Fix typos.

This commit is contained in:
Bruce Mitchener
2024-02-08 15:12:30 +07:00
parent a8685ed6ab
commit e4419c4f18
66 changed files with 261 additions and 263 deletions

View File

@@ -66,7 +66,7 @@ you have the latest version
- **[major change]** by starting v0.5.0, vec3 functions use **glm_vec3_** namespace, it was **glm_vec_** until v0.5.0
- **[major change]** by starting v0.5.1, built-in alignment is removed from **vec3** and **mat3** types
- **[major change]** by starting v0.7.3, inline print functions are disabled in release/production mode to eliminate print costs (see options in documentation). Print output also improved. You can disable colors if you need (see documentation)
- **[major change]** by starting v0.8.3, **cglm** supports alternative clipspace configuations e.g. Left Handed, Zero-to-One (_zo)... `CGLM_FORCE_DEPTH_ZERO_TO_ONE` and `CGLM_FORCE_LEFT_HANDED` is provided to control clipspace. You should be able to use **cglm** with Vulkan, DirectX and Metal now... see https://cglm.readthedocs.io/en/latest/opt.html#clipspace-option-s
- **[major change]** by starting v0.8.3, **cglm** supports alternative clipspace configurations e.g. Left Handed, Zero-to-One (_zo)... `CGLM_FORCE_DEPTH_ZERO_TO_ONE` and `CGLM_FORCE_LEFT_HANDED` is provided to control clipspace. You should be able to use **cglm** with Vulkan, DirectX and Metal now... see https://cglm.readthedocs.io/en/latest/opt.html#clipspace-option-s
#### 📌 Note for C++ developers:
If you are not aware of the original GLM library yet, you may also want to look at:
@@ -108,7 +108,7 @@ https://github.com/g-truc/glm
## 🚀 Features
- **scalar** and **simd** (sse, avx, neon...) optimizations
- option to use different clipspaces e.g. Left Handed, Zero-to-One... (currrently right handed negative-one is default)
- option to use different clipspaces e.g. Left Handed, Zero-to-One... (currently right handed negative-one is default)
- array api and struct api, you can use arrays or structs.
- general purpose matrix operations (mat4, mat3)
- chain matrix multiplication (square only)
@@ -148,7 +148,7 @@ To call pre-compiled versions, just use `glmc_` (c stands for 'call') instead of
glm_mul(trans, rot, rt); /* inline */
glmc_mul(trans, rot, rt); /* call from library */
```
Most of math functions are optimized manualy with SSE2 if available, if not? Dont worry there are non-sse versions of all operations
Most of math functions are optimized manually with SSE2 if available, if not? Dont worry there are non-sse versions of all operations
You can pass matrices and vectors as array to functions rather than get address.

View File

@@ -89,7 +89,7 @@ Functions documentation
Parameters:
| *[in]* **aabb** bounding box
| *[in]* **cropAabb** crop box
| *[in]* **clampAabb** miniumum box
| *[in]* **clampAabb** minimum box
| *[out]* **dest** cropped bounding box
.. c:function:: void glm_aabb2d_invalidate(vec2 aabb[2])

View File

@@ -3,7 +3,7 @@
3D Affine Transforms (common)
================================================================================
Common transfrom functions.
Common transform functions.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -30,7 +30,7 @@ Functions documentation
creates NEW translate transform matrix by *v* vector.
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_scale_to(mat4 m, vec3 v, mat4 dest)
@@ -38,7 +38,7 @@ Functions documentation
scale existing transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[in]* **v** scale vector [x, y, z]
| *[out]* **dest** scaled matrix
@@ -47,7 +47,7 @@ Functions documentation
creates NEW scale matrix by v vector
Parameters:
| *[out]* **m** affine transfrom
| *[out]* **m** affine transform
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale(mat4 m, vec3 v)
@@ -56,7 +56,7 @@ Functions documentation
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale_uni(mat4 m, float s)
@@ -65,7 +65,7 @@ Functions documentation
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** scale factor
.. c:function:: void glm_rotate_make(mat4 m, float angle, vec3 axis)
@@ -74,7 +74,7 @@ Functions documentation
axis will be normalized so you don't need to normalize it
Parameters:
| *[out]* **m** affine transfrom
| *[out]* **m** affine transform
| *[in]* **axis** angle (radians)
| *[in]* **axis** axis
@@ -86,7 +86,7 @@ Functions documentation
| this should work faster than glm_rotate_at because it reduces one glm_translate.
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
@@ -123,7 +123,7 @@ Functions documentation
DON'T pass projected matrix here
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[out]* **t** translation vector
| *[out]* **r** rotation matrix (mat4)
| *[out]* **s** scaling vector [X, Y, Z]

View File

@@ -25,7 +25,7 @@ You cannot use :c:func:`glm_mul` anymore.
Same is also true for :c:func:`glm_inv_tr` if you only have rotation and
translation then it will work as expected, otherwise you cannot use that.
In the future it may accept scale factors too but currectly it does not.
In the future it may accept scale factors too but currently it does not.
Table of contents (click func go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

View File

@@ -3,10 +3,8 @@
3D Affine Transforms (post)
================================================================================
Post transfrom functions are similar to pre transform functions except order of application is reversed.
Post transform functions are applied after the object is transformed with given (model matrix) transfrom.
Ther are named af
Post transform functions are similar to pre transform functions except order of application is reversed.
Post transform functions are applied after the object is transformed with given (model matrix) transform.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -33,7 +31,7 @@ Functions documentation
translate existing transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[in]* **v** translate vector [x, y, z]
| *[out]* **dest** translated matrix
@@ -43,7 +41,7 @@ Functions documentation
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_translated_x(mat4 m, float x)
@@ -51,7 +49,7 @@ Functions documentation
translate existing transform matrix by x factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** x factor
.. c:function:: void glm_translated_y(mat4 m, float y)
@@ -59,7 +57,7 @@ Functions documentation
translate existing transform matrix by *y* factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** y factor
.. c:function:: void glm_translated_z(mat4 m, float z)
@@ -67,7 +65,7 @@ Functions documentation
translate existing transform matrix by *z* factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** z factor
.. c:function:: void glm_rotated_x(mat4 m, float angle, mat4 dest)
@@ -76,7 +74,7 @@ Functions documentation
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
@@ -86,7 +84,7 @@ Functions documentation
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
@@ -96,7 +94,7 @@ Functions documentation
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
@@ -105,7 +103,7 @@ Functions documentation
rotate existing transform matrix around Z axis by angle and axis
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
@@ -114,7 +112,7 @@ Functions documentation
rotate existing transform around given axis by angle at given pivot point (rotation center)
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
@@ -124,6 +122,6 @@ Functions documentation
| rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis

View File

@@ -3,7 +3,7 @@
3D Affine Transforms (pre)
================================================================================
Pre transfrom functions which are regular transfrom functions.
Pre transform functions which are regular transform functions.
Table of contents (click to go):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -41,7 +41,7 @@ Functions documentation
translate existing transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[in]* **v** translate vector [x, y, z]
| *[out]* **dest** translated matrix
@@ -51,7 +51,7 @@ Functions documentation
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_translate_x(mat4 m, float x)
@@ -59,7 +59,7 @@ Functions documentation
translate existing transform matrix by x factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** x factor
.. c:function:: void glm_translate_y(mat4 m, float y)
@@ -67,7 +67,7 @@ Functions documentation
translate existing transform matrix by *y* factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** y factor
.. c:function:: void glm_translate_z(mat4 m, float z)
@@ -75,7 +75,7 @@ Functions documentation
translate existing transform matrix by *z* factor
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** z factor
.. c:function:: void glm_translate_make(mat4 m, vec3 v)
@@ -83,7 +83,7 @@ Functions documentation
creates NEW translate transform matrix by *v* vector.
