| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514 |
- .. default-domain:: C
- vec3
- ====
- Header: cglm/vec3.h
- **Important:** *cglm* was used **glm_vec_** namespace for vec3 functions until
- **v0.5.0**, since **v0.5.0** cglm uses **glm_vec3_** namespace for vec3.
- Also `glm_vec3_flipsign` has been renamed to `glm_vec3_negate`
- 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 version of alias functions
- There are also functions for rotating *vec3* vector. **_m4**, **_m3** prefixes
- rotate *vec3* with matrix.
- Table of contents (click to go):
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Macros:
- 1. glm_vec3_dup(v, dest)
- #. GLM_VEC3_ONE_INIT
- #. GLM_VEC3_ZERO_INIT
- #. GLM_VEC3_ONE
- #. GLM_VEC3_ZERO
- #. GLM_YUP
- #. GLM_ZUP
- #. GLM_XUP
- Functions:
- 1. :c:func:`glm_vec3`
- #. :c:func:`glm_vec3_copy`
- #. :c:func:`glm_vec3_zero`
- #. :c:func:`glm_vec3_one`
- #. :c:func:`glm_vec3_dot`
- #. :c:func:`glm_vec3_norm2`
- #. :c:func:`glm_vec3_norm`
- #. :c:func:`glm_vec3_add`
- #. :c:func:`glm_vec3_adds`
- #. :c:func:`glm_vec3_sub`
- #. :c:func:`glm_vec3_subs`
- #. :c:func:`glm_vec3_mul`
- #. :c:func:`glm_vec3_scale`
- #. :c:func:`glm_vec3_scale_as`
- #. :c:func:`glm_vec3_div`
- #. :c:func:`glm_vec3_divs`
- #. :c:func:`glm_vec3_addadd`
- #. :c:func:`glm_vec3_subadd`
- #. :c:func:`glm_vec3_muladd`
- #. :c:func:`glm_vec3_muladds`
- #. :c:func:`glm_vec3_maxadd`
- #. :c:func:`glm_vec3_minadd`
- #. :c:func:`glm_vec3_flipsign`
- #. :c:func:`glm_vec3_flipsign_to`
- #. :c:func:`glm_vec3_inv`
- #. :c:func:`glm_vec3_inv_to`
- #. :c:func:`glm_vec3_negate`
- #. :c:func:`glm_vec3_negate_to`
- #. :c:func:`glm_vec3_normalize`
- #. :c:func:`glm_vec3_normalize_to`
- #. :c:func:`glm_vec3_cross`
- #. :c:func:`glm_vec3_crossn`
- #. :c:func:`glm_vec3_distance2`
- #. :c:func:`glm_vec3_distance`
- #. :c:func:`glm_vec3_angle`
- #. :c:func:`glm_vec3_rotate`
- #. :c:func:`glm_vec3_rotate_m4`
- #. :c:func:`glm_vec3_rotate_m3`
- #. :c:func:`glm_vec3_proj`
- #. :c:func:`glm_vec3_center`
- #. :c:func:`glm_vec3_maxv`
- #. :c:func:`glm_vec3_minv`
- #. :c:func:`glm_vec3_ortho`
- #. :c:func:`glm_vec3_clamp`
- #. :c:func:`glm_vec3_lerp`
- #. :c:func:`glm_vec3_make`
- Functions documentation
- ~~~~~~~~~~~~~~~~~~~~~~~
- .. c:function:: void glm_vec3(vec4 v4, vec3 dest)
- init vec3 using vec4
- Parameters:
- | *[in]* **v4** vector4
- | *[out]* **dest** destination
- .. c:function:: void glm_vec3_copy(vec3 a, vec3 dest)
- copy all members of [a] to [dest]
- Parameters:
- | *[in]* **a** source
- | *[out]* **dest** destination
- .. c:function:: void glm_vec3_zero(vec3 v)
- makes all members 0.0f (zero)
- Parameters:
- | *[in, out]* **v** vector
- .. c:function:: void glm_vec3_one(vec3 v)
- makes all members 1.0f (one)
- Parameters:
- | *[in, out]* **v** vector
- .. c:function:: float glm_vec3_dot(vec3 a, vec3 b)
- dot product of vec3
- Parameters:
- | *[in]* **a** vector1
- | *[in]* **b** vector2
- Returns:
- dot product
- .. c:function:: void glm_vec3_cross(vec3 a, vec3 b, vec3 d)
- cross product of two vector (RH)
