/* * Copyright (c), Recep Aslantas. * * MIT License (MIT), http://opensource.org/licenses/MIT * Full license can be found in the LICENSE file */ /* Macros: GLMS_VEC2_ONE_INIT GLMS_VEC2_ZERO_INIT GLMS_VEC2_ONE GLMS_VEC2_ZERO Functions: CGLM_INLINE vec2s glms_vec2(vec3s v3) CGLM_INLINE void glms_vec2_pack(vec2s dst[], vec2 src[], size_t len) CGLM_INLINE void glms_vec2_unpack(vec2 dst[], vec2s src[], size_t len) CGLM_INLINE vec2s glms_vec2_zero(void) CGLM_INLINE vec2s glms_vec2_one(void) CGLM_INLINE float glms_vec2_dot(vec2s a, vec2s b) CGLM_INLINE float glms_vec2_cross(vec2s a, vec2s b) CGLM_INLINE float glms_vec2_norm2(vec2s v) CGLM_INLINE float glms_vec2_norm(vec2s v) CGLM_INLINE vec2s glms_vec2_add(vec2s a, vec2s b) CGLM_INLINE vec2s glms_vec2_adds(vec2s a, float s) CGLM_INLINE vec2s glms_vec2_sub(vec2s a, vec2s b) CGLM_INLINE vec2s glms_vec2_subs(vec2s a, float s) CGLM_INLINE vec2s glms_vec2_mul(vec2s a, vec2s b) CGLM_INLINE vec2s glms_vec2_scale(vec2s v, float s) CGLM_INLINE vec2s glms_vec2_scale_as(vec2s v, float s) CGLM_INLINE vec2s glms_vec2_div(vec2s a, vec2s b) CGLM_INLINE vec2s glms_vec2_divs(vec2s a, float s) CGLM_INLINE vec2s glms_vec2_addadd(vec2s a, vec2s b, vec2s dest) CGLM_INLINE vec2s glms_vec2_subadd(vec2s a, vec2s b, vec2s dest) CGLM_INLINE vec2s glms_vec2_muladd(vec2s a, vec2s b, vec2s dest) CGLM_INLINE vec2s glms_vec2_muladds(vec2s a, float s, vec2s dest) CGLM_INLINE vec2s glms_vec2_maxadd(vec2s a, vec2s b, vec2s dest) CGLM_INLINE vec2s glms_vec2_minadd(vec2s a, vec2s b, vec2s dest) CGLM_INLINE vec2s glms_vec2_negate(vec2s v) CGLM_INLINE vec2s glms_vec2_normalize(vec2s v) CGLM_INLINE vec2s glms_vec2_rotate(vec2s v, float angle, vec2s axis) CGLM_INLINE float glms_vec2_distance(vec2s a, vec2s b) CGLM_INLINE float glms_vec2_distance2(vec2s a, vec2s b) CGLM_INLINE vec2s glms_vec2_maxv(vec2s a, vec2s b) CGLM_INLINE vec2s glms_vec2_minv(vec2s a, vec2s b) CGLM_INLINE vec2s glms_vec2_clamp(vec2s v, float minVal, float maxVal) CGLM_INLINE vec2s glms_vec2_lerp(vec2s from, vec2s to, float t) */ #ifndef cglms_vec2s_h #define cglms_vec2s_h #include "../common.h" #include "../types-struct.h" #include "../util.h" #include "../vec2.h" #include "vec2-ext.h" #define GLMS_VEC2_ONE_INIT {GLM_VEC2_ONE_INIT} #define GLMS_VEC2_ZERO_INIT {GLM_VEC2_ZERO_INIT} #define GLMS_VEC2_ONE ((vec2s)GLMS_VEC2_ONE_INIT) #define GLMS_VEC2_ZERO ((vec2s)GLMS_VEC2_ZERO_INIT) /*! * @brief init vec2 using vec2 * * @param[in] v3 vector3 * @returns destination */ CGLM_INLINE vec2s glms_vec2(vec3s v3) { vec2s r; glm_vec2(v3.raw, r.raw); return r; } /*! * @brief pack an array of vec2 into an array of vec2s * * @param[out] dst array of vec2 * @param[in] src array of vec2s * @param[in] len number of elements */ CGLM_INLINE void glms_vec2_pack(vec2s dst[], vec2 src[], size_t len) { size_t i; for (i = 0; i < len; i++) { glm_vec2_copy(src[i], dst[i].raw); } } /*! * @brief unpack an array of vec2s into an array of vec2 * * @param[out] dst array of vec2s * @param[in] src array of vec2 * @param[in] len number of elements */ CGLM_INLINE void glms_vec2_unpack(vec2 dst[], vec2s src[], size_t len) { size_t i; for (i = 0; i < len; i++) { glm_vec2_copy(src[i].raw, dst[i]); } } /*! * @brief make vector zero * * @returns zero vector */ CGLM_INLINE vec2s glms_vec2_zero(void) { vec2s r; glm_vec2_zero(r.raw); return r; } /*! * @brief make vector one * * @returns one vector */ CGLM_INLINE vec2s glms_vec2_one(void) { vec2s r; glm_vec2_one(r.raw); return r; } /*! * @brief vec2 dot product * * @param[in] a vector1 * @param[in] b vector2 * * @return dot product */ CGLM_INLINE float glms_vec2_dot(vec2s a, vec2s b) { return glm_vec2_dot(a.raw, b.raw); } /*! * @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 glms_vec2_cross(vec2s a, vec2s b) { return glm_vec2_cross(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_vec2_norm2(vec2s