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authorsanine <sanine.not@pm.me>2022-06-14 00:06:42 -0500
committersanine <sanine.not@pm.me>2022-06-14 00:06:42 -0500
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tree47fdeb9fa5b04e267702acb06424d3f87b37dd84 /libs/cglm/docs/source/vec4.rst
parent034d5c965ff34cfdf4b153af9f32360a02e35684 (diff)
add cglm as 3rd-party library
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+.. default-domain:: C
+
+vec4
+====
+
+Header: cglm/vec4.h
+
+Table of contents (click to go):
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+Macros:
+
+1. glm_vec4_dup3(v, dest)
+#. glm_vec4_dup(v, dest)
+#. GLM_VEC4_ONE_INIT
+#. GLM_VEC4_BLACK_INIT
+#. GLM_VEC4_ZERO_INIT
+#. GLM_VEC4_ONE
+#. GLM_VEC4_BLACK
+#. GLM_VEC4_ZERO
+
+Functions:
+
+1. :c:func:`glm_vec4`
+#. :c:func:`glm_vec4_copy3`
+#. :c:func:`glm_vec4_copy`
+#. :c:func:`glm_vec4_ucopy`
+#. :c:func:`glm_vec4_zero`
+#. :c:func:`glm_vec4_one`
+#. :c:func:`glm_vec4_dot`
+#. :c:func:`glm_vec4_norm2`
+#. :c:func:`glm_vec4_norm`
+#. :c:func:`glm_vec4_add`
+#. :c:func:`glm_vec4_adds`
+#. :c:func:`glm_vec4_sub`
+#. :c:func:`glm_vec4_subs`
+#. :c:func:`glm_vec4_mul`
+#. :c:func:`glm_vec4_scale`
+#. :c:func:`glm_vec4_scale_as`
+#. :c:func:`glm_vec4_div`
+#. :c:func:`glm_vec4_divs`
+#. :c:func:`glm_vec4_addadd`
+#. :c:func:`glm_vec4_subadd`
+#. :c:func:`glm_vec4_muladd`
+#. :c:func:`glm_vec4_muladds`
+#. :c:func:`glm_vec4_maxadd`
+#. :c:func:`glm_vec4_minadd`
+#. :c:func:`glm_vec4_flipsign`
+#. :c:func:`glm_vec4_flipsign_to`
+#. :c:func:`glm_vec4_inv`
+#. :c:func:`glm_vec4_inv_to`
+#. :c:func:`glm_vec4_negate`
+#. :c:func:`glm_vec4_negate_to`
+#. :c:func:`glm_vec4_normalize`
+#. :c:func:`glm_vec4_normalize_to`
+#. :c:func:`glm_vec4_distance`
+#. :c:func:`glm_vec4_maxv`
+#. :c:func:`glm_vec4_minv`
+#. :c:func:`glm_vec4_clamp`
+#. :c:func:`glm_vec4_lerp`
+#. :c:func:`glm_vec4_cubic`
+
+Functions documentation
+~~~~~~~~~~~~~~~~~~~~~~~
+
+.. c:function:: void glm_vec4(vec3 v3, float last, vec4 dest)
+
+ init vec4 using vec3, since you are initializing vec4 with vec3
+ you need to set last item. cglm could set it zero but making it parameter
+ gives more control
+
+ Parameters:
+ | *[in]* **v3** vector4
+ | *[in]* **last** last item of vec4
+ | *[out]* **dest** destination
+
+.. c:function:: void glm_vec4_copy3(vec4 a, vec3 dest)
+
+ copy first 3 members of [a] to [dest]
+
+ Parameters:
+ | *[in]* **a** source
+ | *[out]* **dest** destination
+
+.. c:function:: void glm_vec4_copy(vec4 v, vec4 dest)
+
+ copy all members of [a] to [dest]
+
+ Parameters:
+ | *[in]* **v** source
+ | *[in]* **dest** destination
+
+.. c:function:: void glm_vec4_ucopy(vec4 v, vec4 dest)
+
+ copy all members of [a] to [dest]
+
+ | alignment is not required
+
+ Parameters:
+ | *[in]* **v** source
+ | *[in]* **dest** destination
+
+.. c:function:: void glm_vec4_zero(vec4 v)
+
+ makes all members zero
+
+ Parameters:
+ | *[in, out]* **v** vector
+
+.. c:function:: float glm_vec4_dot(vec4 a, vec4 b)
+
+ dot product of vec4
+
+ Parameters:
+ | *[in]* **a** vector1
+ | *[in]* **b** vector2
+
+ Returns:
+ dot product
+
+.. c:function:: float glm_vec4_norm2(vec4 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_vec4_norm(vec4 vec)
+
+ | euclidean norm (magnitude), also called L2 norm
