mirror of
https://github.com/nzp-team/dquakeplus.git
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445 lines
9.8 KiB
C
445 lines
9.8 KiB
C
/*
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* PSP Software Development Kit - http://www.pspdev.org
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* -----------------------------------------------------------------------
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* Licensed under the BSD license, see LICENSE in PSPSDK root for details.
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*
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* Copyright (c) 2007 Steve Galatis
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* Copyright (c) 2007 Christophe Avoinme
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*
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* General purpose math library using vfpu optimized instructions.
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* Most of the routines here run at least 5 to 20 times faster than the equivalent
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* routines in libm
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*
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*/
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#ifndef _pspmath_h_
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#define _pspmath_h_
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#include <psptypes.h>
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/** @defgroup VFPUMATH VFPU Math Library
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*
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*/
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#if defined(__cplusplus)
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extern "C" {
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#endif
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typedef struct quat {
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float x, y, z, w;
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} __attribute__((aligned(16))) ScePspQuatMatrix;
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/** @addtogroup VFPUMATH */
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/*@{*/
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/**
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* Print a formatted block of 16 vfpu registers
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*
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* @param blockid - register block id (0 to 7)
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*
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**/
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void printVFPURegisters(int blockid);
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/**
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* Set vfpu random generator seed
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*
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* @param x - seed value
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*
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**/
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void vfpu_srand(unsigned int x);
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/**
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* Return random float value
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*
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* @param min - minimum value to return
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* @param max - maximum value to return
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*
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**/
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float vfpu_randf(float min, float max);
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/**
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* Return random color value in 8888 format
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* This always sets the alpha channel value to 0xFF
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*
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* @param min - minimum value for each color channel (0..255)
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* @param max - maximum value for each color channel (0..255)
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*
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**/
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unsigned int vfpu_rand_8888(int min, int max);
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/**
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* Generate an identity matrix
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*
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* @param m - pointer to matrix to set
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*
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**/
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void vfpu_identity_matrix(ScePspFMatrix4 *m);
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/**
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* Generate a translation matrix
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*
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* @param m - pointer to matrix
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* @param x - translation on x axis
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* @param y - translation on y axis
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* @param z - translation on z axis
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*
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**/
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void vfpu_translate_matrix(ScePspFMatrix4 *m, float x, float y, float z);
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/**
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* Generate a perspective projection matrix
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*
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* @param m - pointer to matrix
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* @param fovy - vertical field of view
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* @param aspect - aspect ratio of viewport
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* @param near - near clipping plane
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* @param far - far clipping plane
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*
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**/
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void vfpu_perspective_matrix(ScePspFMatrix4 *m, float fovy, float aspect, float near, float far);
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/**
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* Generate an orthogonal projection matrix
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*
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* @param m - pointer to matrix
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* @param left - coordinate for left edge of viewport
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* @param right - coordinate for right edge of viewport
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* @param bottom - coordinate for bottom edge of viewport
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* @param top - coordinate for top edge of viewport
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* @param near - near clipping plane
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* @param far - far clipping plane
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*
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**/
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void vfpu_ortho_matrix(ScePspFMatrix4 *m, float left, float right, float bottom, float top, float near, float far);
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/**
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* Calculate sine
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*
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* @param x - input in radians
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*
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**/
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float vfpu_sinf(float x);
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/**
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* Calculate cosine
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*
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* @param x - input in radians
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*
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**/
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float vfpu_cosf(float x);
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/**
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* Calculate tangent
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*
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* @param x - input in radians
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*
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**/
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float vfpu_tanf(float x);
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/**
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* Calculate inverse sine (arcsin)
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*
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* @param x - input
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*
