/* * Copyright (c), Recep Aslantas. * * MIT License (MIT), http://opensource.org/licenses/MIT * Full license can be found in the LICENSE file */ /* Macros: GLM_VEC2_ONE_INIT GLM_VEC2_ZERO_INIT GLM_VEC2_ONE GLM_VEC2_ZERO Functions: CGLM_INLINE void glm_vec2(float * __restrict v, vec2 dest) CGLM_INLINE void glm_vec2_copy(vec2 a, vec2 dest) CGLM_INLINE void glm_vec2_zero(vec2 v) CGLM_INLINE void glm_vec2_one(vec2 v) CGLM_INLINE float glm_vec2_dot(vec2 a, vec2 b) CGLM_INLINE float glm_vec2_cross(vec2 a, vec2 b) CGLM_INLINE float glm_vec2_norm2(vec2 v) CGLM_INLINE float glm_vec2_norm(vec2 vec) CGLM_INLINE void glm_vec2_add(vec2 a, vec2 b, vec2 dest) CGLM_INLINE void glm_vec2_adds(vec2 v, float s, vec2 dest) CGLM_INLINE void glm_vec2_sub(vec2 a, vec2 b, vec2 dest) CGLM_INLINE void glm_vec2_subs(vec2 v, float s, vec2 dest) CGLM_INLINE void glm_vec2_mul(vec2 a, vec2 b, vec2 d) CGLM_INLINE void glm_vec2_scale(vec2 v, float s, vec2 dest) CGLM_INLINE void glm_vec2_scale_as(vec2 v, float s, vec2 dest) CGLM_INLINE void glm_vec2_div(vec2 a, vec2 b, vec2 dest) CGLM_INLINE void glm_vec2_divs(vec2 v, float s, vec2 dest) CGLM_INLINE void glm_vec2_addadd(vec2 a, vec2 b, vec2 dest) CGLM_INLINE void glm_vec2_subadd(vec2 a, vec2 b, vec2 dest) CGLM_INLINE void glm_vec2_muladd(vec2 a, vec2 b, vec2 dest) CGLM_INLINE void glm_vec2_muladds(vec2 a, float s, vec2 dest) CGLM_INLINE void glm_vec2_maxadd(vec2 a, vec2 b, vec2 dest) CGLM_INLINE void glm_vec2_minadd(vec2 a, vec2 b, vec2 dest) CGLM_INLINE void glm_vec2_negate_to(vec2 v, vec2 dest) CGLM_INLINE void glm_vec2_negate(vec2 v) CGLM_INLINE void glm_vec2_normalize(vec2 v) CGLM_INLINE void glm_vec2_normalize_to(vec2 vec, vec2 dest) CGLM_INLINE void glm_vec2_rotate(vec2 v, float angle, vec2 dest) CGLM_INLINE float glm_vec2_distance2(vec2 a, vec2 b) CGLM_INLINE float glm_vec2_distance(vec2 a, vec2 b) CGLM_INLINE void glm_vec2_maxv(vec2 v1, vec2 v2, vec2 dest) CGLM_INLINE void glm_vec2_minv(vec2 v1, vec2 v2, vec2 dest) CGLM_INLINE void glm_vec2_clamp(vec2 v, float minVal, float maxVal) CGLM_INLINE void glm_vec2_lerp(vec2 from, vec2 to, float t, vec2 dest) */ #ifndef cglm_vec2_h #define cglm_vec2_h #include "common.h" #include "util.h" #include "vec2-ext.h" #define GLM_VEC2_ONE_INIT {1.0f, 1.0f} #define GLM_VEC2_ZERO_INIT {0.0f, 0.0f} #define GLM_VEC2_ONE ((vec2)GLM_VEC2_ONE_INIT) #define GLM_VEC2_ZERO ((vec2)GLM_VEC2_ZERO_INIT) /*! * @brief init vec2 using another vector * * @param[in] v a vector * @param[out] dest destination */ CGLM_INLINE void glm_vec2(float * __restrict v, vec2 dest) { dest[0] = v[0]; dest[1] = v[1]; } /*! * @brief copy all members of [a] to [dest] * * @param[in] a source * @param[out] dest destination */ CGLM_INLINE void glm_vec2_copy(vec2 a, vec2 dest) { dest[0] = a[0]; dest[1] = a[1]; } /*! * @brief make vector zero * * @param[in, out] v vector */ CGLM_INLINE void glm_vec2_zero(vec2 v) { v[0] = v[1] = 0.0f; } /*! * @brief make vector one * * @param[in, out] v vector */ CGLM_INLINE void glm_vec2_one(vec2 v) { v[0] = v[1] = 1.0f; } /*! * @brief vec2 dot product * * @param[in] a vector1 * @param[in] b vector2 * * @return dot product */ CGLM_INLINE float glm_vec2_dot(vec2 a, vec2 b) { return a[0] * b[0] + a[1] * b[1]; } /*! * @brief vec2 cross product * * REF: http://allenchou.net/2013/07/cross-product-of-2d-vectors/ * * @param[in] a vector1 * @param[in] b vector2 * * @return Z component of cross product */ CGLM_INLINE float glm_vec2_cross(vec2 a, vec2 b) { /* just calculate the z-component */ return a[0] * b[1] - a[1] * b[0]; } /*! * @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 glm_vec2_norm2(vec2 v) { return glm_vec2_dot(v, v); } /*! * @brief norm (magnitude) of vec2 * * @param[in] vec vector * * @return norm */ CGLM_INLINE float glm_vec2_norm(vec2 vec) { return sqrtf(glm_vec2_norm2(vec)); } /*! * @brief