209#ifndef HANDMADE_MATH_NO_SSE
213#if defined(_M_AMD64) || (defined(_M_IX86_FP) && _M_IX86_FP >= 1)
214#define HANDMADE_MATH__USE_SSE 1
218#define HANDMADE_MATH__USE_SSE 1
226#ifdef HANDMADE_MATH__USE_SSE
227#include <xmmintrin.h>
230#ifndef HANDMADE_MATH_H
231#define HANDMADE_MATH_H
234#pragma warning(disable : 4201)
238#pragma GCC diagnostic push
239#pragma GCC diagnostic ignored "-Wgnu-anonymous-struct"
246#define HMM_INLINE static inline
247#define HMM_EXTERN extern
249#if !defined(HMM_SINF) || !defined(HMM_COSF) || !defined(HMM_TANF) || \
250 !defined(HMM_SQRTF) || !defined(HMM_EXPF) || !defined(HMM_LOGF) || \
251 !defined(HMM_ACOSF) || !defined(HMM_ATANF) || !defined(HMM_ATAN2F)
268#define HMM_SQRTF sqrtf
280#define HMM_ACOSF acosf
284#define HMM_ATANF atanf
288#define HMM_ATAN2F atan2f
291#define HMM_PI32 3.14159265359f
292#define HMM_PI 3.14159265358979323846
294#define HMM_MIN(a, b) (a) > (b) ? (b) : (a)
295#define HMM_MAX(a, b) (a) < (b) ? (b) : (a)
296#define HMM_ABS(a) ((a) > 0 ? (a) : -(a))
297#define HMM_MOD(a, m) ((a) % (m)) >= 0 ? ((a) % (m)) : (((a) % (m)) + (m))
298#define HMM_SQUARE(x) ((x) * (x))
324 inline float& operator[](
int Index)
374 inline float& operator[](
int Index)
430#ifdef HANDMADE_MATH__USE_SSE
431 __m128 InternalElementsSSE;
435 inline float& operator[](
int Index)
445#ifdef HANDMADE_MATH__USE_SSE
454 inline hmm_vec4 operator[](
const int Index)
557#ifdef HANDMADE_MATH__USE_SSE
558 __m128 In = _mm_set_ss(Float);
559 __m128 Out = _mm_sqrt_ss(In);
560 Result = _mm_cvtss_f32(Out);
572#ifdef HANDMADE_MATH__USE_SSE
573 __m128 In = _mm_set_ss(Float);
574 __m128 Out = _mm_rsqrt_ss(In);
575 Result = _mm_cvtss_f32(Out);
597 float Result = Degrees * (
HMM_PI32 / 180.0f);
604 float Result = (1.0f - Time) *
A + Time *
B;
611 float Result =
Value;
615 }
else if (Result > Max) {
672#ifdef HANDMADE_MATH__USE_SSE
673 Result.InternalElementsSSE = _mm_setr_ps(X, Y, Z, W);
688#ifdef HANDMADE_MATH__USE_SSE
689 Result.InternalElementsSSE = _mm_setr_ps((
float)X, (
float)Y, (
float)Z, (
float)W);
704#ifdef HANDMADE_MATH__USE_SSE
705 Result.InternalElementsSSE = _mm_setr_ps(Vector.
X, Vector.
Y, Vector.
Z, W);
722 Result.
X = Left.X + Right.X;
723 Result.
Y = Left.Y + Right.Y;
732 Result.
X = Left.X + Right.X;
733 Result.
Y = Left.Y + Right.Y;
734 Result.
Z = Left.Z + Right.Z;
743#ifdef HANDMADE_MATH__USE_SSE
744 Result.InternalElementsSSE = _mm_add_ps(Left.InternalElementsSSE, Right.InternalElementsSSE);
746 Result.
X = Left.X + Right.X;
747 Result.
Y = Left.Y + Right.Y;
748 Result.
Z = Left.Z + Right.Z;
749 Result.
W = Left.W + Right.W;
759 Result.
X = Left.X - Right.X;
760 Result.
Y = Left.Y - Right.Y;
