- Rename structs folder to struct

- Include files in `cglms.h`
- Fix style issues (tabs to spaces, open brace without newline)
This commit is contained in:
acoto87
2019-05-21 16:45:34 -05:00
parent fd3b0634d2
commit ba2031d977
18 changed files with 447 additions and 457 deletions

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@@ -13,11 +13,19 @@ extern "C" {
#include "cglm.h"
#include "types-struct.h"
#include "structs/vec3.h"
#include "structs/vec4.h"
#include "structs/mat3.h"
#include "structs/mat4.h"
#include "structs/sphere.h"
#include "struct/vec3.h"
#include "struct/vec4.h"
#include "struct/mat3.h"
#include "struct/mat4.h"
#include "struct/affine.h"
#include "struct/frustum.h"
#include "struct/plane.h"
#include "struct/box.h"
#include "struct/color.h"
#include "struct/io.h"
#include "struct/project.h"
#include "struct/sphere.h"
#include "struct/curve.h"
#ifdef __cplusplus
}

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@@ -8,25 +8,25 @@
/*
Functions:
CGLM_INLINE mat4s glms_translate(mat4s m, vec3s v);
CGLM_INLINE mat4s glms_translate_x(mat4s m, float x);
CGLM_INLINE mat4s glms_translate_y(mat4s m, float y);
CGLM_INLINE mat4s glms_translate_z(mat4s m, float z);
CGLM_INLINE mat4s glms_translate_make(vec3s v);
CGLM_INLINE mat4s glms_scale_to(mat4s m, vec3s v);
CGLM_INLINE mat4s glms_scale_make(vec3s v);
CGLM_INLINE mat4s glms_scale(mat4s m, vec3s v);
CGLM_INLINE mat4s glms_scale_uni(mat4s m, float s);
CGLM_INLINE mat4s glmx_rotate_x(mat4s m, float angle);
CGLM_INLINE mat4s glms_rotate_y(mat4s m, float angle);
CGLM_INLINE mat4s glms_rotate_z(mat4s m, float angle);
CGLM_INLINE mat4s glms_rotate_make(float angle, vec3s axis);
CGLM_INLINE mat4s glms_rotate(mat4s m, float angle, vec3s axis);
CGLM_INLINE mat4s glms_rotate_at(mat4s m, vec3s pivot, float angle, vec3s axis);
CGLM_INLINE mat4s glms_rotate_atm(mat4s m, vec3s pivot, float angle, vec3s axis);
CGLM_INLINE vec3s glms_decompose_scalev(mat4s m);
CGLM_INLINE bool glms_uniscaled(mat4s m);
CGLM_INLINE void glms_decompose_rs(mat4s m, mat4s * r, vec3s * s);
CGLM_INLINE void glms_decompose(mat4s m, vec4s t, mat4s * r, vec3s * s);
CGLM_INLINE mat4s glms_translate_x(mat4s m, float x);
CGLM_INLINE mat4s glms_translate_y(mat4s m, float y);
CGLM_INLINE mat4s glms_translate_z(mat4s m, float z);
CGLM_INLINE mat4s glms_translate_make(vec3s v);
CGLM_INLINE mat4s glms_scale_to(mat4s m, vec3s v);
CGLM_INLINE mat4s glms_scale_make(vec3s v);
CGLM_INLINE mat4s glms_scale(mat4s m, vec3s v);
CGLM_INLINE mat4s glms_scale_uni(mat4s m, float s);
CGLM_INLINE mat4s glmx_rotate_x(mat4s m, float angle);
CGLM_INLINE mat4s glms_rotate_y(mat4s m, float angle);
CGLM_INLINE mat4s glms_rotate_z(mat4s m, float angle);
CGLM_INLINE mat4s glms_rotate_make(float angle, vec3s axis);
CGLM_INLINE mat4s glms_rotate(mat4s m, float angle, vec3s axis);
CGLM_INLINE mat4s glms_rotate_at(mat4s m, vec3s pivot, float angle, vec3s axis);
CGLM_INLINE mat4s glms_rotate_atm(mat4s m, vec3s pivot, float angle, vec3s axis);
CGLM_INLINE vec3s glms_decompose_scalev(mat4s m);
CGLM_INLINE bool glms_uniscaled(mat4s m);
CGLM_INLINE void glms_decompose_rs(mat4s m, mat4s * r, vec3s * s);
CGLM_INLINE void glms_decompose(mat4s m, vec4s t, mat4s * r, vec3s * s);
*/
#ifndef cglm_affines_h
@@ -47,71 +47,71 @@ glms_mat4_mul(mat4s m1, mat4s m2);
* @brief translate existing transform matrix by v vector
* and stores result in same matrix
*
* @param[in] m affine transfrom
* @param[in] v translate vector [x, y, z]
* @returns affine transfrom
* @param[in] m affine transfrom
* @param[in] v translate vector [x, y, z]
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translate(mat4s m, vec3s v) {
glm_translate(m.raw, v.raw);
return m;
glm_translate(m.raw, v.raw);
return m;
}
/*!
* @brief translate existing transform matrix by x factor
*
* @param[in] m affine transfrom
* @param[in] x x factor
* @returns affine transfrom
* @param[in] m affine transfrom
* @param[in] x x factor
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translate_x(mat4s m, float x) {
glm_translate_x(m.raw, x);
return m;
glm_translate_x(m.raw, x);
return m;
}
/*!
* @brief translate existing transform matrix by y factor
*
* @param[in] m affine transfrom
* @param[in] y y factor
* @returns affine transfrom
* @param[in] m affine transfrom
* @param[in] y y factor
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translate_y(mat4s m, float y) {
glm_translate_y(m.raw, y);
return m;
glm_translate_y(m.raw, y);
return m;
}
/*!
* @brief translate existing transform matrix by z factor
*
* @param[in] m affine transfrom
* @param[in] z z factor
* @returns affine transfrom
* @param[in] m affine transfrom
* @param[in] z z factor
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translate_z(mat4s m, float z) {
glm_translate_z(m.raw, z);
return m;
glm_translate_z(m.raw, z);
return m;
}
/*!
* @brief creates NEW translate transform matrix by v vector
*
* @param[in] v translate vector [x, y, z]
* @returns affine transfrom
* @param[in] v translate vector [x, y, z]
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_translate_make(vec3s v) {
mat4s m;
glm_translate_make(m.raw, v.raw);
return m;
mat4s m;
glm_translate_make(m.raw, v.raw);
return m;
}
/*!
@@ -123,88 +123,88 @@ glms_translate_make(vec3s v) {
CGLM_INLINE
mat4s
glms_scale_make(vec3s v) {
mat4s m;
glm_scale_make(m.raw, v.raw);
return m;
mat4s m;
glm_scale_make(m.raw, v.raw);
return m;
}
/*!
* @brief scales existing transform matrix by v vector
* and stores result in same matrix
*
* @param[in] m affine transfrom
* @param[in] v scale vector [x, y, z]
* @returns affine transfrom
* @param[in] m affine transfrom
* @param[in] v scale vector [x, y, z]
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_scale(mat4s m, vec3s v) {
mat4s r;
mat4s r;
glm_scale_to(m.raw, v.raw, r.raw);
return r;
return r;
}
/*!
* @brief applies uniform scale to existing transform matrix v = [s, s, s]
* and stores result in same matrix
*
* @param[in] m affine transfrom
* @param[in] s scale factor
* @returns affine transfrom
* @param[in] m affine transfrom
* @param[in] s scale factor
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_scale_uni(mat4s m, float s) {
glm_scale_uni(m.raw, s);
return m;
glm_scale_uni(m.raw, s);
return m;
}
/*!
* @brief rotate existing transform matrix around X axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @returns rotated matrix
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @returns rotated matrix
*/
CGLM_INLINE
mat4s
glmx_rotate_x(mat4s m, float angle) {
mat4s r;
glm_rotate_x(m.raw, angle, r.raw);
return r;
mat4s r;
glm_rotate_x(m.raw, angle, r.raw);
return r;
}
/*!
* @brief rotate existing transform matrix around Y axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @returns rotated matrix
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @returns rotated matrix
*/
CGLM_INLINE
mat4s
glms_rotate_y(mat4s m, float angle) {
mat4s r;
glm_rotate_y(m.raw, angle, r.raw);
return r;
mat4s r;
glm_rotate_y(m.raw, angle, r.raw);
return r;
}
/*!
* @brief rotate existing transform matrix around Z axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @returns rotated matrix
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @returns rotated matrix
*/
CGLM_INLINE
mat4s
glms_rotate_z(mat4s m, float angle) {
mat4s r;
glm_rotate_z(m.raw, angle, r.raw);
return r;
mat4s r;
glm_rotate_z(m.raw, angle, r.raw);
return r;
}
/*!
@@ -212,48 +212,48 @@ glms_rotate_z(mat4s m, float angle) {
*
* axis will be normalized so you don't need to normalize it
*
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_rotate_make(float angle, vec3s axis) {
mat4s m;
glm_rotate_make(m.raw, angle, axis.raw);
return m;
mat4s m;
glm_rotate_make(m.raw, angle, axis.raw);
return m;
}
/*!
* @brief rotate existing transform matrix around given axis by angle
*
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
* @param[in] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_rotate(mat4s m, float angle, vec3s axis) {
glm_rotate(m.raw, angle, axis.raw);
return m;
glm_rotate(m.raw, angle, axis.raw);
return m;
}
/*!
* @brief rotate existing transform
* around given axis by angle at given pivot point (rotation center)
*
* @param[in] m affine transfrom
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
* @param[in] m affine transfrom
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_rotate_at(mat4s m, vec3s pivot, float angle, vec3s axis) {
glm_rotate_at(m.raw, pivot.raw, angle, axis.raw);
return m;
glm_rotate_at(m.raw, pivot.raw, angle, axis.raw);
return m;
}
/*!
@@ -268,27 +268,27 @@ glms_rotate_at(mat4s m, vec3s pivot, float angle, vec3s axis) {
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
* @returns affine transfrom
*/
CGLM_INLINE
mat4s
glms_rotate_atm(mat4s m, vec3s pivot, float angle, vec3s axis) {
glm_rotate_atm(m.raw, pivot.raw, angle, axis.raw);
return m;
glm_rotate_atm(m.raw, pivot.raw, angle, axis.raw);
return m;
}
/*!
* @brief decompose scale vector
*
* @param[in] m affine transform
* @returns scale vector (Sx, Sy, Sz)
* @returns scale vector (Sx, Sy, Sz)
*/
CGLM_INLINE
vec3s
glms_decompose_scalev(mat4s m) {
vec3s r;
glm_decompose_scalev(m.raw, r.raw);
return r;
vec3s r;
glm_decompose_scalev(m.raw, r.raw);
return r;
}
/*!
@@ -302,7 +302,7 @@ glms_decompose_scalev(mat4s m) {
CGLM_INLINE
bool
glms_uniscaled(mat4s m) {
return glm_uniscaled(m.raw);
return glm_uniscaled(m.raw);
}
/*!
@@ -316,7 +316,7 @@ glms_uniscaled(mat4s m) {
CGLM_INLINE
void
glms_decompose_rs(mat4s m, mat4s * __restrict r, vec3s * __restrict s) {
glm_decompose_rs(m.raw, r->raw, s->raw);
glm_decompose_rs(m.raw, r->raw, s->raw);
}
/*!

