Move some math functions to where they're used
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@@ -105,6 +105,31 @@ static WetMixerFunc SelectSendMixer(void)
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}
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static __inline void aluCrossproduct(const ALfloat *inVector1, const ALfloat *inVector2, ALfloat *outVector)
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{
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outVector[0] = inVector1[1]*inVector2[2] - inVector1[2]*inVector2[1];
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outVector[1] = inVector1[2]*inVector2[0] - inVector1[0]*inVector2[2];
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outVector[2] = inVector1[0]*inVector2[1] - inVector1[1]*inVector2[0];
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}
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static __inline ALfloat aluDotproduct(const ALfloat *inVector1, const ALfloat *inVector2)
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{
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return inVector1[0]*inVector2[0] + inVector1[1]*inVector2[1] +
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inVector1[2]*inVector2[2];
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}
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static __inline void aluNormalize(ALfloat *inVector)
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{
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ALfloat lengthsqr = aluDotproduct(inVector, inVector);
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if(lengthsqr > 0.0f)
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{
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ALfloat inv_length = 1.0f/sqrtf(lengthsqr);
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inVector[0] *= inv_length;
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inVector[1] *= inv_length;
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inVector[2] *= inv_length;
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}
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}
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static __inline ALvoid aluMatrixVector(ALfloat *vector, ALfloat w, ALfloat (*RESTRICT matrix)[4])
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{
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ALfloat temp[4] = {
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@@ -103,32 +103,6 @@ static __inline ALfloat cubic(ALfloat val0, ALfloat val1, ALfloat val2, ALfloat
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}
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static __inline void aluCrossproduct(const ALfloat *inVector1, const ALfloat *inVector2, ALfloat *outVector)
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{
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outVector[0] = inVector1[1]*inVector2[2] - inVector1[2]*inVector2[1];
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outVector[1] = inVector1[2]*inVector2[0] - inVector1[0]*inVector2[2];
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outVector[2] = inVector1[0]*inVector2[1] - inVector1[1]*inVector2[0];
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}
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static __inline ALfloat aluDotproduct(const ALfloat *inVector1, const ALfloat *inVector2)
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{
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return inVector1[0]*inVector2[0] + inVector1[1]*inVector2[1] +
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inVector1[2]*inVector2[2];
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}
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static __inline void aluNormalize(ALfloat *inVector)
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{
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ALfloat lengthsqr = aluDotproduct(inVector, inVector);
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if(lengthsqr > 0.0f)
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{
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ALfloat inv_length = 1.0f/sqrtf(lengthsqr);
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inVector[0] *= inv_length;
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inVector[1] *= inv_length;
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inVector[2] *= inv_length;
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}
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}
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ALvoid aluInitPanning(ALCdevice *Device);
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ALvoid ComputeAngleGains(const ALCdevice *device, ALfloat angle, ALfloat hwidth, ALfloat ingain, ALfloat *gains);
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