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** translate vector [x, y, z]
.. c:function:: void glm_scale_to(mat4 m, vec3 v, mat4 dest)
@@ -91,7 +91,7 @@ Functions documentation
scale existing transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[in]* **v** scale vector [x, y, z]
| *[out]* **dest** scaled matrix
@@ -100,7 +100,7 @@ Functions documentation
creates NEW scale matrix by v vector
Parameters:
| *[out]* **m** affine transfrom
| *[out]* **m** affine transform
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale(mat4 m, vec3 v)
@@ -109,7 +109,7 @@ Functions documentation
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** scale vector [x, y, z]
.. c:function:: void glm_scale_uni(mat4 m, float s)
@@ -118,7 +118,7 @@ Functions documentation
and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** scale factor
.. c:function:: void glm_rotate_x(mat4 m, float angle, mat4 dest)
@@ -127,7 +127,7 @@ Functions documentation
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
@@ -137,7 +137,7 @@ Functions documentation
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
@@ -147,7 +147,7 @@ Functions documentation
and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix
@@ -157,7 +157,7 @@ Functions documentation
axis will be normalized so you don't need to normalize it
Parameters:
| *[out]* **m** affine transfrom
| *[out]* **m** affine transform
| *[in]* **axis** angle (radians)
| *[in]* **axis** axis
@@ -166,7 +166,7 @@ Functions documentation
rotate existing transform matrix around Z axis by angle and axis
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
@@ -175,7 +175,7 @@ Functions documentation
rotate existing transform around given axis by angle at given pivot point (rotation center)
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
@@ -188,7 +188,7 @@ Functions documentation
| this should work faster than glm_rotate_at because it reduces one glm_translate.
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **pivot** pivot, anchor point, rotation center
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis
@@ -225,7 +225,7 @@ Functions documentation
DON'T pass projected matrix here
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[out]* **t** translation vector
| *[out]* **r** rotation matrix (mat4)
| *[out]* **s** scaling vector [X, Y, Z]
@@ -235,6 +235,6 @@ Functions documentation
| rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **angle** angle (radians)
| *[in]* **axis** axis

View File

@@ -13,7 +13,7 @@ Post functions (`T' = T * Tnew`) are like `glm_translated`, `glm_rotated` which
`glm_translate`, `glm_rotate` are pre functions and are similar to C++ **glm** which you are familiar with.
In new versions of **cglm** we added `glm_translated`, `glm_rotated`... which are post functions,
they are useful in some cases, e.g. append transform to existing transform (apply/append transform as last transfrom T' = T * Tnew).
they are useful in some cases, e.g. append transform to existing transform (apply/append transform as last transform T' = T * Tnew).
Post functions are named after pre functions with `ed` suffix, e.g. `glm_translate` -> `glm_translated`. So don't mix them up.
@@ -24,7 +24,7 @@ a matrix for you. You don't need to pass identity matrix.
But other functions expect you have a matrix and you want to transform them. If
you didn't have any existing matrix you have to initialize matrix to identity
before sending to transfrom functions.
before sending to transform functions.
There are also functions to decompose transform matrix. These functions can't
decompose matrix after projected.
@@ -35,7 +35,7 @@ Rotation Center
Rotating functions uses origin as rotation center (pivot/anchor point),
since scale factors are stored in rotation matrix, same may also true for scalling.
cglm provides some functions for rotating around at given point e.g.
**glm_rotate_at**, **glm_quat_rotate_at**. Use them or follow next section for algorihm ("Rotate or Scale around specific Point (Pivot Point / Anchor Point)").
**glm_rotate_at**, **glm_quat_rotate_at**. Use them or follow next section for algorithm ("Rotate or Scale around specific Point (Pivot Point / Anchor Point)").
Also **cglm** provides :c:func:`glm_spin` and :c:func:`glm_spinned` functions to rotate around itself. No need to give pivot.
These functions are useful for rotating around center of object.
@@ -43,7 +43,7 @@ These functions are useful for rotating around center of object.
Rotate or Scale around specific Point (Anchor Point)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you want to rotate model around arbibtrary point follow these steps:
If you want to rotate model around arbitrary point follow these steps:
1. Move model from pivot point to origin: **translate(-pivot.x, -pivot.y, -pivot.z)**
2. Apply rotation (or scaling maybe)
@@ -82,11 +82,11 @@ helpers functions works like this (cglm provides reverse order as `ed` suffix e.
.. code-block:: c
:linenos:
TransformMatrix = TransformMatrix * TraslateMatrix; // glm_translate()
TransformMatrix = TransformMatrix * TranslateMatrix; // glm_translate()
TransformMatrix = TransformMatrix * RotateMatrix; // glm_rotate(), glm_quat_rotate()
TransformMatrix = TransformMatrix * ScaleMatrix; // glm_scale()
As you can see it is multipled as right matrix. For instance what will happen if you call `glm_translate` twice?
As you can see it is multiplied as right matrix. For instance what will happen if you call `glm_translate` twice?
.. code-block:: c
:linenos:

View File

@@ -14,7 +14,7 @@ a matrix for you. You don't need to pass identity matrix.
But other functions expect you have a matrix and you want to transform them. If
you didn't have any existing matrix you have to initialize matrix to identity
before sending to transfrom functions.
before sending to transform functions.
Transforms Order
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -45,7 +45,7 @@ Functions:
translate existing 2d transform matrix by *v* vector and stores result in same matrix
Parameters:
| *[in, out]* **m** 2d affine transfrom
| *[in, out]* **m** 2d affine transform
| *[in]* **v** translate vector [x, y]
.. c:function:: void glm_translate2d_to(mat3 m, vec2 v, mat3 dest)
@@ -53,7 +53,7 @@ Functions:
translate existing 2d transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** 2d affine transfrom
| *[in]* **m** 2d affine transform
| *[in]* **v** translate vector [x, y]
| *[out]* **dest** translated matrix
@@ -62,7 +62,7 @@ Functions:
translate existing 2d transform matrix by x factor
Parameters:
| *[in, out]* **m** 2d affine transfrom
| *[in, out]* **m** 2d affine transform
| *[in]* **x** x factor
.. c:function:: void glm_translate2d_y(mat3 m, float y)
@@ -70,7 +70,7 @@ Functions:
translate existing 2d transform matrix by y factor
Parameters:
| *[in, out]* **m** 2d affine transfrom
| *[in, out]* **m** 2d affine transform
| *[in]* **y** y factor
.. c:function:: void glm_translate2d_make(mat3 m, vec2 v)
@@ -78,7 +78,7 @@ Functions:
creates NEW translate 2d transform matrix by *v* vector
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** translate vector [x, y]
.. c:function:: void glm_scale2d_to(mat3 m, vec2 v, mat3 dest)
@@ -86,7 +86,7 @@ Functions:
scale existing 2d transform matrix by *v* vector and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[in]* **v** scale vector [x, y]
| *[out]* **dest** scaled matrix
@@ -95,7 +95,7 @@ Functions:
creates NEW 2d scale matrix by *v* vector
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** scale vector [x, y]
.. c:function:: void glm_scale2d(mat3 m, vec2 v)
@@ -103,7 +103,7 @@ Functions:
scales existing 2d transform matrix by *v* vector and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **v** translate vector [x, y]
.. c:function:: void glm_scale2d_uni(mat3 m, float s)
@@ -111,7 +111,7 @@ Functions:
applies uniform scale to existing 2d transform matrix v = [s, s] and stores result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **s** scale factor
.. c:function:: void glm_rotate2d_make(mat3 m, float angle)
@@ -119,7 +119,7 @@ Functions:
creates NEW rotation matrix by angle around *Z* axis
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **angle** angle (radians)
.. c:function:: void glm_rotate2d(mat3 m, float angle)
@@ -127,7 +127,7 @@ Functions:
rotate existing 2d transform matrix around *Z* axis by angle and store result in same matrix
Parameters:
| *[in, out]* **m** affine transfrom
| *[in, out]* **m** affine transform
| *[in]* **angle** angle (radians)
.. c:function:: void glm_rotate2d_to(mat3 m, float angle, mat3 dest)
@@ -135,6 +135,6 @@ Functions:
rotate existing 2d transform matrix around *Z* axis by angle and store result in dest
Parameters:
| *[in]* **m** affine transfrom
| *[in]* **m** affine transform
| *[in]* **angle** angle (radians)
| *[out]* **dest** rotated matrix

View File

@@ -10,7 +10,7 @@ Also struct api `s` suffix to namespace e.g. `glms_vec3_add`, `glms_mat4_mul` et
By starting v0.9.0, struct api namespace is configurable. We can omit **glms_** namespace or
even change it with custom name to move existing api integrations to **cglm** more easliy...