769 Result.
X = Left.X - Right.X;
770 Result.
Y = Left.Y - Right.Y;
771 Result.
Z = Left.Z - Right.Z;
780#ifdef HANDMADE_MATH__USE_SSE
781 Result.InternalElementsSSE = _mm_sub_ps(Left.InternalElementsSSE, Right.InternalElementsSSE);
783 Result.
X = Left.X - Right.X;
784 Result.
Y = Left.Y - Right.Y;
785 Result.
Z = Left.Z - Right.Z;
786 Result.
W = Left.W - Right.W;
796 Result.
X = Left.X * Right.X;
797 Result.
Y = Left.Y * Right.Y;
806 Result.
X = Left.X * Right;
807 Result.
Y = Left.Y * Right;
816 Result.
X = Left.X * Right.X;
817 Result.
Y = Left.Y * Right.Y;
818 Result.
Z = Left.Z * Right.Z;
827 Result.
X = Left.X * Right;
828 Result.
Y = Left.Y * Right;
829 Result.
Z = Left.Z * Right;
838#ifdef HANDMADE_MATH__USE_SSE
839 Result.InternalElementsSSE = _mm_mul_ps(Left.InternalElementsSSE, Right.InternalElementsSSE);
841 Result.
X = Left.X * Right.X;
842 Result.
Y = Left.Y * Right.Y;
843 Result.
Z = Left.Z * Right.Z;
844 Result.
W = Left.W * Right.W;
854#ifdef HANDMADE_MATH__USE_SSE
855 __m128 Scalar = _mm_set1_ps(Right);
856 Result.InternalElementsSSE = _mm_mul_ps(Left.InternalElementsSSE, Scalar);
858 Result.
X = Left.X * Right;
859 Result.
Y = Left.Y * Right;
860 Result.
Z = Left.Z * Right;
861 Result.
W = Left.W * Right;
871 Result.
X = Left.X / Right.X;
872 Result.
Y = Left.Y / Right.Y;
881 Result.
X = Left.X / Right;
882 Result.
Y = Left.Y / Right;
891 Result.
X = Left.X / Right.X;
892 Result.
Y = Left.Y / Right.Y;
893 Result.
Z = Left.Z / Right.Z;
902 Result.
X = Left.X / Right;
903 Result.
Y = Left.Y / Right;
904 Result.
Z = Left.Z / Right;
913#ifdef HANDMADE_MATH__USE_SSE
914 Result.InternalElementsSSE = _mm_div_ps(Left.InternalElementsSSE, Right.InternalElementsSSE);
916 Result.
X = Left.X / Right.X;
917 Result.
Y = Left.Y / Right.Y;
918 Result.
Z = Left.Z / Right.Z;
919 Result.
W = Left.W / Right.W;
929#ifdef HANDMADE_MATH__USE_SSE
930 __m128 Scalar = _mm_set1_ps(Right);
931 Result.InternalElementsSSE = _mm_div_ps(Left.InternalElementsSSE, Scalar);
933 Result.
X = Left.X / Right;
934 Result.
Y = Left.Y / Right;
935 Result.
Z = Left.Z / Right;
936 Result.
W = Left.W / Right;
944 hmm_bool Result = (Left.X == Right.X && Left.Y == Right.Y);
951 hmm_bool Result = (Left.X == Right.X && Left.Y == Right.Y && Left.Z == Right.Z);
958 hmm_bool Result = (Left.X == Right.X && Left.Y == Right.Y && Left.Z == Right.Z && Left.W == Right.W);
965 float Result = (VecOne.
X * VecTwo.
X) + (VecOne.
Y * VecTwo.
Y);
972 float Result = (VecOne.
X * VecTwo.
X) + (VecOne.
Y * VecTwo.
Y) + (VecOne.
Z * VecTwo.
