diff --git a/LICENSE b/LICENSE
index 2367e77..df5aeb1 100644
--- a/LICENSE
+++ b/LICENSE
@@ -58,3 +58,12 @@ Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
Authors:
Gil Gribb (ggribb@ravensoft.com)
Klaus Hartmann (k_hartmann@osnabrueck.netsurf.de)
+
+5. Transform AABB
+Transform Axis Aligned Bounding Boxes:
+http://dev.theomader.com/transform-bounding-boxes/
+https://github.com/erich666/GraphicsGems/blob/master/gems/TransBox.c
+
+6. Cull frustum
+http://www.txutxi.com/?p=584
+http://old.cescg.org/CESCG-2002/DSykoraJJelinek/
diff --git a/README.md b/README.md
index 2faac3a..250d434 100644
--- a/README.md
+++ b/README.md
@@ -64,7 +64,8 @@ I realized that floating point errors may occur is some operaitons especially de
- euler angles / yaw-pitch-roll to matrix
- extract euler angles
- inline or pre-compiled function call
-- extract view frustum planes
+- frustum (extract view frustum planes, corners...)
+- bounding box (AABB in Frustum (culling), crop, merge...)
diff --git a/include/cglm/affine.h b/include/cglm/affine.h
index 3dec245..bc96510 100644
--- a/include/cglm/affine.h
+++ b/include/cglm/affine.h
@@ -18,12 +18,12 @@
CGLM_INLINE void glm_scale(mat4 m, vec3 v);
CGLM_INLINE void glm_scale1(mat4 m, float s);
CGLM_INLINE void glm_scale_uni(mat4 m, float s);
- CGLM_INLINE void glm_rotate_x(mat4 m, float rad, mat4 dest);
- CGLM_INLINE void glm_rotate_y(mat4 m, float rad, mat4 dest);
- CGLM_INLINE void glm_rotate_z(mat4 m, float rad, mat4 dest);
+ CGLM_INLINE void glm_rotate_x(mat4 m, float angle, mat4 dest);
+ CGLM_INLINE void glm_rotate_y(mat4 m, float angle, mat4 dest);
+ CGLM_INLINE void glm_rotate_z(mat4 m, float angle, mat4 dest);
CGLM_INLINE void glm_rotate_ndc_make(mat4 m, float angle, vec3 axis_ndc);
CGLM_INLINE void glm_rotate_make(mat4 m, float angle, vec3 axis);
- CGLM_INLINE void glm_rotate_ndc(mat4 m, float angle, vec3 axis_ndc);
+ CGLM_INLINE void glm_rotate_ndc(mat4 m, float angle, vec3 axis);
CGLM_INLINE void glm_rotate(mat4 m, float angle, vec3 axis);
CGLM_INLINE void glm_decompose_scalev(mat4 m, vec3 s);
CGLM_INLINE bool glm_uniscaled(mat4 m);
@@ -122,16 +122,16 @@ glm_translate(mat4 m, vec3 v) {
*/
CGLM_INLINE
void
-glm_translate_x(mat4 m, float to) {
+glm_translate_x(mat4 m, float x) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(m[3],
_mm_add_ps(_mm_mul_ps(_mm_load_ps(m[0]),
- _mm_set1_ps(to)),
+ _mm_set1_ps(x)),
_mm_load_ps(m[3])))
;
#else
vec4 v1;
- glm_vec4_scale(m[0], to, v1);
+ glm_vec4_scale(m[0], x, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
@@ -144,16 +144,16 @@ glm_translate_x(mat4 m, float to) {
*/
CGLM_INLINE
void
-glm_translate_y(mat4 m, float to) {
+glm_translate_y(mat4 m, float y) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(m[3],
_mm_add_ps(_mm_mul_ps(_mm_load_ps(m[1]),
- _mm_set1_ps(to)),
+ _mm_set1_ps(y)),
_mm_load_ps(m[3])))
;
#else
vec4 v1;
- glm_vec4_scale(m[1], to, v1);
+ glm_vec4_scale(m[1], y, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
@@ -166,16 +166,16 @@ glm_translate_y(mat4 m, float to) {
*/
CGLM_INLINE
void
-glm_translate_z(mat4 m, float to) {
+glm_translate_z(mat4 m, float z) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(m[3],