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**/
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float vfpu_asinf(float x);
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/**
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* Calculate inverse cosine (arccos)
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*
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* @param x - input
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*
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**/
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float vfpu_acosf(float x);
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/**
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* Calculate inverse tangent (arctan)
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*
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* @param x - input
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*
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**/
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float vfpu_atanf(float x);
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/**
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* Calculate inverse tangent, with proper quadrant fixup
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*
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* @param x - input
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*
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**/
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float vfpu_atan2f(float x, float y);
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/**
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* Calculate hyperbolic sine
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*
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* @param x - input
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*
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**/
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float vfpu_sinhf(float x);
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/**
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* Calculate hyperbolic cosine
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*
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* @param x - input
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*
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**/
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float vfpu_coshf(float x);
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/**
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* Calculate hyperbolic tangent
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*
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* @param x - input
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*
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**/
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float vfpu_tanhf(float x);
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/**
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* Calculate sine and cosine
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*
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* @param r - input in radians
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* @param s - pointer to float for sin
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* @param c - pointer to float for cos
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**/
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void vfpu_sincos(float r, float *s, float *c);
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/**
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* Calculate exponent of x
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*
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* @param x - input
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*
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**/
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float vfpu_expf(float x);
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/**
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* Calculate logarithm of x
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*
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* @param x - input
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*
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**/
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float vfpu_logf(float x);
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/**
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* Calculate x raised to the power of y
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*
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* @param x - number to raise power of
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* @param y - power to raise x by
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*
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**/
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float vfpu_powf(float x, float y);
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/**
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* Calculate floating point remainder of x/y
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*
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* @param x - input
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* @param y - input
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*
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**/
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float vfpu_fmodf(float x, float y);
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/**
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* Calculate absolute floating point of x
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*
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* @param x - input
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*
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**/
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float vfpu_fabsf(float x);
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/**
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* Calculate floating square root point of x
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*
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* @param x - input
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*
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**/
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float vfpu_sqrtf(float x);
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/**
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* Perform a smooth acceleration/deceleration curve based on the input time value
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* returns 0 to 1
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*
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* @param t - input (0 to 1 float)
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*
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**/
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float vfpu_ease_in_out(float t);
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/**
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* Normalize a 3d vector, returning a unit vector of length = 1
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*
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* @param v - pointer to vector to normalize
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*
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**/
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void vfpu_normalize_vector(ScePspFVector4 *v);
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/**
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* Zero a 3d vector
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*
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* @param v - pointer to vector
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*
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**/
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void vfpu_zero_vector(ScePspFVector4 *v);
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/**
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* Scale a 3d vector
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*
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* @param vout - pointer to result vector
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* @param vin - pointer to vector to scale
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* @param scale - float value to scale vector by
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*
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**/
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void vfpu_scale_vector(ScePspFVector4 *vout, ScePspFVector4 *vin, float scale);
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/**
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* Add 2 3d vectors
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*
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* @param vout - pointer to result vector
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* @param va - pointer to first vector to add
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* @param vb - pointer to second vector to add
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**/
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void vfpu_add_vector(ScePspFVector4 *vout, ScePspFVector4 *va, ScePspFVector4 *vb);
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/**
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* Generate rotation matrix for environment map.