- Parameters:
- | *[in]* **a** vector 1
- | *[in]* **b** vector 2
- | *[out]* **dest** destination
- .. c:function:: void glm_vec3_crossn(vec3 a, vec3 b, vec3 dest)
- cross product of two vector (RH) and normalize the result
- Parameters:
- | *[in]* **a** vector 1
- | *[in]* **b** vector 2
- | *[out]* **dest** destination
- .. c:function:: float glm_vec3_norm2(vec3 v)
- norm * norm (magnitude) of vector
- we can use this func instead of calling norm * norm, because it would call
- sqrtf function twice but with this func we can avoid func call, maybe this is
- not good name for this func
- Parameters:
- | *[in]* **v** vector
- Returns:
- square of norm / magnitude
- .. c:function:: float glm_vec3_norm(vec3 vec)
- | euclidean norm (magnitude), also called L2 norm
- | this will give magnitude of vector in euclidean space
- Parameters:
- | *[in]* **vec** vector
- .. c:function:: void glm_vec3_add(vec3 a, vec3 b, vec3 dest)
- add a vector to b vector store result in dest
- Parameters:
- | *[in]* **a** vector1
- | *[in]* **b** vector2
- | *[out]* **dest** destination vector
- .. c:function:: void glm_vec3_adds(vec3 a, float s, vec3 dest)
- add scalar to v vector store result in dest (d = v + vec(s))
- Parameters:
- | *[in]* **v** vector
- | *[in]* **s** scalar
- | *[out]* **dest** destination vector
- .. c:function:: void glm_vec3_sub(vec3 v1, vec3 v2, vec3 dest)
- subtract b vector from a vector store result in dest (d = v1 - v2)
- Parameters:
- | *[in]* **a** vector1
- | *[in]* **b** vector2
- | *[out]* **dest** destination vector
- .. c:function:: void glm_vec3_subs(vec3 v, float s, vec3 dest)
- subtract scalar from v vector store result in dest (d = v - vec(s))
- Parameters:
- | *[in]* **v** vector
- | *[in]* **s** scalar
- | *[out]* **dest** destination vector
- .. c:function:: void glm_vec3_mul(vec3 a, vec3 b, vec3 d)
- multiply two vector (component-wise multiplication)
- Parameters:
- | *[in]* **a** vector
- | *[in]* **b** scalar
- | *[out]* **d** result = (a[0] * b[0], a[1] * b[1], a[2] * b[2])
- .. c:function:: void glm_vec3_scale(vec3 v, float s, vec3 dest)
- multiply/scale vec3 vector with scalar: result = v * s
- Parameters:
- | *[in]* **v** vector
- | *[in]* **s** scalar
- | *[out]* **dest** destination vector
- .. c:function:: void glm_vec3_scale_as(vec3 v, float s, vec3 dest)
- make vec3 vector scale as specified: result = unit(v) * s
- Parameters:
- | *[in]* **v** vector
- | *[in]* **s** scalar
- | *[out]* **dest** destination vector
- .. c:function:: void glm_vec3_div(vec3 a, vec3 b, vec3 dest)
- div vector with another component-wise division: d = a / b
- Parameters:
- | *[in]* **a** vector 1
- | *[in]* **b** vector 2
- | *[out]* **dest** result = (a[0] / b[0], a[1] / b[1], a[2] / b[2])
- .. c:function:: void glm_vec3_divs(vec3 v, float s, vec3 dest)
- div vector with scalar: d = v / s
- Parameters:
- | *[in]* **v** vector
- | *[in]* **s** scalar
- | *[out]* **dest** result = (a[0] / s, a[1] / s, a[2] / s])
- .. c:function:: void glm_vec3_addadd(vec3 a, vec3 b, vec3 dest)
