mirror of
https://github.com/recp/cglm.git
synced 2026-02-17 03:39:05 +00:00
align local variables on stack
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@@ -99,7 +99,7 @@ glm_translate(mat4 m, vec3 v);
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CGLM_INLINE
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void
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glm_quat_identity(versor q) {
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versor v = GLM_QUAT_IDENTITY_INIT;
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CGLM_ALIGN(16) versor v = GLM_QUAT_IDENTITY_INIT;
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glm_vec4_copy(v, q);
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}
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@@ -131,7 +131,7 @@ glm_quat_init(versor q, float x, float y, float z, float w) {
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CGLM_INLINE
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void
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glm_quatv(versor q, float angle, vec3 axis) {
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vec3 k;
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CGLM_ALIGN(8) vec3 k;
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float a, c, s;
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a = angle * 0.5f;
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@@ -158,7 +158,7 @@ glm_quatv(versor q, float angle, vec3 axis) {
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CGLM_INLINE
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void
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glm_quat(versor q, float angle, float x, float y, float z) {
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vec3 axis = {x, y, z};
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CGLM_ALIGN(8) vec3 axis = {x, y, z};
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glm_quatv(q, angle, axis);
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}
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@@ -267,7 +267,7 @@ glm_quat_conjugate(versor q, versor dest) {
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CGLM_INLINE
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void
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glm_quat_inv(versor q, versor dest) {
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versor conj;
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CGLM_ALIGN(8) versor conj;
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glm_quat_conjugate(q, conj);
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glm_vec4_scale(conj, 1.0f / glm_vec4_norm2(q), dest);
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}
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@@ -603,7 +603,7 @@ glm_quat_lerp(versor from, versor to, float t, versor dest) {
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CGLM_INLINE
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void
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glm_quat_slerp(versor from, versor to, float t, versor dest) {
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vec4 q1, q2;
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CGLM_ALIGN(16) vec4 q1, q2;
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float cosTheta, sinTheta, angle;
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cosTheta = glm_quat_dot(from, to);
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@@ -646,7 +646,7 @@ glm_quat_slerp(versor from, versor to, float t, versor dest) {
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CGLM_INLINE
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void
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glm_quat_look(vec3 eye, versor ori, mat4 dest) {
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vec4 t;
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CGLM_ALIGN(16) vec4 t;
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/* orientation */
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glm_quat_mat4t(ori, dest);
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@@ -668,7 +668,7 @@ glm_quat_look(vec3 eye, versor ori, mat4 dest) {
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CGLM_INLINE
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void
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glm_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest) {
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vec3 axis;
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CGLM_ALIGN(8) vec3 axis;
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float dot, angle;
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dot = glm_vec_dot(dir, fwd);
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@@ -702,7 +702,7 @@ glm_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest) {
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CGLM_INLINE
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void
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glm_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest) {
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vec3 dir;
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CGLM_ALIGN(8) vec3 dir;
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glm_vec_sub(to, from, dir);
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glm_quat_for(dir, fwd, up, dest);
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}
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@@ -717,9 +717,9 @@ glm_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest) {
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CGLM_INLINE
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void
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glm_quat_rotatev(versor q, vec3 v, vec3 dest) {
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versor p;
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vec3 u, v1, v2;
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float s;
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CGLM_ALIGN(16) versor p;
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CGLM_ALIGN(8) vec3 u, v1, v2;
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float s;
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glm_quat_normalize_to(q, p);
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glm_quat_imag(p, u);
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@@ -745,7 +745,7 @@ glm_quat_rotatev(versor q, vec3 v, vec3 dest) {
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CGLM_INLINE
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void
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glm_quat_rotate(mat4 m, versor q, mat4 dest) {
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mat4 rot;
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CGLM_ALIGN(16) mat4 rot;
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glm_quat_mat4(q, rot);
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glm_mul_rot(m, rot, dest);
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}
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@@ -760,7 +760,7 @@ glm_quat_rotate(mat4 m, versor q, mat4 dest) {
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CGLM_INLINE
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void
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glm_quat_rotate_at(mat4 m, versor q, vec3 pivot) {
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vec3 pivotInv;
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CGLM_ALIGN(8) vec3 pivotInv;
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glm_vec_inv_to(pivot, pivotInv);
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@@ -784,12 +784,11 @@ glm_quat_rotate_at(mat4 m, versor q, vec3 pivot) {
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CGLM_INLINE
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void
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glm_quat_rotate_atm(mat4 m, versor q, vec3 pivot) {
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vec3 pivotInv;
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CGLM_ALIGN(8) vec3 pivotInv;
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glm_vec_inv_to(pivot, pivotInv);
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glm_mat4_identity(m);
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glm_vec_copy(pivot, m[3]);
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glm_translate_make(m, pivot);
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glm_quat_rotate(m, q, m);
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glm_translate(m, pivotInv);
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}
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