_mm_add_ps(_mm_mul_ps(_mm_load_ps(m[2]),
- _mm_set1_ps(to)),
+ _mm_set1_ps(z)),
_mm_load_ps(m[3])))
;
#else
vec4 v1;
- glm_vec4_scale(m[2], to, v1);
+ glm_vec4_scale(m[2], z, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
@@ -297,13 +297,13 @@ glm_rotate_x(mat4 m, float angle, mat4 dest) {
*/
CGLM_INLINE
void
-glm_rotate_y(mat4 m, float rad, mat4 dest) {
+glm_rotate_y(mat4 m, float angle, mat4 dest) {
float cosVal;
float sinVal;
mat4 t = GLM_MAT4_IDENTITY_INIT;
- cosVal = cosf(rad);
- sinVal = sinf(rad);
+ cosVal = cosf(angle);
+ sinVal = sinf(angle);
t[0][0] = cosVal;
t[0][2] = -sinVal;
@@ -323,13 +323,13 @@ glm_rotate_y(mat4 m, float rad, mat4 dest) {
*/
CGLM_INLINE
void
-glm_rotate_z(mat4 m, float rad, mat4 dest) {
+glm_rotate_z(mat4 m, float angle, mat4 dest) {
float cosVal;
float sinVal;
mat4 t = GLM_MAT4_IDENTITY_INIT;
- cosVal = cosf(rad);
- sinVal = sinf(rad);
+ cosVal = cosf(angle);
+ sinVal = sinf(angle);
t[0][0] = cosVal;
t[0][1] = sinVal;
@@ -441,9 +441,9 @@ glm_rotate_ndc(mat4 m, float angle, vec3 axis_ndc) {
/*!
* @brief rotate existing transform matrix around Z axis by angle and axis
*
- * @param[in, out] m affine transfrom
- * @param[in] angle angle (radians)
- * @param[in] axis_ndc axis
+ * @param[in, out] m affine transfrom
+ * @param[in] angle angle (radians)
+ * @param[in] axis axis
*/
CGLM_INLINE
void
@@ -457,8 +457,8 @@ glm_rotate(mat4 m, float angle, vec3 axis) {
/*!
* @brief decompose scale vector
*
- * @param[in] m affine transform
- * @param[out] s scale vector (Sx, Sy, Sz)
+ * @param[in] m affine transform
+ * @param[out] s scale vector (Sx, Sy, Sz)
*/
CGLM_INLINE
void
diff --git a/include/cglm/box.h b/include/cglm/box.h
new file mode 100644
index 0000000..d7184c5
--- /dev/null
+++ b/include/cglm/box.h
@@ -0,0 +1,156 @@
+/*
+ * Copyright (c), Recep Aslantas.
+ *
+ * MIT License (MIT), http://opensource.org/licenses/MIT
+ * Full license can be found in the LICENSE file
+ */
+
+#ifndef cglm_box_h
+#define cglm_box_h
+
+#include "common.h"
+#include "vec3.h"
+#include "vec4.h"
+
+/*!
+ * @brief apply transform to Axis-Aligned Bounding Box
+ *
+ * @param[in] box bounding box
+ * @param[in] m transform matrix
+ * @param[out] dest transformed bounding box
+ */
+CGLM_INLINE
+void
+glm_aabb_transform(vec3 box[2], mat4 m, vec3 dest[2]) {
+ vec3 v[2], xa, xb, ya, yb, za, zb, tmp;
+
+ glm_vec_scale(m[0], box[0][0], xa);
+ glm_vec_scale(m[0], box[1][0], xb);
+
+ glm_vec_scale(m[1], box[0][1], ya);
+ glm_vec_scale(m[1], box[1][1], yb);
+
+ glm_vec_scale(m[2], box[0][2], za);
+ glm_vec_scale(m[2], box[1][2], zb);
+
+ /* min(xa, xb) + min(ya, yb) + min(za, zb) + translation */
+ glm_vec_minv(xa, xb, v[0]);
+ glm_vec_minv(ya, yb, tmp);
+ glm_vec_add(v[0], tmp, v[0]);
+ glm_vec_minv(za, zb, tmp);
+ glm_vec_add(v[0], tmp, v[0]);
+ glm_vec_add(v[0], m[3], v[0]);
+
+ /* max(xa, xb) + max(ya, yb) + max(za, zb) + translation */
+ glm_vec_maxv(xa, xb, v[1]);
+ glm_vec_maxv(ya, yb, tmp);
+ glm_vec_add(v[1], tmp, v[1]);
+ glm_vec_maxv(za, zb, tmp);
+ glm_vec_add(v[1], tmp, v[1]);
+ glm_vec_add(v[1], m[3], v[1]);
+
+ glm_vec_copy(v[0], dest[0]);
+ glm_vec_copy(v[1], dest[1]);
+}
+
+/*!
