586 lines
12 KiB
C
586 lines
12 KiB
C
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/*
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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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/*
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Macros:
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GLM_VEC2_ONE_INIT
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GLM_VEC2_ZERO_INIT
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GLM_VEC2_ONE
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GLM_VEC2_ZERO
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Functions:
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CGLM_INLINE void glm_vec2(float * __restrict v, vec2 dest)
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CGLM_INLINE void glm_vec2_copy(vec2 a, vec2 dest)
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CGLM_INLINE void glm_vec2_zero(vec2 v)
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CGLM_INLINE void glm_vec2_one(vec2 v)
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CGLM_INLINE float glm_vec2_dot(vec2 a, vec2 b)
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CGLM_INLINE float glm_vec2_cross(vec2 a, vec2 b)
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CGLM_INLINE float glm_vec2_norm2(vec2 v)
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CGLM_INLINE float glm_vec2_norm(vec2 vec)
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CGLM_INLINE void glm_vec2_add(vec2 a, vec2 b, vec2 dest)
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CGLM_INLINE void glm_vec2_adds(vec2 v, float s, vec2 dest)
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CGLM_INLINE void glm_vec2_sub(vec2 a, vec2 b, vec2 dest)
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CGLM_INLINE void glm_vec2_subs(vec2 v, float s, vec2 dest)
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CGLM_INLINE void glm_vec2_mul(vec2 a, vec2 b, vec2 d)
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CGLM_INLINE void glm_vec2_scale(vec2 v, float s, vec2 dest)
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CGLM_INLINE void glm_vec2_scale_as(vec2 v, float s, vec2 dest)
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CGLM_INLINE void glm_vec2_div(vec2 a, vec2 b, vec2 dest)
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CGLM_INLINE void glm_vec2_divs(vec2 v, float s, vec2 dest)
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CGLM_INLINE void glm_vec2_addadd(vec2 a, vec2 b, vec2 dest)
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CGLM_INLINE void glm_vec2_subadd(vec2 a, vec2 b, vec2 dest)
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CGLM_INLINE void glm_vec2_muladd(vec2 a, vec2 b, vec2 dest)
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CGLM_INLINE void glm_vec2_muladds(vec2 a, float s, vec2 dest)
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CGLM_INLINE void glm_vec2_maxadd(vec2 a, vec2 b, vec2 dest)
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CGLM_INLINE void glm_vec2_minadd(vec2 a, vec2 b, vec2 dest)
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CGLM_INLINE void glm_vec2_negate_to(vec2 v, vec2 dest)
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CGLM_INLINE void glm_vec2_negate(vec2 v)
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CGLM_INLINE void glm_vec2_normalize(vec2 v)
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CGLM_INLINE void glm_vec2_normalize_to(vec2 vec, vec2 dest)
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CGLM_INLINE void glm_vec2_rotate(vec2 v, float angle, vec2 dest)
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CGLM_INLINE float glm_vec2_distance2(vec2 a, vec2 b)
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CGLM_INLINE float glm_vec2_distance(vec2 a, vec2 b)
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CGLM_INLINE void glm_vec2_maxv(vec2 v1, vec2 v2, vec2 dest)
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CGLM_INLINE void glm_vec2_minv(vec2 v1, vec2 v2, vec2 dest)
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CGLM_INLINE void glm_vec2_clamp(vec2 v, float minVal, float maxVal)
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CGLM_INLINE void glm_vec2_lerp(vec2 from, vec2 to, float t, vec2 dest)
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*/
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#ifndef cglm_vec2_h
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#define cglm_vec2_h
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#include "common.h"
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#include "util.h"
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#include "vec2-ext.h"
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#define GLM_VEC2_ONE_INIT {1.0f, 1.0f}
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#define GLM_VEC2_ZERO_INIT {0.0f, 0.0f}
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#define GLM_VEC2_ONE ((vec2)GLM_VEC2_ONE_INIT)
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#define GLM_VEC2_ZERO ((vec2)GLM_VEC2_ZERO_INIT)
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/*!