+ | this will give magnitude of vector in euclidean space
+
+ Parameters:
+ | *[in]* **vec** vector
+
+.. c:function:: void glm_vec4_add(vec4 a, vec4 b, vec4 dest)
+
+ add a vector to b vector store result in dest
+
+ Parameters:
+ | *[in]* **a** vector1
+ | *[in]* **b** vector2
+ | *[out]* **dest** destination vector
+
+.. c:function:: void glm_vec4_adds(vec4 v, float s, vec4 dest)
+
+ add scalar to v vector store result in dest (d = v + vec(s))
+
+ Parameters:
+ | *[in]* **v** vector
+ | *[in]* **s** scalar
+ | *[out]* **dest** destination vector
+
+.. c:function:: void glm_vec4_sub(vec4 a, vec4 b, vec4 dest)
+
+ subtract b vector from a vector store result in dest (d = v1 - v2)
+
+ Parameters:
+ | *[in]* **a** vector1
+ | *[in]* **b** vector2
+ | *[out]* **dest** destination vector
+
+.. c:function:: void glm_vec4_subs(vec4 v, float s, vec4 dest)
+
+ subtract scalar from v vector store result in dest (d = v - vec(s))
+
+ Parameters:
+ | *[in]* **v** vector
+ | *[in]* **s** scalar
+ | *[out]* **dest** destination vector
+
+.. c:function:: void glm_vec4_mul(vec4 a, vec4 b, vec4 d)
+
+ multiply two vector (component-wise multiplication)
+
+ Parameters:
+ | *[in]* **a** vector1
+ | *[in]* **b** vector2
+ | *[out]* **dest** result = (a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3])
+
+.. c:function:: void glm_vec4_scale(vec4 v, float s, vec4 dest)
+
+ multiply/scale vec4 vector with scalar: result = v * s
+
+ Parameters:
+ | *[in]* **v** vector
+ | *[in]* **s** scalar
+ | *[out]* **dest** destination vector
+
+.. c:function:: void glm_vec4_scale_as(vec4 v, float s, vec4 dest)
+
+ make vec4 vector scale as specified: result = unit(v) * s
+
+ Parameters:
+ | *[in]* **v** vector
+ | *[in]* **s** scalar
+ | *[out]* **dest** destination vector
+
+.. c:function:: void glm_vec4_div(vec4 a, vec4 b, vec4 dest)
+
+ div vector with another component-wise division: d = v1 / v2
+
+ Parameters:
+ | *[in]* **a** vector1
+ | *[in]* **b** vector2
+ | *[out]* **dest** result = (a[0] / b[0], a[1] / b[1], a[2] / b[2], a[3] / b[3])
+
+.. c:function:: void glm_vec4_divs(vec4 v, float s, vec4 dest)
+
+ div vector with scalar: d = v / s
+
+ Parameters:
+ | *[in]* **v** vector
+ | *[in]* **s** scalar
+ | *[out]* **dest** result = (a[0] / s, a[1] / s, a[2] / s, a[3] / s)
+
+.. c:function:: void glm_vec4_addadd(vec4 a, vec4 b, vec4 dest)
+
+ | add two vectors and add result to sum
+ | it applies += operator so dest must be initialized
+
+ Parameters:
+ | *[in]* **a** vector 1
+ | *[in]* **b** vector 2
+ | *[out]* **dest** dest += (a + b)
+
+.. c:function:: void glm_vec4_subadd(vec4 a, vec4 b, vec4 dest)
+
+ | sub two vectors and add result to sum
+ | it applies += operator so dest must be initialized
+
+ Parameters:
+ | *[in]* **a** vector 1
+ | *[in]* **b** vector 2
+ | *[out]* **dest** dest += (a - b)
+
+.. c:function:: void glm_vec4_muladd(vec4 a, vec4 b, vec4 dest)
+
+ | mul two vectors and add result to sum
+ | it applies += operator so dest must be initialized
+
+ Parameters:
+ | *[in]* **a** vector 1
+ | *[in]* **b** vector 2
+ | *[out]* **dest** dest += (a * b)
+
+.. c:function:: void glm_vec4_muladds(vec4 a, float s, vec4 dest)
+
+ | mul vector with scalar and add result to sum
+ | it applies += operator so dest must be initialized
