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- .. default-domain:: C
- vec3
- ====
- 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_vec_dot`,
- alias means inline wrapper here. There is no call verison 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_vec_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_vec_copy`
- #. :c:func:`glm_vec_dot`
- #. :c:func:`glm_vec_cross`
- #. :c:func:`glm_vec_norm2`
- #. :c:func:`glm_vec_norm`
- #. :c:func:`glm_vec_add`
- #. :c:func:`glm_vec_sub`
- #. :c:func:`glm_vec_scale`
- #. :c:func:`glm_vec_scale_as`
- #. :c:func:`glm_vec_flipsign`
- #. :c:func:`glm_vec_inv`
- #. :c:func:`glm_vec_inv_to`
- #. :c:func:`glm_vec_normalize`
- #. :c:func:`glm_vec_normalize_to`
- #. :c:func:`glm_vec_distance`
- #. :c:func:`glm_vec_angle`
- #. :c:func:`glm_vec_rotate`
- #. :c:func:`glm_vec_rotate_m4`
- #. :c:func:`glm_vec_proj`
- #. :c:func:`glm_vec_center`
- #. :c:func:`glm_vec_maxv`
- #. :c:func:`glm_vec_minv`
- #. :c:func:`glm_vec_ortho`
- 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_vec_copy(vec3 a, vec3 dest)
- copy all members of [a] to [dest]
- Parameters:
- | *[in]* **a** source
- | *[out]* **dest** destination
- .. c:function:: float glm_vec_dot(vec3 a, vec3 b)
- dot product of vec3
- Parameters:
- | *[in]* **a** vector1
- | *[in]* **b** vector2
- Returns:
- dot product
- .. c:function:: void glm_vec_cross(vec3 a, vec3 b, vec3 d)
- cross product
- Parameters:
- | *[in]* **a** source 1
- | *[in]* **b** source 2
- | *[out]* **d** destination
- .. c:function:: float glm_vec_norm2(vec3 v)
- 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
- not good name for this func
- Parameters:
- | *[in]* **v** vector
- Returns:
- square of norm / magnitude
- .. c:function:: float glm_vec_norm(vec3 vec)
- norm (magnitude) of vec3
- Parameters:
- | *[in]* **vec** vector
- .. c:function:: void glm_vec_add(vec3 v1, vec3 v2, vec3 dest)
- add v2 vector to v1 vector store result in dest
- Parameters:
- | *[in]* **v1** vector1
- | *[in]* **v2** vector2
- | *[out]* **dest** destination vector
- .. c:function:: void glm_vec_sub(vec3 v1, vec3 v2, vec3 dest)
- subtract v2 vector from v1 vector store result in dest
- Parameters:
- | *[in]* **v1** vector1
- | *[in]* **v2** vector2
- | *[out]* **dest** destination vector
- .. c:function:: void glm_vec_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_vec_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_vec_flipsign(vec3 v)
- flip sign of all vec3 members
- Parameters:
- | *[in, out]* **v** vector
- .. c:function:: void glm_vec_inv(vec3 v)
- make vector as inverse/opposite of itself
- Parameters:
- | *[in, out]* **v** vector
- .. c:function:: void glm_vec_inv_to(vec3 v, vec3 dest)
- inverse/opposite vector
- Parameters:
- | *[in]* **v** source
- | *[out]* **dest** destination
- .. c:function:: void glm_vec_normalize(vec3 v)
- normalize vec3 and store result in same vec
- Parameters:
- | *[in, out]* **v** vector
- .. c:function:: void glm_vec_normalize_to(vec3 vec, vec3 dest)
- normalize vec3 to dest
- Parameters:
- | *[in]* **vec** source
- | *[out]* **dest** destination
- .. c:function:: float glm_vec_angle(vec3 v1, vec3 v2)
- angle betwen two vector
- Parameters:
- | *[in]* **v1** vector1
- | *[in]* **v2** vector2
- Return:
- | angle as radians
- .. c:function:: void glm_vec_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 (must be unit vector)
- | *[out]* **angle** angle (radians)
- .. c:function:: void glm_vec_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_vec_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_vec_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_vec_distance(vec3 v1, vec3 v2)
- distance between two vectors
- Parameters:
- | *[in]* **mat** vector1
- | *[in]* **row1** vector2
- Returns:
- | distance
- .. c:function:: void glm_vec_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_vec_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_vec_ortho(vec3 v, vec3 dest)
- possible orthogonal/perpendicular vector
- Parameters:
- | *[in]* **mat** vector
- | *[out]* **dest** orthogonal/perpendicular vector
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