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Fix VS 2010 build errors
VS 2010 cannot handle C99-style variable declarations in C mode. Fixes #785.
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parent
613868b893
commit
65d4652e92
21
deps/linmath.h
vendored
21
deps/linmath.h
vendored
@ -192,19 +192,20 @@ static inline void mat4x4_rotate(mat4x4 R, mat4x4 M, float x, float y, float z,
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vec3 u = {x, y, z};
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if(vec3_len(u) > 1e-4) {
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vec3_norm(u, u);
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mat4x4 T;
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mat4x4_from_vec3_mul_outer(T, u, u);
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mat4x4 C;
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mat4x4 S = {
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{ 0, u[2], -u[1], 0},
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{-u[2], 0, u[0], 0},
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{ u[1], -u[0], 0, 0},
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{ 0, 0, 0, 0}
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};
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vec3_norm(u, u);
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mat4x4_from_vec3_mul_outer(T, u, u);
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mat4x4_scale(S, S, s);
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mat4x4 C;
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mat4x4_identity(C);
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mat4x4_sub(C, C, T);
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@ -257,6 +258,7 @@ static inline void mat4x4_rotate_Z(mat4x4 Q, mat4x4 M, float angle)
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}
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static inline void mat4x4_invert(mat4x4 T, mat4x4 M)
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{
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float idet;
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float s[6];
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float c[6];
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s[0] = M[0][0]*M[1][1] - M[1][0]*M[0][1];
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@ -274,7 +276,7 @@ static inline void mat4x4_invert(mat4x4 T, mat4x4 M)
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c[5] = M[2][2]*M[3][3] - M[3][2]*M[2][3];
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/* Assumes it is invertible */
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float idet = 1.0f/( s[0]*c[5]-s[1]*c[4]+s[2]*c[3]+s[3]*c[2]-s[4]*c[1]+s[5]*c[0] );
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idet = 1.0f/( s[0]*c[5]-s[1]*c[4]+s[2]*c[3]+s[3]*c[2]-s[4]*c[1]+s[5]*c[0] );
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T[0][0] = ( M[1][1] * c[5] - M[1][2] * c[4] + M[1][3] * c[3]) * idet;
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T[0][1] = (-M[0][1] * c[5] + M[0][2] * c[4] - M[0][3] * c[3]) * idet;
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@ -298,10 +300,10 @@ static inline void mat4x4_invert(mat4x4 T, mat4x4 M)
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}
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static inline void mat4x4_orthonormalize(mat4x4 R, mat4x4 M)
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{
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mat4x4_dup(R, M);
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float s = 1.;
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vec3 h;
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mat4x4_dup(R, M);
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vec3_norm(R[2], R[2]);
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s = vec3_mul_inner(R[1], R[2]);
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@ -387,14 +389,15 @@ static inline void mat4x4_look_at(mat4x4 m, vec3 eye, vec3 center, vec3 up)
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/* TODO: The negation of of can be spared by swapping the order of
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* operands in the following cross products in the right way. */
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vec3 f;
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vec3 s;
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vec3 t;
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vec3_sub(f, center, eye);
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vec3_norm(f, f);
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vec3 s;
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vec3_mul_cross(s, f, up);
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vec3_norm(s, s);
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vec3 t;
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vec3_mul_cross(t, s, f);
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m[0][0] = s[0];
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@ -470,9 +473,9 @@ static inline void quat_conj(quat r, quat q)
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r[3] = q[3];
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}
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static inline void quat_rotate(quat r, float angle, vec3 axis) {
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int i;
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vec3 v;
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vec3_scale(v, axis, sinf(angle / 2));
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int i;
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for(i=0; i<3; ++i)
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r[i] = v[i];
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r[3] = cosf(angle / 2);
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