/* Copyright (C) 2007 Peter Mackay and Chris Swindle. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifndef QUAKE_MATH_HPP #define QUAKE_MATH_HPP #include #include #ifdef PSP_VFPU #include #endif namespace quake { namespace math { static inline float dot(const ScePspFVector4& a, const ScePspFVector4& b) { return (a.x * b.x) + (a.y * b.y) + (a.z * b.z); } static inline void normalise(ScePspFVector4* v) { const float scale = 1.0f / sqrtf(dot(*v, *v)); v->x *= scale; v->y *= scale; v->z *= scale; v->w *= scale; } void multiply(const ScePspFMatrix4& a, const ScePspFMatrix4& b, ScePspFMatrix4* out); } } #endif