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QD3D: Add/Subtract Q3Point2D/3D
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@ -100,6 +100,24 @@ static inline float Q3Point2D_Distance(
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return sqrtf(Q3Point2D_DistanceSquared(p1, p2));
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}
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static inline void Q3Point2D_Add(
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const TQ3Point2D* p1,
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const TQ3Point2D* p2,
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TQ3Vector2D* result)
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{
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result->x = p1->x + p2->x;
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result->y = p1->y + p2->y;
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}
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static inline void Q3Point2D_Subtract(
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const TQ3Point2D* p1,
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const TQ3Point2D* p2,
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TQ3Vector2D* result)
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{
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result->x = p1->x - p2->x;
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result->y = p1->y - p2->y;
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}
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//-----------------------------------------------------------------------------
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#pragma mark Q3Point3D
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@ -138,6 +156,26 @@ static inline void Q3Point3D_CrossProductTri(
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result->z = (v1_x * v2_y) - (v1_y * v2_x);
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}
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static inline void Q3Point3D_Add(
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const TQ3Point3D* p1,
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const TQ3Point3D* p2,
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TQ3Vector3D* result)
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{
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result->x = p1->x + p2->x;
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result->y = p1->y + p2->y;
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result->z = p1->z + p2->z;
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}
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static inline void Q3Point3D_Subtract(
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const TQ3Point3D* p1,
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const TQ3Point3D* p2,
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TQ3Vector3D* result)
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{
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result->x = p1->x - p2->x;
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result->y = p1->y - p2->y;
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result->z = p1->z - p2->z;
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}
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static inline TQ3Point3D* Q3Point3D_Transform(
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const TQ3Point3D *point3D,
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const TQ3Matrix4x4 *matrix4x4,
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