We can also add **s** to functin names if we want e.g. `glms_vec3_add()` -> `vec3_add()` or `vec3s_add()`.
We can also add **s** to function names if we want e.g. `glms_vec3_add()` -> `vec3_add()` or `vec3s_add()`.
By including **cglm/struct.h** header you will include all struct api. It will also include **cglm/cglm.h** too.
Since struct apis are inline you don't need to build or link *cglm* against

View File

@@ -82,7 +82,7 @@ Functions documentation
Parameters:
| *[in]* **box** bounding box
| *[in]* **cropBox** crop box
| *[in]* **clampBox** miniumum box
| *[in]* **clampBox** minimum box
| *[out]* **dest** cropped bounding box
.. c:function:: bool glm_aabb_frustum(vec3 box[2], vec4 planes[6])

View File

@@ -3,17 +3,17 @@
precompiled functions (call)
================================================================================
All funcitons in **glm_** namespace are forced to **inline**.
All functions in **glm_** namespace are forced to **inline**.
Most functions also have pre-compiled version.
Precompiled versions are in **glmc_** namespace. *c* in the namespace stands for
"call".
Since precompiled functions are just wrapper for inline verisons,
Since precompiled functions are just wrapper for inline versions,
these functions are not documented individually.
It would be duplicate documentation also it
would be hard to sync documentation between inline and call verison for me.
would be hard to sync documentation between inline and call version for me.
By including **clgm/cglm.h** you include all inline verisons. To get precompiled
By including **clgm/cglm.h** you include all inline versions. To get precompiled
versions you need to include **cglm/call.h** header it also includes all
call versions plus *clgm/cglm.h* (inline verisons)
call versions plus *clgm/cglm.h* (inline versions)

View File

@@ -250,7 +250,7 @@ Functions documentation
.. c:function:: void glm_persp_decomp_y(mat4 proj, float *top, float *bottom)
| decomposes top and bottom values of perspective projection.
| y stands for y axis (top / botom axis)
| y stands for y axis (top / bottom axis)
Parameters:
| *[in]* **proj** perspective projection matrix

View File

@@ -2,7 +2,7 @@ Features
================================================================================
* **scalar** and **simd** (sse, avx, neon, wasm...) optimizations
* option to use different clipspaces e.g. Left Handed, Zero-to-One... (currrently right handed negative-one is default)
* option to use different clipspaces e.g. Left Handed, Zero-to-One... (currently right handed negative-one is default)
* array api and struct api, you can use arrays or structs.
* general purpose matrix operations (mat4, mat3)
* chain matrix multiplication (square only)

View File

@@ -11,9 +11,9 @@ not **vec3**. If you want to store them to save space you msut convert them
yourself.
**vec4** is used to speed up functions need to corners. This is why frustum
fucntions use *vec4* instead of *vec3*
functions use *vec4* instead of *vec3*
Currenty related-functions use [-1, 1] clip space configuration to extract
Currently related-functions use [-1, 1] clip space configuration to extract
corners but you can override it by prodiving **GLM_CUSTOM_CLIPSPACE** macro.
If you provide it then you have to all bottom macros as *vec4*

View File

@@ -22,7 +22,7 @@ Types:
typedef CGLM_ALIGN_IF(16) vec4 mat4[4];
#endif
As you can see types don't store extra informations in favor of space.
As you can see types don't store extra information in favor of space.
You can send these values e.g. matrix to OpenGL directly without casting or calling a function like *value_ptr*
Alignment Is Required:
@@ -35,7 +35,7 @@ Alignment Is Required:
| Check :doc:`opt` page for more details
Also alignment is disabled for older msvc verisons as default. Now alignment is only required in Visual Studio 2017 version 15.6+ if CGLM_ALL_UNALIGNED macro is not defined.
Also alignment is disabled for older msvc versions as default. Now alignment is only required in Visual Studio 2017 version 15.6+ if CGLM_ALL_UNALIGNED macro is not defined.
Allocations:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

View File

@@ -29,7 +29,7 @@ Example to print mat4 matrix:
cglm may provide precision parameter in the future
Changes since **v0.7.3**:
* Now mis-alignment of columns are fixed: larger numbers are printed via %g and others are printed via %f. Column withs are calculated before print.
* Now mis-alignment of columns are fixed: larger numbers are printed via %g and others are printed via %f. Column widths are calculated before print.
* Now values are colorful ;)
* Some print improvements
* New options with default values:
@@ -143,5 +143,5 @@ Functions documentation
Parameters:
| *[in]* **vec** aabb (axis-aligned bounding box)
| *[in]* **tag** tag to find it more easly in logs
| *[in]* **tag** tag to find it more easily in logs
| *[in]* **ostream** FILE to write

View File

@@ -92,7 +92,7 @@ Functions documentation
norm * norm (magnitude) of vector
we can use this func instead of calling norm * norm, because it would call
sqrtf fuction twice but with this func we can avoid func call, maybe this is
sqrtf function twice but with this func we can avoid func call, maybe this is
not good name for this func
Parameters:

View File

@@ -47,7 +47,7 @@ Functions documentation
.. c:function:: void glm_mat2_identity(mat2 mat)
copy identity mat2 to mat, or makes mat to identiy
copy identity mat2 to mat, or makes mat to identity
Parameters:
| *[out]* **mat** matrix
@@ -94,7 +94,7 @@ Functions documentation
.. c:function:: void glm_mat2_transpose(mat2 m)
tranpose mat2 and store result in same matrix
transpose mat2 and store result in same matrix
Parameters:
| *[in]* **mat** source

View File

@@ -49,7 +49,7 @@ Functions documentation
.. c:function:: void glm_mat3_identity(mat3 mat)
copy identity mat3 to mat, or makes mat to identiy
copy identity mat3 to mat, or makes mat to identity
Parameters:
| *[out]* **mat** matrix
@@ -96,7 +96,7 @@ Functions documentation
.. c:function:: void glm_mat3_transpose(mat3 m)
tranpose mat3 and store result in same matrix
transpose mat3 and store result in same matrix
Parameters:
| *[in]* **mat** source

View File

@@ -70,7 +70,7 @@ Functions documentation
.. c:function:: void glm_mat4_identity(mat4 mat)
copy identity mat4 to mat, or makes mat to identiy
copy identity mat4 to mat, or makes mat to identity
Parameters:
| *[out]* **mat** matrix
@@ -214,7 +214,7 @@ Functions documentation
.. c:function:: void glm_mat4_transpose(mat4 m)
tranpose mat4 and store result in same matrix
transpose mat4 and store result in same matrix
Parameters:
| *[in]* **m** source

View File

@@ -43,14 +43,14 @@ array of matrices:
/* ... */
glUniformMatrix4fv(location, count, GL_FALSE, (float *)matrix);
in this way, passing aray of matrices is same
in this way, passing array of matrices is same
Passing / Uniforming Vectors to OpenGL:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You don't need to do extra thing when passing cglm vectors to OpengL or other APIs.
