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+.. default-domain:: C
+
+vec2
+====
+
+Header: cglm/vec2.h
+
+Table of contents (click to go):
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+Macros:
+
+1. GLM_vec2_ONE_INIT
+#. GLM_vec2_ZERO_INIT
+#. GLM_vec2_ONE
+#. GLM_vec2_ZERO
+
+Functions:
+
+1. :c:func:`glm_vec2`
+#. :c:func:`glm_vec2_copy`
+#. :c:func:`glm_vec2_zero`
+#. :c:func:`glm_vec2_one`
+#. :c:func:`glm_vec2_dot`
+#. :c:func:`glm_vec2_cross`
+#. :c:func:`glm_vec2_norm2`
+#. :c:func:`glm_vec2_norm`
+#. :c:func:`glm_vec2_add`
+#. :c:func:`glm_vec2_adds`
+#. :c:func:`glm_vec2_sub`
+#. :c:func:`glm_vec2_subs`
+#. :c:func:`glm_vec2_mul`
+#. :c:func:`glm_vec2_scale`
+#. :c:func:`glm_vec2_scale_as`
+#. :c:func:`glm_vec2_div`
+#. :c:func:`glm_vec2_divs`
+#. :c:func:`glm_vec2_addadd`
+#. :c:func:`glm_vec2_subadd`
+#. :c:func:`glm_vec2_muladd`
+#. :c:func:`glm_vec2_muladds`
+#. :c:func:`glm_vec2_maxadd`
+#. :c:func:`glm_vec2_minadd`
+#. :c:func:`glm_vec2_negate`
+#. :c:func:`glm_vec2_negate_to`
+#. :c:func:`glm_vec2_normalize`
+#. :c:func:`glm_vec2_normalize_to`
+#. :c:func:`glm_vec2_rotate`
+#. :c:func:`glm_vec2_distance2`
+#. :c:func:`glm_vec2_distance`
+#. :c:func:`glm_vec2_maxv`
+#. :c:func:`glm_vec2_minv`
+#. :c:func:`glm_vec2_clamp`
+#. :c:func:`glm_vec2_lerp`
+
+Functions documentation
+~~~~~~~~~~~~~~~~~~~~~~~
+
+.. c:function:: void glm_vec2(float * v, vec2 dest)
+
+ init vec2 using vec3 or vec4
+
+ Parameters:
+ | *[in]* **v** vector
+ | *[out]* **dest** destination
+
+.. c:function:: void glm_vec2_copy(vec2 a, vec2 dest)
+
+ copy all members of [a] to [dest]
+
+ Parameters:
+ | *[in]* **a** source
+ | *[out]* **dest** destination
+
+.. c:function:: void glm_vec2_zero(vec2 v)
+
+ makes all members 0.0f (zero)
+
+ Parameters:
+ | *[in, out]* **v** vector
+
+.. c:function:: void glm_vec2_one(vec2 v)
+
+ makes all members 1.0f (one)
+
+ Parameters:
+ | *[in, out]* **v** vector
+
+.. c:function:: float glm_vec2_dot(vec2 a, vec2 b)
+
+ dot product of vec2
+
+ Parameters:
+ | *[in]* **a** vector1
+ | *[in]* **b** vector2
+
+ Returns:
+ dot product
+
+.. c:function:: void glm_vec2_cross(vec2 a, vec2 b, vec2 d)
+
+ cross product of two vector (RH)
+
+ | ref: http://allenchou.net/2013/07/cross-product-of-2d-vectors/
+
+ Parameters:
+ | *[in]* **a** vector 1
+ | *[in]* **b** vector 2
+ | *[out]* **dest** destination
+
+ Returns:
+ Z component of cross product
+
+.. c:function:: float glm_vec2_norm2(vec2 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_vec2_norm(vec2 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_vec2_add(vec2 a, vec2 b, vec2 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_vec2_adds(vec2 a, float s, vec2 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_vec2_sub(vec2 v1, vec2 v2, vec2 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_vec2_subs(vec2 v, float s, vec2 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_vec2_mul(vec2 a, vec2 b, vec2 d)
+
+ multiply two vector (component-wise multiplication)
+
+ Parameters:
+ | *[in]* **a** vector
+ | *[in]* **b** scalar
+ | *[out]* **d** result = (a[0] * b[0], a[1] * b[1], a[2] * b[2])
+
+.. c:function:: void glm_vec2_scale(vec2 v, float s, vec2 dest)