+ * @brief merges two AABB bounding box and creates new one
+ *
+ * two box must be in same space, if one of box is in different space then
+ * you should consider to convert it's space by glm_box_space
+ *
+ * @param[in] box1 bounding box 1
+ * @param[in] box2 bounding box 2
+ * @param[out] dest merged bounding box
+ */
+CGLM_INLINE
+void
+glm_aabb_merge(vec3 box1[2], vec3 box2[2], vec3 dest[2]) {
+ dest[0][0] = glm_min(box1[0][0], box2[0][0]);
+ dest[0][1] = glm_min(box1[0][1], box2[0][1]);
+ dest[0][2] = glm_min(box1[0][2], box2[0][2]);
+
+ dest[1][0] = glm_max(box1[1][0], box2[1][0]);
+ dest[1][1] = glm_max(box1[1][1], box2[1][1]);
+ dest[1][2] = glm_max(box1[1][2], box2[1][2]);
+}
+
+/*!
+ * @brief crops a bounding box with another one.
+ *
+ * this could be useful for gettng a bbox which fits with view frustum and
+ * object bounding boxes. In this case you crop view frustum box with objects
+ * box
+ *
+ * @param[in] box bounding box 1
+ * @param[in] cropBox crop box
+ * @param[out] dest cropped bounding box
+ */
+CGLM_INLINE
+void
+glm_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]) {
+ dest[0][0] = glm_max(box[0][0], cropBox[0][0]);
+ dest[0][1] = glm_max(box[0][1], cropBox[0][1]);
+ dest[0][2] = glm_max(box[0][2], cropBox[0][2]);
+
+ dest[1][0] = glm_min(box[1][0], cropBox[1][0]);
+ dest[1][1] = glm_min(box[1][1], cropBox[1][1]);
+ dest[1][2] = glm_min(box[1][2], cropBox[1][2]);
+}
+
+/*!
+ * @brief crops a bounding box with another one.
+ *
+ * this could be useful for gettng a bbox which fits with view frustum and
+ * object bounding boxes. In this case you crop view frustum box with objects
+ * box
+ *
+ * @param[in] box bounding box
+ * @param[in] cropBox crop box
+ * @param[in] clampBox miniumum box
+ * @param[out] dest cropped bounding box
+ */
+CGLM_INLINE
+void
+glm_aabb_crop_until(vec3 box[2],
+ vec3 cropBox[2],
+ vec3 clampBox[2],
+ vec3 dest[2]) {
+ glm_aabb_crop(box, cropBox, dest);
+ glm_aabb_merge(clampBox, dest, dest);
+}
+
+/*!
+ * @brief check if AABB intersects with frustum planes
+ *
+ * this could be useful for frustum culling using AABB.
+ *
+ * OPTIMIZATION HINT:
+ * if planes order is similar to LEFT, RIGHT, BOTTOM, TOP, NEAR, FAR
+ * then this method should run even faster because it would only use two
+ * planes if object is not inside the two planes
+ * fortunately cglm extracts planes as this order! just pass what you got!
+ *
+ * @param[in] box bounding box
+ * @param[in] planes frustum planes
+ */
+CGLM_INLINE
+bool
+glm_aabb_frustum(vec3 box[2], vec4 planes[6]) {
+ float *p, dp;
+ int i;
+
+ for (i = 0; i < 6; i++) {
+ p = planes[i];
+ dp = p[0] * box[p[0] > 0.0f][0]
+ + p[1] * box[p[1] > 0.0f][1]
+ + p[2] * box[p[2] > 0.0f][2];
+
+ if (dp < -p[3])
+ return false;
+ }
+
+ return true;
+}
+
+#endif /* cglm_box_h */
diff --git a/include/cglm/call.h b/include/cglm/call.h
index 00eb13c..3f7bf14 100644
--- a/include/cglm/call.h
+++ b/include/cglm/call.h
@@ -22,6 +22,7 @@ extern "C" {
#include "call/euler.h"
#include "call/plane.h"
#include "call/frustum.h"
+#include "call/box.h"
#include "call/io.h"
#ifdef __cplusplus
diff --git a/include/cglm/call/box.h b/include/cglm/call/box.h
new file mode 100644
index 0000000..505732e
--- /dev/null
+++ b/include/cglm/call/box.h
@@ -0,0 +1,39 @@
+/*
+ * Copyright (c), Recep Aslantas.
