mirror of
https://github.com/hrydgard/ppsspp.git
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243 lines
6.1 KiB
C++
243 lines
6.1 KiB
C++
#define _USE_MATH_DEFINES
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#include <cmath>
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#include <cstring>
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#include "VRMath.h"
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float ToDegrees(float rad) {
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return (float)(rad / M_PI * 180.0f);
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}
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float ToRadians(float deg) {
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return (float)(deg * M_PI / 180.0f);
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}
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bool IsMatrixIdentity(float* matrix) {
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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float value = matrix[i * 4 + j];
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// Other number than zero on non-diagonale
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if ((i != j) && (fabs(value) > EPSILON)) return false;
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// Other number than one on diagonale
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if ((i == j) && (fabs(value - 1.0f) > EPSILON)) return false;
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}
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}
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return true;
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}
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/*
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================================================================================
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XrPosef
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================================================================================
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*/
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XrPosef XrPosef_Identity() {
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XrPosef r;
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r.orientation.x = 0;
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r.orientation.y = 0;
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r.orientation.z = 0;
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r.orientation.w = 1;
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r.position.x = 0;
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r.position.y = 0;
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r.position.z = 0;
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return r;
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}
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XrPosef XrPosef_Inverse(const XrPosef a) {
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XrPosef b;
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b.orientation = XrQuaternionf_Inverse(a.orientation);
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b.position = XrQuaternionf_Rotate(b.orientation, XrVector3f_ScalarMultiply(a.position, -1.0f));
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return b;
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}
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/*
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================================================================================
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XrQuaternionf
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================================================================================
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*/
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XrQuaternionf XrQuaternionf_CreateFromVectorAngle(const XrVector3f axis, const float angle) {
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XrQuaternionf r;
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if (XrVector3f_LengthSquared(axis) == 0.0f) {
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r.x = 0;
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r.y = 0;
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r.z = 0;
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r.w = 1;
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return r;
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}
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XrVector3f unitAxis = XrVector3f_Normalized(axis);
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float sinHalfAngle = sinf(angle * 0.5f);
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r.w = cosf(angle * 0.5f);
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r.x = unitAxis.x * sinHalfAngle;
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r.y = unitAxis.y * sinHalfAngle;
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r.z = unitAxis.z * sinHalfAngle;
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return r;
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}
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XrQuaternionf XrQuaternionf_Inverse(const XrQuaternionf q) {
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XrQuaternionf r;
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r.x = -q.x;
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r.y = -q.y;
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r.z = -q.z;
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r.w = q.w;
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return r;
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}
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XrQuaternionf XrQuaternionf_Multiply(const XrQuaternionf a, const XrQuaternionf b) {
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XrQuaternionf c;
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c.x = a.w * b.x + a.x * b.w + a.y * b.z - a.z * b.y;
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c.y = a.w * b.y - a.x * b.z + a.y * b.w + a.z * b.x;
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c.z = a.w * b.z + a.x * b.y - a.y * b.x + a.z * b.w;
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c.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;
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return c;
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}
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XrVector3f XrQuaternionf_Rotate(const XrQuaternionf a, const XrVector3f v) {
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XrVector3f r;
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XrQuaternionf q = {v.x, v.y, v.z, 0.0f};
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XrQuaternionf aq = XrQuaternionf_Multiply(a, q);
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XrQuaternionf aInv = XrQuaternionf_Inverse(a);
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XrQuaternionf aqaInv = XrQuaternionf_Multiply(aq, aInv);
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r.x = aqaInv.x;
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r.y = aqaInv.y;
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r.z = aqaInv.z;
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return r;
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}
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XrVector3f XrQuaternionf_ToEulerAngles(const XrQuaternionf q) {
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float M[16];
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XrQuaternionf_ToMatrix4f( &q, M);
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XrVector4f v1 = {0, 0, -1, 0};
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XrVector4f v2 = {1, 0, 0, 0};
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XrVector4f v3 = {0, 1, 0, 0};
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XrVector4f forwardInVRSpace = XrVector4f_MultiplyMatrix4f(M, &v1);