Because a function like **glUniform4fv** accepts vector as pointer. cglm's vectors
are array of floats. So you can pass it directly ot those functions:
are array of floats. So you can pass it directly to those functions:
.. code-block:: c

View File

@@ -29,7 +29,7 @@ have to compile cglm with **CGLM_ALL_UNALIGNED** macro.
if you do not know what you are doing. Because a cglm header included
via 'project A' may force types to be aligned and another cglm header
included via 'project B' may not require alignment. In this case
cglm functions will read from and write to **INVALID MEMORY LOCATIONs**.
cglm functions will read from and write to **INVALID MEMORY LOCATIONSNs**.
ALWAYS USE SAME CONFIGURATION / OPTION for **cglm** if you have multiple projects.
@@ -43,7 +43,7 @@ By starting **v0.8.3** cglm provides options to switch between clipspace configu
Clipspace related files are located at `include/cglm/[struct]/clipspace.h` but
these are included in related files like `cam.h`. If you don't want to change your existing
clipspace configuration and want to use different clipspace function like `glm_lookat_zo` or `glm_lookat_lh_zo`...
then you can include individual headers or just define `CGLM_CLIPSPACE_INCLUDE_ALL` which will iclude all headers for you.
then you can include individual headers or just define `CGLM_CLIPSPACE_INCLUDE_ALL` which will include all headers for you.
1. **CGLM_CLIPSPACE_INCLUDE_ALL**
2. **CGLM_FORCE_DEPTH_ZERO_TO_ONE**

View File

@@ -9,7 +9,7 @@ Header: cglm/sphere.h
Sphere Representation in cglm is *vec4*: **[center.x, center.y, center.z, radii]**
You can call any vec3 function by pasing sphere. Because first three elements
You can call any vec3 function by passing sphere. Because first three elements
defines center of sphere.
Table of contents (click to go):

View File

@@ -68,14 +68,14 @@ Functions documentation
.. c:function:: void glm_make_rad(float *degm)
| convert exsisting degree to radians. this will override degrees value
| convert existing degree to radians. this will override degrees value
Parameters:
| *[in, out]* **deg** pointer to angle in degrees
.. c:function:: void glm_make_deg(float *rad)
| convert exsisting radians to degree. this will override radians value
| convert existing radians to degree. this will override radians value
Parameters:
| *[in, out]* **rad** pointer to angle in radians

View File

@@ -117,7 +117,7 @@ Functions documentation
norm * norm (magnitude) of vector
we can use this func instead of calling norm * norm, because it would call
sqrtf fuction twice but with this func we can avoid func call, maybe this is
sqrtf function twice but with this func we can avoid func call, maybe this is
not good name for this func
Parameters:

View File

@@ -13,7 +13,7 @@ Header: cglm/vec3.h
We mostly use vectors in graphics math, to make writing code faster
and easy to read, some *vec3* functions are aliased in global namespace.
For instance :c:func:`glm_dot` is alias of :c:func:`glm_vec3_dot`,
alias means inline wrapper here. There is no call verison of alias functions
alias means inline wrapper here. There is no call version of alias functions
There are also functions for rotating *vec3* vector. **_m4**, **_m3** prefixes
rotate *vec3* with matrix.
@@ -148,7 +148,7 @@ Functions documentation
norm * norm (magnitude) of vector
we can use this func instead of calling norm * norm, because it would call
sqrtf fuction twice but with this func we can avoid func call, maybe this is
sqrtf function twice but with this func we can avoid func call, maybe this is
not good name for this func
Parameters:
@@ -309,7 +309,7 @@ Functions documentation
.. c:function:: void glm_vec3_flipsign(vec3 v)
**DEPRACATED!**
**DEPRECATED!**
use :c:func:`glm_vec3_negate`
@@ -318,7 +318,7 @@ Functions documentation
.. c:function:: void glm_vec3_flipsign_to(vec3 v, vec3 dest)
**DEPRACATED!**
**DEPRECATED!**
use :c:func:`glm_vec3_negate_to`
@@ -328,7 +328,7 @@ Functions documentation
.. c:function:: void glm_vec3_inv(vec3 v)
**DEPRACATED!**
**DEPRECATED!**
use :c:func:`glm_vec3_negate`
@@ -337,7 +337,7 @@ Functions documentation
.. c:function:: void glm_vec3_inv_to(vec3 v, vec3 dest)
**DEPRACATED!**
**DEPRECATED!**
use :c:func:`glm_vec3_negate_to`
@@ -377,7 +377,7 @@ Functions documentation
.. c:function:: float glm_vec3_angle(vec3 v1, vec3 v2)
angle betwen two vector
angle between two vector
Parameters:
| *[in]* **v1** vector1

View File

@@ -124,7 +124,7 @@ Functions documentation
norm * norm (magnitude) of vector
we can use this func instead of calling norm * norm, because it would call
sqrtf fuction twice but with this func we can avoid func call, maybe this is
sqrtf function twice but with this func we can avoid func call, maybe this is
not good name for this func
Parameters:
@@ -284,7 +284,7 @@ Functions documentation
.. c:function:: void glm_vec4_flipsign(vec4 v)
**DEPRACATED!**
**DEPRECATED!**
use :c:func:`glm_vec4_negate`
@@ -293,7 +293,7 @@ Functions documentation
.. c:function:: void glm_vec4_flipsign_to(vec4 v, vec4 dest)
**DEPRACATED!**
**DEPRECATED!**
use :c:func:`glm_vec4_negate_to`
@@ -303,7 +303,7 @@ Functions documentation
.. c:function:: void glm_vec4_inv(vec4 v)
**DEPRACATED!**
**DEPRECATED!**
use :c:func:`glm_vec4_negate`
@@ -312,7 +312,7 @@ Functions documentation
.. c:function:: void glm_vec4_inv_to(vec4 v, vec4 dest)
**DEPRACATED!**
**DEPRECATED!**
use :c:func:`glm_vec4_negate_to`

View File

@@ -108,7 +108,7 @@ glm_aabb2d_crop(vec2 aabb[2], vec2 cropAabb[2], vec2 dest[2]) {
*
* @param[in] aabb bounding aabb
* @param[in] cropAabb crop aabb
* @param[in] clampAabb miniumum aabb
* @param[in] clampAabb minimum aabb
* @param[out] dest cropped bounding aabb
*/
CGLM_INLINE

View File

@@ -34,9 +34,9 @@
* @brief translate existing transform matrix by v vector
* and stores result in same matrix
*
* this is POST transform, applies to existing transform as last transfrom
* this is POST transform, applies to existing transform as last transform
*
* @param[in, out] m affine transfrom
* @param[in, out] m affine transform
* @param[in] v translate vector [x, y, z]
*/
CGLM_INLINE
@@ -51,9 +51,9 @@ glm_translated(mat4 m, vec3 v) {
*
* source matrix will remain same
*
* this is POST transform, applies to existing transform as last transfrom
* this is POST transform, applies to existing transform as last transform
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] v translate vector [x, y, z]
* @param[out] dest translated matrix
*/
@@ -67,9 +67,9 @@ glm_translated_to(mat4 m, vec3 v, mat4 dest) {
/*!
* @brief translate existing transform matrix by x factor
*
* this is POST transform, applies to existing transform as last transfrom
* this is POST transform, applies to existing transform as last transform
*
* @param[in, out] m affine transfrom
* @param[in, out] m affine transform
* @param[in] x x factor
*/
CGLM_INLINE
@@ -81,9 +81,9 @@ glm_translated_x(mat4 m, float x) {
/*!