+ *
+ * MIT License (MIT), http://opensource.org/licenses/MIT
+ * Full license can be found in the LICENSE file
+ */
+
+#ifndef cglmc_box_h
+#define cglmc_box_h
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#include "../cglm.h"
+
+CGLM_EXPORT
+void
+glmc_aabb_transform(vec3 box[2], mat4 m, vec3 dest[2]);
+
+CGLM_EXPORT
+void
+glmc_aabb_merge(vec3 box1[2], vec3 box2[2], vec3 dest[2]);
+
+CGLM_EXPORT
+void
+glmc_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]);
+
+CGLM_EXPORT
+void
+glmc_aabb_crop_until(vec3 box[2],
+ vec3 cropBox[2],
+ vec3 clampBox[2],
+ vec3 dest[2]);
+
+#ifdef __cplusplus
+}
+#endif
+#endif /* cglmc_box_h */
+
diff --git a/include/cglm/cam.h b/include/cglm/cam.h
index 0d13a3d..9290ffa 100644
--- a/include/cglm/cam.h
+++ b/include/cglm/cam.h
@@ -52,6 +52,9 @@
CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *__restrict nearVal);
CGLM_INLINE void glm_frustum_planes(mat4 m, vec4 dest[6]);
CGLM_INLINE void glm_frustum_corners(mat4 invMat, vec4 dest[8]);
+ CGLM_INLINE glm_ortho_box(vec3 box[2], mat4 dest);
+ CGLM_INLINE void glm_ortho_boxp(vec3 box[2], float padding, mat4 dest);
+ CGLM_INLINE void glm_ortho_boxp(vec3 box[2], float padding, mat4 dest);
*/
#ifndef cglm_vcam_h
@@ -135,6 +138,59 @@ glm_ortho(float left,
dest[3][3] = 1.0f;
}
+/*!
+ * @brief set up orthographic projection matrix using bounding box
+ *
+ * bounding box (AABB) must be in view space
+ *
+ * @param[in] box AABB
+ * @param[out] dest result matrix
+ */
+CGLM_INLINE
+void
+glm_ortho_aabb(vec3 box[2], mat4 dest) {
+ glm_ortho(box[0][0], box[1][0],
+ box[0][1], box[1][1],
+ -box[1][2], -box[0][2],
+ dest);
+}
+
+/*!
+ * @brief set up orthographic projection matrix using bounding box
+ *
+ * bounding box (AABB) must be in view space
+ *
+ * @param[in] box AABB
+ * @param[in] padding padding
+ * @param[out] dest result matrix
+ */
+CGLM_INLINE
+void
+glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) {
+ glm_ortho(box[0][0] - padding, box[1][0] + padding,
+ box[0][1] - padding, box[1][1] + padding,
+ -(box[1][2] + padding), -(box[0][2] - padding),
+ dest);
+}
+
+/*!
+ * @brief set up orthographic projection matrix using bounding box
+ *
+ * bounding box (AABB) must be in view space
+ *
+ * @param[in] box AABB
+ * @param[in] padding padding for near and far
+ * @param[out] dest result matrix
+ */
+CGLM_INLINE
+void
+glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) {
+ glm_ortho(box[0][0], box[1][0],
+ box[0][1], box[1][1],
+ -(box[1][2] + padding), -(box[0][2] - padding),
+ dest);
+}
+
/*!
* @brief set up unit orthographic projection matrix
*
diff --git a/include/cglm/cglm.h b/include/cglm/cglm.h
index e9fa774..3b0611c 100644
--- a/include/cglm/cglm.h
+++ b/include/cglm/cglm.h
@@ -19,6 +19,7 @@
#include "quat.h"
#include "euler.h"
#include "plane.h"
+#include "box.h"
#include "util.h"
#include "io.h"
diff --git a/include/cglm/quat.h b/include/cglm/quat.h
index 0349643..e47559b 100644
--- a/include/cglm/quat.h
+++ b/include/cglm/quat.h
@@ -126,7 +126,7 @@ glm_quat_norm(versor q) {
/*!