Z);
984#ifdef HANDMADE_MATH__USE_SSE
985 __m128 SSEResultOne = _mm_mul_ps(VecOne.InternalElementsSSE, VecTwo.InternalElementsSSE);
986 __m128 SSEResultTwo = _mm_shuffle_ps(SSEResultOne, SSEResultOne, _MM_SHUFFLE(2, 3, 0, 1));
987 SSEResultOne = _mm_add_ps(SSEResultOne, SSEResultTwo);
988 SSEResultTwo = _mm_shuffle_ps(SSEResultOne, SSEResultOne, _MM_SHUFFLE(0, 1, 2, 3));
989 SSEResultOne = _mm_add_ps(SSEResultOne, SSEResultTwo);
990 _mm_store_ss(&Result, SSEResultOne);
992 Result = (VecOne.
X * VecTwo.
X) + (VecOne.
Y * VecTwo.
Y) + (VecOne.
Z * VecTwo.
Z) + (VecOne.
W * VecTwo.
W);
1002 Result.
X = (VecOne.
Y * VecTwo.
Z) - (VecOne.
Z * VecTwo.
Y);
1003 Result.
Y = (VecOne.
Z * VecTwo.
X) - (VecOne.
X * VecTwo.
Z);
1004 Result.
Z = (VecOne.
X * VecTwo.
Y) - (VecOne.
Y * VecTwo.
X);
1062 if (VectorLength != 0.0f) {
1063 Result.
X =
A.X * (1.0f / VectorLength);
1064 Result.
Y =
A.Y * (1.0f / VectorLength);
1077 if (VectorLength != 0.0f) {
1078 Result.
X =
A.X * (1.0f / VectorLength);
1079 Result.
Y =
A.Y * (1.0f / VectorLength);
1080 Result.
Z =
A.Z * (1.0f / VectorLength);
1093 if (VectorLength != 0.0f) {
1094 float Multiplier = 1.0f / VectorLength;
1096#ifdef HANDMADE_MATH__USE_SSE
1097 __m128 SSEMultiplier = _mm_set1_ps(Multiplier);
1098 Result.InternalElementsSSE = _mm_mul_ps(
A.InternalElementsSSE, SSEMultiplier);
1100 Result.
X =
A.X * Multiplier;
1101 Result.
Y =
A.Y * Multiplier;
1102 Result.
Z =
A.Z * Multiplier;
1103 Result.
W =
A.W * Multiplier;
1114#ifdef HANDMADE_MATH__USE_SSE
1118 Result = _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0x00),
Right.Columns[0]);
1119 Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0x55),
Right.Columns[1]));
1120 Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0xaa),
Right.Columns[2]));
1121 Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0xff),
Right.Columns[3]));
1150#ifdef HANDMADE_MATH__USE_SSE
1155 _MM_TRANSPOSE4_PS(Result.Columns[0], Result.Columns[1], Result.Columns[2], Result.Columns[3]);
1163#ifdef HANDMADE_MATH__USE_SSE
1168 Result.Columns[0] = _mm_add_ps(Left.Columns[0], Right.Columns[0]);
1169 Result.Columns[1] = _mm_add_ps(Left.Columns[1], Right.Columns[1]);
1170 Result.Columns[2] = _mm_add_ps(Left.Columns[2], Right.Columns[2]);
1171 Result.Columns[3] = _mm_add_ps(Left.Columns[3], Right.Columns[3]);
1179#ifdef HANDMADE_MATH__USE_SSE
1184 Result.Columns[0] = _mm_sub_ps(Left.Columns[0], Right.Columns[0]);
1185 Result.Columns[1] = _mm_sub_ps(Left.Columns[1], Right.Columns[1]);
1186 Result.Columns[2] = _mm_sub_ps(Left.Columns[2], Right.Columns[2]);
1187 Result.Columns[3] = _mm_sub_ps(Left.Columns[3], Right.Columns[3]);
1197#ifdef HANDMADE_MATH__USE_SSE
1202 __m128 SSEScalar = _mm_set1_ps(Scalar);
1203 Result.Columns[0] = _mm_mul_ps(Matrix.Columns[0], SSEScalar);
1204 Result.Columns[1] = _mm_mul_ps(Matrix.Columns[1], SSEScalar);
1205 Result.Columns[2] = _mm_mul_ps(Matrix.Columns[2], SSEScalar);
1206 Result.Columns[3] = _mm_mul_ps(Matrix.Columns[3], SSEScalar);
1216#ifdef HANDMADE_MATH__USE_SSE
1221 __m128 SSEScalar = _mm_set1_ps(Scalar);