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*
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* @param envmat - pointer to array of 2 vectors to store envmap matrix
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* @param r - angle to rotate in radians
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**/
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void vfpu_envmap_matrix(ScePspFVector4 *envmat, float r);
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/**
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* Transform 3d vector by 4x4 matrix
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*
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* @param m - pointer to transformation matrix
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* @param vin - pointer to vector to transform
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* @param vout - pointer to result vector
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**/
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void vfpu_transform_vector(ScePspFMatrix4 *m, ScePspFVector4 *vin, ScePspFVector4 *vout);
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/**
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* Convert input sphere coordinates to cartesian coordinates
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*
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* @param az - azimuth angle (0 to PI*2)
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* @param ze - zenith angle (0 to PI)
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* @param rad - sphere radius
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* @param x - pointer to float for x coordinate
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* @param y - pointer to float for y coordinate
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* @param z - pointer to float for z coordinate
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*
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**/
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void vfpu_sphere_to_cartesian(float az, float ze, float rad, float *x, float *y, float *z);
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/**
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* Generate an identity quaternion
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*
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* @param q - pointer to quaternion
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*
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* this will set the quaternion's components to 0,0,0,1
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*
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**/
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void vfpu_quaternion_identity(ScePspQuatMatrix *q);
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/**
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* Copy a quaternion
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*
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* @param dst - pointer to quaternion to copy to
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* @param src - pointer to quaternion to copy from
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*
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**/
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void vfpu_quaternion_copy(ScePspQuatMatrix *dst, ScePspQuatMatrix *src);
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/**
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* Normalize a quaternion
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*
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* @param res - pointer to quaternion to normalize
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*
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**/
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void vfpu_quaternion_normalize(ScePspQuatMatrix *res);
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/**
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* Multiply 2 quaternions
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*
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* @param qout - pointer to result quaternion
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* @param a - pointer to first quaternion to multiply
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* @param b - pointer to second quaternion to multiply
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*
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**/
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void vfpu_quaternion_multiply(ScePspQuatMatrix *qout, ScePspQuatMatrix *a, ScePspQuatMatrix *b);
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/**
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* Make a quaternion from euler angles
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*
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* @param qout - pointer to output quaternion
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* @param rx - rotation on x axis, in degrees
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* @param ry - rotation on y axis, in degrees
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* @param rz - rotation on z axis, in degrees
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**/
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void vfpu_quaternion_from_euler(ScePspQuatMatrix *qout, float rx, float ry, float rz);
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/**
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* Calculate exponent of a quaternion
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*
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* @param qout - pointer to output quaternion
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* @param qin - pointer to input quaternion
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*
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**/
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void vfpu_quaternion_exp(ScePspQuatMatrix *qout, ScePspQuatMatrix *qin);
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/**
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* Calculate logarithm of a quaternion
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*
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* @param qout - pointer to output quaternion
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* @param qin - pointer to input quaternion
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*
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**/
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void vfpu_quaternion_ln(ScePspQuatMatrix *qout, ScePspQuatMatrix *qin);
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/**
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* Return a sample from a linear interpolation of 2 quaternions
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*
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* @param qout - pointer to output quaternion
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* @param a - pointer to starting quaternion
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* @param b - pointer to ending quaternion
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* @param t - time value to sample, from 0 to 1
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*
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**/
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void vfpu_quaternion_sample_linear(ScePspQuatMatrix *qout, ScePspQuatMatrix *a, ScePspQuatMatrix *b, float t);
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/**
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* Return a sample from a hermite spline interpolation
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*
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* @param qout - pointer to output quaternion
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* @param a - pointer to start quaternion
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* @param b - pointer to end quaternion
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* @param at - pointer to tangent point for quaternion a
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* @param bt - pointer to tangent point for quaternion b
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* @param t - time value to sample, from 0 to 1
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*
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**/
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void vfpu_quaternion_sample_hermite(ScePspQuatMatrix *qout, ScePspQuatMatrix *a, ScePspQuatMatrix *b, ScePspQuatMatrix *at, ScePspQuatMatrix *bt, float t);
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/**
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* Return a tangent point for hermite spline interpolation
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*
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* @param qout - pointer to output quaternion
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* @param p1 - pointer to p-1 on spline curve for tangent
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* @param p2 - pointer to p+1 on spline curve for tangent
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* @param bias - value to scale difference between endpoints.
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* for example, 0.5 results in a catmull-rom spline tangent
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*
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**/
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void vfpu_quaternion_hermite_tangent(ScePspQuatMatrix *qout, ScePspQuatMatrix *p1, ScePspQuatMatrix *p2, float bias);
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/**
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* Convert quaternion to rotation matrix
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*
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* @param q - pointer to input quaternion
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* @param m - pointer to output matrix
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*
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**/
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void vfpu_quaternion_to_matrix(ScePspQuatMatrix *q, ScePspFMatrix4 *m);
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#if defined(__cplusplus)
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}
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#endif
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#endif
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