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@@ -25,12 +25,12 @@
CGLM_INLINE
void
glms_aabb_transform(vec3s box[2], mat4s m, vec3s dest[2]) {
vec3 rawBox[2];
vec3 rawDest[2];
vec3 rawBox[2];
vec3 rawDest[2];
glms_vec3_unpack(rawBox, box, 2);
glm_aabb_transform(rawBox, m.raw, rawDest);
glms_vec3_pack(dest, rawDest, 2);
glms_vec3_unpack(rawBox, box, 2);
glm_aabb_transform(rawBox, m.raw, rawDest);
glms_vec3_pack(dest, rawDest, 2);
}
/*!
@@ -46,14 +46,14 @@ glms_aabb_transform(vec3s box[2], mat4s m, vec3s dest[2]) {
CGLM_INLINE
void
glms_aabb_merge(vec3s box1[2], vec3s box2[2], vec3s dest[2]) {
vec3 rawBox1[2];
vec3 rawBox2[2];
vec3 rawDest[2];
vec3 rawBox1[2];
vec3 rawBox2[2];
vec3 rawDest[2];
glms_vec3_unpack(rawBox1, box1, 2);
glms_vec3_unpack(rawBox2, box2, 2);
glm_aabb_merge(rawBox1, rawBox2, rawDest);
glms_vec3_pack(dest, rawDest, 2);
glms_vec3_unpack(rawBox1, box1, 2);
glms_vec3_unpack(rawBox2, box2, 2);
glm_aabb_merge(rawBox1, rawBox2, rawDest);
glms_vec3_pack(dest, rawDest, 2);
}
/*!
@@ -70,14 +70,14 @@ glms_aabb_merge(vec3s box1[2], vec3s box2[2], vec3s dest[2]) {
CGLM_INLINE
void
glms_aabb_crop(vec3s box[2], vec3s cropBox[2], vec3s dest[2]) {
vec3 rawBox[2];
vec3 rawCropBox[2];
vec3 rawDest[2];
vec3 rawBox[2];
vec3 rawCropBox[2];
vec3 rawDest[2];
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_unpack(rawCropBox, cropBox, 2);
glm_aabb_crop(rawBox, rawCropBox, rawDest);
glms_vec3_pack(dest, rawDest, 2);
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_unpack(rawCropBox, cropBox, 2);
glm_aabb_crop(rawBox, rawCropBox, rawDest);
glms_vec3_pack(dest, rawDest, 2);
}
/*!
@@ -119,12 +119,12 @@ glms_aabb_crop_until(vec3s box[2],
CGLM_INLINE
bool
glms_aabb_frustum(vec3s box[2], vec4s planes[6]) {
vec3 rawBox[2];
vec4 rawPlanes[6];
vec3 rawBox[2];
vec4 rawPlanes[6];
glms_vec3_unpack(rawBox, box, 2);
glms_vec4_unpack(rawPlanes, planes, 6);
return glm_aabb_frustum(rawBox, rawPlanes);
glms_vec3_unpack(rawBox, box, 2);
glms_vec4_unpack(rawPlanes, planes, 6);
return glm_aabb_frustum(rawBox, rawPlanes);
}
/*!
@@ -135,8 +135,6 @@ glms_aabb_frustum(vec3s box[2], vec4s planes[6]) {
CGLM_INLINE
void
glms_aabb_invalidate(vec3s box[2]) {
// FIX: Modify param
//
box[0] = glms_vec3_broadcast(FLT_MAX);
box[1] = glms_vec3_broadcast(-FLT_MAX);
}
@@ -149,9 +147,9 @@ glms_aabb_invalidate(vec3s box[2]) {
CGLM_INLINE
bool
glms_aabb_isvalid(vec3s box[2]) {
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
return glm_aabb_isvalid(rawBox);
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
return glm_aabb_isvalid(rawBox);
}
/*!
@@ -197,11 +195,11 @@ glms_aabb_center(vec3s box[2]) {
CGLM_INLINE
bool
glms_aabb_aabb(vec3s box[2], vec3s other[2]) {
vec3 rawBox[2];
vec3 rawOther[2];
vec3 rawBox[2];
vec3 rawOther[2];
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_unpack(rawOther, other, 2);
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_unpack(rawOther, other, 2);
return glm_aabb_aabb(rawBox, rawOther);
}
@@ -217,10 +215,10 @@ glms_aabb_aabb(vec3s box[2], vec3s other[2]) {
CGLM_INLINE
bool
glms_aabb_sphere(vec3s box[2], vec4s s) {
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
return glm_aabb_sphere(rawBox, s.raw);
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
return glm_aabb_sphere(rawBox, s.raw);
}
/*!
@@ -232,9 +230,9 @@ glms_aabb_sphere(vec3s box[2], vec4s s) {
CGLM_INLINE
bool
glms_aabb_point(vec3s box[2], vec3s point) {
vec3 rawBox[2];
vec3 rawBox[2];
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_unpack(rawBox, box, 2);
return glm_aabb_point(rawBox, point.raw);
}
@@ -247,12 +245,12 @@ glms_aabb_point(vec3s box[2], vec3s point) {
CGLM_INLINE
bool
glms_aabb_contains(vec3s box[2], vec3s other[2]) {
vec3 rawBox[2];
vec3 rawOther[2];
vec3 rawBox[2];
vec3 rawOther[2];
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_unpack(rawOther, other, 2);
return glm_aabb_contains(rawBox, rawOther);
glms_vec3_unpack(rawBox, box, 2);
glms_vec3_unpack(rawOther, other, 2);
return glm_aabb_contains(rawBox, rawOther);
}
#endif /* cglm_boxs_h */