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* @brief init vec2 using another vector
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*
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* @param[in] v a vector
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* @param[out] dest destination
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*/
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CGLM_INLINE
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void
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glm_vec2(float * __restrict v, vec2 dest) {
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dest[0] = v[0];
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dest[1] = v[1];
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}
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/*!
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* @brief copy all members of [a] to [dest]
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*
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* @param[in] a source
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* @param[out] dest destination
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*/
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CGLM_INLINE
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void
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glm_vec2_copy(vec2 a, vec2 dest) {
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dest[0] = a[0];
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dest[1] = a[1];
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}
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/*!
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* @brief make vector zero
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*
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* @param[in, out] v vector
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*/
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CGLM_INLINE
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void
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glm_vec2_zero(vec2 v) {
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v[0] = v[1] = 0.0f;
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}
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/*!
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* @brief make vector one
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*
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* @param[in, out] v vector
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*/
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CGLM_INLINE
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void
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glm_vec2_one(vec2 v) {
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v[0] = v[1] = 1.0f;
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}
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/*!
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* @brief vec2 dot product
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*
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* @param[in] a vector1
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* @param[in] b vector2
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*
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* @return dot product
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*/
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CGLM_INLINE
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float
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glm_vec2_dot(vec2 a, vec2 b) {
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return a[0] * b[0] + a[1] * b[1];
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}
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/*!
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* @brief vec2 cross product
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*
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* REF: http://allenchou.net/2013/07/cross-product-of-2d-vectors/
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*
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* @param[in] a vector1
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* @param[in] b vector2
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*
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* @return Z component of cross product
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*/
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CGLM_INLINE
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float
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glm_vec2_cross(vec2 a, vec2 b) {
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/* just calculate the z-component */
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return a[0] * b[1] - a[1] * b[0];
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}
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/*!
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* @brief norm * norm (magnitude) of vec
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*
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* we can use this func instead of calling norm * norm, because it would call
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* sqrtf fuction twice but with this func we can avoid func call, maybe this is
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* not good name for this func
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*
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* @param[in] v vector
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*
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* @return norm * norm
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*/
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CGLM_INLINE
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float
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glm_vec2_norm2(vec2 v) {
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return glm_vec2_dot(v, v);
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}
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/*!
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* @brief norm (magnitude) of vec2
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*
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* @param[in] vec vector
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*
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* @return norm
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*/
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CGLM_INLINE
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float
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glm_vec2_norm(vec2 vec) {
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return sqrtf(glm_vec2_norm2(vec));
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}
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/*!
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* @brief add a vector to b vector store result in dest
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*
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* @param[in] a vector1
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* @param[in] b vector2
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* @param[out] dest destination vector
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*/
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CGLM_INLINE
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void
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glm_vec2_add(vec2 a, vec2 b, vec2 dest) {
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dest[0] = a[0] + b[0];
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dest[1] = a[1] + b[1];
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}
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/*!
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* @brief add scalar to v vector store result in dest (d = v + s)
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*
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* @param[in] v vector
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* @param[in] s scalar
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* @param[out] dest destination vector
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*/
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CGLM_INLINE
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void
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glm_vec2_adds(vec2 v, float s, vec2 dest) {
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dest[0] = v[0] + s;
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dest[1] = v[1] + s;
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}
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/*!
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* @brief subtract b vector from a vector store result in dest
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*
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* @param[in] a vector1
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* @param[in] b vector2
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* @param[out] dest destination vector
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*/
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CGLM_INLINE
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void
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glm_vec2_sub(vec2 a, vec2 b, vec2 dest) {
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dest[0] = a[0] - b[0];
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dest[1] = a[1] - b[1];
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}
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/*!
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* @brief subtract scalar from v vector store result in dest (d = v - s)
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*
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* @param[in] v vector
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* @param[in] s scalar
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* @param[out] dest destination vector
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*/
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CGLM_INLINE
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void
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glm_vec2_subs(vec2 v, float s, vec2 dest) {
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dest[0] = v[0] - s;
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dest[1] = v[1] - s;
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}
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/*!
