NormV(&(v))
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#define FxV3Set(v, xv, yv, zv) \
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((v)->x = (xv), (v)->y = (yv), (v)->z = (zv))
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#define FxV3Add(a, b, r) \
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((r)->x = (a)->x+(b)->x, (r)->y = (a)->y+(b)->y, (r)->z = (a)->z+(b)->z)
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#define FxV3Sub(a, b, r) \
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((r)->x = (a)->x-(b)->x, (r)->y = (a)->y-(b)->y, (r)->z = (a)->z-(b)->z)
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#define FxV3Dot(a, b) \
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(FxMul((a)->x, (b)->x)+FxMul((a)->y, (b)->y)+FxMul((a)->z, (b)->z))
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#define FxV3Neg(v, r) \
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((r)->x = -(v)->x, (r)->y = -(v)->y, (r)->z = -(v)->z)
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#define FxV3NegV(v) FxV3Neg(v, v)
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#define FxV3Cross(a, b, r) \
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((r)->x = (a)->y*(b)->z-(b)->y*(a)->z,\
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(r)->y = (a)->z*(b)->x-(b)->z*(a)->x,\
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(r)->z = (a)->x*(b)->y-(b)->x*(a)->y)
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#define FxV3NormV(v) FxV3Norm(v, v)
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FxValue FxV3Len(FxVec3 *v);
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FxValue FxV3Norm(FxVec3 *v, FxVec3 *r);
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#define FxvV3Set(v, xv, yv, zv) FxV3Set(&(v), xv, yv, zv)
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#define FxvV3Add(a, b, r) FxV3Add(&(a), &(b), &(r))
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#define FxvV3Sub(a, b, r) FxV3Sub(&(a), &(b), &(r))
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#define FxvV3Dot(a, b) FxV3Dot(&(a), &(b))
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#define FxvV3Neg(v, r) FxV3Neg(&(v), &(r))
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#define FxvV3NegV(v) FxV3NegV(&(v))
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#define FxvV3Cross(a, b, r) FxV3Cross(&(a), &(b), &(r))
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#define FxvV3Len(v) FxV3Len(&(v))
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#define FxvV3Norm(v, r) FxV3Norm(&(v), &(r))
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#define FxvV3NormV(v) FxV3NormV(&(v))
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typedef FxValue FxMatrix2[2][2];
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typedef FxValue FxMatrix3[3][3];
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typedef FxValue FxMatrix4[4][4];
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typedef FxValue FxTMatrix2[2][3];
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typedef FxValue FxTMatrix3[3][4];
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void FxT2Ident(FxTMatrix2 m);
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void FxT2Mul(FxTMatrix2 a, FxTMatrix2 b, FxTMatrix2 r);
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void FxT2Vec2(FxTMatrix2 m, int n, FxVec2 *f, FxVec2 *t);
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void FxT3Ident(FxTMatrix3 m);
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void FxT3Mul(FxTMatrix3 a, FxTMatrix3 b, FxTMatrix3 r);
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void FxT3Vec3(FxTMatrix3 m, int n, FxVec3 *f, FxVec3 *t);
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#ifdef __cplusplus
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}
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#endif
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#endif
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