- | add two vectors and add result to sum
- | it applies += operator so dest must be initialized
- Parameters:
- | *[in]* **a** vector 1
- | *[in]* **b** vector 2
- | *[out]* **dest** dest += (a + b)
- .. c:function:: void glm_vec3_subadd(vec3 a, vec3 b, vec3 dest)
- | sub two vectors and add result to sum
- | it applies += operator so dest must be initialized
- Parameters:
- | *[in]* **a** vector 1
- | *[in]* **b** vector 2
- | *[out]* **dest** dest += (a - b)
- .. c:function:: void glm_vec3_muladd(vec3 a, vec3 b, vec3 dest)
- | mul two vectors and add result to sum
- | it applies += operator so dest must be initialized
- Parameters:
- | *[in]* **a** vector 1
- | *[in]* **b** vector 2
- | *[out]* **dest** dest += (a * b)
- .. c:function:: void glm_vec3_muladds(vec3 a, float s, vec3 dest)
- | mul vector with scalar and add result to sum
- | it applies += operator so dest must be initialized
- Parameters:
- | *[in]* **a** vector
- | *[in]* **s** scalar
- | *[out]* **dest** dest += (a * b)
- .. c:function:: void glm_vec3_maxadd(vec3 a, vec3 b, vec3 dest)
- | add max of two vector to result/dest
- | it applies += operator so dest must be initialized
- Parameters:
- | *[in]* **a** vector 1
- | *[in]* **b** vector 2
- | *[out]* **dest** dest += (a * b)
- .. c:function:: void glm_vec3_minadd(vec3 a, vec3 b, vec3 dest)
- | add min of two vector to result/dest
- | it applies += operator so dest must be initialized
- Parameters:
- | *[in]* **a** vector 1
- | *[in]* **b** vector 2
- | *[out]* **dest** dest += (a * b)
- .. c:function:: void glm_vec3_flipsign(vec3 v)
- **DEPRECATED!**
- use :c:func:`glm_vec3_negate`
- Parameters:
- | *[in, out]* **v** vector
- .. c:function:: void glm_vec3_flipsign_to(vec3 v, vec3 dest)
- **DEPRECATED!**
- use :c:func:`glm_vec3_negate_to`
- Parameters:
- | *[in]* **v** vector
- | *[out]* **dest** negated vector
- .. c:function:: void glm_vec3_inv(vec3 v)
- **DEPRECATED!**
- use :c:func:`glm_vec3_negate`
- Parameters:
- | *[in, out]* **v** vector
- .. c:function:: void glm_vec3_inv_to(vec3 v, vec3 dest)
- **DEPRECATED!**
- use :c:func:`glm_vec3_negate_to`
- Parameters:
- | *[in]* **v** source
- | *[out]* **dest** destination
- .. c:function:: void glm_vec3_negate(vec3 v)
- negate vector components
- Parameters:
- | *[in, out]* **v** vector
- .. c:function:: void glm_vec3_negate_to(vec3 v, vec3 dest)
- negate vector components and store result in dest
- Parameters:
- | *[in]* **v** vector
- | *[out]* **dest** negated vector
- .. c:function:: void glm_vec3_normalize(vec3 v)
- normalize vec3 and store result in same vec
- Parameters:
- | *[in, out]* **v** vector
- .. c:function:: void glm_vec3_normalize_to(vec3 vec, vec3 dest)
- normalize vec3 to dest
- Parameters:
- | *[in]* **vec** source
- | *[out]* **dest** destination
- .. c:function:: float glm_vec3_angle(vec3 v1, vec3 v2)
- angle between two vector
- Parameters:
- | *[in]* **v1** vector1
- | *[in]* **v2** vector2
- Return:
- | angle as radians
- .. c:function:: void glm_vec3_rotate(vec3 v, float angle, vec3 axis)
