mirror of
https://github.com/recp/cglm.git
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241 lines
3.3 KiB
C
241 lines
3.3 KiB
C
/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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#ifndef cglmc_vec3_h
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#define cglmc_vec3_h
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "../cglm.h"
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/* DEPRECATED! use _copy, _ucopy versions */
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#define glmc_vec_dup(v, dest) glmc_vec_copy(v, dest)
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CGLM_EXPORT
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void
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glmc_vec3(vec4 v4, vec3 dest);
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CGLM_EXPORT
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void
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glmc_vec_copy(vec3 a, vec3 dest);
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CGLM_EXPORT
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void
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glmc_vec_zero(vec3 v);
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CGLM_EXPORT
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void
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glmc_vec_one(vec3 v);
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CGLM_EXPORT
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float
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glmc_vec_dot(vec3 a, vec3 b);
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CGLM_EXPORT
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void
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glmc_vec_cross(vec3 a, vec3 b, vec3 d);
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CGLM_EXPORT
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float
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glmc_vec_norm(vec3 vec);
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CGLM_EXPORT
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float
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glmc_vec_norm2(vec3 vec);
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CGLM_EXPORT
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void
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glmc_vec_normalize_to(vec3 vec, vec3 dest);
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CGLM_EXPORT
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void
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glmc_vec_normalize(vec3 v);
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CGLM_EXPORT
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void
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glmc_vec_add(vec3 v1, vec3 v2, vec3 dest);
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CGLM_EXPORT
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void
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glmc_vec_adds(vec3 v, float s, vec3 dest);
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CGLM_EXPORT
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void
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glmc_vec_sub(vec3 a, vec3 b, vec3 dest);
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CGLM_EXPORT
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void
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glmc_vec_subs(vec3 v, float s, vec3 dest);
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CGLM_EXPORT
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void
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glmc_vec_mul(vec3 a, vec3 b, vec3 d);
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CGLM_EXPORT
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void
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glmc_vec_scale(vec3 v, float s, vec3 dest);
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CGLM_EXPORT
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void
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glmc_vec_scale_as(vec3 v, float s, vec3 dest);
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CGLM_EXPORT
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void
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glmc_vec_div(vec3 a, vec3 b, vec3 dest);
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CGLM_EXPORT
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void
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glmc_vec_divs(vec3 a, float s, vec3 dest);
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CGLM_EXPORT
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void
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glmc_vec_addadd(vec3 a, vec3 b, vec3 dest);
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CGLM_EXPORT
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void
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glmc_vec_subadd(vec3 a, vec3 b, vec3 dest);
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CGLM_EXPORT
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void
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glmc_vec_muladd(vec3 a, vec3 b, vec3 dest);
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CGLM_EXPORT
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void
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glmc_vec_muladds(vec3 a, float s, vec3 dest);
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CGLM_EXPORT
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void
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glmc_vec_flipsign(vec3 v);
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CGLM_EXPORT
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void
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glmc_vec_flipsign_to(vec3 v, vec3 dest);
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CGLM_EXPORT
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void
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glmc_vec_inv(vec3 v);
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CGLM_EXPORT
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void
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glmc_vec_inv_to(vec3 v, vec3 dest);
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CGLM_EXPORT
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float
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glmc_vec_angle(vec3 v1, vec3 v2);
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CGLM_EXPORT
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void
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glmc_vec_rotate(vec3 v, float angle, vec3 axis);
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CGLM_EXPORT
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void
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glmc_vec_rotate_m4(mat4 m, vec3 v, vec3 dest);
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CGLM_EXPORT
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void
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glmc_vec_rotate_m3(mat3 m, vec3 v, vec3 dest);
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CGLM_EXPORT
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void
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glmc_vec_proj(vec3 a, vec3 b, vec3 dest);
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CGLM_EXPORT
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void
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glmc_vec_center(vec3 v1, vec3 v2, vec3 dest);
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CGLM_EXPORT
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float
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glmc_vec_distance2(vec3 v1, vec3 v2);
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CGLM_EXPORT
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float
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glmc_vec_distance(vec3 v1, vec3 v2);
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CGLM_EXPORT
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void
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glmc_vec_maxv(vec3 v1, vec3 v2, vec3 dest);
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CGLM_EXPORT
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void
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glmc_vec_minv(vec3 v1, vec3 v2, vec3 dest);
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CGLM_EXPORT
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void
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glmc_vec_clamp(vec3 v, float minVal, float maxVal);
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CGLM_EXPORT
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void
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glmc_vec_ortho(vec3 v, vec3 dest);
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CGLM_EXPORT
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void
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glmc_vec_lerp(vec3 from, vec3 to, float t, vec3 dest);
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/* ext */
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CGLM_EXPORT
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void
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glmc_vec_mulv(vec3 a, vec3 b, vec3 d);
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CGLM_EXPORT
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void
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glmc_vec_broadcast(float val, vec3 d);
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CGLM_EXPORT
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bool
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glmc_vec_eq(vec3 v, float val);
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CGLM_EXPORT
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bool
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glmc_vec_eq_eps(vec3 v, float val);
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CGLM_EXPORT
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bool
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glmc_vec_eq_all(vec3 v);
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CGLM_EXPORT
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bool
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glmc_vec_eqv(vec3 v1, vec3 v2);
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CGLM_EXPORT
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bool
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glmc_vec_eqv_eps(vec3 v1, vec3 v2);
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CGLM_EXPORT
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float
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glmc_vec_max(vec3 v);
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CGLM_EXPORT
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float
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glmc_vec_min(vec3 v);
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CGLM_EXPORT
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bool
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glmc_vec_isnan(vec3 v);
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CGLM_EXPORT
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bool
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glmc_vec_isinf(vec3 v);
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CGLM_EXPORT
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bool
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glmc_vec_isvalid(vec3 v);
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CGLM_EXPORT
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void
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glmc_vec_sign(vec3 v, vec3 dest);
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CGLM_EXPORT
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void
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glmc_vec_sqrt(vec3 v, vec3 dest);
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#ifdef __cplusplus
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}
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#endif
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#endif /* cglmc_vec3_h */
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