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@@ -21,7 +21,7 @@
CGLM_INLINE
float
glms_luminance(vec3s rgb) {
return glm_luminance(rgb.raw);
return glm_luminance(rgb.raw);
}
#endif /* cglm_colors_h */

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@@ -34,7 +34,7 @@
CGLM_INLINE
float
glms_smc(float s, mat4s m, vec4s c) {
return glm_smc(s, m.raw, c.raw);
return glm_smc(s, m.raw, c.raw);
}
#endif /* cglm_curves_h */

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@@ -55,9 +55,9 @@
CGLM_INLINE
void
glms_frustum_planes(mat4s m, vec4s dest[6]) {
vec4 rawDest[6];
glm_frustum_planes(m.raw, rawDest);
glms_vec4_pack(dest, rawDest, 6);
vec4 rawDest[6];
glm_frustum_planes(m.raw, rawDest);
glms_vec4_pack(dest, rawDest, 6);
}
/*!
@@ -86,9 +86,9 @@ glms_frustum_planes(mat4s m, vec4s dest[6]) {
CGLM_INLINE
void
glms_frustum_corners(mat4s invMat, vec4s dest[8]) {
vec4 rawDest[8];
glm_frustum_corners(invMat.raw, rawDest);
glms_vec4_pack(dest, rawDest, 8);
vec4 rawDest[8];
glm_frustum_corners(invMat.raw, rawDest);
glms_vec4_pack(dest, rawDest, 8);
}
/*!
@@ -100,12 +100,12 @@ glms_frustum_corners(mat4s invMat, vec4s dest[8]) {
CGLM_INLINE
vec4s
glms_frustum_center(vec4s corners[8]) {
vec4 rawCorners[8];
vec4s r;
vec4 rawCorners[8];
vec4s r;
glms_vec4_unpack(rawCorners, corners, 8);
glm_frustum_center(rawCorners, r.raw);
return r;
glms_vec4_unpack(rawCorners, corners, 8);
glm_frustum_center(rawCorners, r.raw);
return r;
}
/*!
@@ -118,12 +118,12 @@ glms_frustum_center(vec4s corners[8]) {
CGLM_INLINE
void
glms_frustum_box(vec4s corners[8], mat4s m, vec3s box[2]) {
vec4 rawCorners[8];
vec3 rawBox[2];
vec4 rawCorners[8];
vec3 rawBox[2];
glms_vec4_unpack(rawCorners, corners, 8);
glm_frustum_box(rawCorners, m.raw, rawBox);
glms_vec3_pack(box, rawBox, 2);
glms_vec4_unpack(rawCorners, corners, 8);
glm_frustum_box(rawCorners, m.raw, rawBox);
glms_vec3_pack(box, rawBox, 2);
}
/*!
@@ -144,12 +144,12 @@ glms_frustum_corners_at(vec4s corners[8],
float splitDist,
float farDist,
vec4s planeCorners[4]) {
vec4 rawCorners[8];
vec4 rawPlaneCorners[4];
vec4 rawCorners[8];
vec4 rawPlaneCorners[4];
glms_vec4_unpack(rawCorners, corners, 8);
glm_frustum_corners_at(rawCorners, splitDist, farDist, rawPlaneCorners);
glms_vec4_pack(planeCorners, rawPlaneCorners, 8);
glms_vec4_unpack(rawCorners, corners, 8);
glm_frustum_corners_at(rawCorners, splitDist, farDist, rawPlaneCorners);
glms_vec4_pack(planeCorners, rawPlaneCorners, 8);
}
#endif /* cglm_frustums_h */

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@@ -30,14 +30,14 @@ void
glms_mat4_print(mat4s matrix,
FILE * __restrict ostream) {
glm_mat4_print(matrix.raw, ostream);
glm_mat4_print(matrix.raw, ostream);
}
CGLM_INLINE
void
glms_mat3_print(mat3s matrix,
FILE * __restrict ostream) {
glm_mat3_print(matrix.raw, ostream);
glm_mat3_print(matrix.raw, ostream);
}
CGLM_INLINE
@@ -73,10 +73,10 @@ void
glms_aabb_print(vec3s bbox[2],
const char * __restrict tag,
FILE * __restrict ostream) {
vec3 rawBbox[2];
vec3 rawBbox[2];
glms_vec3_unpack(rawBbox, bbox, 2);
glm_aabb_print(rawBbox, tag, ostream);
glms_vec3_unpack(rawBbox, bbox, 2);
glm_aabb_print(rawBbox, tag, ostream);
}
#endif /* cglm_ios_h */

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@@ -241,11 +241,11 @@ CGLM_INLINE
mat4s
glms_mat4_mulN(mat4s * __restrict matrices[], uint32_t len) {
CGLM_ALIGN_MAT mat4s r = GLMS_MAT4_IDENTITY_INIT;
size_t i;
size_t i;
for (i = 0; i < len; i++) {
r = glms_mat4_mul(r, *matrices[i]);
}
r = glms_mat4_mul(r, *matrices[i]);
}
return r;
}

View File

@@ -33,8 +33,8 @@
CGLM_INLINE
vec4s
glms_plane_normalize(vec4s plane) {
glm_plane_normalize(plane.raw);
return plane;
glm_plane_normalize(plane.raw);
return plane;
}
#endif /* cglm_planes_h */

View File

@@ -39,14 +39,14 @@
* @param[in] pos point/position in viewport coordinates
* @param[in] invMat matrix (see brief)
* @param[in] vp viewport as [x, y, width, height]
* @returns unprojected coordinates
* @returns unprojected coordinates
*/
CGLM_INLINE
vec3s
glms_unprojecti(vec3s pos, mat4s invMat, vec4s vp) {
vec3s r;
glm_unprojecti(pos.raw, invMat.raw, vp.raw, r.raw);
return r;
vec3s r;
glm_unprojecti(pos.raw, invMat.raw, vp.raw, r.raw);
return r;
}
/*!
@@ -71,14 +71,14 @@ glms_unprojecti(vec3s pos, mat4s invMat, vec4s vp) {
* @param[in] pos point/position in viewport coordinates
* @param[in] m matrix (see brief)
* @param[in] vp viewport as [x, y, width, height]
* @returns unprojected coordinates
* @returns unprojected coordinates
*/
CGLM_INLINE
vec3s
glms_unproject(vec3s pos, mat4s m, vec4s vp) {
vec3s r;
glm_unproject(pos.raw, m.raw, vp.raw, r.raw);
return r;
vec3s r;
glm_unproject(pos.raw, m.raw, vp.raw, r.raw);
return r;
}
/*!
@@ -96,9 +96,9 @@ glms_unproject(vec3s pos, mat4s m, vec4s vp) {
CGLM_INLINE
vec3s
glms_project(vec3s pos, mat4s m, vec4s vp) {
vec3s r;
glm_project(pos.raw, m.raw, vp.raw, r.raw);
return r;
vec3s r;
glm_project(pos.raw, m.raw, vp.raw, r.raw);
return r;
}
#endif /* cglm_projects_h */

