vec: rename parameter names

This commit is contained in:
Recep Aslantas
2018-11-29 09:55:27 +03:00
parent aee381d869
commit 4e08b7e335
9 changed files with 202 additions and 238 deletions

View File

@@ -7,7 +7,6 @@
/*
Macros:
glm_vec3_dup(v, dest)
GLM_VEC3_ONE_INIT
GLM_VEC3_ZERO_INIT
GLM_VEC3_ONE
@@ -24,7 +23,7 @@
CGLM_INLINE float glm_vec3_dot(vec3 a, vec3 b);
CGLM_INLINE void glm_vec3_cross(vec3 a, vec3 b, vec3 d);
CGLM_INLINE float glm_vec3_norm2(vec3 v);
CGLM_INLINE float glm_vec3_norm(vec3 vec);
CGLM_INLINE float glm_vec3_norm(vec3 v);
CGLM_INLINE void glm_vec3_add(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec3_adds(vec3 a, float s, vec3 dest);
CGLM_INLINE void glm_vec3_sub(vec3 a, vec3 b, vec3 dest);
@@ -45,17 +44,17 @@
CGLM_INLINE void glm_vec3_inv(vec3 v);
CGLM_INLINE void glm_vec3_inv_to(vec3 v, vec3 dest);
CGLM_INLINE void glm_vec3_normalize(vec3 v);
CGLM_INLINE void glm_vec3_normalize_to(vec3 vec, vec3 dest);
CGLM_INLINE float glm_vec3_distance(vec3 v1, vec3 v2);
CGLM_INLINE float glm_vec3_angle(vec3 v1, vec3 v2);
CGLM_INLINE void glm_vec3_normalize_to(vec3 v, vec3 dest);
CGLM_INLINE float glm_vec3_distance(vec3 a, vec3 b);
CGLM_INLINE float glm_vec3_angle(vec3 a, vec3 b);
CGLM_INLINE void glm_vec3_rotate(vec3 v, float angle, vec3 axis);
CGLM_INLINE void glm_vec3_rotate_m4(mat4 m, vec3 v, vec3 dest);
CGLM_INLINE void glm_vec3_rotate_m3(mat3 m, vec3 v, vec3 dest);
CGLM_INLINE void glm_vec3_proj(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec3_center(vec3 v1, vec3 v2, vec3 dest);
CGLM_INLINE float glm_vec3_distance2(vec3 v1, vec3 v2);
CGLM_INLINE void glm_vec3_maxv(vec3 v1, vec3 v2, vec3 dest);
CGLM_INLINE void glm_vec3_minv(vec3 v1, vec3 v2, vec3 dest);
CGLM_INLINE void glm_vec3_center(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE float glm_vec3_distance2(vec3 a, vec3 b);
CGLM_INLINE void glm_vec3_maxv(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec3_minv(vec3 a, vec3 b, vec3 dest);
CGLM_INLINE void glm_vec3_ortho(vec3 v, vec3 dest);
CGLM_INLINE void glm_vec3_clamp(vec3 v, float minVal, float maxVal);
CGLM_INLINE void glm_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest);
@@ -72,6 +71,7 @@
glm_vec3_flipsign_to
glm_vec3_inv
glm_vec3_inv_to
glm_vec3_mulv
*/
#ifndef cglm_vec3_h
@@ -88,6 +88,7 @@
#define glm_vec3_flipsign_to(v, dest) glm_vec3_negate_to(v, dest)
#define glm_vec3_inv(v) glm_vec3_negate(v)
#define glm_vec3_inv_to(v, dest) glm_vec3_negate_to(v, dest)
#define glm_vec3_mulv(a, b, d) glm_vec3_mul(a, b, d)
#define GLM_VEC3_ONE_INIT {1.0f, 1.0f, 1.0f}
#define GLM_VEC3_ZERO_INIT {0.0f, 0.0f, 0.0f}
@@ -199,14 +200,14 @@ glm_vec3_norm2(vec3 v) {
/*!
* @brief norm (magnitude) of vec3
*
* @param[in] vec vector
* @param[in] v vector
*
* @return norm
*/
CGLM_INLINE
float
glm_vec3_norm(vec3 vec) {
return sqrtf(glm_vec3_norm2(vec));
glm_vec3_norm(vec3 v) {
return sqrtf(glm_vec3_norm2(v));
}
/*!
@@ -240,7 +241,7 @@ glm_vec3_adds(vec3 v, float s, vec3 dest) {
}
/*!
* @brief subtract v2 vector from v1 vector store result in dest
* @brief subtract b vector from a vector store result in dest
*
* @param[in] a vector1
* @param[in] b vector2
@@ -272,16 +273,16 @@ glm_vec3_subs(vec3 v, float s, vec3 dest) {
/*!
* @brief multiply two vector (component-wise multiplication)
*
* @param a v1
* @param b v2
* @param d v3 = (a[0] * b[0], a[1] * b[1], a[2] * b[2])
* @param a vector1
* @param b vector2
* @param dest v3 = (a[0] * b[0], a[1] * b[1], a[2] * b[2])
*/
CGLM_INLINE
void
glm_vec3_mul(vec3 a, vec3 b, vec3 d) {
d[0] = a[0] * b[0];
d[1] = a[1] * b[1];