* @brief translate existing transform matrix by y factor
*
* this is POST transform, applies to existing transform as last transfrom
* this is POST transform, applies to existing transform as last transform
*
* @param[in, out] m affine transfrom
* @param[in, out] m affine transform
* @param[in] y y factor
*/
CGLM_INLINE
@@ -95,9 +95,9 @@ glm_translated_y(mat4 m, float y) {
/*!
* @brief translate existing transform matrix by z factor
*
* this is POST transform, applies to existing transform as last transfrom
* this is POST transform, applies to existing transform as last transform
*
* @param[in, out] m affine transfrom
* @param[in, out] m affine transform
* @param[in] z z factor
*/
CGLM_INLINE
@@ -110,9 +110,9 @@ glm_translated_z(mat4 m, float z) {
* @brief rotate existing transform matrix around X axis by angle
* and store result in dest
*
* this is POST transform, applies to existing transform as last transfrom
* this is POST transform, applies to existing transform as last transform
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
@@ -137,9 +137,9 @@ glm_rotated_x(mat4 m, float angle, mat4 dest) {
* @brief rotate existing transform matrix around Y axis by angle
* and store result in dest
*
* this is POST transform, applies to existing transform as last transfrom
* this is POST transform, applies to existing transform as last transform
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
@@ -164,9 +164,9 @@ glm_rotated_y(mat4 m, float angle, mat4 dest) {
* @brief rotate existing transform matrix around Z axis by angle
* and store result in dest
*
* this is POST transform, applies to existing transform as last transfrom
* this is POST transform, applies to existing transform as last transform
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
@@ -190,9 +190,9 @@ glm_rotated_z(mat4 m, float angle, mat4 dest) {
/*!
* @brief rotate existing transform matrix around given axis by angle
*
* this is POST transform, applies to existing transform as last transfrom
* this is POST transform, applies to existing transform as last transform
*
* @param[in, out] m affine transfrom
* @param[in, out] m affine transform
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
@@ -208,9 +208,9 @@ glm_rotated(mat4 m, float angle, vec3 axis) {
* @brief rotate existing transform
* around given axis by angle at given pivot point (rotation center)
*
* this is POST transform, applies to existing transform as last transfrom
* this is POST transform, applies to existing transform as last transform
*
* @param[in, out] m affine transfrom
* @param[in, out] m affine transform
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
@@ -230,9 +230,9 @@ glm_rotated_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
/*!
* @brief rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
*
* this is POST transform, applies to existing transform as last transfrom
* this is POST transform, applies to existing transform as last transform
*
* @param[in, out] m affine transfrom
* @param[in, out] m affine transform
* @param[in] angle angle (radians)
* @param[in] axis axis
*/

View File

@@ -35,7 +35,7 @@
* @brief translate existing transform matrix by v vector
* and stores result in same matrix
*
* @param[in, out] m affine transfrom
* @param[in, out] m affine transform
* @param[in] v translate vector [x, y, z]
*/
CGLM_INLINE
@@ -66,7 +66,7 @@ glm_translate(mat4 m, vec3 v) {
*
* source matrix will remain same
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] v translate vector [x, y, z]
* @param[out] dest translated matrix
*/
@@ -80,7 +80,7 @@ glm_translate_to(mat4 m, vec3 v, mat4 dest) {
/*!
* @brief translate existing transform matrix by x factor
*
* @param[in, out] m affine transfrom
* @param[in, out] m affine transform
* @param[in] x x factor
*/
CGLM_INLINE
@@ -98,7 +98,7 @@ glm_translate_x(mat4 m, float x) {
/*!
* @brief translate existing transform matrix by y factor
*
* @param[in, out] m affine transfrom
* @param[in, out] m affine transform
* @param[in] y y factor
*/
CGLM_INLINE
@@ -116,7 +116,7 @@ glm_translate_y(mat4 m, float y) {
/*!
* @brief translate existing transform matrix by z factor
*
* @param[in, out] m affine transfrom
* @param[in, out] m affine transform
* @param[in] z z factor
*/
CGLM_INLINE
@@ -135,7 +135,7 @@ glm_translate_z(mat4 m, float z) {
* @brief rotate existing transform matrix around X axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
@@ -160,7 +160,7 @@ glm_rotate_x(mat4 m, float angle, mat4 dest) {
* @brief rotate existing transform matrix around Y axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
@@ -185,7 +185,7 @@ glm_rotate_y(mat4 m, float angle, mat4 dest) {
* @brief rotate existing transform matrix around Z axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] angle angle (radians)
* @param[out] dest rotated matrix
*/
@@ -209,7 +209,7 @@ glm_rotate_z(mat4 m, float angle, mat4 dest) {
/*!
* @brief rotate existing transform matrix around given axis by angle
*
* @param[in, out] m affine transfrom
* @param[in, out] m affine transform
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
@@ -225,7 +225,7 @@ glm_rotate(mat4 m, float angle, vec3 axis) {
* @brief rotate existing transform
* around given axis by angle at given pivot point (rotation center)
*
* @param[in, out] m affine transfrom
* @param[in, out] m affine transform
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
@@ -250,7 +250,7 @@ glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
* this should work faster than glm_rotate_at because it reduces
* one glm_translate.
*
* @param[out] m affine transfrom
* @param[out] m affine transform
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
@@ -270,7 +270,7 @@ glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) {
/*!
* @brief rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
*
* @param[in, out] m affine transfrom
* @param[in, out] m affine transform
* @param[in] angle angle (radians)
* @param[in] axis axis
*/

View File

@@ -44,7 +44,7 @@
/*!
* @brief creates NEW translate transform matrix by v vector
*
* @param[out] m affine transfrom
* @param[out] m affine transform
* @param[in] v translate vector [x, y, z]
*/
CGLM_INLINE
@@ -58,7 +58,7 @@ glm_translate_make(mat4 m, vec3 v) {
* @brief scale existing transform matrix by v vector
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] v scale vector [x, y, z]
* @param[out] dest scaled matrix
*/
@@ -75,7 +75,7 @@ glm_scale_to(mat4 m, vec3 v, mat4 dest) {
/*!
* @brief creates NEW scale matrix by v vector
*
* @param[out] m affine transfrom
* @param[out] m affine transform
* @param[in] v scale vector [x, y, z]
*/
CGLM_INLINE
@@ -91,7 +91,7 @@ glm_scale_make(mat4 m, vec3 v) {
* @brief scales existing transform matrix by v vector
* and stores result in same matrix
*
* @param[in, out] m affine transfrom
* @param[in, out] m affine transform
* @param[in] v scale vector [x, y, z]
*/
CGLM_INLINE
@@ -104,7 +104,7 @@ glm_scale(mat4 m, vec3 v) {
* @brief applies uniform scale to existing transform matrix v = [s, s, s]
* and stores result in same matrix
*
* @param[in, out] m affine transfrom
* @param[in, out] m affine transform
* @param[in] s scale factor
*/
CGLM_INLINE
@@ -119,7 +119,7 @@ glm_scale_uni(mat4 m, float s) {
*
* axis will be normalized so you don't need to normalize it
*
* @param[out] m affine transfrom
* @param[out] m affine transform
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
@@ -220,7 +220,7 @@ glm_decompose_rs(mat4 m, mat4 r, vec3 s) {
* @brief decompose affine transform, TODO: extract shear factors.
* DON'T pass projected matrix here
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[out] t translation vector
* @param[out] r rotation matrix (mat4)
* @param[out] s scaling vector [X, Y, Z]

View File

@@ -33,7 +33,7 @@
* @brief translate existing 2d transform matrix by v vector
* and stores result in same matrix
*
* @param[in, out] m affine transfrom
* @param[in, out] m affine transform
* @param[in] v translate vector [x, y]
*/
CGLM_INLINE
@@ -50,7 +50,7 @@ glm_translate2d(mat3 m, vec2 v) {
*
* source matrix will remain same
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] v translate vector [x, y]
* @param[out] dest translated matrix
*/
@@ -64,7 +64,7 @@ glm_translate2d_to(mat3 m, vec2 v, mat3 dest) {
/*!