+
+ Parameters:
+ | *[in]* **a** vector
+ | *[in]* **s** scalar
+ | *[out]* **dest** dest += (a * b)
+
+.. c:function:: void glm_vec4_maxadd(vec4 a, vec4 b, vec4 dest)
+
+ | add max of two vector to result/dest
+ | it applies += operator so dest must be initialized
+
+ Parameters:
+ | *[in]* **a** vector 1
+ | *[in]* **b** vector 2
+ | *[out]* **dest** dest += (a * b)
+
+.. c:function:: void glm_vec4_minadd(vec4 a, vec4 b, vec4 dest)
+
+ | add min of two vector to result/dest
+ | it applies += operator so dest must be initialized
+
+ Parameters:
+ | *[in]* **a** vector 1
+ | *[in]* **b** vector 2
+ | *[out]* **dest** dest += (a * b)
+
+.. c:function:: void glm_vec4_flipsign(vec4 v)
+
+ **DEPRACATED!**
+
+ use :c:func:`glm_vec4_negate`
+
+ Parameters:
+ | *[in, out]* **v** vector
+
+.. c:function:: void glm_vec4_flipsign_to(vec4 v, vec4 dest)
+
+ **DEPRACATED!**
+
+ use :c:func:`glm_vec4_negate_to`
+
+ Parameters:
+ | *[in]* **v** vector
+ | *[out]* **dest** negated vector
+
+.. c:function:: void glm_vec4_inv(vec4 v)
+
+ **DEPRACATED!**
+
+ use :c:func:`glm_vec4_negate`
+
+ Parameters:
+ | *[in, out]* **v** vector
+
+.. c:function:: void glm_vec4_inv_to(vec4 v, vec4 dest)
+
+ **DEPRACATED!**
+
+ use :c:func:`glm_vec4_negate_to`
+
+ Parameters:
+ | *[in]* **v** source
+ | *[out]* **dest** destination
+
+.. c:function:: void glm_vec4_negate(vec4 v)
+
+ negate vector components
+
+ Parameters:
+ | *[in, out]* **v** vector
+
+.. c:function:: void glm_vec4_negate_to(vec4 v, vec4 dest)
+
+ negate vector components and store result in dest
+
+ Parameters:
+ | *[in]* **v** vector
+ | *[out]* **dest** negated vector
+
+.. c:function:: void glm_vec4_normalize(vec4 v)
+
+ normalize vec4 and store result in same vec
+
+ Parameters:
+ | *[in, out]* **v** vector
+
+.. c:function:: void glm_vec4_normalize_to(vec4 vec, vec4 dest)
+
+ normalize vec4 to dest
+
+ Parameters:
+ | *[in]* **vec** source
+ | *[out]* **dest** destination
+
+.. c:function:: float glm_vec4_distance(vec4 v1, vec4 v2)
+
+ distance between two vectors
+
+ Parameters:
+ | *[in]* **mat** vector1
+ | *[in]* **row1** vector2
+
+ Returns:
+ | distance
+
+.. c:function:: void glm_vec4_maxv(vec4 v1, vec4 v2, vec4 dest)
+
+ max values of vectors
+
+ Parameters:
+ | *[in]* **v1** vector1
+ | *[in]* **v2** vector2
+ | *[out]* **dest** destination
+
+.. c:function:: void glm_vec4_minv(vec4 v1, vec4 v2, vec4 dest)
+
+ min values of vectors
+
+ Parameters:
+ | *[in]* **v1** vector1
+ | *[in]* **v2** vector2
+ | *[out]* **dest** destination
+
+.. c:function:: void glm_vec4_clamp(vec4 v, float minVal, float maxVal)
+
+ constrain a value to lie between two further values
+
+ Parameters:
+ | *[in, out]* **v** vector
+ | *[in]* **minVal** minimum value
+ | *[in]* **maxVal** maximum value
+
+.. c:function:: void glm_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest)
+
+ linear interpolation between two vector
+
+ | formula: from + s * (to - from)
+
+ Parameters:
+ | *[in]* **from** from value
+ | *[in]* **to** to value
+ | *[in]* **t** interpolant (amount) clamped between 0 and 1
+ | *[out]* **dest** destination
+
+.. c:function:: void glm_vec4_cubic(float s, vec4 dest)
+
+ helper to fill vec4 as [S^3, S^2, S, 1]
+
+ Parameters:
+ | *[in]* **s** parameter
+ | *[out]* **dest** destination