1222 Result.Columns[0] = _mm_div_ps(Matrix.Columns[0], SSEScalar);
1223 Result.Columns[1] = _mm_div_ps(Matrix.Columns[1], SSEScalar);
1224 Result.Columns[2] = _mm_div_ps(Matrix.Columns[2], SSEScalar);
1225 Result.Columns[3] = _mm_div_ps(Matrix.Columns[3], SSEScalar);
1241 Result.
Elements[0][0] = 2.0f / (Right - Left);
1242 Result.
Elements[1][1] = 2.0f / (Top - Bottom);
1243 Result.
Elements[2][2] = 2.0f / (Near - Far);
1246 Result.
Elements[3][0] = (Left + Right) / (Left - Right);
1247 Result.
Elements[3][1] = (Bottom + Top) / (Bottom - Top);
1248 Result.
Elements[3][2] = (Far + Near) / (Near - Far);
1259 Result.
Elements[0][0] = 1.0f / TanThetaOver2;
1260 Result.
Elements[1][1] = AspectRatio / TanThetaOver2;
1262 Result.
Elements[2][2] = (Near + Far) / (Near - Far);
1263 Result.
Elements[3][2] = (2.0f * Near * Far) / (Near - Far);
1315 Result.
X = Vector.
X;
1316 Result.
Y = Vector.
Y;
1317 Result.
Z = Vector.
Z;
1318 Result.
W = Vector.
W;
1327 Result.
X = Left.X + Right.X;
1328 Result.
Y = Left.Y + Right.Y;
1329 Result.
Z = Left.Z + Right.Z;
1330 Result.
W = Left.W + Right.W;
1339 Result.
X = Left.X - Right.X;
1340 Result.
Y = Left.Y - Right.Y;
1341 Result.
Z = Left.Z - Right.Z;
1342 Result.
W = Left.W - Right.W;
1351 Result.
X = (Left.X * Right.W) + (Left.Y * Right.Z) - (Left.Z * Right.Y) + (Left.W * Right.X);
1352 Result.
Y = (-Left.X * Right.Z) + (Left.Y * Right.W) + (Left.Z * Right.X) + (Left.W * Right.Y);
1353 Result.
Z = (Left.X * Right.Y) - (Left.Y * Right.X) + (Left.Z * Right.W) + (Left.W * Right.Z);
1354 Result.
W = (-Left.X * Right.X) - (Left.Y * Right.Y) - (Left.Z * Right.Z) + (Left.W * Right.W);
1363 Result.
X = Left.X * Multiplicative;
1364 Result.
Y = Left.Y * Multiplicative;
1365 Result.
Z = Left.Z * Multiplicative;
1366 Result.
W = Left.W * Multiplicative;
1375 Result.
X = Left.X / Dividend;
1376 Result.
Y = Left.Y / Dividend;
1377 Result.
Z = Left.Z / Dividend;
1378 Result.
W = Left.W / Dividend;
1387 float Result = (Left.X * Right.X) + (Left.Y * Right.Y) + (Left.Z * Right.Z) + (Left.W * Right.W);
1406 Result.
X =
HMM_Lerp(Left.X, Time, Right.X);
1407 Result.
Y =
HMM_Lerp(Left.Y, Time, Right.Y);
1408 Result.
Z =
HMM_Lerp(Left.Z, Time, Right.Z);