* @brief translate existing 2d transform matrix by x factor
*
* @param[in, out] m affine transfrom
* @param[in, out] m affine transform
* @param[in] x x factor
*/
CGLM_INLINE
@@ -78,7 +78,7 @@ glm_translate2d_x(mat3 m, float x) {
/*!
* @brief translate existing 2d transform matrix by y factor
*
* @param[in, out] m affine transfrom
* @param[in, out] m affine transform
* @param[in] y y factor
*/
CGLM_INLINE
@@ -92,7 +92,7 @@ glm_translate2d_y(mat3 m, float y) {
/*!
* @brief creates NEW translate 2d transform matrix by v vector
*
* @param[out] m affine transfrom
* @param[out] m affine transform
* @param[in] v translate vector [x, y]
*/
CGLM_INLINE
@@ -107,7 +107,7 @@ glm_translate2d_make(mat3 m, vec2 v) {
* @brief scale existing 2d transform matrix by v vector
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] v scale vector [x, y]
* @param[out] dest scaled matrix
*/
@@ -130,7 +130,7 @@ glm_scale2d_to(mat3 m, vec2 v, mat3 dest) {
/*!
* @brief creates NEW 2d scale matrix by v vector
*
* @param[out] m affine transfrom
* @param[out] m affine transform
* @param[in] v scale vector [x, y]
*/
CGLM_INLINE
@@ -145,7 +145,7 @@ glm_scale2d_make(mat3 m, vec2 v) {
* @brief scales existing 2d transform matrix by v vector
* and stores result in same matrix
*
* @param[in, out] m affine transfrom
* @param[in, out] m affine transform
* @param[in] v scale vector [x, y]
*/
CGLM_INLINE
@@ -164,7 +164,7 @@ glm_scale2d(mat3 m, vec2 v) {
* @brief applies uniform scale to existing 2d transform matrix v = [s, s]
* and stores result in same matrix
*
* @param[in, out] m affine transfrom
* @param[in, out] m affine transform
* @param[in] s scale factor
*/
CGLM_INLINE
@@ -182,7 +182,7 @@ glm_scale2d_uni(mat3 m, float s) {
/*!
* @brief creates NEW rotation matrix by angle around Z axis
*
* @param[out] m affine transfrom
* @param[out] m affine transform
* @param[in] angle angle (radians)
*/
CGLM_INLINE
@@ -210,7 +210,7 @@ glm_rotate2d_make(mat3 m, float angle) {
* @brief rotate existing 2d transform matrix around Z axis by angle
* and store result in same matrix
*
* @param[in, out] m affine transfrom
* @param[in, out] m affine transform
* @param[in] angle angle (radians)
*/
CGLM_INLINE
@@ -237,7 +237,7 @@ glm_rotate2d(mat3 m, float angle) {
* @brief rotate existing 2d transform matrix around Z axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] angle angle (radians)
* @param[out] dest destination
*/

View File

@@ -104,7 +104,7 @@ glm_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]) {
*
* @param[in] box bounding box
* @param[in] cropBox crop box
* @param[in] clampBox miniumum box
* @param[in] clampBox minimum box
* @param[out] dest cropped bounding box
*/
CGLM_INLINE

View File

@@ -474,7 +474,7 @@ glm_persp_decomp_x(mat4 proj,
/*!
* @brief decomposes top and bottom values of perspective projection.
* y stands for y axis (top / botom axis)
* y stands for y axis (top / bottom axis)
*
* @param[in] proj perspective projection matrix
* @param[out] top top

View File

@@ -266,7 +266,7 @@ glm_persp_decomp_x_lh_no(mat4 proj,
* @brief decomposes top and bottom values of perspective projection
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
* y stands for y axis (top / botom axis)
* y stands for y axis (top / bottom axis)
*
* @param[in] proj perspective projection matrix
* @param[out] top top

View File

@@ -266,7 +266,7 @@ glm_persp_decomp_x_rh_no(mat4 proj,
* @brief decomposes top and bottom values of perspective projection
* with a right-hand coordinate system and a
* clip-space of [-1, 1].
* y stands for y axis (top / botom axis)
* y stands for y axis (top / bottom axis)
*
* @param[in] proj perspective projection matrix
* @param[out] top top

View File

@@ -9,7 +9,7 @@
NOTE:
angles must be passed as [X-Angle, Y-Angle, Z-angle] order
For instance you don't pass angles as [Z-Angle, X-Angle, Y-angle] to
glm_euler_zxy funciton, All RELATED functions accept angles same order
glm_euler_zxy function, All RELATED functions accept angles same order
which is [X, Y, Z].
*/

View File

@@ -204,7 +204,7 @@ glm_ivec2_subs(ivec2 v, int s, ivec2 dest) {
/*!
* @brief multiply vector [a] with vector [b] and store result in [dest]
*
* @param[in] a frist vector
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/

View File

@@ -136,7 +136,7 @@ glm_ivec3_dot(ivec3 a, ivec3 b) {
* @brief norm * norm (magnitude) of vec
*
* we can use this func instead of calling norm * norm, because it would call
* sqrtf fuction twice but with this func we can avoid func call, maybe this is
* sqrtf function twice but with this func we can avoid func call, maybe this is
* not good name for this func
*
* @param[in] v vector
@@ -226,7 +226,7 @@ glm_ivec3_subs(ivec3 v, int s, ivec3 dest) {
/*!
* @brief multiply vector [a] with vector [b] and store result in [dest]
*
* @param[in] a frist vector
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/

View File

@@ -179,7 +179,7 @@ glm_ivec4_subs(ivec4 v, int s, ivec4 dest) {
/*!
* @brief multiply vector [a] with vector [b] and store result in [dest]
*
* @param[in] a frist vector
* @param[in] a first vector
* @param[in] b second vector
* @param[out] dest destination
*/

View File

@@ -180,7 +180,7 @@ glm_mat2_transpose_to(mat2 m, mat2 dest) {
}
/*!
* @brief tranpose mat2 and store result in same matrix
* @brief transpose mat2 and store result in same matrix
*
* @param[in, out] m source and dest
*/

View File

@@ -201,7 +201,7 @@ glm_mat3_transpose_to(mat3 m, mat3 dest) {
}
/*!
* @brief tranpose mat3 and store result in same matrix
* @brief transpose mat3 and store result in same matrix
*
* @param[in, out] m source and dest
*/

View File

@@ -537,7 +537,7 @@ glm_mat4_transpose_to(mat4 m, mat4 dest) {
}
/*!
* @brief tranpose mat4 and store result in same matrix
* @brief transpose mat4 and store result in same matrix
*
* @param[in, out] m source and dest
*/

View File

@@ -703,7 +703,7 @@ glm_quat_nlerp(versor from, versor to, float t, versor dest) {
*
* @param[in] from from
* @param[in] to to
* @param[in] t amout
* @param[in] t amount
* @param[out] dest result quaternion
*/
CGLM_INLINE

View File

@@ -92,7 +92,7 @@ glms_aabb2d_(crop)(vec2s aabb[2], vec2s cropAabb[2], vec2s dest[2]) {
*
* @param[in] aabb bounding box
* @param[in] cropAabb crop box
* @param[in] clampAabb miniumum box
* @param[in] clampAabb minimum box
* @param[out] dest cropped bounding box
*/
CGLM_INLINE

View File

@@ -33,9 +33,9 @@
* @brief translate existing transform matrix by v vector
* and stores result in same matrix
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] v translate vector [x, y, z]
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat4s
@@ -47,9 +47,9 @@ glms_translated(mat4s m, vec3s v) {
/*!
