/* * Copyright (c), Recep Aslantas. * * MIT License (MIT), http://opensource.org/licenses/MIT * Full license can be found in the LICENSE file */ /* Macros: GLMS_VEC3_ONE_INIT GLMS_VEC3_ZERO_INIT GLMS_VEC3_ONE GLMS_VEC3_ZERO GLMS_YUP GLMS_ZUP GLMS_XUP Functions: CGLM_INLINE vec3s glms_vec3(vec4s v4); CGLM_INLINE void glms_vec3_pack(vec3s dst[], vec3 src[], size_t len); CGLM_INLINE void glms_vec3_unpack(vec3 dst[], vec3s src[], size_t len); CGLM_INLINE vec3s glms_vec3_zero(void); CGLM_INLINE vec3s glms_vec3_one(void); CGLM_INLINE float glms_vec3_dot(vec3s a, vec3s b); CGLM_INLINE float glms_vec3_norm2(vec3s v); CGLM_INLINE float glms_vec3_norm(vec3s v); CGLM_INLINE float glms_vec3_norm_one(vec3s v); CGLM_INLINE float glms_vec3_norm_inf(vec3s v); CGLM_INLINE vec3s glms_vec3_add(vec3s a, vec3s b); CGLM_INLINE vec3s glms_vec3_adds(vec3s a, float s); CGLM_INLINE vec3s glms_vec3_sub(vec3s a, vec3s b); CGLM_INLINE vec3s glms_vec3_subs(vec3s a, float s); CGLM_INLINE vec3s glms_vec3_mul(vec3s a, vec3s b); CGLM_INLINE vec3s glms_vec3_scale(vec3s v, float s); CGLM_INLINE vec3s glms_vec3_scale_as(vec3s v, float s); CGLM_INLINE vec3s glms_vec3_div(vec3s a, vec3s b); CGLM_INLINE vec3s glms_vec3_divs(vec3s a, float s); CGLM_INLINE vec3s glms_vec3_addadd(vec3s a, vec3s b, vec3s dest); CGLM_INLINE vec3s glms_vec3_subadd(vec3s a, vec3s b, vec3s dest); CGLM_INLINE vec3s glms_vec3_muladd(vec3s a, vec3s b, vec3s dest); CGLM_INLINE vec3s glms_vec3_muladds(vec3s a, float s, vec3s dest); CGLM_INLINE vec3s glms_vec3_maxadd(vec3s a, vec3s b, vec3s dest); CGLM_INLINE vec3s glms_vec3_minadd(vec3s a, vec3s b, vec3s dest); CGLM_INLINE vec3s glms_vec3_flipsign(vec3s v); CGLM_INLINE vec3s glms_vec3_negate(vec3s v); CGLM_INLINE vec3s glms_vec3_inv(vec3s v); CGLM_INLINE vec3s glms_vec3_normalize(vec3s v); CGLM_INLINE vec3s glms_vec3_cross(vec3s a, vec3s b); CGLM_INLINE vec3s glms_vec3_crossn(vec3s a, vec3s b); CGLM_INLINE float glms_vec3_angle(vec3s a, vec3s b); CGLM_INLINE vec3s glms_vec3_rotate(vec3s v, float angle, vec3s axis); CGLM_INLINE vec3s glms_vec3_rotate_m4(mat4s m, vec3s v); CGLM_INLINE vec3s glms_vec3_rotate_m3(mat3s m, vec3s v); CGLM_INLINE vec3s glms_vec3_proj(vec3s a, vec3s b); CGLM_INLINE vec3s glms_vec3_center(vec3s a, vec3s b); CGLM_INLINE float glms_vec3_distance(vec3s a, vec3s b); CGLM_INLINE float glms_vec3_distance2(vec3s a, vec3s b); CGLM_INLINE vec3s glms_vec3_maxv(vec3s a, vec3s b); CGLM_INLINE vec3s glms_vec3_minv(vec3s a, vec3s b); CGLM_INLINE vec3s glms_vec3_ortho(vec3s v); CGLM_INLINE vec3s glms_vec3_clamp(vec3s v, float minVal, float maxVal); CGLM_INLINE vec3s glms_vec3_lerp(vec3s from, vec3s to, float t); CGLM_INLINE vec3s glms_vec3_lerpc(vec3s from, vec3s to, float t); CGLM_INLINE vec3s glms_vec3_mix(vec3s from, vec3s to, float t); CGLM_INLINE vec3s glms_vec3_mixc(vec3s from, vec3s to, float t); CGLM_INLINE vec3s glms_vec3_step_uni(float edge, vec3s x); CGLM_INLINE vec3s glms_vec3_step(vec3s edge, vec3s x); CGLM_INLINE vec3s glms_vec3_smoothstep_uni(float edge0, float edge1, vec3s x); CGLM_INLINE vec3s glms_vec3_smoothstep(vec3s edge0, vec3s edge1, vec3s x); CGLM_INLINE vec3s glms_vec3_smoothinterp(vec3s from, vec3s