#ifndef VECTOR4_H #define VECTOR4_H typedef struct { float x, y, z, w; } Vec4; /** * @brief Creates a new 4D vector. * @param x X-axis coordinate. * @param y Y-axis coordinate. * @param z Z-axis coordinate. * @param w W-axis coordinate. * @return A 4D vector with the specified coordinates. */ Vec4 vec4(float x, float y, float z, float w); /** * @brief Adds two 4D vectors and returns a new 4D vector. * @param v1 First vector. * @param v2 Second vector. * @return A 4D vector representing the sum of v1 and v2. */ Vec4 vec4Add(Vec4 v1, Vec4 v2); /** * @brief Subtracts two 4D vectors and returns a new 4D vector. * @param v1 First vector. * @param v2 Second vector. * @return A 4D vector representing the result of v1 minus v2. */ Vec4 vec4Sub(Vec4 v1, Vec4 v2); /** * @brief Scales a 4D vector by a constant scalar and returns a new 4D vector. * @param v 4D vector. * @param scalar Scalar value. * @return A 4D vector representing the multiplication of v by the scalar. */ Vec4 vec4Scale(Vec4 v, float scalar); /** * @brief Computes the dot product of two 4D vectors. * @param a First vector. * @param b Second vector. * @return A scalar value representing the dot product of a and b. * - scalar > 0: Both vectors have the same orientation (the angle between them is acute). * - scalar = 0: Vectors are orthogonal (the angle between them is 90 degrees). * - scalar < 0: Vectors have opposite orientations (the angle between them is obtuse). */ float vec4Dot(Vec4 a, Vec4 b); /** * @brief Computes the length (magnitude) of a 4D vector. * @param v 4D vector. * @return A scalar value representing the length (magnitude) of the vector v. */ float vec4Len(Vec4 v); /** * @brief Normalizes a 4D vector (scales it to unit length). * @param v 4D vector. * @return A 4D vector representing the normalized version of v. * Returns a zero vector (0, 0, 0) if the input vector is a zero vector. */ Vec4 vec4Norm(Vec4 v); /** * @brief Performs linear interpolation between two 4D vectors. * @param a Start vector. * @param b End vector. * @param t Interpolation factor (0.0 to 1.0). * - t = 0 returns the vector a. * - t = 1 returns the vector b. * - t between 0 and 1 returns a point between a and b. * @return A 4D vector representing the interpolated result between a and b. */ Vec4 vec4Lerp(Vec4 a, Vec4 b, float t); /** * @brief Computes the angle between two 4D vectors. * @param a First vector. * @param b Second vector. * @return The angle between vectors a and b in radians. */ float vec4Angle(Vec4 a, Vec4 b); /** * @brief Computes the projection of vector a onto vector b. * @param a The vector to be projected. * @param b The vector onto which a is projected. * @return A 4D vector representing the projection of a onto b. */ Vec4 vec4Proj(Vec4 a, Vec4 b); /** * @brief Computes the reflection of a vector v against a normal. * @param v The incident vector. * @param normal The normal vector of the surface. * @return A 4D vector representing the reflection of v across normal. */ Vec4 vec4Refl(Vec4 v, Vec4 normal); /** * @brief Computes the Euclidean distance between two 4D vectors. * @param a The first vector. * @param b The second vector. * @return The scalar distance between a and b. */ float vec4Dist(Vec4 a, Vec4 b); #endif // VECTOR4_H