#include "vector4f.h" #include vec4_t vec4_add(const vec4_t* a, const vec4_t* b) { vec4_t c; c.x = a->x + b->x; c.y = a->y + b->y; c.z = a->z + b->z; c.w = a->w + b->w; return c; } vec4_t vec4_sub(const vec4_t* a, const vec4_t* b) { vec4_t c; c.x = a->x - b->x; c.y = a->y - b->y; c.z = a->z - b->z; c.w = a->w - b->w; return c; } vec4_t vec4_scalar_mul(const vec4_t* a, GLfloat scalar) { vec4_t c; c.x = a->x * scalar; c.y = a->y * scalar; c.z = a->z * scalar; c.w = a->w * scalar; return c; } GLfloat vec4_dot_mul(const vec4_t* a, const vec4_t* b) { return ( (a->x * b->x) + (a->y * b->y) + (a->z * b->z) + (a->w * b->w) ); } GLfloat vec4_length(vec4_t* a) { return SDL_sqrtf(SDL_pow(a->x, 2.0f) + SDL_pow(a->y, 2.0f) + SDL_pow(a->z, 2.0f) + SDL_pow(a->w, 2.0f) ); } vec4_t vec4_normalize(vec4_t* a) { vec4_t b; GLfloat length = vec4_length(a); b.x = a->x / length; b.y = a->y / length; b.z = a->z / length; b.w = a->w / length; return b; }