1409 Result.
W =
HMM_Lerp(Left.W, Time, Right.W);
1988 return (Left = Left + Right);
1993 return (Left = Left + Right);
1998 return (Left = Left + Right);
2003 return (Left = Left + Right);
2008 return (Left = Left + Right);
2013 return (Left = Left - Right);
2018 return (Left = Left - Right);
2023 return (Left = Left - Right);
2028 return (Left = Left - Right);
2033 return (Left = Left - Right);
2038 return (Left = Left * Right);
2043 return (Left = Left * Right);
2048 return (Left = Left * Right);
2053 return (Left = Left * Right);
2058 return (Left = Left * Right);
2063 return (Left = Left * Right);
2068 return (Left = Left * Right);
2073 return (Left = Left * Right);
2078 return (Left = Left / Right);
2083 return (Left = Left / Right);
2088 return (Left = Left / Right);
2093 return (Left = Left / Right);
2098 return (Left = Left / Right);
2103 return (Left = Left / Right);
2108 return (Left = Left / Right);
2113 return (Left = Left / Right);
2149#pragma GCC diagnostic pop
2154#ifdef HANDMADE_MATH_IMPLEMENTATION
2158 float Result = 1.0f;
2159 float Mul = Exponent < 0 ? 1.f /
Base :
Base;
2160 unsigned int X = Exponent < 0 ? -Exponent : Exponent;
2173#ifndef HANDMADE_MATH__USE_SSE
2179 for (Columns = 0; Columns < 4; ++Columns) {
2181 for (Rows = 0; Rows < 4; ++Rows) {
2190#ifndef HANDMADE_MATH__USE_SSE
2196 for (Columns = 0; Columns < 4; ++Columns) {
2198 for (Rows = 0; Rows < 4; ++Rows) {
2199 Result.
Elements[Columns][Rows] =
Left.Elements[Columns][Rows] +
Right.Elements[Columns][Rows];
2207#ifndef HANDMADE_MATH__USE_SSE
2213 for (Columns = 0; Columns < 4; ++Columns) {
2215 for (Rows = 0; Rows < 4; ++Rows) {
2216 Result.
Elements[Columns][Rows] =
Left.Elements[Columns][Rows] -
Right.Elements[Columns][Rows];
2228#ifdef HANDMADE_MATH__USE_SSE
2230 Result.Columns[0] = HMM_LinearCombineSSE(
Right.Columns[0], Left);
2231 Result.Columns[1] = HMM_LinearCombineSSE(
Right.Columns[1], Left);
2232 Result.Columns[2] = HMM_LinearCombineSSE(
Right.Columns[2], Left);
2233 Result.Columns[3] = HMM_LinearCombineSSE(
Right.Columns[3], Left);
2237 for (Columns = 0; Columns < 4; ++Columns) {
2239 for (Rows = 0; Rows < 4; ++Rows) {
2242 for (CurrentMatrice = 0; CurrentMatrice < 4; ++CurrentMatrice) {
2243 Sum +=
Left.Elements[CurrentMatrice][Rows] *
Right.Elements[Columns][CurrentMatrice];
2254#ifndef HANDMADE_MATH__USE_SSE
2260 for (Columns = 0; Columns < 4; ++Columns) {
2262 for (Rows = 0; Rows < 4; ++Rows) {
2275#ifdef HANDMADE_MATH__USE_SSE
2276 Result.InternalElementsSSE = HMM_LinearCombineSSE(Vector.InternalElementsSSE, Matrix);
2279 for (Rows = 0; Rows < 4; ++Rows) {
2281 for (Columns = 0; Columns < 4; ++Columns) {
2292#ifndef HANDMADE_MATH__USE_SSE
2298 for (Columns = 0; Columns < 4; ++Columns) {
2300 for (Rows = 0; Rows < 4; ++Rows) {
2317 float CosValue = 1.0f - CosTheta;
2319 Result.
Elements[0][0] = (Axis.
X * Axis.
X * CosValue) + CosTheta;
2320 Result.
Elements[0][1] = (Axis.
X * Axis.
Y * CosValue) + (Axis.
Z * SinTheta);
2321 Result.
Elements[0][2] = (Axis.
X * Axis.
Z * CosValue) - (Axis.
Y * SinTheta);
2323 Result.
Elements[1][0] = (Axis.
Y * Axis.
X * CosValue) - (Axis.
Z * SinTheta);
2324 Result.
Elements[1][1] = (Axis.
Y * Axis.
Y * CosValue) + CosTheta;
2325 Result.
Elements[1][2] = (Axis.
Y * Axis.
Z * CosValue) + (Axis.