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* @brief multiply two vector (component-wise multiplication)
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*
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* @param a v1
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* @param b v2
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* @param dest v3 = (a[0] * b[0], a[1] * b[1])
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*/
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CGLM_INLINE
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void
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glm_vec2_mul(vec2 a, vec2 b, vec2 dest) {
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dest[0] = a[0] * b[0];
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dest[1] = a[1] * b[1];
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}
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/*!
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* @brief multiply/scale vector with scalar: result = v * s
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*
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* @param[in] v vector
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* @param[in] s scalar
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* @param[out] dest destination vector
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*/
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CGLM_INLINE
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void
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glm_vec2_scale(vec2 v, float s, vec2 dest) {
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dest[0] = v[0] * s;
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dest[1] = v[1] * s;
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}
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/*!
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* @brief scale as vector specified: result = unit(v) * s
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*
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* @param[in] v vector
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* @param[in] s scalar
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* @param[out] dest destination vector
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*/
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CGLM_INLINE
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void
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glm_vec2_scale_as(vec2 v, float s, vec2 dest) {
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float norm;
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norm = glm_vec2_norm(v);
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if (norm == 0.0f) {
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glm_vec2_zero(dest);
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return;
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}
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glm_vec2_scale(v, s / norm, dest);
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}
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/*!
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* @brief div vector with another component-wise division: d = a / b
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*
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* @param[in] a vector 1
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* @param[in] b vector 2
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* @param[out] dest result = (a[0]/b[0], a[1]/b[1])
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*/
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CGLM_INLINE
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void
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glm_vec2_div(vec2 a, vec2 b, vec2 dest) {
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dest[0] = a[0] / b[0];
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dest[1] = a[1] / b[1];
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}
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/*!
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* @brief div vector with scalar: d = v / s
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*
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* @param[in] v vector
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* @param[in] s scalar
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* @param[out] dest result = (a[0]/s, a[1]/s)
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*/
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CGLM_INLINE
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void
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glm_vec2_divs(vec2 v, float s, vec2 dest) {
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dest[0] = v[0] / s;
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dest[1] = v[1] / s;
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}
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/*!
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* @brief add two vectors and add result to sum
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*
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* it applies += operator so dest must be initialized
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*
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* @param[in] a vector 1
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* @param[in] b vector 2
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* @param[out] dest dest += (a + b)
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*/
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CGLM_INLINE
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void
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glm_vec2_addadd(vec2 a, vec2 b, vec2 dest) {
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dest[0] += a[0] + b[0];
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dest[1] += a[1] + b[1];
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}
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/*!
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* @brief sub two vectors and add result to dest
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*
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* it applies += operator so dest must be initialized
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*
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* @param[in] a vector 1
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* @param[in] b vector 2
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* @param[out] dest dest += (a + b)
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*/
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CGLM_INLINE
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void
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glm_vec2_subadd(vec2 a, vec2 b, vec2 dest) {
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dest[0] += a[0] - b[0];
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dest[1] += a[1] - b[1];
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}
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/*!
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* @brief mul two vectors and add result to dest
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*
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* it applies += operator so dest must be initialized
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*
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* @param[in] a vector 1
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* @param[in] b vector 2
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* @param[out] dest dest += (a * b)
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*/
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CGLM_INLINE
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void
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glm_vec2_muladd(vec2 a, vec2 b, vec2 dest) {
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dest[0] += a[0] * b[0];
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dest[1] += a[1] * b[1];
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}
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/*!
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* @brief mul vector with scalar and add result to sum
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*
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* it applies += operator so dest must be initialized
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*
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* @param[in] a vector
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* @param[in] s scalar
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* @param[out] dest dest += (a * b)
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*/
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CGLM_INLINE
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void
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glm_vec2_muladds(vec2 a, float s, vec2 dest) {
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dest[0] += a[0] * s;
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dest[1] += a[1] * s;
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}
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/*!
