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docs(vector4): add docs for all functions.
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@@ -5,20 +5,138 @@ typedef struct {
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float x, y, z, w;
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float x, y, z, w;
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} Vec4;
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} Vec4;
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/**
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* @brief Creates a new 4D vector.
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* @param x X-axis coordinate.
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* @param y Y-axis coordinate.
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* @param z Z-axis coordinate.
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* @param w W-axis coordinate.
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* @return A pointer to the newly allocated 4D vector if
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* successful, or NULL if the allocation fails.
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*/
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Vec4* vec4(float x, float y, float z, float w);
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Vec4* vec4(float x, float y, float z, float w);
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/**
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* @brief Adds two 4D vectors in a new 4D vector.
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* @param v1 First vector pointer.
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* @param v2 Second vector pointer.
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* @return A pointer to a newly allocated 4D vector
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* representing the sum of v1 and v2.
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* Returns NULL if the allocation fails.
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*/
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Vec4* vec4Add(Vec4* v1, Vec4* v2);
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Vec4* vec4Add(Vec4* v1, Vec4* v2);
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/**
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* @brief Subtracts two 4D vectors in a new 4D
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* vector.
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* @param v1 First vector pointer.
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* @param v2 Second vector pointer.
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* @return A pointer to a newly allocated 4D vector
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* representing the subtraction of v1 and v2.
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* Returns NULL if the allocation fails.
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*/
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Vec4* vec4Sub(Vec4* v1, Vec4* v2);
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Vec4* vec4Sub(Vec4* v1, Vec4* v2);
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/**
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* @brief Scales a 4D vector by a constant scalar in a
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* new 4D vector.
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* @param v 4D vector pointer.
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* @param scalar Constant.
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* @return A pointer to a newly allocated 4D vector
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* representing the multiplication of v1 and a
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* scalar. Returns NULL if the allocation
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* fails.
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*/
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Vec4* vec4Scale(Vec4* v, float scalar);
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Vec4* vec4Scale(Vec4* v, float scalar);
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/**
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* @brief Computes the dot product of two 4D vectors
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* @param a First vector pointer.
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* @param b Second vector pointer.
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* @return The dot product of a and b as a scalar value.
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* - scalar value > 0.f: Both vectors have the same orientation
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* (the angle between them is acute).
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* - scalar value = 0.f: Both vectors are orthogonal (the angle
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* between them is 90 degrees).
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* - scalar value < 0.f: Both vectors have opposite orientations
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* (the angle between them is obtuse).
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* Returns NAN if one of the input vectors are
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* NULL.
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*/
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float vec4Dot(Vec4* a, Vec4* b);
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float vec4Dot(Vec4* a, Vec4* b);
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/**
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* @brief Computes the Length (magnitude) of a 4D
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* vector
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* @param v 4D vector pointer.
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* @return The length (magnitude) of the vector v as
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* a scalar value. Returns NAN if input vector
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* is NULL.
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*/
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float vec4Len(Vec4* v);
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float vec4Len(Vec4* v);
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/**
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* @brief Normalizes the 4D vector.
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* @param v Pointer to the 4D vector.
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* @return A pointer to a newly allocated 4D vector that
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* is normalized. Returns a zero vector (0, 0, 0)
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* if the input vector is a zero vector. Returns
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* NULL if the input pointer is invalid.
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*/
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Vec4* vec4Norm(Vec4* v);
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Vec4* vec4Norm(Vec4* v);
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/**
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* @brief Performs linear interpolation between two 4D
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* vectors to determine a new 4D vector.
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* @param a Pointer to the first 4D vector (start vector).
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* @param b Pointer to the second 4D vector (end vector).
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* @param t Interpolation factor (0.0 to 1.0):
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* - t = 0 returns the vector a.
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* - t = 1 returns the vector b.
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* - t between 0 and 1 returns a point between
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* a and b.
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* @return A pointer to a newly allocated 4D vector
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* representing the interpolated result between
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* a and b. Returns NULL if any of the input vectors
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* is NULL.
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*/
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Vec4* vec4Lerp(Vec4* a, Vec4* b, float t);
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Vec4* vec4Lerp(Vec4* a, Vec4* b, float t);
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/**
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* @brief Computes the angle between two 4D vectors.
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* @param a Pointer to the first vector.
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* @param b Pointer to the second vector.
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* @return The angle between a and b in radians.
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*/
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float vec4Angle(Vec4* a, Vec4* b);
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float vec4Angle(Vec4* a, Vec4* b);
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/**
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* @brief Computes the projection of vector a onto vector b.
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* @param a Pointer to the vector to be projected.
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* @param b Pointer to the vector onto which a is projected.
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* @return A pointer to a newly allocated 4D vector representing
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* the projection of a onto b.
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* Returns NULL if b is a zero vector.
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*/
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Vec4* vec4Proj(Vec4* a, Vec4* b);
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Vec4* vec4Proj(Vec4* a, Vec4* b);
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/**
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* @brief Computes the reflection of a vector v against a normal.
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* @param v Pointer to the incident vector.
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* @param normal Pointer to the normal vector of the surface.
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* @return A pointer to a newly allocated 4D vector representing
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* the reflection of v across normal.
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* Returns NULL if normal is a zero vector.
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*/
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Vec4* vec4Refl(Vec4* v, Vec4* normal);
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Vec4* vec4Refl(Vec4* v, Vec4* normal);
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/**
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* @brief Computes the Euclidean distance between two 4D vectors.
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* @param a Pointer to the first vector.
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* @param b Pointer to the second vector.
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* @return The scalar distance between a and b.
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* Returns NAN if either vector is NULL.
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*/
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float vec4Dist(Vec4* a, Vec4* b);
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float vec4Dist(Vec4* a, Vec4* b);
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void vec4Free(Vec4* v);
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void vec4Free(Vec4* v);
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