X * SinTheta);
2327 Result.
Elements[2][0] = (Axis.
Z * Axis.
X * CosValue) + (Axis.
Y * SinTheta);
2328 Result.
Elements[2][1] = (Axis.
Z * Axis.
Y * CosValue) - (Axis.
X * SinTheta);
2329 Result.
Elements[2][2] = (Axis.
Z * Axis.
Z * CosValue) + CosTheta;
2370 float NormSquared = 0;
2372 Conjugate.
X = -
Left.X;
2373 Conjugate.
Y = -
Left.Y;
2374 Conjugate.
Z = -
Left.Z;
2375 Conjugate.
W =
Left.W;
2378 NormSquared = Norm * Norm;
2380 Result.
X = Conjugate.
X / NormSquared;
2381 Result.
Y = Conjugate.
Y / NormSquared;
2382 Result.
Z = Conjugate.
Z / NormSquared;
2383 Result.
W = Conjugate.
W / NormSquared;
2397 float S1 =
HMM_SinF((1.0f - Time) * Angle);
2421 XX = NormalizedQuaternion.
X * NormalizedQuaternion.
X;
2422 YY = NormalizedQuaternion.
Y * NormalizedQuaternion.
Y;
2423 ZZ = NormalizedQuaternion.
Z * NormalizedQuaternion.
Z;
2424 XY = NormalizedQuaternion.
X * NormalizedQuaternion.
Y;
2425 XZ = NormalizedQuaternion.
X * NormalizedQuaternion.
Z;
2426 YZ = NormalizedQuaternion.
Y * NormalizedQuaternion.
Z;
2427 WX = NormalizedQuaternion.
W * NormalizedQuaternion.
X;
2428 WY = NormalizedQuaternion.
W * NormalizedQuaternion.
Y;
2429 WZ = NormalizedQuaternion.
W * NormalizedQuaternion.
Z;
2431 Result.
Elements[0][0] = 1.0f - 2.0f * (YY + ZZ);
2432 Result.
Elements[0][1] = 2.0f * (XY + WZ);
2433 Result.
Elements[0][2] = 2.0f * (XZ - WY);
2435 Result.
Elements[1][0] = 2.0f * (XY - WZ);
2436 Result.
Elements[1][1] = 1.0f - 2.0f * (XX + ZZ);
2437 Result.
Elements[1][2] = 2.0f * (YZ + WX);
2439 Result.
Elements[2][0] = 2.0f * (XZ + WY);
2440 Result.
Elements[2][1] = 2.0f * (YZ - WX);
2441 Result.
Elements[2][2] = 1.0f - 2.0f * (XX + YY);
2453 float SineOfRotation = 0;
2456 SineOfRotation =
HMM_SinF(AngleOfRotation / 2.0f);
2459 Result.
W =
HMM_CosF(AngleOfRotation / 2.0f);
o2::monitoring::tags::Value Value
HMM_INLINE hmm_mat4 HMM_Orthographic(float Left, float Right, float Bottom, float Top, float Near, float Far)
HMM_INLINE hmm_vec2 HMM_Vec2(float X, float Y)
HMM_INLINE hmm_vec3 HMM_DivideVec3(hmm_vec3 Left, hmm_vec3 Right)
HMM_INLINE float HMM_LogF(float Float)
HMM_EXTERN float HMM_Power(float Base, int Exponent)
HMM_INLINE hmm_vec3 HMM_AddVec3(hmm_vec3 Left, hmm_vec3 Right)
HMM_INLINE hmm_vec2 HMM_DivideVec2(hmm_vec2 Left, hmm_vec2 Right)
HMM_INLINE hmm_vec4 HMM_Vec4i(int X, int Y, int Z, int W)
HMM_INLINE float HMM_Lerp(float A, float Time, float B)
HMM_INLINE hmm_bool HMM_EqualsVec2(hmm_vec2 Left, hmm_vec2 Right)