* @brief normalize quaternion
*
- * @param[in, out] m quaternion
+ * @param[in, out] q quaternion
*/
CGLM_INLINE
void
@@ -145,7 +145,7 @@ glm_quat_normalize(versor q) {
/*!
* @brief dot product of two quaternion
*
- * @param[in] m quaternion 1
+ * @param[in] q quaternion 1
* @param[in] r quaternion 2
*/
CGLM_INLINE
diff --git a/include/cglm/util.h b/include/cglm/util.h
index 540d060..12db1a2 100644
--- a/include/cglm/util.h
+++ b/include/cglm/util.h
@@ -45,7 +45,7 @@ glm_rad(float deg) {
/*!
* @brief convert radians to degree
*
- * @param[in] deg angle in radians
+ * @param[in] rad angle in radians
*/
CGLM_INLINE
float
diff --git a/include/cglm/vec3.h b/include/cglm/vec3.h
index f0d9e51..ebcedcf 100644
--- a/include/cglm/vec3.h
+++ b/include/cglm/vec3.h
@@ -436,20 +436,9 @@ glm_vec_distance(vec3 v1, vec3 v2) {
CGLM_INLINE
void
glm_vec_maxv(vec3 v1, vec3 v2, vec3 dest) {
- if (v1[0] > v2[0])
- dest[0] = v1[0];
- else
- dest[0] = v2[0];
-
- if (v1[1] > v2[1])
- dest[1] = v1[1];
- else
- dest[1] = v2[1];
-
- if (v1[2] > v2[2])
- dest[2] = v1[2];
- else
- dest[2] = v2[2];
+ dest[0] = glm_max(v1[0], v2[0]);
+ dest[1] = glm_max(v1[1], v2[1]);
+ dest[2] = glm_max(v1[2], v2[2]);
}
/*!
@@ -462,20 +451,9 @@ glm_vec_maxv(vec3 v1, vec3 v2, vec3 dest) {
CGLM_INLINE
void
glm_vec_minv(vec3 v1, vec3 v2, vec3 dest) {
- if (v1[0] < v2[0])
- dest[0] = v1[0];
- else
- dest[0] = v2[0];
-
- if (v1[1] < v2[1])
- dest[1] = v1[1];
- else
- dest[1] = v2[1];
-
- if (v1[2] < v2[2])
- dest[2] = v1[2];
- else
- dest[2] = v2[2];
+ dest[0] = glm_min(v1[0], v2[0]);
+ dest[1] = glm_min(v1[1], v2[1]);
+ dest[2] = glm_min(v1[2], v2[2]);
}
/*!
@@ -541,7 +519,7 @@ glm_normalize(vec3 v) {
*
* this is just convenient wrapper
*
- * @param[in] vec source
+ * @param[in] v source
* @param[out] dest destination
*/
CGLM_INLINE
diff --git a/include/cglm/vec4.h b/include/cglm/vec4.h
index 275d49d..e76bfac 100644
--- a/include/cglm/vec4.h
+++ b/include/cglm/vec4.h
@@ -332,9 +332,9 @@ CGLM_INLINE
float
glm_vec4_distance(vec4 v1, vec4 v2) {
return sqrtf(glm_pow2(v2[0] - v1[0])
- + glm_pow2(v2[1] - v1[1])
- + glm_pow2(v2[2] - v1[2])
- + glm_pow2(v2[3] - v1[3]));
+ + glm_pow2(v2[1] - v1[1])
+ + glm_pow2(v2[2] - v1[2])
+ + glm_pow2(v2[3] - v1[3]));
}
/*!
@@ -347,25 +347,10 @@ glm_vec4_distance(vec4 v1, vec4 v2) {
CGLM_INLINE
void
glm_vec4_maxv(vec4 v1, vec4 v2, vec4 dest) {
- if (v1[0] > v2[0])
- dest[0] = v1[0];
- else
- dest[0] = v2[0];
-
- if (v1[1] > v2[1])
- dest[1] = v1[1];
- else
- dest[1] = v2[1];
-
- if (v1[2] > v2[2])
- dest[2] = v1[2];
- else
- dest[2] = v2[2];
-
- if (v1[3] > v2[3])
- dest[3] = v1[3];
- else
- dest[3] = v2[3];
+ dest[0] = glm_max(v1[0], v2[0]);
+ dest[1] = glm_max(v1[1], v2[1]);
+ dest[2] = glm_max(v1[2], v2[2]);
+ dest[3] = glm_max(v1[3], v2[3]);
}
/*!