to, float t); CGLM_INLINE vec3s glms_vec3_smoothinterpc(vec3s from, vec3s to, float t); CGLM_INLINE vec3s glms_vec3_swizzle(vec3s v, int mask); Convenient: CGLM_INLINE vec3s glms_cross(vec3s a, vec3s b); CGLM_INLINE float glms_dot(vec3s a, vec3s b); CGLM_INLINE vec3s glms_normalize(vec3s v); */ #ifndef cglms_vec3s_h #define cglms_vec3s_h #include "../common.h" #include "../types-struct.h" #include "../util.h" #include "../vec3.h" #include "vec3-ext.h" #define GLMS_VEC3_ONE_INIT {GLM_VEC3_ONE_INIT} #define GLMS_VEC3_ZERO_INIT {GLM_VEC3_ZERO_INIT} #define GLMS_VEC3_ONE ((vec3s)GLMS_VEC3_ONE_INIT) #define GLMS_VEC3_ZERO ((vec3s)GLMS_VEC3_ZERO_INIT) #define GLMS_YUP ((vec3s){{0.0f, 1.0f, 0.0f}}) #define GLMS_ZUP ((vec3s){{0.0f, 0.0f, 1.0f}}) #define GLMS_XUP ((vec3s){{1.0f, 0.0f, 0.0f}}) /*! * @brief init vec3 using vec4 * * @param[in] v4 vector4 * @returns destination */ CGLM_INLINE vec3s glms_vec3(vec4s v4) { vec3s r; glm_vec3(v4.raw, r.raw); return r; } /*! * @brief pack an array of vec3 into an array of vec3s * * @param[out] dst array of vec3 * @param[in] src array of vec3s * @param[in] len number of elements */ CGLM_INLINE void glms_vec3_pack(vec3s dst[], vec3 src[], size_t len) { size_t i; for (i = 0; i < len; i++) { glm_vec3_copy(src[i], dst[i].raw); } } /*! * @brief unpack an array of vec3s into an array of vec3 * * @param[out] dst array of vec3s * @param[in] src array of vec3 * @param[in] len number of elements */ CGLM_INLINE void glms_vec3_unpack(vec3 dst[], vec3s src[], size_t len) { size_t i; for (i = 0; i < len; i++) { glm_vec3_copy(src[i].raw, dst[i]); } } /*! * @brief make vector zero * * @returns zero vector */ CGLM_INLINE vec3s glms_vec3_zero(void) { vec3s r; glm_vec3_zero(r.raw); return r; } /*! * @brief make vector one * * @returns one vector */ CGLM_INLINE vec3s glms_vec3_one(void) { vec3s r; glm_vec3_one(r.raw); return r; } /*! * @brief vec3 dot product * * @param[in] a vector1 * @param[in] b vector2 * * @return dot product */ CGLM_INLINE float glms_vec3_dot(vec3s a, vec3s b) { return glm_vec3_dot(a.raw, b.raw); } /*! * @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 * not good name for this func * * @param[in] v vector * * @return norm * norm */ CGLM_INLINE float glms_vec3_norm2(vec3s v) { return glm_vec3_norm2(v.raw); } /*! * @brief norm (magnitude) of vec3 * * @param[in] v vector * * @return norm */ CGLM_INLINE float glms_vec3_norm(vec3s v) { return glm_vec3_norm(v.raw); } /*! * @brief L1 norm of vec3 * Also known as Manhattan Distance or Taxicab norm. * L1 Norm is the sum of the magnitudes of the vectors in a space. * It is calculated as the sum of the absolute values of the vector components. * In this norm, all the components of the vector are weighted equally. * * This computes: * R = |v[0]| + |v[1]| + |v[2]| * * @param[in] v vector * * @return L1 norm */ CGLM_INLINE float glms_vec3_norm_one(vec3s v) { return glm_vec3_norm_one(v.raw); } /*! * @brief Infinity norm of vec3 * Also known as Maximum norm. * Infinity Norm is the largest magnitude among each element of a vector. * It is calculated as the maximum of the absolute values of the vector components. * * This computes: * inf norm = max(|v[0]|, |v[1]|, |v[2]|) * * @param[in] v vector * * @return Infinity norm */ CGLM_INLINE float glms_vec3_norm_inf(vec3s v) { return glm_vec3_norm_inf(v.raw); } /*! * @brief add a vector to b vector store result in dest * * @param[in] a vector1 * @param[in] b vector2 * @returns destination vector */ CGLM_INLINE vec3s glms_vec3_add(vec3s a, vec3s b) { vec3s r; glm_vec3_add(a.raw, b.raw, r.raw); return r; } /*! * @brief add scalar to v vector store result in dest (d = v + s) * * @param[in] a vector * @param[in] s scalar * @returns destination vector */ CGLM_INLINE vec3s glms_vec3_adds(vec3s a, float s) { vec3s r; glm_vec3_adds(a.raw, s, r.raw); return r; } /*! * @brief subtract b vector from a vector store result in dest * * @param[in] a vector1 * @param[in] b vector2 * @returns destination vector */ CGLM_INLINE vec3s glms_vec3_sub(vec3s a, vec3s b) { vec3s r; glm_vec3_sub(a.raw, b.raw, r.raw); return r; } /*! * @brief subtract scalar from v vector store result in dest (d = v - s) * * @param[in] a vector * @param[in] s scalar * @returns destination vector */ CGLM_INLINE vec3s glms_vec3_subs(vec3s a, float s) { vec3s r; glm_vec3_subs(a.raw, s, r.raw); return r; } /*! * @brief multiply two vector (component-wise multiplication) * * @param a vector1 * @param b vector2 * @returns v3 = (a[0] * b[0], a[1] * b[1], a[2] * b[2]) */ CGLM_INLINE vec3s glms_vec3_mul(vec3s a, vec3s b) { vec3s r; glm_vec3_mul(a.raw, b.raw, r.raw); return r; } /*! * @brief multiply/scale vec3 vector with scalar: result = v * s * * @param[in] v vector * @param[in] s scalar * @returns destination vector */ CGLM_INLINE vec3s glms_vec3_scale(vec3s v, float s) { vec3s r; glm_vec3_scale(v.raw, s, r.raw); return r; } /*! * @brief make vec3 vector scale as specified: result = unit(v) * s * * @param[in] v vector * @param[in] s scalar * @returns destination vector */ CGLM_INLINE vec3s glms_vec3_scale_as(vec3s v, float s) { vec3s r; glm_vec3_scale_as(v.raw, s, r.raw); return r; } /*! * @brief div vector with another component-wise division: d = a / b * * @param[in] a vector 1 * @param[in] b vector 2 * @returns result = (a[0]/b[0], a[1]/b[1], a[2]/b[2]) */ CGLM_INLINE vec3s glms_vec3_div(vec3s a, vec3s b) { vec3s r; glm_vec3_div(a.raw, b.raw, r.raw); return r; } /*! * @brief div vector with scalar: d = v / s * * @param[in] a vector * @param[in] s scalar * @returns result = (a[0]/s, a[1]/s, a[2]/s) */ CGLM_INLINE vec3s glms_vec3_divs(vec3s a, float s) { vec3s r; glm_vec3_divs(a.raw, s, r.raw); return r; } /*! * @brief add two vectors and add result to sum * * it applies += operator so dest must be initialized * * @param[in] a vector 1 * @param[in] b vector 2 * @returns dest += (a + b) */ CGLM_INLINE vec3s glms_vec3_addadd(vec3s a, vec3s b, vec3s dest) { glm_vec3_addadd(a.raw, b.raw, dest.raw); return dest; } /*! * @brief sub two vectors and add result to dest * * it applies += operator so dest must be initialized * * @param[in] a vector 1 * @param[in] b vector 2 * @returns dest += (a + b) */ CGLM_INLINE vec3s glms_vec3_subadd(vec3s a, vec3s b, vec3s dest) { glm_vec3_subadd(a.raw, b.raw, dest.raw); return dest; } /*! * @brief mul two vectors and add result