HMM_INLINE float HMM_DotVec4(hmm_vec4 VecOne, hmm_vec4 VecTwo)
HMM_INLINE float HMM_TanF(float Radians)
HMM_EXTERN hmm_mat4 HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar)
HMM_INLINE hmm_vec4 HMM_Vec4(float X, float Y, float Z, float W)
HMM_INLINE float HMM_ATan2F(float Left, float Right)
HMM_INLINE hmm_vec2 HMM_NormalizeVec2(hmm_vec2 A)
HMM_INLINE float HMM_DotQuaternion(hmm_quaternion Left, hmm_quaternion Right)
HMM_INLINE hmm_vec4 HMM_MultiplyVec4f(hmm_vec4 Left, float Right)
HMM_INLINE hmm_vec3 HMM_MultiplyVec3(hmm_vec3 Left, hmm_vec3 Right)
HMM_INLINE hmm_mat4 HMM_Mat4d(float Diagonal)
HMM_INLINE hmm_vec4 HMM_NormalizeVec4(hmm_vec4 A)
HMM_INLINE hmm_vec2 HMM_MultiplyVec2f(hmm_vec2 Left, float Right)
HMM_INLINE hmm_quaternion HMM_DivideQuaternionF(hmm_quaternion Left, float Dividend)
HMM_INLINE hmm_vec4 HMM_Vec4v(hmm_vec3 Vector, float W)
HMM_INLINE float HMM_DotVec3(hmm_vec3 VecOne, hmm_vec3 VecTwo)
HMM_INLINE float HMM_LengthVec3(hmm_vec3 A)
HMM_INLINE hmm_mat4 HMM_Perspective(float FOV, float AspectRatio, float Near, float Far)
HMM_INLINE float HMM_LengthSquaredVec3(hmm_vec3 A)
HMM_INLINE hmm_mat4 HMM_Mat4()
HMM_INLINE hmm_quaternion HMM_Quaternion(float X, float Y, float Z, float W)
HMM_INLINE hmm_quaternion HMM_MultiplyQuaternionF(hmm_quaternion Left, float Multiplicative)
HMM_INLINE hmm_quaternion HMM_SubtractQuaternion(hmm_quaternion Left, hmm_quaternion Right)
HMM_EXTERN hmm_quaternion HMM_QuaternionFromAxisAngle(hmm_vec3 Axis, float AngleOfRotation)
HMM_INLINE hmm_vec2 HMM_AddVec2(hmm_vec2 Left, hmm_vec2 Right)
HMM_INLINE float HMM_LengthVec4(hmm_vec4 A)
HMM_INLINE hmm_vec4 HMM_SubtractVec4(hmm_vec4 Left, hmm_vec4 Right)
HMM_EXTERN hmm_mat4 HMM_MultiplyMat4f(hmm_mat4 Matrix, float Scalar)
HMM_INLINE hmm_quaternion HMM_QuaternionV4(hmm_vec4 Vector)
HMM_INLINE float HMM_Clamp(float Min, float Value, float Max)
HMM_INLINE hmm_vec3 HMM_SubtractVec3(hmm_vec3 Left, hmm_vec3 Right)
HMM_INLINE float HMM_SquareRootF(float Float)
HMM_EXTERN hmm_vec4 HMM_MultiplyMat4ByVec4(hmm_mat4 Matrix, hmm_vec4 Vector)
HMM_EXTERN hmm_mat4 HMM_SubtractMat4(hmm_mat4 Left, hmm_mat4 Right)
HMM_INLINE float HMM_RSquareRootF(float Float)
HMM_INLINE float HMM_LengthSquaredVec4(hmm_vec4 A)
HMM_INLINE hmm_vec3 HMM_DivideVec3f(hmm_vec3 Left, float Right)
HMM_INLINE float HMM_PowerF(float Base, float Exponent)
HMM_INLINE float HMM_ATanF(float Radians)
HMM_INLINE hmm_vec2 HMM_DivideVec2f(hmm_vec2 Left, float Right)
HMM_EXTERN hmm_mat4 HMM_Transpose(hmm_mat4 Matrix)
