*transform);
}
-Vector addVectors(Vector v1, Vector v2){
+Vector zeroVector() {
+ return (Vector) { 0.0f, 0.0f, 0.0f };
+}
+
+Vector addVectors(Vector v1, Vector v2) {
return (Vector) { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z };
}
float m = magnitude(vec);
return (Vector) { vec.x / m, vec.y / m, vec.z / m };
}
+
+float clamp(float x, float lower, float upper) {
+ return fmax(lower, fmin(upper, x));
+}