v) { return glm_vec2_norm2(v.raw); } /*! * @brief norm (magnitude) of vec2 * * @param[in] v vector * * @return norm */ CGLM_INLINE float glms_vec2_norm(vec2s v) { return glm_vec2_norm(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 vec2s glms_vec2_add(vec2s a, vec2s b) { vec2s r; glm_vec2_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 vec2s glms_vec2_adds(vec2s a, float s) { vec2s r; glm_vec2_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 vec2s glms_vec2_sub(vec2s a, vec2s b) { vec2s r; glm_vec2_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 vec2s glms_vec2_subs(vec2s a, float s) { vec2s r; glm_vec2_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 vec2s glms_vec2_mul(vec2s a, vec2s b) { vec2s r; glm_vec2_mul(a.raw, b.raw, r.raw); return r; } /*! * @brief multiply/scale vec2 vector with scalar: result = v * s * * @param[in] v vector * @param[in] s scalar * @returns destination vector */ CGLM_INLINE vec2s glms_vec2_scale(vec2s v, float s) { vec2s r; glm_vec2_scale(v.raw, s, r.raw); return r; } /*! * @brief make vec2 vector scale as specified: result = unit(v) * s * * @param[in] v vector * @param[in] s scalar * @returns destination vector */ CGLM_INLINE vec2s glms_vec2_scale_as(vec2s v, float s) { vec2s r; glm_vec2_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 vec2s glms_vec2_div(vec2s a, vec2s b) { vec2s r; glm_vec2_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 vec2s glms_vec2_divs(vec2s a, float s) { vec2s r; glm_vec2_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 vec2s glms_vec2_addadd(vec2s a, vec2s b, vec2s dest) { glm_vec2_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 vec2s glms_vec2_subadd(vec2s a, vec2s b, vec2s dest) { glm_vec2_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 vec2s glms_vec2_muladd(vec2s a, vec2s b, vec2s dest) { glm_vec2_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 vec2s glms_vec2_muladds(vec2s a, float s, vec2s dest) { glm_vec2_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 vec2s glms_vec2_maxadd(vec2s a, vec2s b, vec2s dest) { glm_vec2_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 vec2s glms_vec2_minadd(vec2s a, vec2s b, vec2s dest) { glm_vec2_minadd(a.raw, b.raw, dest.raw); return dest; } /*! * @brief negate vector components * * @param[in] v vector * @returns negated vector */ CGLM_INLINE vec2s glms_vec2_negate(vec2s v) { glm_vec2_negate(v.raw); return v; } /*! * @brief normalize vec2 and store result in same vec * * @param[in] v vector * @returns normalized vector */ CGLM_INLINE vec2s glms_vec2_normalize(vec2s v) { glm_vec2_normalize(v.raw); return v; } /*! * @brief rotate vec2 by angle using Rodrigues' rotation formula * * @param[in] v vector * @param[in] angle angle by radians * @returns rotated vector */ CGLM_INLINE vec2s glms_vec2_rotate(vec2s v, float angle) { vec2s r; glm_vec2_rotate(v.raw, angle, r.raw); return r; } /** * @brief distance between two vectors * * @param[in] a vector1 * @param[in] b vector2 * @return distance */ CGLM_INLINE float glms_vec2_distance(vec2s a, vec2s b) { return glm_vec2_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_vec2_distance2(vec2s a, vec2s b) { return glm_vec2_distance2(a.raw, b.raw); } /*! * @brief max values of vectors * * @param[in] a vector1 * @param[in] b vector2 * @returns destination */ CGLM_INLINE vec2s glms_vec2_maxv(vec2s a, vec2s b) { vec2s r; glm_vec2_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 vec2s glms_vec2_minv(vec2s a, vec2s b) { vec2s r; glm_vec2_minv(a.raw, b.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 vec2s glms_vec2_clamp(vec2s v, float minVal, float maxVal) { glm_vec2_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 vec2s glms_vec2_lerp(vec2s from, vec2s to, float t) { vec2s r; glm_vec2_lerp(from.raw, to.raw, t, r.raw); return r; } #endif /* cglms_vec2s_h */