* @brief translate existing transform matrix by x factor
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] x x factor
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat4s
@@ -61,9 +61,9 @@ glms_translated_x(mat4s m, float x) {
/*!
* @brief translate existing transform matrix by y factor
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] y y factor
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat4s
@@ -75,9 +75,9 @@ glms_translated_y(mat4s m, float y) {
/*!
* @brief translate existing transform matrix by z factor
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] z z factor
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat4s
@@ -90,7 +90,7 @@ glms_translated_z(mat4s m, float z) {
* @brief rotate existing transform matrix around X axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] angle angle (radians)
* @returns rotated matrix
*/
@@ -106,7 +106,7 @@ glms_rotated_x(mat4s m, float angle) {
* @brief rotate existing transform matrix around Y axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] angle angle (radians)
* @returns rotated matrix
*/
@@ -122,7 +122,7 @@ glms_rotated_y(mat4s m, float angle) {
* @brief rotate existing transform matrix around Z axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] angle angle (radians)
* @returns rotated matrix
*/
@@ -137,10 +137,10 @@ glms_rotated_z(mat4s m, float angle) {
/*!
* @brief rotate existing transform matrix around given axis by angle
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat4s
@@ -153,11 +153,11 @@ glms_rotated(mat4s m, float angle, vec3s axis) {
* @brief rotate existing transform
* around given axis by angle at given pivot point (rotation center)
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat4s
@@ -169,10 +169,10 @@ glms_rotated_at(mat4s m, vec3s pivot, float angle, vec3s axis) {
/*!
* @brief rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat4s

View File

@@ -33,9 +33,9 @@
* @brief translate existing transform matrix by v vector
* and stores result in same matrix
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] v translate vector [x, y, z]
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat4s
@@ -47,9 +47,9 @@ glms_translate(mat4s m, vec3s v) {
/*!
* @brief translate existing transform matrix by x factor
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] x x factor
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat4s
@@ -61,9 +61,9 @@ glms_translate_x(mat4s m, float x) {
/*!
* @brief translate existing transform matrix by y factor
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] y y factor
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat4s
@@ -75,9 +75,9 @@ glms_translate_y(mat4s m, float y) {
/*!
* @brief translate existing transform matrix by z factor
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] z z factor
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat4s
@@ -90,7 +90,7 @@ glms_translate_z(mat4s m, float z) {
* @brief rotate existing transform matrix around X axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] angle angle (radians)
* @returns rotated matrix
*/
@@ -106,7 +106,7 @@ glms_rotate_x(mat4s m, float angle) {
* @brief rotate existing transform matrix around Y axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] angle angle (radians)
* @returns rotated matrix
*/
@@ -122,7 +122,7 @@ glms_rotate_y(mat4s m, float angle) {
* @brief rotate existing transform matrix around Z axis by angle
* and store result in dest
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] angle angle (radians)
* @returns rotated matrix
*/
@@ -137,10 +137,10 @@ glms_rotate_z(mat4s m, float angle) {
/*!
* @brief rotate existing transform matrix around given axis by angle
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat4s
@@ -153,11 +153,11 @@ glms_rotate(mat4s m, float angle, vec3s axis) {
* @brief rotate existing transform
* around given axis by angle at given pivot point (rotation center)
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat4s
@@ -169,10 +169,10 @@ glms_rotate_at(mat4s m, vec3s pivot, float angle, vec3s axis) {
/*!
* @brief rotate existing transform matrix around given axis by angle around self (doesn't affected by position)
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat4s

View File

@@ -45,7 +45,7 @@
* @brief creates NEW translate transform matrix by v vector
*
* @param[in] v translate vector [x, y, z]
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat4s
@@ -59,7 +59,7 @@ glms_translate_make(vec3s v) {
* @brief creates NEW scale matrix by v vector
*
* @param[in] v scale vector [x, y, z]
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat4s
@@ -73,9 +73,9 @@ glms_scale_make(vec3s v) {
* @brief scales existing transform matrix by v vector
* and stores result in same matrix
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] v scale vector [x, y, z]
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat4s
@@ -89,9 +89,9 @@ glms_scale(mat4s m, vec3s v) {
* @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] m affine transform
* @param[in] s scale factor
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat4s
@@ -107,7 +107,7 @@ glms_scale_uni(mat4s m, float s) {
*
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat4s
@@ -128,7 +128,7 @@ glms_rotate_make(float angle, vec3s axis) {
* @param[in] pivot rotation center
* @param[in] angle angle (radians)
* @param[in] axis axis
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat4s
@@ -184,7 +184,7 @@ glms_decompose_rs(mat4s m, mat4s * __restrict r, vec3s * __restrict s) {
* @brief decompose affine transform, TODO: extract shear factors.
* DON'T pass projected matrix here
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[out] t translation vector
* @param[out] r rotation matrix (mat4)
* @param[out] s scaling vector [X, Y, Z]

View File

@@ -32,9 +32,9 @@
* @brief translate existing 2d transform matrix by v vector
* and stores result in same matrix
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] v translate vector [x, y]
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat3s
@@ -46,9 +46,9 @@ glms_translate2d(mat3s m, vec2s v) {
/*!
* @brief translate existing 2d transform matrix by x factor
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] x x factor
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat3s
@@ -60,9 +60,9 @@ glms_translate2d_x(mat3s m, float x) {
/*!
* @brief translate existing 2d transform matrix by y factor
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] y y factor
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat3s
@@ -75,7 +75,7 @@ glms_translate2d_y(mat3s m, float y) {
* @brief creates NEW translate 2d transform matrix by v vector
*
* @param[in] v translate vector [x, y]
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat3s
@@ -89,7 +89,7 @@ glms_translate2d_make(vec2s v) {
* @brief creates NEW 2d scale matrix by v vector
*
* @param[in] v scale vector [x, y]
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat3s
@@ -103,9 +103,9 @@ glms_scale2d_make(vec2s v) {
* @brief scales existing 2d transform matrix by v vector
* and stores result in same matrix
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] v scale vector [x, y, z]
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat3s
@@ -119,9 +119,9 @@ glms_scale2d(mat3s m, vec2s v) {
* @brief applies uniform scale to existing 2d transform matrix v = [s, s, s]
* and stores result in same matrix
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] s scale factor
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat3s
@@ -136,7 +136,7 @@ glms_scale2d_uni(mat3s m, float s) {
* axis will be normalized so you don't need to normalize it
*
* @param[in] angle angle (radians)
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat3s
@@ -149,9 +149,9 @@ glms_rotate2d_make(float angle) {
/*!
* @brief rotate existing 2d transform matrix around given axis by angle
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] angle angle (radians)
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat3s
@@ -163,9 +163,9 @@ glms_rotate2d(mat3s m, float angle) {
/*!
* @brief rotate existing 2d transform matrix around given axis by angle
*
* @param[in] m affine transfrom
* @param[in] m affine transform
* @param[in] angle angle (radians)
* @returns affine transfrom
* @returns affine transform
*/
CGLM_INLINE
mat3s

View File

@@ -92,7 +92,7 @@ glms_aabb_(crop)(vec3s box[2], vec3s cropBox[2], vec3s dest[2]) {
*
* @param[in] box bounding box
* @param[in] cropBox crop box
* @param[in] clampBox miniumum box
* @param[in] clampBox minimum box
* @param[out] dest cropped bounding box
*/
CGLM_INLINE

View File

@@ -495,7 +495,7 @@ glms_persp_decomp_x(mat4s proj,
/*!
* @brief decomposes top and bottom values of perspective projection.
* y stands for y axis (top / botom axis)
* y stands for y axis (top / bottom axis)
*
* @param[in] proj perspective projection matrix
* @param[out] top top

View File

@@ -203,7 +203,7 @@ glms_persp_decomp_x_lh_no(mat4s proj,
* @brief decomposes top and bottom values of perspective projection
* with a left-hand coordinate system and a
* clip-space of [-1, 1].