- rotate vec3 around axis by angle using Rodrigues' rotation formula
- Parameters:
- | *[in, out]* **v** vector
- | *[in]* **axis** axis vector (will be normalized)
- | *[in]* **angle** angle (radians)
- .. c:function:: void glm_vec3_rotate_m4(mat4 m, vec3 v, vec3 dest)
- apply rotation matrix to vector
- Parameters:
- | *[in]* **m** affine matrix or rot matrix
- | *[in]* **v** vector
- | *[out]* **dest** rotated vector
- .. c:function:: void glm_vec3_rotate_m3(mat3 m, vec3 v, vec3 dest)
- apply rotation matrix to vector
- Parameters:
- | *[in]* **m** affine matrix or rot matrix
- | *[in]* **v** vector
- | *[out]* **dest** rotated vector
- .. c:function:: void glm_vec3_proj(vec3 a, vec3 b, vec3 dest)
- project a vector onto b vector
- Parameters:
- | *[in]* **a** vector1
- | *[in]* **b** vector2
- | *[out]* **dest** projected vector
- .. c:function:: void glm_vec3_center(vec3 v1, vec3 v2, vec3 dest)
- find center point of two vector
- Parameters:
- | *[in]* **v1** vector1
- | *[in]* **v2** vector2
- | *[out]* **dest** center point
- .. c:function:: float glm_vec3_distance2(vec3 v1, vec3 v2)
- squared distance between two vectors
- Parameters:
- | *[in]* **v1** vector1
- | *[in]* **v2** vector2
- Returns:
- | squared distance (distance * distance)
- .. c:function:: float glm_vec3_distance(vec3 v1, vec3 v2)
- distance between two vectors
- Parameters:
- | *[in]* **v1** vector1
- | *[in]* **v2** vector2
- Returns:
- | distance
- .. c:function:: void glm_vec3_maxv(vec3 v1, vec3 v2, vec3 dest)
- max values of vectors
- Parameters:
- | *[in]* **v1** vector1
- | *[in]* **v2** vector2
- | *[out]* **dest** destination
- .. c:function:: void glm_vec3_minv(vec3 v1, vec3 v2, vec3 dest)
- min values of vectors
- Parameters:
- | *[in]* **v1** vector1
- | *[in]* **v2** vector2
- | *[out]* **dest** destination
- .. c:function:: void glm_vec3_ortho(vec3 v, vec3 dest)
- possible orthogonal/perpendicular vector
- References:
- * `On picking an orthogonal vector (and combing coconuts) <http://lolengine.net/blog/2013/09/21/picking-orthogonal-vector-combing-coconuts>`_
- Parameters:
- | *[in]* **v** vector
- | *[out]* **dest** orthogonal/perpendicular vector
- .. c:function:: void glm_vec3_clamp(vec3 v, float minVal, float maxVal)
- constrain a value to lie between two further values
- Parameters:
- | *[in, out]* **v** vector
- | *[in]* **minVal** minimum value
- | *[in]* **maxVal** maximum value
- .. c:function:: void glm_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest)
- linear interpolation between two vector
- | formula: from + s * (to - from)
- Parameters:
- | *[in]* **from** from value
- | *[in]* **to** to value
- | *[in]* **t** interpolant (amount) clamped between 0 and 1
- | *[out]* **dest** destination
- .. c:function:: void glm_vec3_make(float * __restrict src, vec3 dest)
- Create three dimensional vector from pointer
- .. note::: **@src** must contain at least 3 elements.
- Parameters:
- | *[in]* **src** pointer to an array of floats
- | *[out]* **dest** destination vector
|