to dest * * it applies += operator so dest must be initialized * * @param[in] a vector 1 * @param[in] b vector 2 * @returns dest += (a * b) */ CGLM_INLINE vec3s glms_vec3_muladd(vec3s a, vec3s b, vec3s dest) { glm_vec3_muladd(a.raw, b.raw, dest.raw); return dest; } /*! * @brief mul vector with scalar and add result to sum * * it applies += operator so dest must be initialized * * @param[in] a vector * @param[in] s scalar * @returns dest += (a * b) */ CGLM_INLINE vec3s glms_vec3_muladds(vec3s a, float s, vec3s dest) { glm_vec3_muladds(a.raw, s, dest.raw); return dest; } /*! * @brief add max of two vector to result/dest * * it applies += operator so dest must be initialized * * @param[in] a vector 1 * @param[in] b vector 2 * @returns dest += max(a, b) */ CGLM_INLINE vec3s glms_vec3_maxadd(vec3s a, vec3s b, vec3s dest) { glm_vec3_maxadd(a.raw, b.raw, dest.raw); return dest; } /*! * @brief add min of two vector to result/dest * * it applies += operator so dest must be initialized * * @param[in] a vector 1 * @param[in] b vector 2 * @returns dest += min(a, b) */ CGLM_INLINE vec3s glms_vec3_minadd(vec3s a, vec3s b, vec3s dest) { glm_vec3_minadd(a.raw, b.raw, dest.raw); return dest; } /*! * @brief negate vector components and store result in dest * * @param[in] v vector * @returns result vector */ CGLM_INLINE vec3s glms_vec3_flipsign(vec3s v) { glm_vec3_flipsign(v.raw); return v; } /*! * @brief negate vector components * * @param[in] v vector * @returns negated vector */ CGLM_INLINE vec3s glms_vec3_negate(vec3s v) { glm_vec3_negate(v.raw); return v; } /*! * @brief normalize vec3 and store result in same vec * * @param[in] v vector * @returns normalized vector */ CGLM_INLINE vec3s glms_vec3_normalize(vec3s v) { glm_vec3_normalize(v.raw); return v; } /*! * @brief cross product of two vector (RH) * * @param[in] a vector 1 * @param[in] b vector 2 * @returns destination */ CGLM_INLINE vec3s glms_vec3_cross(vec3s a, vec3s b) { vec3s r; glm_vec3_cross(a.raw, b.raw, r.raw); return r; } /*! * @brief cross product of two vector (RH) and normalize the result * * @param[in] a vector 1 * @param[in] b vector 2 * @returns destination */ CGLM_INLINE vec3s glms_vec3_crossn(vec3s a, vec3s b) { vec3s r; glm_vec3_crossn(a.raw, b.raw, r.raw); return r; } /*! * @brief angle betwen two vector * * @param[in] a vector1 * @param[in] b vector2 * * @return angle as radians */ CGLM_INLINE float glms_vec3_angle(vec3s a, vec3s b) { return glm_vec3_angle(a.raw, b.raw); } /*! * @brief rotate vec3 around axis by angle using Rodrigues' rotation formula * * @param[in] v vector * @param[in] axis axis vector (must be unit vector) * @param[in] angle angle by radians * @returns rotated vector */ CGLM_INLINE vec3s glms_vec3_rotate(vec3s v, float angle, vec3s axis) { glm_vec3_rotate(v.raw, angle, axis.raw); return v; } /*! * @brief apply rotation matrix to vector * * matrix format should be (no perspective): * a b c x * e f g y * i j k z * 0 0 0 w * * @param[in] m affine matrix or rot matrix * @param[in] v vector * @returns rotated vector */ CGLM_INLINE vec3s glms_vec3_rotate_m4(mat4s m, vec3s v) { vec3s r; glm_vec3_rotate_m4(m.raw, v.raw, r.raw); return r; } /*! * @brief