add a vector to b vector store result in dest * * @param[in] a vector1 * @param[in] b vector2 * @param[out] dest destination vector */ CGLM_INLINE void glm_vec2_add(vec2 a, vec2 b, vec2 dest) { dest[0] = a[0] + b[0]; dest[1] = a[1] + b[1]; } /*! * @brief add scalar to v vector store result in dest (d = v + s) * * @param[in] v vector * @param[in] s scalar * @param[out] dest destination vector */ CGLM_INLINE void glm_vec2_adds(vec2 v, float s, vec2 dest) { dest[0] = v[0] + s; dest[1] = v[1] + s; } /*! * @brief subtract b vector from a vector store result in dest * * @param[in] a vector1 * @param[in] b vector2 * @param[out] dest destination vector */ CGLM_INLINE void glm_vec2_sub(vec2 a, vec2 b, vec2 dest) { dest[0] = a[0] - b[0]; dest[1] = a[1] - b[1]; } /*! * @brief subtract scalar from v vector store result in dest (d = v - s) * * @param[in] v vector * @param[in] s scalar * @param[out] dest destination vector */ CGLM_INLINE void glm_vec2_subs(vec2 v, float s, vec2 dest) { dest[0] = v[0] - s; dest[1] = v[1] - s; } /*! * @brief multiply two vector (component-wise multiplication) * * @param a v1 * @param b v2 * @param dest v3 = (a[0] * b[0], a[1] * b[1]) */ CGLM_INLINE void glm_vec2_mul(vec2 a, vec2 b, vec2 dest) { dest[0] = a[0] * b[0]; dest[1] = a[1] * b[1]; } /*! * @brief multiply/scale vector with scalar: result = v * s * * @param[in] v vector * @param[in] s scalar * @param[out] dest destination vector */ CGLM_INLINE void glm_vec2_scale(vec2 v, float s, vec2 dest) { dest[0] = v[0] * s; dest[1] = v[1] * s; } /*! * @brief scale as vector specified: result = unit(v) * s * * @param[in] v vector * @param[in] s scalar * @param[out] dest destination vector */ CGLM_INLINE void glm_vec2_scale_as(vec2 v, float s, vec2 dest) { float norm; norm = glm_vec2_norm(v); if (norm == 0.0f) { glm_vec2_zero(dest); return; } glm_vec2_scale(v, s / norm, dest); } /*! * @brief div vector with another component-wise division: d = a / b * * @param[in] a vector 1 * @param[in] b vector 2 * @param[out] dest result = (a[0]/b[0], a[1]/b[1]) */ CGLM_INLINE void glm_vec2_div(vec2 a, vec2 b, vec2 dest) { dest[0] = a[0] / b[0]; dest[1] = a[1] / b[1]; } /*! * @brief div vector with scalar: d = v / s * * @param[in] v vector * @param[in] s scalar * @param[out] dest result = (a[0]/s, a[1]/s) */ CGLM_INLINE void glm_vec2_divs(vec2 v, float s, vec2 dest) { dest[0] = v[0] / s; dest[1] = v[1] / s; } /*! * @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 * @param[out] dest dest += (a + b) */ CGLM_INLINE void glm_vec2_addadd(vec2 a, vec2 b, vec2 dest) { dest[0] += a[0] + b[0]; dest[1] += a[1] + b[1]; } /*! * @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 * @param[out] dest dest += (a + b) */ CGLM_INLINE void glm_vec2_subadd(vec2 a, vec2 b, vec2 dest) { dest[0] += a[0] - b[0]; dest[1] += a[1] - b[1]; } /*! * @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 * @param[out] dest dest += (a * b) */ CGLM_INLINE void glm_vec2_muladd(vec2 a, vec2 b, vec2 dest) { dest[0] += a[0] * b[0]; dest[1] += a[1] * b[1]; } /*! * @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 * @param[out] dest dest += (a * b) */ CGLM_INLINE void glm_vec2_muladds(vec2 a, float s, vec2 dest) { dest[0] += a[0] * s; dest[1] += a[1] * s; } /*! * @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 * @param[out] dest dest += max(a, b) */ CGLM_INLINE void glm_vec2_maxadd(vec2 a, vec2 b, vec2 dest) { dest[0] += glm_max(a[0], b[0]); dest[1] += glm_max(a[1], b[1]); } /*! * @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 * @param[out] dest dest += min(a, b) */ CGLM_INLINE void glm_vec2_minadd(vec2 a, vec2 b, vec2 dest) { dest[0] += glm_min(a[0], b[0]); dest[1] += glm_min(a[1], b[1]); } /*! * @brief negate vector components and store result in dest * * @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 */