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XrVector4f rightInVRSpace = XrVector4f_MultiplyMatrix4f(M, &v2);
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XrVector4f upInVRSpace = XrVector4f_MultiplyMatrix4f(M, &v3);
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XrVector3f forward = {-forwardInVRSpace.z, -forwardInVRSpace.x, forwardInVRSpace.y};
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XrVector3f right = {-rightInVRSpace.z, -rightInVRSpace.x, rightInVRSpace.y};
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XrVector3f up = {-upInVRSpace.z, -upInVRSpace.x, upInVRSpace.y};
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XrVector3f forwardNormal = XrVector3f_Normalized(forward);
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XrVector3f rightNormal = XrVector3f_Normalized(right);
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XrVector3f upNormal = XrVector3f_Normalized(up);
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return XrVector3f_GetAnglesFromVectors(forwardNormal, rightNormal, upNormal);
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}
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void XrQuaternionf_ToMatrix4f(const XrQuaternionf* q, float* matrix) {
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const float ww = q->w * q->w;
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const float xx = q->x * q->x;
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const float yy = q->y * q->y;
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const float zz = q->z * q->z;
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float M[4][4];
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M[0][0] = ww + xx - yy - zz;
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M[0][1] = 2 * (q->x * q->y - q->w * q->z);
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M[0][2] = 2 * (q->x * q->z + q->w * q->y);
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M[0][3] = 0;
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M[1][0] = 2 * (q->x * q->y + q->w * q->z);
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M[1][1] = ww - xx + yy - zz;
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M[1][2] = 2 * (q->y * q->z - q->w * q->x);
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M[1][3] = 0;
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M[2][0] = 2 * (q->x * q->z - q->w * q->y);
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M[2][1] = 2 * (q->y * q->z + q->w * q->x);
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M[2][2] = ww - xx - yy + zz;
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M[2][3] = 0;
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M[3][0] = 0;
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M[3][1] = 0;
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M[3][2] = 0;
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M[3][3] = 1;
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memcpy(matrix, &M, sizeof(float) * 16);
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}
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/*
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================================================================================
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XrVector3f, XrVector4f
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================================================================================
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*/
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float XrVector3f_LengthSquared(const XrVector3f v) {
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return v.x * v.x + v.y * v.y + v.z * v.z;;
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}
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XrVector3f XrVector3f_GetAnglesFromVectors(const XrVector3f forward, const XrVector3f right, const XrVector3f up) {
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float sr, sp, sy, cr, cp, cy;
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sp = -forward.z;
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float cp_x_cy = forward.x;
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float cp_x_sy = forward.y;
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float cp_x_sr = -right.z;
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float cp_x_cr = up.z;
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float yaw = atan2(cp_x_sy, cp_x_cy);
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float roll = atan2(cp_x_sr, cp_x_cr);
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cy = cos(yaw);
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sy = sin(yaw);
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cr = cos(roll);
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sr = sin(roll);
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if (fabs(cy) > EPSILON) {
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cp = cp_x_cy / cy;
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} else if (fabs(sy) > EPSILON) {
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cp = cp_x_sy / sy;
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} else if (fabs(sr) > EPSILON) {
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cp = cp_x_sr / sr;
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} else if (fabs(cr) > EPSILON) {
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cp = cp_x_cr / cr;
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} else {
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cp = cos(asin(sp));
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}
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float pitch = atan2(sp, cp);
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XrVector3f angles;
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angles.x = ToDegrees(pitch);
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angles.y = ToDegrees(yaw);
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angles.z = ToDegrees(roll);
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return angles;
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}
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XrVector3f XrVector3f_Normalized(const XrVector3f v) {
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float rcpLen = 1.0f / sqrtf(XrVector3f_LengthSquared(v));
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return XrVector3f_ScalarMultiply(v, rcpLen);
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}
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XrVector3f XrVector3f_ScalarMultiply(const XrVector3f v, float scale) {
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XrVector3f u;
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u.x = v.x * scale;
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u.y = v.y * scale;
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u.z = v.z * scale;
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return u;
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}
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XrVector4f XrVector4f_MultiplyMatrix4f(const float* m, const XrVector4f* v) {
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float M[4][4];
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memcpy(&M, m, sizeof(float) * 16);
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XrVector4f out;
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out.x = M[0][0] * v->x + M[0][1] * v->y + M[0][2] * v->z + M[0][3] * v->w;
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out.y = M[1][0] * v->x + M[1][1] * v->y + M[1][2] * v->z + M[1][3] * v->w;
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out.z = M[2][0] * v->x + M[2][1] * v->y + M[2][2] * v->z + M[2][3] * v->w;
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out.w = M[3][0] * v->x + M[3][1] * v->y + M[3][2] * v->z + M[3][3] * v->w;
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return out;
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}
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