View File

@@ -12,17 +12,17 @@
/*
Functions:
CGLM_INLINE vec3s glms_vec3_broadcast(float val);
CGLM_INLINE bool glms_vec3_eq(vec3s v, float val);
CGLM_INLINE bool glms_vec3_eq_eps(vec3s v, float val);
CGLM_INLINE bool glms_vec3_eq_all(vec3s v);
CGLM_INLINE bool glms_vec3_eqv(vec3s a, vec3s b);
CGLM_INLINE bool glms_vec3_eqv_eps(vec3s a, vec3s b);
CGLM_INLINE float glms_vec3_max(vec3s v);
CGLM_INLINE float glms_vec3_min(vec3s v);
CGLM_INLINE bool glms_vec3_isnan(vec3s v);
CGLM_INLINE bool glms_vec3_isinf(vec3s v);
CGLM_INLINE bool glms_vec3_isvalid(vec3s v);
CGLM_INLINE vec3s glms_vec3_sign(vec3s v);
CGLM_INLINE bool glms_vec3_eq(vec3s v, float val);
CGLM_INLINE bool glms_vec3_eq_eps(vec3s v, float val);
CGLM_INLINE bool glms_vec3_eq_all(vec3s v);
CGLM_INLINE bool glms_vec3_eqv(vec3s a, vec3s b);
CGLM_INLINE bool glms_vec3_eqv_eps(vec3s a, vec3s b);
CGLM_INLINE float glms_vec3_max(vec3s v);
CGLM_INLINE float glms_vec3_min(vec3s v);
CGLM_INLINE bool glms_vec3_isnan(vec3s v);
CGLM_INLINE bool glms_vec3_isinf(vec3s v);
CGLM_INLINE bool glms_vec3_isvalid(vec3s v);
CGLM_INLINE vec3s glms_vec3_sign(vec3s v);
CGLM_INLINE vec3s glms_vec3_sqrt(vec3s v);
*/
@@ -37,8 +37,8 @@
/*!
* @brief fill a vector with specified value
*
* @param[in] val value
* @returns dest
* @param[in] val value
* @returns dest
*/
CGLM_INLINE
vec3s
@@ -170,8 +170,8 @@ glms_vec3_isvalid(vec3s v) {
*
* Important: It returns 0 for zero/NaN input
*
* @param v vector
* @returns sign vector
* @param v vector
* @returns sign vector
*/
CGLM_INLINE
vec3s
@@ -185,7 +185,7 @@ glms_vec3_sign(vec3s v) {
* @brief square root of each vector item
*
* @param[in] v vector
* @returns destination vector
* @returns destination vector
*/
CGLM_INLINE
vec3s