+
+ multiply/scale vec2 vector with scalar: result = v * s
+
+
+ Parameters:
+ | *[in]* **v** vector
+ | *[in]* **s** scalar
+ | *[out]* **dest** destination vector
+
+.. c:function:: void glm_vec2_scale_as(vec2 v, float s, vec2 dest)
+
+ make vec2 vector scale as specified: result = unit(v) * s
+
+ Parameters:
+ | *[in]* **v** vector
+ | *[in]* **s** scalar
+ | *[out]* **dest** destination vector
+
+.. c:function:: void glm_vec2_div(vec2 a, vec2 b, vec2 dest)
+
+ div vector with another component-wise division: d = a / b
+
+ Parameters:
+ | *[in]* **a** vector 1
+ | *[in]* **b** vector 2
+ | *[out]* **dest** result = (a[0] / b[0], a[1] / b[1], a[2] / b[2])
+
+.. c:function:: void glm_vec2_divs(vec2 v, float s, vec2 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])
+
+.. c:function:: void glm_vec2_addadd(vec2 a, vec2 b, vec2 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_vec2_subadd(vec2 a, vec2 b, vec2 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_vec2_muladd(vec2 a, vec2 b, vec2 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_vec2_muladds(vec2 a, float s, vec2 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_vec2_maxadd(vec2 a, vec2 b, vec2 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_vec2_minadd(vec2 a, vec2 b, vec2 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_vec2_negate(vec2 v)
+
+ negate vector components
+
+ Parameters:
+ | *[in, out]* **v** vector
+
+.. c:function:: void glm_vec2_negate_to(vec2 v, vec2 dest)
+
+ negate vector components and store result in dest
+
+ Parameters:
+ | *[in]* **v** vector
+ | *[out]* **dest** negated vector
+
+.. c:function:: void glm_vec2_normalize(vec2 v)
+
+ normalize vec2 and store result in same vec
+
+ Parameters:
+ | *[in, out]* **v** vector
+
+.. c:function:: void glm_vec2_normalize_to(vec2 vec, vec2 dest)
+
+ normalize vec2 to dest
+
+ Parameters:
+ | *[in]* **vec** source
+ | *[out]* **dest** destination
+
+.. c:function:: void glm_vec2_rotate(vec2 v, float angle, vec2 dest)
+
+ rotate vec2 around axis by angle using Rodrigues' rotation formula
+
+ Parameters:
+ | *[in]* **v** vector
+ | *[in]* **axis** axis vector
+ | *[out]* **dest** destination
+
+.. c:function:: float glm_vec2_distance2(vec2 v1, vec2 v2)
+
+ squared distance between two vectors
+
+ Parameters:
+ | *[in]* **mat** vector1
+ | *[in]* **row1** vector2
+
+ Returns:
+ | squared distance (distance * distance)
+
+.. c:function:: float glm_vec2_distance(vec2 v1, vec2 v2)
+
+ distance between two vectors
+
+ Parameters:
+ | *[in]* **mat** vector1
+ | *[in]* **row1** vector2
+
+ Returns:
+ | distance
+
+.. c:function:: void glm_vec2_maxv(vec2 v1, vec2 v2, vec2 dest)
+
+ max values of vectors
+
+ Parameters:
+ | *[in]* **v1** vector1
+ | *[in]* **v2** vector2
+ | *[out]* **dest** destination
+
+.. c:function:: void glm_vec2_minv(vec2 v1, vec2 v2, vec2 dest)
+
+ min values of vectors
+
+ Parameters:
+ | *[in]* **v1** vector1
+ | *[in]* **v2** vector2
+ | *[out]* **dest** destination
+
+.. c:function:: void glm_vec2_clamp(vec2 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_vec2_lerp(vec2 from, vec2 to, float t, vec2 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