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* @brief add max of two vector to result/dest
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*
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* it applies += operator so dest must be initialized
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*
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* @param[in] a vector 1
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* @param[in] b vector 2
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* @param[out] dest dest += max(a, b)
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*/
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CGLM_INLINE
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void
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glm_vec2_maxadd(vec2 a, vec2 b, vec2 dest) {
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dest[0] += glm_max(a[0], b[0]);
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dest[1] += glm_max(a[1], b[1]);
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}
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/*!
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* @brief add min of two vector to result/dest
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*
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* it applies += operator so dest must be initialized
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*
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* @param[in] a vector 1
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* @param[in] b vector 2
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* @param[out] dest dest += min(a, b)
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*/
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CGLM_INLINE
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void
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glm_vec2_minadd(vec2 a, vec2 b, vec2 dest) {
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dest[0] += glm_min(a[0], b[0]);
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dest[1] += glm_min(a[1], b[1]);
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}
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/*!
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* @brief negate vector components and store result in dest
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*
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* @param[in] v vector
|
|||
|
* @param[out] dest result vector
|
|||
|
*/
|
|||
|
CGLM_INLINE
|
|||
|
void
|
|||
|
glm_vec2_negate_to(vec2 v, vec2 dest) {
|
|||
|
dest[0] = -v[0];
|
|||
|
dest[1] = -v[1];
|
|||
|
}
|
|||
|
|
|||
|
/*!
|
|||
|
* @brief negate vector components
|
|||
|
*
|
|||
|
* @param[in, out] v vector
|
|||
|
*/
|
|||
|
CGLM_INLINE
|
|||
|
void
|
|||
|
glm_vec2_negate(vec2 v) {
|
|||
|
glm_vec2_negate_to(v, v);
|
|||
|
}
|
|||
|
|
|||
|
/*!
|
|||
|
* @brief normalize vector and store result in same vec
|
|||
|
*
|
|||
|
* @param[in, out] v vector
|
|||
|
*/
|
|||
|
CGLM_INLINE
|
|||
|
void
|
|||
|
glm_vec2_normalize(vec2 v) {
|
|||
|
float norm;
|
|||
|
|
|||
|
norm = glm_vec2_norm(v);
|
|||
|
|
|||
|
if (norm == 0.0f) {
|
|||
|
v[0] = v[1] = 0.0f;
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
glm_vec2_scale(v, 1.0f / norm, v);
|
|||
|
}
|
|||
|
|
|||
|
/*!
|
|||
|
* @brief normalize vector to dest
|
|||
|
*
|
|||
|
* @param[in] v source
|
|||
|
* @param[out] dest destination
|
|||
|
*/
|
|||
|
CGLM_INLINE
|
|||
|
void
|
|||
|
glm_vec2_normalize_to(vec2 v, vec2 dest) {
|
|||
|
float norm;
|
|||
|
|
|||
|
norm = glm_vec2_norm(v);
|
|||
|
|
|||
|
if (norm == 0.0f) {
|
|||
|
glm_vec2_zero(dest);
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
glm_vec2_scale(v, 1.0f / norm, dest);
|
|||
|
}
|
|||
|
|
|||
|
/*!