View File

@@ -17,53 +17,53 @@
Functions:
CGLM_INLINE vec3s glms_vec3(vec4s v4);
CGLM_INLINE vec3s glms_vec3_copy(vec3s v);
CGLM_INLINE void glms_vec3_pack(vec3s dst[], vec3 src[], size_t len);
CGLM_INLINE void glms_vec3_unpack(vec3 dst[], vec3s src[], size_t len);
CGLM_INLINE vec3s glms_vec3_zero();
CGLM_INLINE vec3s glms_vec3_one();
CGLM_INLINE float glms_vec3_dot(vec3s a, vec3s b);
CGLM_INLINE float glms_vec3_norm2(vec3s v);
CGLM_INLINE float glms_vec3_norm(vec3s v);
CGLM_INLINE vec3s glms_vec3_add(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_adds(vec3s a, float s);
CGLM_INLINE vec3s glms_vec3_sub(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_subs(vec3s a, float s);
CGLM_INLINE vec3s glms_vec3_mul(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_scale(vec3s v, float s);
CGLM_INLINE vec3s glms_vec3_scale_as(vec3s v, float s);
CGLM_INLINE vec3s glms_vec3_div(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_divs(vec3s a, float s);
CGLM_INLINE vec3s glms_vec3_addadd(vec3s a, vec3s b, vec3s dest);
CGLM_INLINE vec3s glms_vec3_subadd(vec3s a, vec3s b, vec3s dest);
CGLM_INLINE vec3s glms_vec3_muladd(vec3s a, vec3s b, vec3s dest);
CGLM_INLINE vec3s glms_vec3_muladds(vec3s a, float s, vec3s dest);
CGLM_INLINE vec3s glms_vec3_maxadd(vec3s a, vec3s b, vec3s dest);
CGLM_INLINE vec3s glms_vec3_minadd(vec3s a, vec3s b, vec3s dest);
CGLM_INLINE vec3s glms_vec3_flipsign(vec3s v);
CGLM_INLINE vec3s glms_vec3_negate(vec3s v);
CGLM_INLINE vec3s glms_vec3_inv(vec3s v);
CGLM_INLINE vec3s glms_vec3_normalize(vec3s v);
CGLM_INLINE vec3s glms_vec3_cross(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_crossn(vec3s a, vec3s b);
CGLM_INLINE float glms_vec3_distance(vec3s a, vec3s b);
CGLM_INLINE float glms_vec3_angle(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_rotate(vec3s v, float angle, vec3s axis);
CGLM_INLINE vec3s glms_vec3_rotate_m4(mat4s m, vec3s v);
CGLM_INLINE vec3s glms_vec3_rotate_m3(mat3s m, vec3s v);
CGLM_INLINE vec3s glms_vec3_proj(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_center(vec3s a, vec3s b);
CGLM_INLINE float glms_vec3_distance2(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_maxv(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_minv(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_ortho(vec3s v);
CGLM_INLINE vec3s glms_vec3_clamp(vec3s v, float minVal, float maxVal);
CGLM_INLINE vec3s glms_vec3_lerp(vec3s from, vec3s to, float t);
CGLM_INLINE vec3s glms_vec3_copy(vec3s v);
CGLM_INLINE void glms_vec3_pack(vec3s dst[], vec3 src[], size_t len);
CGLM_INLINE void glms_vec3_unpack(vec3 dst[], vec3s src[], size_t len);
CGLM_INLINE vec3s glms_vec3_zero();
CGLM_INLINE vec3s glms_vec3_one();
CGLM_INLINE float glms_vec3_dot(vec3s a, vec3s b);
CGLM_INLINE float glms_vec3_norm2(vec3s v);
CGLM_INLINE float glms_vec3_norm(vec3s v);
CGLM_INLINE vec3s glms_vec3_add(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_adds(vec3s a, float s);
CGLM_INLINE vec3s glms_vec3_sub(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_subs(vec3s a, float s);
CGLM_INLINE vec3s glms_vec3_mul(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_scale(vec3s v, float s);
CGLM_INLINE vec3s glms_vec3_scale_as(vec3s v, float s);
CGLM_INLINE vec3s glms_vec3_div(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_divs(vec3s a, float s);
CGLM_INLINE vec3s glms_vec3_addadd(vec3s a, vec3s b, vec3s dest);
CGLM_INLINE vec3s glms_vec3_subadd(vec3s a, vec3s b, vec3s dest);
CGLM_INLINE vec3s glms_vec3_muladd(vec3s a, vec3s b, vec3s dest);
CGLM_INLINE vec3s glms_vec3_muladds(vec3s a, float s, vec3s dest);
CGLM_INLINE vec3s glms_vec3_maxadd(vec3s a, vec3s b, vec3s dest);
CGLM_INLINE vec3s glms_vec3_minadd(vec3s a, vec3s b, vec3s dest);
CGLM_INLINE vec3s glms_vec3_flipsign(vec3s v);
CGLM_INLINE vec3s glms_vec3_negate(vec3s v);
CGLM_INLINE vec3s glms_vec3_inv(vec3s v);
CGLM_INLINE vec3s glms_vec3_normalize(vec3s v);
CGLM_INLINE vec3s glms_vec3_cross(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_crossn(vec3s a, vec3s b);
CGLM_INLINE float glms_vec3_distance(vec3s a, vec3s b);
CGLM_INLINE float glms_vec3_angle(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_rotate(vec3s v, float angle, vec3s axis);
CGLM_INLINE vec3s glms_vec3_rotate_m4(mat4s m, vec3s v);
CGLM_INLINE vec3s glms_vec3_rotate_m3(mat3s m, vec3s v);
CGLM_INLINE vec3s glms_vec3_proj(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_center(vec3s a, vec3s b);
CGLM_INLINE float glms_vec3_distance2(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_maxv(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_minv(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_vec3_ortho(vec3s v);
CGLM_INLINE vec3s glms_vec3_clamp(vec3s v, float minVal, float maxVal);
CGLM_INLINE vec3s glms_vec3_lerp(vec3s from, vec3s to, float t);
Convenient:
CGLM_INLINE vec3s glms_cross(vec3s a, vec3s b);
CGLM_INLINE float glms_dot(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_normalize(vec3s v);
CGLM_INLINE float glms_dot(vec3s a, vec3s b);
CGLM_INLINE vec3s glms_normalize(vec3s v);
*/
#ifndef cglm_vec3s_h
@@ -89,7 +89,7 @@
* @brief init vec3 using vec4
*
* @param[in] v4 vector4
* @returns destination
* @returns destination
*/
CGLM_INLINE
vec3s
@@ -103,7 +103,7 @@ glms_vec3(vec4s v4) {
* @brief copy all members of [a] to [dest]
*
* @param[in] a source
* @returns destination
* @returns destination
*/
CGLM_INLINE
vec3s
@@ -123,13 +123,13 @@ glms_vec3_copy(vec3s v) {
CGLM_INLINE
void
glms_vec3_pack(vec3s dst[], vec3 src[], size_t len) {
size_t i;
for (i = 0; i < len; i++) {
dst[i].x = src[i][0];
dst[i].y = src[i][1];
dst[i].z = src[i][2];
}
size_t i;
for (i = 0; i < len; i++) {
dst[i].x = src[i][0];
dst[i].y = src[i][1];
dst[i].z = src[i][2];
}
}
/*!
@@ -142,20 +142,20 @@ glms_vec3_pack(vec3s dst[], vec3 src[], size_t len) {
CGLM_INLINE
void
glms_vec3_unpack(vec3 dst[], vec3s src[], size_t len) {
size_t i;
size_t i;
for (i = 0; i < len; i++) {
dst[i][0] = src[i].x;
dst[i][1] = src[i].y;
dst[i][2] = src[i].z;
}
for (i = 0; i < len; i++) {
dst[i][0] = src[i].x;
dst[i][1] = src[i].y;
dst[i][2] = src[i].z;
}
}
/*!
* @brief make vector zero
*
* @param[in] v vector
* @returns zero vector
* @param[in] v vector
* @returns zero vector
*/
CGLM_INLINE
vec3s
@@ -168,8 +168,8 @@ glms_vec3_zero() {
/*!
* @brief make vector one
*
* @param[in] v vector
* @returns one vector
* @param[in] v vector
* @returns one vector
*/
CGLM_INLINE
vec3s
@@ -228,7 +228,7 @@ glms_vec3_norm(vec3s v) {
*
* @param[in] a vector1
* @param[in] b vector2
* @returns destination vector
* @returns destination vector
*/
CGLM_INLINE
vec3s
@@ -243,7 +243,7 @@ glms_vec3_add(vec3s a, vec3s b) {
*
* @param[in] v vector
* @param[in] s scalar
* @returns destination vector
* @returns destination vector
*/
CGLM_INLINE
vec3s
@@ -258,7 +258,7 @@ glms_vec3_adds(vec3s a, float s) {
*
* @param[in] a vector1
* @param[in] b vector2
* @returns destination vector
* @returns destination vector
*/
CGLM_INLINE
vec3s
@@ -273,7 +273,7 @@ glms_vec3_sub(vec3s a, vec3s b) {
*
* @param[in] v vector
* @param[in] s scalar
* @returns destination vector
* @returns destination vector
*/
CGLM_INLINE
vec3s
@@ -286,9 +286,9 @@ glms_vec3_subs(vec3s a, float s) {
/*!
* @brief multiply two vector (component-wise multiplication)
*
* @param a vector1
* @param b vector2
* @returns v3 = (a[0] * b[0], a[1] * b[1], a[2] * b[2])
* @param a vector1
* @param b vector2
* @returns v3 = (a[0] * b[0], a[1] * b[1], a[2] * b[2])
*/
CGLM_INLINE
vec3s
@@ -303,7 +303,7 @@ glms_vec3_mul(vec3s a, vec3s b) {
*
* @param[in] v vector
* @param[in] s scalar
* @returns destination vector
* @returns destination vector
*/
CGLM_INLINE
vec3s
@@ -318,7 +318,7 @@ glms_vec3_scale(vec3s v, float s) {
*
* @param[in] v vector
* @param[in] s scalar
* @returns destination vector
* @returns destination vector
*/
CGLM_INLINE
vec3s
@@ -333,7 +333,7 @@ glms_vec3_scale_as(vec3s v, float s) {
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns result = (a[0]/b[0], a[1]/b[1], a[2]/b[2])
* @returns result = (a[0]/b[0], a[1]/b[1], a[2]/b[2])
*/
CGLM_INLINE
vec3s
@@ -348,7 +348,7 @@ glms_vec3_div(vec3s a, vec3s b) {
*
* @param[in] v vector
* @param[in] s scalar
* @returns result = (a[0]/s, a[1]/s, a[2]/s)
* @returns result = (a[0]/s, a[1]/s, a[2]/s)
*/
CGLM_INLINE
vec3s
@@ -365,7 +365,7 @@ glms_vec3_divs(vec3s a, float s) {
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns dest += (a + b)
* @returns dest += (a + b)
*/
CGLM_INLINE
vec3s
@@ -381,7 +381,7 @@ glms_vec3_addadd(vec3s a, vec3s b, vec3s dest) {
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns dest += (a + b)
* @returns dest += (a + b)
*/
CGLM_INLINE
vec3s
@@ -397,7 +397,7 @@ glms_vec3_subadd(vec3s a, vec3s b, vec3s dest) {
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns dest += (a * b)
* @returns dest += (a * b)
*/
CGLM_INLINE
vec3s
@@ -413,7 +413,7 @@ glms_vec3_muladd(vec3s a, vec3s b, vec3s dest) {
*
* @param[in] a vector
* @param[in] s scalar
* @returns dest += (a * b)
* @returns dest += (a * b)
*/
CGLM_INLINE
vec3s
@@ -429,7 +429,7 @@ glms_vec3_muladds(vec3s a, float s, vec3s dest) {
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns dest += max(a, b)
* @returns dest += max(a, b)
*/
CGLM_INLINE
vec3s
@@ -445,7 +445,7 @@ glms_vec3_maxadd(vec3s a, vec3s b, vec3s dest) {
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns dest += min(a, b)
* @returns dest += min(a, b)
*/
CGLM_INLINE
vec3s
@@ -458,7 +458,7 @@ glms_vec3_minadd(vec3s a, vec3s b, vec3s dest) {
* @brief negate vector components and store result in dest
*
* @param[in] v vector
* @returns result vector
* @returns result vector
*/
CGLM_INLINE
vec3s
@@ -471,7 +471,7 @@ glms_vec3_flipsign(vec3s v) {
* @brief negate vector components
*
* @param[in] v vector
* @returns negated vector
* @returns negated vector
*/
CGLM_INLINE
vec3s
@@ -484,7 +484,7 @@ glms_vec3_negate(vec3s v) {
* @brief normalize vec3 and store result in same vec
*
* @param[in] v vector
* @returns normalized vector
* @returns normalized vector
*/
CGLM_INLINE
vec3s
@@ -498,7 +498,7 @@ glms_vec3_normalize(vec3s v) {
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns destination
* @returns destination
*/
CGLM_INLINE
vec3s
@@ -513,7 +513,7 @@ glms_vec3_cross(vec3s a, vec3s b) {
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns destination
* @returns destination
*/
CGLM_INLINE
vec3s
@@ -540,10 +540,10 @@ glms_vec3_angle(vec3s a, vec3s b) {
/*!
* @brief rotate vec3 around axis by angle using Rodrigues' rotation formula
*
* @param[in] v vector
* @param[in] axis axis vector (must be unit vector)
* @param[in] angle angle by radians
* @returns rotated vector
* @param[in] v vector
* @param[in] axis axis vector (must be unit vector)
* @param[in] angle angle by radians
* @returns rotated vector
*/
CGLM_INLINE
vec3s
@@ -563,7 +563,7 @@ glms_vec3_rotate(vec3s v, float angle, vec3s axis) {
*
* @param[in] m affine matrix or rot matrix
* @param[in] v vector
* @returns rotated vector
* @returns rotated vector
*/
CGLM_INLINE
vec3s
@@ -578,7 +578,7 @@ glms_vec3_rotate_m4(mat4s m, vec3s v) {
*
* @param[in] m affine matrix or rot matrix
* @param[in] v vector
* @returns rotated vector
* @returns rotated vector
*/
CGLM_INLINE
vec3s
@@ -593,7 +593,7 @@ glms_vec3_rotate_m3(mat3s m, vec3s v) {
*
* @param[in] a vector1
* @param[in] b vector2
* @returns projected vector
* @returns projected vector
*/
CGLM_INLINE
vec3s
@@ -608,7 +608,7 @@ glms_vec3_proj(vec3s a, vec3s b) {
*
* @param[in] a vector1
* @param[in] b vector2
* @returns center point
* @returns center point
*/
CGLM_INLINE
vec3s
@@ -623,7 +623,7 @@ glms_vec3_center(vec3s a, vec3s b) {
*
* @param[in] a vector1
* @param[in] b vector2
* @return squared distance (distance * distance)
* @return squared distance (distance * distance)
*/
CGLM_INLINE
float
@@ -636,7 +636,7 @@ glms_vec3_distance2(vec3s a, vec3s b) {
*
* @param[in] a vector1
* @param[in] b vector2
* @return distance
* @return distance
*/
CGLM_INLINE
float
@@ -649,7 +649,7 @@ glms_vec3_distance(vec3s a, vec3s b) {
*
* @param[in] a vector1
* @param[in] b vector2
* @returns destination
* @returns destination
*/
CGLM_INLINE
vec3s
@@ -664,7 +664,7 @@ glms_vec3_maxv(vec3s a, vec3s b) {
*
* @param[in] a vector1
* @param[in] b vector2
* @returns destination
* @returns destination
*/
CGLM_INLINE
vec3s
@@ -678,7 +678,7 @@ glms_vec3_minv(vec3s a, vec3s b) {
* @brief possible orthogonal/perpendicular vector
*
* @param[in] v vector
* @returns orthogonal/perpendicular vector
* @returns orthogonal/perpendicular vector
*/
CGLM_INLINE
vec3s
@@ -691,10 +691,10 @@ glms_vec3_ortho(vec3s v) {
/*!
* @brief clamp vector's individual members between min and max values
*
* @param[in] v vector
* @param[in] minVal minimum value
* @param[in] maxVal maximum value
* @returns clamped vector
* @param[in] v vector
* @param[in] minVal minimum value
* @param[in] maxVal maximum value
* @returns clamped vector
*/
CGLM_INLINE
vec3s
@@ -708,10 +708,10 @@ glms_vec3_clamp(vec3s v, float minVal, float maxVal) {
*
* formula: from + s * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount) clamped between 0 and 1
* @returns destination
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount) clamped between 0 and 1
* @returns destination
*/
CGLM_INLINE
vec3s
@@ -726,9 +726,9 @@ glms_vec3_lerp(vec3s from, vec3s to, float t) {
*
* this is just convenient wrapper
*
* @param[in] a source 1
* @param[in] b source 2
* @returns destination
* @param[in] a source 1
* @param[in] b source 2
* @returns destination
*/
CGLM_INLINE
vec3s
@@ -745,8 +745,7 @@ glms_cross(vec3s a, vec3s b) {
*
* @param[in] a vector1
* @param[in] b vector2
*
* @return dot product
* @return dot product
*/
CGLM_INLINE
float
@@ -759,8 +758,8 @@ glms_dot(vec3s a, vec3s b) {
*
* this is just convenient wrapper
*
* @param[in] v vector
* @returns normalized vector
* @param[in] v vector
* @returns normalized vector
*/
CGLM_INLINE
vec3s