d[2] = a[2] * b[2];
glm_vec3_mul(vec3 a, vec3 b, vec3 dest) {
dest[0] = a[0] * b[0];
dest[1] = a[1] * b[1];
dest[2] = a[2] * b[2];
}
/*!
@@ -466,40 +467,40 @@ glm_vec3_normalize(vec3 v) {
/*!
* @brief normalize vec3 to dest
*
* @param[in] vec source
* @param[in] v source
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec3_normalize_to(vec3 vec, vec3 dest) {
glm_vec3_normalize_to(vec3 v, vec3 dest) {
float norm;
norm = glm_vec3_norm(vec);
norm = glm_vec3_norm(v);
if (norm == 0.0f) {
glm_vec3_zero(dest);
return;
}
glm_vec3_scale(vec, 1.0f / norm, dest);
glm_vec3_scale(v, 1.0f / norm, dest);
}
/*!
* @brief angle betwen two vector
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[in] a vector1
* @param[in] b vector2
*
* @return angle as radians
*/
CGLM_INLINE
float
glm_vec3_angle(vec3 v1, vec3 v2) {
glm_vec3_angle(vec3 a, vec3 b) {
float norm, dot;
/* maybe compiler generate approximation instruction (rcp) */
norm = 1.0f / (glm_vec3_norm(v1) * glm_vec3_norm(v2));
dot = glm_vec3_dot(v1, v2) * norm;
norm = 1.0f / (glm_vec3_norm(a) * glm_vec3_norm(b));
dot = glm_vec3_dot(a, b) * norm;
if (dot > 1.0f)
return 0.0f;
@@ -600,8 +601,8 @@ glm_vec3_rotate_m3(mat3 m, vec3 v, vec3 dest) {
/*!
* @brief project a vector onto b vector
*
* @param[in] a vector1
* @param[in] b vector2
* @param[in] a vector1
* @param[in] b vector2
* @param[out] dest projected vector
*/
CGLM_INLINE
@@ -615,73 +616,73 @@ glm_vec3_proj(vec3 a, vec3 b, vec3 dest) {
/**
* @brief find center point of two vector
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[in] a vector1
* @param[in] b vector2
* @param[out] dest center point
*/
CGLM_INLINE
void
glm_vec3_center(vec3 v1, vec3 v2, vec3 dest) {
glm_vec3_add(v1, v2, dest);
glm_vec3_center(vec3 a, vec3 b, vec3 dest) {
glm_vec3_add(a, b, dest);
glm_vec3_scale(dest, 0.5f, dest);
}
/**
* @brief squared distance between two vectors
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[in] a vector1
* @param[in] b vector2
* @return returns squared distance (distance * distance)
*/
CGLM_INLINE
float
glm_vec3_distance2(vec3 v1, vec3 v2) {
return glm_pow2(v2[0] - v1[0])
+ glm_pow2(v2[1] - v1[1])
+ glm_pow2(v2[2] - v1[2]);
glm_vec3_distance2(vec3 a, vec3 b) {
return glm_pow2(b[0] - a[0])
+ glm_pow2(b[1] - a[1])
+ glm_pow2(b[2] - a[2]);
}
/**
* @brief distance between two vectors
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[in] a vector1
* @param[in] b vector2
* @return returns distance
*/
CGLM_INLINE
float
glm_vec3_distance(vec3 v1, vec3 v2) {
return sqrtf(glm_vec3_distance2(v1, v2));
glm_vec3_distance(vec3 a, vec3 b) {
return sqrtf(glm_vec3_distance2(a, b));
}
/*!
* @brief max values of vectors
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[in] a vector1
* @param[in] b vector2
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec3_maxv(vec3 v1, vec3 v2, vec3 dest) {
dest[0] = glm_max(v1[0], v2[0]);
dest[1] = glm_max(v1[1], v2[1]);
dest[2] = glm_max(v1[2], v2[2]);
glm_vec3_maxv(vec3 a, vec3 b, vec3 dest) {
dest[0] = glm_max(a[0], b[0]);
dest[1] = glm_max(a[1], b[1]);
dest[2] = glm_max(a[2], b[2]);
}
/*!
* @brief min values of vectors
*
* @param[in] v1 vector1
* @param[in] v2 vector2
* @param[in] a vector1
* @param[in] b vector2
* @param[out] dest destination
*/
CGLM_INLINE
void
glm_vec3_minv(vec3 v1, vec3 v2, vec3 dest) {
dest[0] = glm_min(v1[0], v2[0]);
dest[1] = glm_min(v1[1], v2[1]);
dest[2] = glm_min(v1[2], v2[2]);
glm_vec3_minv(vec3 a, vec3 b, vec3 dest) {
dest[0] = glm_min(a[0], b[0]);
dest[1] = glm_min(a[1], b[1]);
dest[2] = glm_min(a[2], b[2]);
}
/*!