|
|||
|
* @brief rotate vec2 around origin by angle (CCW: counterclockwise)
|
|||
|
*
|
|||
|
* Formula:
|
|||
|
* 𝑥2 = cos(a)𝑥1 − sin(a)𝑦1
|
|||
|
* 𝑦2 = sin(a)𝑥1 + cos(a)𝑦1
|
|||
|
*
|
|||
|
* @param[in] v vector to rotate
|
|||
|
* @param[in] angle angle by radians
|
|||
|
* @param[out] dest destination vector
|
|||
|
*/
|
|||
|
CGLM_INLINE
|
|||
|
void
|
|||
|
glm_vec2_rotate(vec2 v, float angle, vec2 dest) {
|
|||
|
float c, s, x1, y1;
|
|||
|
|
|||
|
c = cosf(angle);
|
|||
|
s = sinf(angle);
|
|||
|
|
|||
|
x1 = v[0];
|
|||
|
y1 = v[1];
|
|||
|
|
|||
|
dest[0] = c * x1 - s * y1;
|
|||
|
dest[1] = s * x1 + c * y1;
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* @brief squared distance between two vectors
|
|||
|
*
|
|||
|
* @param[in] a vector1
|
|||
|
* @param[in] b vector2
|
|||
|
* @return returns squared distance (distance * distance)
|
|||
|
*/
|
|||
|
CGLM_INLINE
|
|||
|
float
|
|||
|
glm_vec2_distance2(vec2 a, vec2 b) {
|
|||
|
return glm_pow2(b[0] - a[0]) + glm_pow2(b[1] - a[1]);
|
|||
|
}
|
|||
|
|
|||
|
/**
|
|||
|
* @brief distance between two vectors
|
|||
|
*
|
|||
|
* @param[in] a vector1
|
|||
|
* @param[in] b vector2
|
|||
|
* @return returns distance
|
|||
|
*/
|
|||
|
CGLM_INLINE
|
|||
|
float
|
|||
|
glm_vec2_distance(vec2 a, vec2 b) {
|
|||
|
return sqrtf(glm_vec2_distance2(a, b));
|
|||
|
}
|
|||
|
|
|||
|
/*!
|
|||
|
* @brief max values of vectors
|
|||
|
*
|
|||
|
* @param[in] a vector1
|
|||
|
* @param[in] b vector2
|
|||
|
* @param[out] dest destination
|
|||
|
*/
|
|||
|
CGLM_INLINE
|
|||
|
void
|
|||
|
glm_vec2_maxv(vec2 a, vec2 b, vec2 dest) {
|
|||
|
dest[0] = glm_max(a[0], b[0]);
|
|||
|
dest[1] = glm_max(a[1], b[1]);
|
|||
|
}
|
|||
|
|
|||
|
/*!
|
|||
|
* @brief min values of vectors
|
|||
|
*
|
|||
|
* @param[in] a vector1
|
|||
|
* @param[in] b vector2
|
|||
|
* @param[out] dest destination
|
|||
|
*/
|
|||
|
CGLM_INLINE
|
|||
|
void
|
|||
|
glm_vec2_minv(vec2 a, vec2 b, vec2 dest) {
|
|||
|
dest[0] = glm_min(a[0], b[0]);
|
|||
|
dest[1] = glm_min(a[1], b[1]);
|
|||
|
}
|
|||
|
|
|||
|
/*!
|
|||
|
* @brief clamp vector's individual members between min and max values
|
|||
|
*
|
|||
|
* @param[in, out] v vector
|
|||
|
* @param[in] minval minimum value
|
|||
|
* @param[in] maxval maximum value
|
|||
|
*/
|
|||
|
CGLM_INLINE
|
|||
|
void
|
|||
|
glm_vec2_clamp(vec2 v, float minval, float maxval) {
|
|||
|
v[0] = glm_clamp(v[0], minval, maxval);
|
|||
|
v[1] = glm_clamp(v[1], minval, maxval);
|
|||
|
}
|
|||
|
|
|||
|
/*!
|
|||
|
* @brief linear interpolation between two vector
|
|||
|
*
|
|||
|
* formula: from + s * (to - from)
|
|||
|
*
|
|||
|
* @param[in] from from value
|
|||
|
* @param[in] to to value
|
|||
|
* @param[in] t interpolant (amount) clamped between 0 and 1
|
|||
|
* @param[out] dest destination
|
|||
|
*/
|
|||
|
CGLM_INLINE
|
|||
|
void
|
|||
|
glm_vec2_lerp(vec2 from, vec2 to, float t, vec2 dest) {
|
|||
|
vec2 s, v;
|
|||
|
|
|||
|
/* from + s * (to - from) */
|
|||
|
glm_vec2_fill(s, glm_clamp_zo(t));
|
|||
|
glm_vec2_sub(to, from, v);
|
|||
|
glm_vec2_mul(s, v, v);
|
|||
|
glm_vec2_add(from, v, dest);
|
|||
|
}
|
|||
|
|
|||
|
#endif /* cglm_vec2_h */
|