View File

@@ -11,19 +11,19 @@
/*
Functions:
CGLM_INLINE vec4s glms_vec4_broadcast(float val);
CGLM_INLINE bool glms_vec4_eq(vec4s v, float val);
CGLM_INLINE bool glms_vec4_eq_eps(vec4s v, float val);
CGLM_INLINE bool glms_vec4_eq_all(vec4s v);
CGLM_INLINE bool glms_vec4_eqv(vec4s a, vec4s b);
CGLM_INLINE bool glms_vec4_eqv_eps(vec4s a, vec4s b);
CGLM_INLINE float glms_vec4_max(vec4s v);
CGLM_INLINE float glms_vec4_min(vec4s v);
CGLM_INLINE bool glms_vec4_isnan(vec4s v);
CGLM_INLINE bool glms_vec4_isinf(vec4s v);
CGLM_INLINE bool glms_vec4_isvalid(vec4s v);
CGLM_INLINE vec4s glms_vec4_sign(vec4s v);
CGLM_INLINE vec4s glms_vec4_sqrt(vec4s v);
CGLM_INLINE vec4s glms_vec4_broadcast(float val);
CGLM_INLINE bool glms_vec4_eq(vec4s v, float val);
CGLM_INLINE bool glms_vec4_eq_eps(vec4s v, float val);
CGLM_INLINE bool glms_vec4_eq_all(vec4s v);
CGLM_INLINE bool glms_vec4_eqv(vec4s a, vec4s b);
CGLM_INLINE bool glms_vec4_eqv_eps(vec4s a, vec4s b);
CGLM_INLINE float glms_vec4_max(vec4s v);
CGLM_INLINE float glms_vec4_min(vec4s v);
CGLM_INLINE bool glms_vec4_isnan(vec4s v);
CGLM_INLINE bool glms_vec4_isinf(vec4s v);
CGLM_INLINE bool glms_vec4_isvalid(vec4s v);
CGLM_INLINE vec4s glms_vec4_sign(vec4s v);
CGLM_INLINE vec4s glms_vec4_sqrt(vec4s v);
*/
#ifndef cglm_vec4s_ext_h
@@ -38,7 +38,7 @@
* @brief fill a vector with specified value
*
* @param val value
* @returns dest
* @returns dest
*/
CGLM_INLINE
vec4s
@@ -170,8 +170,8 @@ glms_vec4_isvalid(vec4s v) {
*
* Important: It returns 0 for zero/NaN input
*
* @param v vector
* @returns sign vector
* @param v vector
* @returns sign vector
*/
CGLM_INLINE
vec4s
@@ -185,7 +185,7 @@ glms_vec4_sign(vec4s v) {
* @brief square root of each vector item
*
* @param[in] v vector
* @returns destination vector
* @returns destination vector
*/
CGLM_INLINE
vec4s