HMM_INLINE hmm_vec4 HMM_MultiplyVec4(hmm_vec4 Left, hmm_vec4 Right)
HMM_INLINE hmm_vec4 HMM_DivideVec4f(hmm_vec4 Left, float Right)
HMM_INLINE hmm_vec4 HMM_AddVec4(hmm_vec4 Left, hmm_vec4 Right)
HMM_INLINE hmm_mat4 HMM_Translate(hmm_vec3 Translation)
HMM_EXTERN hmm_mat4 HMM_QuaternionToMat4(hmm_quaternion Left)
HMM_INLINE float HMM_ACosF(float Radians)
HMM_INLINE hmm_bool HMM_EqualsVec4(hmm_vec4 Left, hmm_vec4 Right)
HMM_INLINE hmm_vec2 HMM_SubtractVec2(hmm_vec2 Left, hmm_vec2 Right)
HMM_EXTERN hmm_quaternion HMM_InverseQuaternion(hmm_quaternion Left)
HMM_INLINE float HMM_SinF(float Radians)
HMM_INLINE hmm_quaternion HMM_NLerp(hmm_quaternion Left, float Time, hmm_quaternion Right)
HMM_INLINE hmm_quaternion HMM_AddQuaternion(hmm_quaternion Left, hmm_quaternion Right)
HMM_EXTERN hmm_mat4 HMM_LookAt(hmm_vec3 Eye, hmm_vec3 Center, hmm_vec3 Up)
HMM_INLINE hmm_quaternion HMM_NormalizeQuaternion(hmm_quaternion Left)
HMM_INLINE float HMM_LengthSquaredVec2(hmm_vec2 A)
HMM_EXTERN hmm_quaternion HMM_Slerp(hmm_quaternion Left, float Time, hmm_quaternion Right)
HMM_INLINE hmm_bool HMM_EqualsVec3(hmm_vec3 Left, hmm_vec3 Right)
HMM_INLINE hmm_vec4 HMM_DivideVec4(hmm_vec4 Left, hmm_vec4 Right)
HMM_INLINE hmm_vec3 HMM_Cross(hmm_vec3 VecOne, hmm_vec3 VecTwo)
HMM_INLINE hmm_vec3 HMM_NormalizeVec3(hmm_vec3 A)
HMM_INLINE hmm_vec3 HMM_Vec3i(int X, int Y, int Z)
HMM_EXTERN hmm_mat4 HMM_MultiplyMat4(hmm_mat4 Left, hmm_mat4 Right)
HMM_INLINE float HMM_ExpF(float Float)
HMM_INLINE hmm_vec3 HMM_Vec3(float X, float Y, float Z)
HMM_EXTERN hmm_mat4 HMM_Rotate(float Angle, hmm_vec3 Axis)
HMM_INLINE hmm_mat4 HMM_Scale(hmm_vec3 Scale)
HMM_INLINE hmm_vec2 HMM_Vec2i(int X, int Y)
HMM_EXTERN hmm_mat4 HMM_AddMat4(hmm_mat4 Left, hmm_mat4 Right)
HMM_INLINE hmm_quaternion HMM_MultiplyQuaternion(hmm_quaternion Left, hmm_quaternion Right)
HMM_INLINE float HMM_CosF(float Radians)
HMM_INLINE float HMM_ToRadians(float Degrees)
HMM_INLINE hmm_vec2 HMM_MultiplyVec2(hmm_vec2 Left, hmm_vec2 Right)
HMM_INLINE float HMM_LengthVec2(hmm_vec2 A)
HMM_INLINE hmm_vec3 HMM_MultiplyVec3f(hmm_vec3 Left, float Right)
HMM_INLINE float HMM_DotVec2(hmm_vec2 VecOne, hmm_vec2 VecTwo)
auto operator+=(std::string &lhs, StringRef rhs) -> std::string &
MultPolicyGPU< T, R1, R2 >::RepType operator*(const SMatrixGPU< T, D1, D, R1 > &lhs, const SMatrixGPU< T, D, D2, R2 > &rhs)
Vertex< T > operator-(const Vertex< T > &a, const Vertex< T > &b)
bool operator!=(const observer_ptr< W1 > &p1, const observer_ptr< W2 > &p2)