* y stands for y axis (top / botom axis)
* y stands for y axis (top / bottom axis)
*
* @param[in] proj perspective projection matrix
* @param[out] top top

View File

@@ -203,7 +203,7 @@ glms_persp_decomp_x_lh_zo(mat4s proj,
* @brief decomposes top and bottom values of perspective projection
* with a left-hand coordinate system and a
* clip-space of [0, 1].
* y stands for y axis (top / botom axis)
* y stands for y axis (top / bottom axis)
*
* @param[in] proj perspective projection matrix
* @param[out] top top

View File

@@ -203,7 +203,7 @@ glms_persp_decomp_x_rh_no(mat4s proj,
* @brief decomposes top and bottom values of perspective projection
* with a right-hand coordinate system and a
* clip-space of [-1, 1].
* y stands for y axis (top / botom axis)
* y stands for y axis (top / bottom axis)
*
* @param[in] proj perspective projection matrix
* @param[out] top top

View File

@@ -203,7 +203,7 @@ glms_persp_decomp_x_rh_zo(mat4s proj,
* @brief decomposes top and bottom values of perspective projection
* with a right-hand coordinate system and a
* clip-space of [0, 1].
* y stands for y axis (top / botom axis)
* y stands for y axis (top / bottom axis)
*
* @param[in] proj perspective projection matrix
* @param[out] top top

View File

@@ -9,7 +9,7 @@
NOTE:
angles must be passed as [X-Angle, Y-Angle, Z-angle] order
For instance you don't pass angles as [Z-Angle, X-Angle, Y-angle] to
glm_euler_zxy funciton, All RELATED functions accept angles same order
glm_euler_zxy function, All RELATED functions accept angles same order
which is [X, Y, Z].
*/

View File

@@ -140,7 +140,7 @@ glms_mat3_(mul)(mat3s m1, mat3s m2) {
}
/*!
* @brief tranpose mat3 and store result in same matrix
* @brief transpose mat3 and store result in same matrix
*
* @param[in, out] m source and dest
*/

View File

@@ -107,7 +107,7 @@ glms_mat4_(copy)(mat4s mat) {
* mat4 mat = GLM_MAT4_IDENTITY_INIT;
* @endcode
*
* @retuns destination
* @returns destination
*/
CGLM_INLINE
mat4s
@@ -319,7 +319,7 @@ glms_mat4_(mulv3)(mat4s m, vec3s v, float last) {
}
/*!
* @brief tranpose mat4 and store result in same matrix
* @brief transpose mat4 and store result in same matrix
*
* @param[in] m source
* @returns result

View File

@@ -446,7 +446,7 @@ glms_quat_(nlerp)(versors from, versors to, float t) {
*
* @param[in] from from
* @param[in] to to
* @param[in] t amout
* @param[in] t amount
* @returns result quaternion
*/
CGLM_INLINE

View File

@@ -179,7 +179,7 @@ glms_vec2_(cross)(vec2s a, vec2s b) {
* @brief norm * norm (magnitude) of vec
*
* we can use this func instead of calling norm * norm, because it would call
* sqrtf fuction twice but with this func we can avoid func call, maybe this is
* sqrtf function twice but with this func we can avoid func call, maybe this is
* not good name for this func
*
* @param[in] v vector

View File

@@ -194,7 +194,7 @@ glms_vec3_(dot)(vec3s a, vec3s b) {
* @brief norm * norm (magnitude) of vec
*
* we can use this func instead of calling norm * norm, because it would call
* sqrtf fuction twice but with this func we can avoid func call, maybe this is
* sqrtf function twice but with this func we can avoid func call, maybe this is
* not good name for this func
*
* @param[in] v vector
@@ -656,7 +656,7 @@ glms_vec3_(crossn)(vec3s a, vec3s b) {
}
/*!
* @brief angle betwen two vector
* @brief angle between two vector
*
* @param[in] a vector1
* @param[in] b vector2
@@ -1055,7 +1055,7 @@ glms_normalize(vec3s v) {
/*!
* @brief swizzle vector components
*
* you can use existin masks e.g. GLM_XXX, GLM_ZYX
* you can use existing masks e.g. GLM_XXX, GLM_ZYX
*
* @param[in] v source
* @param[in] mask mask

View File

@@ -223,7 +223,7 @@ glms_vec4_(dot)(vec4s a, vec4s b) {
* @brief norm * norm (magnitude) of vec
*
* we can use this func instead of calling norm * norm, because it would call
* sqrtf fuction twice but with this func we can avoid func call, maybe this is
* sqrtf function twice but with this func we can avoid func call, maybe this is
* not good name for this func
*
* @param[in] v vec4
@@ -899,7 +899,7 @@ glms_vec4_(cubic)(float s) {
/*!
* @brief swizzle vector components
*
* you can use existin masks e.g. GLM_XXXX, GLM_WZYX
* you can use existing masks e.g. GLM_XXXX, GLM_WZYX
*
* @param[in] v source
* @param[in] mask mask

View File

@@ -87,7 +87,7 @@ glm_deg(float rad) {
}
/*!
* @brief convert exsisting degree to radians. this will override degrees value
* @brief convert existing degree to radians. this will override degrees value
*
* @param[in, out] deg pointer to angle in degrees
*/
@@ -98,7 +98,7 @@ glm_make_rad(float *deg) {
}
/*!
* @brief convert exsisting radians to degree. this will override radians value
* @brief convert existing radians to degree. this will override radians value
*
* @param[in, out] rad pointer to angle in radians
*/

View File

@@ -154,7 +154,7 @@ glm_vec2_cross(vec2 a, vec2 b) {
* @brief norm * norm (magnitude) of vec
*
* we can use this func instead of calling norm * norm, because it would call
* sqrtf fuction twice but with this func we can avoid func call, maybe this is
* sqrtf function twice but with this func we can avoid func call, maybe this is
* not good name for this func
*
* @param[in] v vector

View File

@@ -196,7 +196,7 @@ glm_vec3_dot(vec3 a, vec3 b) {
* @brief norm * norm (magnitude) of vec
*
* we can use this func instead of calling norm * norm, because it would call
* sqrtf fuction twice but with this func we can avoid func call, maybe this is
* sqrtf function twice but with this func we can avoid func call, maybe this is
* not good name for this func
*
* @param[in] v vector
@@ -710,7 +710,7 @@ glm_vec3_crossn(vec3 a, vec3 b, vec3 dest) {
}
/*!
* @brief angle betwen two vector
* @brief angle between two vector
*
* @param[in] a vector1
* @param[in] b vector2
@@ -1112,7 +1112,7 @@ glm_vec3_smoothinterpc(vec3 from, vec3 to, float t, vec3 dest) {
/*!
* @brief swizzle vector components
*
* you can use existin masks e.g. GLM_XXX, GLM_ZYX
* you can use existing masks e.g. GLM_XXX, GLM_ZYX
*
* @param[in] v source
* @param[in] mask mask

View File

@@ -246,7 +246,7 @@ glm_vec4_dot(vec4 a, vec4 b) {
* @brief norm * norm (magnitude) of vec
*
* we can use this func instead of calling norm * norm, because it would call
* sqrtf fuction twice but with this func we can avoid func call, maybe this is
* sqrtf function twice but with this func we can avoid func call, maybe this is
* not good name for this func
*
* @param[in] v vec4
@@ -1272,7 +1272,7 @@ glm_vec4_cubic(float s, vec4 dest) {
/*!
* @brief swizzle vector components
*
* you can use existin masks e.g. GLM_XXXX, GLM_WZYX
* you can use existing masks e.g. GLM_XXXX, GLM_WZYX
*
* @param[in] v source
* @param[in] mask mask