View File

@@ -15,39 +15,39 @@
GLM_VEC4_ZERO
Functions:
CGLM_INLINE vec4s glms_vec4(vec3s v3, float last);
CGLM_INLINE vec3s glms_vec4_copy3(vec4s v);
CGLM_INLINE vec4s glms_vec4_copy(vec4s v);
CGLM_INLINE vec4s glms_vec4_ucopy(vec4s v);
CGLM_INLINE void glms_vec4_pack(vec4s dst[], vec4 src[], size_t len);
CGLM_INLINE void glms_vec4_unpack(vec4 dst[], vec4s src[], size_t len);
CGLM_INLINE float glms_vec4_dot(vec4s a, vec4s b);
CGLM_INLINE float glms_vec4_norm2(vec4s v);
CGLM_INLINE float glms_vec4_norm(vec4s v);
CGLM_INLINE vec4s glms_vec4_add(vec4s a, vec4s b);
CGLM_INLINE vec4s glms_vec4_adds(vec4s v, float s);
CGLM_INLINE vec4s glms_vec4_sub(vec4s a, vec4s b);
CGLM_INLINE vec4s glms_vec4_subs(vec4s v, float s);
CGLM_INLINE vec4s glms_vec4_mul(vec4s a, vec4s b);
CGLM_INLINE vec4s glms_vec4_scale(vec4s v, float s);
CGLM_INLINE vec4s glms_vec4_scale_as(vec4s v, float s);
CGLM_INLINE vec4s glms_vec4_div(vec4s a, vec4s b);
CGLM_INLINE vec4s glms_vec4_divs(vec4s v, float s);
CGLM_INLINE vec4s glms_vec4_addadd(vec4s a, vec4s b, vec4s dest);
CGLM_INLINE vec4s glms_vec4_subadd(vec4s a, vec4s b, vec4s dest);
CGLM_INLINE vec4s glms_vec4_muladd(vec4s a, vec4s b, vec4s dest);
CGLM_INLINE vec4s glms_vec4_muladds(vec4s a, float s, vec4s dest);
CGLM_INLINE vec4s glms_vec4_maxadd(vec4s a, vec4s b, vec4s dest);
CGLM_INLINE vec4s glms_vec4_minadd(vec4s a, vec4s b, vec4s dest);
CGLM_INLINE vec4s glms_vec4_negate(vec4s v);
CGLM_INLINE vec4s glms_vec4_inv(vec4s v);
CGLM_INLINE vec4s glms_vec4_normalize(vec4s v);
CGLM_INLINE float glms_vec4_distance(vec4s a, vec4s b);
CGLM_INLINE vec4s glms_vec4_maxv(vec4s a, vec4s b);
CGLM_INLINE vec4s glms_vec4_minv(vec4s a, vec4s b);
CGLM_INLINE vec4s glms_vec4_clamp(vec4s v, float minVal, float maxVal);
CGLM_INLINE vec4s glms_vec4_lerp(vec4s from, vec4s to, float t);
CGLM_INLINE vec4s glms_vec4_cubic(float s);
CGLM_INLINE vec4s glms_vec4(vec3s v3, float last);
CGLM_INLINE vec3s glms_vec4_copy3(vec4s v);
CGLM_INLINE vec4s glms_vec4_copy(vec4s v);
CGLM_INLINE vec4s glms_vec4_ucopy(vec4s v);
CGLM_INLINE void glms_vec4_pack(vec4s dst[], vec4 src[], size_t len);
CGLM_INLINE void glms_vec4_unpack(vec4 dst[], vec4s src[], size_t len);
CGLM_INLINE float glms_vec4_dot(vec4s a, vec4s b);
CGLM_INLINE float glms_vec4_norm2(vec4s v);
CGLM_INLINE float glms_vec4_norm(vec4s v);
CGLM_INLINE vec4s glms_vec4_add(vec4s a, vec4s b);
CGLM_INLINE vec4s glms_vec4_adds(vec4s v, float s);
CGLM_INLINE vec4s glms_vec4_sub(vec4s a, vec4s b);
CGLM_INLINE vec4s glms_vec4_subs(vec4s v, float s);
CGLM_INLINE vec4s glms_vec4_mul(vec4s a, vec4s b);
CGLM_INLINE vec4s glms_vec4_scale(vec4s v, float s);
CGLM_INLINE vec4s glms_vec4_scale_as(vec4s v, float s);
CGLM_INLINE vec4s glms_vec4_div(vec4s a, vec4s b);
CGLM_INLINE vec4s glms_vec4_divs(vec4s v, float s);
CGLM_INLINE vec4s glms_vec4_addadd(vec4s a, vec4s b, vec4s dest);
CGLM_INLINE vec4s glms_vec4_subadd(vec4s a, vec4s b, vec4s dest);
CGLM_INLINE vec4s glms_vec4_muladd(vec4s a, vec4s b, vec4s dest);
CGLM_INLINE vec4s glms_vec4_muladds(vec4s a, float s, vec4s dest);
CGLM_INLINE vec4s glms_vec4_maxadd(vec4s a, vec4s b, vec4s dest);
CGLM_INLINE vec4s glms_vec4_minadd(vec4s a, vec4s b, vec4s dest);
CGLM_INLINE vec4s glms_vec4_negate(vec4s v);
CGLM_INLINE vec4s glms_vec4_inv(vec4s v);
CGLM_INLINE vec4s glms_vec4_normalize(vec4s v);
CGLM_INLINE float glms_vec4_distance(vec4s a, vec4s b);
CGLM_INLINE vec4s glms_vec4_maxv(vec4s a, vec4s b);
CGLM_INLINE vec4s glms_vec4_minv(vec4s a, vec4s b);
CGLM_INLINE vec4s glms_vec4_clamp(vec4s v, float minVal, float maxVal);
CGLM_INLINE vec4s glms_vec4_lerp(vec4s from, vec4s to, float t);
CGLM_INLINE vec4s glms_vec4_cubic(float s);
*/
#ifndef cglm_vec4s_h
@@ -72,7 +72,7 @@
*
* @param[in] v3 vector3
* @param[in] last last item
* @returns destination
* @returns destination
*/
CGLM_INLINE
vec4s
@@ -86,7 +86,7 @@ glms_vec4(vec3s v3, float last) {
* @brief copy first 3 members of [a] to [dest]
*
* @param[in] a source
* @returns destination
* @returns destination
*/
CGLM_INLINE
vec3s
@@ -100,7 +100,7 @@ glms_vec4_copy3(vec4s v) {
* @brief copy all members of [a] to [dest]
*
* @param[in] v source
* @returns destination
* @returns destination
*/
CGLM_INLINE
vec4s
@@ -116,7 +116,7 @@ glms_vec4_copy(vec4s v) {
* alignment is not required
*
* @param[in] v source
* @returns destination
* @returns destination
*/
CGLM_INLINE
vec4s
@@ -136,13 +136,13 @@ glms_vec4_ucopy(vec4s v) {
CGLM_INLINE
void
glms_vec4_pack(vec4s dst[], vec4 src[], size_t len) {
size_t i;
for (i = 0; i < len; i++) {
dst[i].x = src[i][0];
dst[i].y = src[i][1];
dst[i].z = src[i][2];
}
size_t i;
for (i = 0; i < len; i++) {
dst[i].x = src[i][0];
dst[i].y = src[i][1];
dst[i].z = src[i][2];
}
}
/*!
@@ -155,41 +155,41 @@ glms_vec4_pack(vec4s dst[], vec4 src[], size_t len) {
CGLM_INLINE
void
glms_vec4_unpack(vec4 dst[], vec4s src[], size_t len) {
size_t i;
size_t i;
for (i = 0; i < len; i++) {
dst[i][0] = src[i].x;
dst[i][1] = src[i].y;
dst[i][2] = src[i].z;
}
for (i = 0; i < len; i++) {
dst[i][0] = src[i].x;
dst[i][1] = src[i].y;
dst[i][2] = src[i].z;
}
}
/*!
* @brief make vector zero
*
* @param[in] v vector
* @returns zero vector
* @returns zero vector
*/
CGLM_INLINE
vec4s
glms_vec4_zero() {
vec4s r;
glm_vec4_zero(r.raw);
return r;
vec4s r;
glm_vec4_zero(r.raw);
return r;
}
/*!
* @brief make vector one
*
* @param[in] v vector
* @returns one vector
* @returns one vector
*/
CGLM_INLINE
vec4s
glms_vec4_one() {
vec4s r;
glm_vec4_one(r.raw);
return r;
vec4s r;
glm_vec4_one(r.raw);
return r;
}
/*!
@@ -241,7 +241,7 @@ glms_vec4_norm(vec4s v) {
*
* @param[in] a vector1
* @param[in] b vector2
* @returns destination vector
* @returns destination vector
*/
CGLM_INLINE
vec4s
@@ -256,7 +256,7 @@ glms_vec4_add(vec4s a, vec4s b) {
*
* @param[in] v vector
* @param[in] s scalar
* @returns destination vector
* @returns destination vector
*/
CGLM_INLINE
vec4s
@@ -271,7 +271,7 @@ glms_vec4_adds(vec4s v, float s) {
*
* @param[in] a vector1
* @param[in] b vector2
* @returns destination vector
* @returns destination vector
*/
CGLM_INLINE
vec4s
@@ -286,7 +286,7 @@ glms_vec4_sub(vec4s a, vec4s b) {
*
* @param[in] v vector
* @param[in] s scalar
* @returns destination vector
* @returns destination vector
*/
CGLM_INLINE
vec4s
@@ -301,7 +301,7 @@ glms_vec4_subs(vec4s v, float s) {
*
* @param a vector1
* @param b vector2
* @returns dest = (a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3])
* @returns dest = (a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3])
*/
CGLM_INLINE
vec4s
@@ -316,7 +316,7 @@ glms_vec4_mul(vec4s a, vec4s b) {
*
* @param[in] v vector
* @param[in] s scalar
* @returns destination vector
* @returns destination vector
*/
CGLM_INLINE
vec4s
@@ -331,7 +331,7 @@ glms_vec4_scale(vec4s v, float s) {
*
* @param[in] v vector
* @param[in] s scalar
* @returns destination vector
* @returns destination vector
*/
CGLM_INLINE
vec4s
@@ -346,7 +346,7 @@ glms_vec4_scale_as(vec4s v, float s) {
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns result = (a[0]/b[0], a[1]/b[1], a[2]/b[2], a[3]/b[3])
* @returns result = (a[0]/b[0], a[1]/b[1], a[2]/b[2], a[3]/b[3])
*/
CGLM_INLINE
vec4s
@@ -361,7 +361,7 @@ glms_vec4_div(vec4s a, vec4s b) {
*
* @param[in] v vector
* @param[in] s scalar
* @returns destination vector
* @returns destination vector
*/
CGLM_INLINE
vec4s
@@ -378,7 +378,7 @@ glms_vec4_divs(vec4s v, float s) {
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns dest += (a + b)
* @returns dest += (a + b)
*/
CGLM_INLINE
vec4s
@@ -394,7 +394,7 @@ glms_vec4_addadd(vec4s a, vec4s b, vec4s dest) {
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns dest += (a - b)
* @returns dest += (a - b)
*/
CGLM_INLINE
vec4s
@@ -410,7 +410,7 @@ glms_vec4_subadd(vec4s a, vec4s b, vec4s dest) {
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns dest += (a * b)
* @returns dest += (a * b)
*/
CGLM_INLINE
vec4s
@@ -426,7 +426,7 @@ glms_vec4_muladd(vec4s a, vec4s b, vec4s dest) {
*
* @param[in] a vector
* @param[in] s scalar
* @returns dest += (a * b)
* @returns dest += (a * b)
*/
CGLM_INLINE
vec4s
@@ -442,7 +442,7 @@ glms_vec4_muladds(vec4s a, float s, vec4s dest) {
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns dest += max(a, b)
* @returns dest += max(a, b)
*/
CGLM_INLINE
vec4s
@@ -458,7 +458,7 @@ glms_vec4_maxadd(vec4s a, vec4s b, vec4s dest) {
*
* @param[in] a vector 1
* @param[in] b vector 2
* @returns dest += min(a, b)
* @returns dest += min(a, b)
*/
CGLM_INLINE
vec4s
@@ -471,7 +471,7 @@ glms_vec4_minadd(vec4s a, vec4s b, vec4s dest) {
* @brief negate vector components and store result in dest
*
* @param[in] v vector
* @returns result vector
* @returns result vector
*/
CGLM_INLINE
vec4s
@@ -483,8 +483,8 @@ glms_vec4_negate(vec4s v) {
/*!
* @brief normalize vec4 and store result in same vec
*
* @param[in] v vector
* @returns normalized vector
* @param[in] v vector
* @returns normalized vector
*/
CGLM_INLINE
vec4s
@@ -511,7 +511,7 @@ glms_vec4_distance(vec4s a, vec4s b) {
*
* @param[in] a vector1
* @param[in] b vector2
* @returns destination
* @returns destination
*/
CGLM_INLINE
vec4s
@@ -526,7 +526,7 @@ glms_vec4_maxv(vec4s a, vec4s b) {
*
* @param[in] a vector1
* @param[in] b vector2
* @returns destination
* @returns destination
*/
CGLM_INLINE
vec4s
@@ -539,10 +539,10 @@ glms_vec4_minv(vec4s a, vec4s b) {
/*!
* @brief clamp vector's individual members between min and max values
*
* @param[in] v vector
* @param[in] minVal minimum value
* @param[in] maxVal maximum value
* @returns clamped vector
* @param[in] v vector
* @param[in] minVal minimum value
* @param[in] maxVal maximum value
* @returns clamped vector
*/
CGLM_INLINE
vec4s
@@ -556,10 +556,10 @@ glms_vec4_clamp(vec4s v, float minVal, float maxVal) {
*
* formula: from + s * (to - from)
*
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount) clamped between 0 and 1
* @returns destination
* @param[in] from from value
* @param[in] to to value
* @param[in] t interpolant (amount) clamped between 0 and 1
* @returns destination
*/
CGLM_INLINE
vec4s
@@ -572,15 +572,15 @@ glms_vec4_lerp(vec4s from, vec4s to, float t) {
/*!
* @brief helper to fill vec4 as [S^3, S^2, S, 1]
*
* @param[in] s parameter
* @returns destination
* @param[in] s parameter
* @returns destination
*/
CGLM_INLINE
vec4s
glms_vec4_cubic(float s) {
vec4s r;
glm_vec4_cubic(s, r.raw);
return r;
vec4s r;
glm_vec4_cubic(s, r.raw);
return r;
}
#endif /* cglm_vec4s_h */