@@ -378,25 +363,10 @@ glm_vec4_maxv(vec4 v1, vec4 v2, vec4 dest) {
CGLM_INLINE
void
glm_vec4_minv(vec4 v1, vec4 v2, vec4 dest) {
- if (v1[0] < v2[0])
- dest[0] = v1[0];
- else
- dest[0] = v2[0];
-
- if (v1[1] < v2[1])
- dest[1] = v1[1];
- else
- dest[1] = v2[1];
-
- if (v1[2] < v2[2])
- dest[2] = v1[2];
- else
- dest[2] = v2[2];
-
- if (v1[3] < v2[3])
- dest[3] = v1[3];
- else
- dest[3] = v2[3];
+ dest[0] = glm_min(v1[0], v2[0]);
+ dest[1] = glm_min(v1[1], v2[1]);
+ dest[2] = glm_min(v1[2], v2[2]);
+ dest[3] = glm_min(v1[3], v2[3]);
}
#endif /* cglm_vec4_h */
diff --git a/makefile.am b/makefile.am
index 5cfbd6f..4226f4b 100644
--- a/makefile.am
+++ b/makefile.am
@@ -52,7 +52,8 @@ cglm_HEADERS = include/cglm/version.h \
include/cglm/quat.h \
include/cglm/affine-mat.h \
include/cglm/plane.h \
- include/cglm/frustum.h
+ include/cglm/frustum.h \
+ include/cglm/box.h
cglm_calldir=$(includedir)/cglm/call
cglm_call_HEADERS = include/cglm/call/mat4.h \
@@ -65,7 +66,8 @@ cglm_call_HEADERS = include/cglm/call/mat4.h \
include/cglm/call/quat.h \
include/cglm/call/euler.h \
include/cglm/call/plane.h \
- include/cglm/call/frustum.h
+ include/cglm/call/frustum.h \
+ include/cglm/call/box.h
cglm_simddir=$(includedir)/cglm/simd
cglm_simd_HEADERS = include/cglm/simd/intrin.h
@@ -94,7 +96,8 @@ libcglm_la_SOURCES=\
src/mat3.c \
src/mat4.c \
src/plane.c \
- src/frustum.c
+ src/frustum.c \
+ src/box.c
test_tests_SOURCES=\
test/src/test_common.c \
diff --git a/src/box.c b/src/box.c
new file mode 100644
index 0000000..2311f4b
--- /dev/null
+++ b/src/box.c
@@ -0,0 +1,36 @@
+/*
+ * Copyright (c), Recep Aslantas.
+ *
+ * MIT License (MIT), http://opensource.org/licenses/MIT
+ * Full license can be found in the LICENSE file
+ */
+
+#include "../include/cglm/cglm.h"
+#include "../include/cglm/call.h"
+
+CGLM_EXPORT
+void
+glmc_aabb_transform(vec3 box[2], mat4 m, vec3 dest[2]) {
+ glm_aabb_transform(box, m, dest);
+}
+
+CGLM_EXPORT
+void
+glmc_aabb_merge(vec3 box1[2], vec3 box2[2], vec3 dest[2]) {
+ glm_aabb_merge(box1, box2, dest);
+}
+
+CGLM_EXPORT
+void
+glmc_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]) {
+ glm_aabb_crop(box, cropBox, dest);
+}
+
+CGLM_EXPORT
+void
+glmc_aabb_crop_until(vec3 box[2],
+ vec3 cropBox[2],
+ vec3 clampBox[2],
+ vec3 dest[2]) {
+ glm_aabb_crop_until(box, cropBox, clampBox, dest);
+}
diff --git a/win/cglm.vcxproj b/win/cglm.vcxproj
index 93d9e9b..36000c0 100644
--- a/win/cglm.vcxproj
+++ b/win/cglm.vcxproj
@@ -20,6 +20,7 @@
+
@@ -35,8 +36,10 @@
+
+
diff --git a/win/cglm.vcxproj.filters b/win/cglm.vcxproj.filters
index 5ea5810..559f2f7 100644
--- a/win/cglm.vcxproj.filters
+++ b/win/cglm.vcxproj.filters
@@ -72,6 +72,9 @@
src
+
+ src
+
@@ -194,5 +197,11 @@
include\cglm
+
+ include\cglm\call
+
+
+ include\cglm
+
\ No newline at end of file