apply rotation matrix to vector * * @param[in] m affine matrix or rot matrix * @param[in] v vector * @returns rotated vector */ CGLM_INLINE vec3s glms_vec3_rotate_m3(mat3s m, vec3s v) { vec3s r; glm_vec3_rotate_m3(m.raw, v.raw, r.raw); return r; } /*! * @brief project a vector onto b vector * * @param[in] a vector1 * @param[in] b vector2 * @returns projected vector */ CGLM_INLINE vec3s glms_vec3_proj(vec3s a, vec3s b) { vec3s r; glm_vec3_proj(a.raw, b.raw, r.raw); return r; } /** * @brief find center point of two vector * * @param[in] a vector1 * @param[in] b vector2 * @returns center point */ CGLM_INLINE vec3s glms_vec3_center(vec3s a, vec3s b) { vec3s r; glm_vec3_center(a.raw, b.raw, r.raw); return r; } /** * @brief distance between two vectors * * @param[in] a vector1 * @param[in] b vector2 * @return distance */ CGLM_INLINE float glms_vec3_distance(vec3s a, vec3s b) { return glm_vec3_distance(a.raw, b.raw); } /** * @brief squared distance between two vectors * * @param[in] a vector1 * @param[in] b vector2 * @return squared distance (distance * distance) */ CGLM_INLINE float glms_vec3_distance2(vec3s a, vec3s b) { return glm_vec3_distance2(a.raw, b.raw); } /*! * @brief max values of vectors * * @param[in] a vector1 * @param[in] b vector2 * @returns destination */ CGLM_INLINE vec3s glms_vec3_maxv(vec3s a, vec3s b) { vec3s r; glm_vec3_maxv(a.raw, b.raw, r.raw); return r; } /*! * @brief min values of vectors * * @param[in] a vector1 * @param[in] b vector2 * @returns destination */ CGLM_INLINE vec3s glms_vec3_minv(vec3s a, vec3s b) { vec3s r; glm_vec3_minv(a.raw, b.raw, r.raw); return r; } /*! * @brief possible orthogonal/perpendicular vector * * @param[in] v vector * @returns orthogonal/perpendicular vector */ CGLM_INLINE vec3s glms_vec3_ortho(vec3s v) { vec3s r; glm_vec3_ortho(v.raw, r.raw); return r; } /*! * @brief clamp vector's individual members between min and max values * * @param[in] v vector * @param[in] minVal minimum value * @param[in] maxVal maximum value * @returns clamped vector */ CGLM_INLINE vec3s glms_vec3_clamp(vec3s v, float minVal, float maxVal) { glm_vec3_clamp(v.raw, minVal, maxVal); return v; } /*! * @brief linear interpolation between two vectors * * formula: from + s * (to - from) * * @param[in] from from value * @param[in] to to value * @param[in] t interpolant (amount) * @returns destination */ CGLM_INLINE vec3s glms_vec3_lerp(vec3s from, vec3s to, float t) { vec3s r; glm_vec3_lerp(from.raw, to.raw, t, r.raw); return r; } /*! * @brief linear interpolation between two vectors (clamped) * * 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 * @returns destination */ CGLM_INLINE vec3s glms_vec3_lerpc(vec3s from, vec3s to, float t) { vec3s r; glm_vec3_lerpc(from.raw, to.raw, t, r.raw); return r; } /*! * @brief linear interpolation between two vectors * * formula: from + s * (to - from) * * @param[in] from from value * @param[in] to to value * @param[in] t interpolant (amount) * @returns destination */ CGLM_INLINE vec3s glms_vec3_mix(vec3s from, vec3s to, float t) { vec3s r; glm_vec3_mix(from.raw, to.raw, t, r.raw); return r; } /*! * @brief linear interpolation between two vectors (clamped) * * 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 * @returns destination */ CGLM_INLINE vec3s glms_vec3_mixc(vec3s from, vec3s to, float t) { vec3s r; glm_vec3_mixc(from.raw, to.raw, t, r.raw); return r; } /*! * @brief threshold function (unidimensional) * * @param[in] edge threshold * @param[in] x value to test against threshold * @returns 0.0 if x < edge, else 1.0 */ CGLM_INLINE vec3s glms_vec3_step_uni(float edge, vec3s x) { vec3s r; glm_vec3_step_uni(edge, x.raw, r.raw); return r; } /*! * @brief threshold function * * @param[in] edge threshold * @param[in] x value to test against threshold * @returns 0.0 if x < edge, else 1.0 */ CGLM_INLINE vec3s glms_vec3_step(vec3s edge, vec3s x) { vec3s r; glm_vec3_step(edge.raw, x.raw, r.raw); return r; } /*! * @brief threshold function with a smooth transition (unidimensional) * * @param[in] edge0 low threshold * @param[in] edge1 high threshold * @param[in] x value to test against threshold * @returns destination */ CGLM_INLINE vec3s glms_vec3_smoothstep_uni(float edge0, float edge1, vec3s x) { vec3s r; glm_vec3_smoothstep_uni(edge0, edge1, x.raw, r.raw); return r; } /*! * @brief threshold function with a smooth transition * * @param[in] edge0 low threshold * @param[in] edge1 high threshold * @param[in] x value to test against threshold * @returns destination */ CGLM_INLINE vec3s glms_vec3_smoothstep(vec3s edge0, vec3s edge1, vec3s x) { vec3s r; glm_vec3_smoothstep(edge0.raw, edge1.raw, x.raw, r.raw); return r; } /*! * @brief smooth Hermite interpolation between two vectors * * formula: from + s * (to - from) * * @param[in] from from value * @param[in] to to value * @param[in] t interpolant (amount) * @returns destination */ CGLM_INLINE vec3s glms_vec3_smoothinterp(vec3s from, vec3s to, float t) { vec3s r; glm_vec3_smoothinterp(from.raw, to.raw, t, r.raw); return r; } /*! * @brief smooth Hermite interpolation between two vectors (clamped) * * 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 * @returns destination */ CGLM_INLINE vec3s glms_vec3_smoothinterpc(vec3s from, vec3s to, float t) { vec3s r; glm_vec3_smoothinterpc(from.raw, to.raw, t, r.raw); return r; } /*! * @brief vec3 cross product * * this is just convenient wrapper * * @param[in] a source 1 * @param[in] b source 2 * @returns destination */ CGLM_INLINE vec3s glms_cross(vec3s a, vec3s b) { vec3s r; glm_cross(a.raw, b.raw, r.raw); return r; } /*! * @brief vec3 dot product * * this is just convenient wrapper * * @param[in] a vector1 * @param[in] b vector2 * @return dot product */ CGLM_INLINE float glms_dot(vec3s a, vec3s b) { return glm_dot(a.raw, b.raw); } /*! * @brief normalize vec3 and store result in same vec * * this is just convenient wrapper * * @param[in] v vector * @returns normalized vector */ CGLM_INLINE vec3s glms_normalize(vec3s v) { glm_normalize(v.raw); return v; } /*! * @brief swizzle vector components * * you can use existin masks e.g. GLM_XXX, GLM_ZYX * * @param[in] v source * @param[in] mask mask * @returns swizzled vector */ CGLM_INLINE vec3s glms_vec3_swizzle(vec3s v, int mask) { vec3s dest; glm_vec3_swizzle(v.raw, mask, dest.raw); return dest; } #endif /* cglms_vec3s_h */