View File

@@ -53,13 +53,8 @@ typedef union mat3s {
float m10, m11, m12;
float m20, m21, m22;
};
struct {
vec3s col0;
vec3s col1;
vec3s col2;
};
#endif
vec3s col[3];
vec3s col[3];
mat3 raw;
} mat3s;
@@ -67,18 +62,12 @@ typedef union CGLM_ALIGN_MAT mat4s {
#ifndef CGLM_NO_ANONYMOUS_STRUCT
struct {
float m00, m01, m02, m03;
float m10, m11, m12, m13;
float m20, m21, m22, m23;
float m30, m31, m32, m33;
};
struct {
vec4s col0;
vec4s col1;
vec4s col2;
vec4s col3;
float m10, m11, m12, m13;
float m20, m21, m22, m23;
float m30, m31, m32, m33;
};
#endif
vec4s col[4];
vec4s col[4];
mat4 raw;
} mat4s;

View File

@@ -49,8 +49,7 @@ test_rand_vec3(vec3 dest) {
}
vec3s
test_rand_vec3s()
{
test_rand_vec3s() {
vec3s r;
test_rand_vec3(r.raw);
return r;
@@ -67,8 +66,7 @@ test_rand_vec4(vec4 dest) {
}
vec4s
test_rand_vec4s()
{
test_rand_vec4s() {
vec4s r;
test_rand_vec4(r.raw);
return r;
@@ -137,8 +135,7 @@ test_assert_vec3_eq(vec3 v1, vec3 v2) {
}
void
test_assert_vec3s_eq(vec3s v1, vec3s v2)
{
test_assert_vec3s_eq(vec3s v1, vec3s v2) {
test_assert_vec3_eq(v1.raw, v2.raw);
}
@@ -151,8 +148,7 @@ test_assert_vec4_eq(vec4 v1, vec4 v2) {
}
void
test_assert_vec4s_eq(vec4s v1, vec4s v2)
{
test_assert_vec4s_eq(vec4s v1, vec4s v2) {
test_assert_vec4_eq(v1.raw, v2.raw);
}