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diff --git a/libs/cglm/docs/source/affine-mat.rst b/libs/cglm/docs/source/affine-mat.rst new file mode 100644 index 0000000..d0065e9 --- /dev/null +++ b/libs/cglm/docs/source/affine-mat.rst @@ -0,0 +1,99 @@ +.. default-domain:: C + +3D Affine Transform Matrix (specialized functions) +================================================================================ + +Header: cglm/affine-mat.h + +We mostly use glm_mat4_* for 4x4 general and transform matrices. **cglm** +provides optimized version of some functions. Because affine transform matrix is +a known format, for instance all last item of first three columns is zero. + +You should be careful when using these functions. For instance :c:func:`glm_mul` +assumes matrix will be this format: + +.. code-block:: text + + R R R X + R R R Y + R R R Z + 0 0 0 W + +if you override zero values here then use :c:func:`glm_mat4_mul` version. +You cannot use :c:func:`glm_mul` anymore. + +Same is also true for :c:func:`glm_inv_tr` if you only have rotation and +translation then it will work as expected, otherwise you cannot use that. + +In the future it may accept scale factors too but currectly it does not. + +Table of contents (click func go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Functions: + +1. :c:func:`glm_mul` +#. :c:func:`glm_mul_rot` +#. :c:func:`glm_inv_tr` + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: void glm_mul(mat4 m1, mat4 m2, mat4 dest) + + | this is similar to glm_mat4_mul but specialized to affine transform + + Matrix format should be: + + .. code-block:: text + + R R R X + R R R Y + R R R Z + 0 0 0 W + + this reduces some multiplications. It should be faster than mat4_mul. + if you are not sure about matrix format then DON'T use this! use mat4_mul + + Parameters: + | *[in]* **m1** affine matrix 1 + | *[in]* **m2** affine matrix 2 + | *[out]* **dest** result matrix + +.. c:function:: void glm_mul_rot(mat4 m1, mat4 m2, mat4 dest) + + | this is similar to glm_mat4_mul but specialized to rotation matrix + + Right Matrix format should be (left is free): + + .. code-block:: text + + R R R 0 + R R R 0 + R R R 0 + 0 0 0 1 + + this reduces some multiplications. It should be faster than mat4_mul. + if you are not sure about matrix format then DON'T use this! use mat4_mul + + Parameters: + | *[in]* **m1** affine matrix 1 + | *[in]* **m2** affine matrix 2 + | *[out]* **dest** result matrix + +.. c:function:: void glm_inv_tr(mat4 mat) + + | inverse orthonormal rotation + translation matrix (ridig-body) + + .. code-block:: text + + X = | R T | X' = | R' -R'T | + | 0 1 | | 0 1 | + + use this if you only have rotation + translation, this should work faster + than :c:func:`glm_mat4_inv` + + Don't use this if your matrix includes other things e.g. scale, shear... + + Parameters: + | *[in,out]* **mat** affine matrix diff --git a/libs/cglm/docs/source/affine.rst b/libs/cglm/docs/source/affine.rst new file mode 100644 index 0000000..df2dcb7 --- /dev/null +++ b/libs/cglm/docs/source/affine.rst @@ -0,0 +1,345 @@ +.. default-domain:: C + +3D Affine Transforms +================================================================================ + +Header: cglm/affine.h + +Initialize Transform Matrices +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +Functions with **_make** prefix expect you don't have a matrix and they create +a matrix for you. You don't need to pass identity matrix. + +But other functions expect you have a matrix and you want to transform them. If +you didn't have any existing matrix you have to initialize matrix to identity +before sending to transfrom functions. + +There are also functions to decompose transform matrix. These functions can't +decompose matrix after projected. + +Rotation Center +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Rotating functions uses origin as rotation center (pivot/anchor point), +since scale factors are stored in rotation matrix, same may also true for scalling. +cglm provides some functions for rotating around at given point e.g. +**glm_rotate_at**, **glm_quat_rotate_at**. Use them or follow next section for algorihm ("Rotate or Scale around specific Point (Pivot Point / Anchor Point)"). + +Rotate or Scale around specific Point (Anchor Point) +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +If you want to rotate model around arbibtrary point follow these steps: + +1. Move model from pivot point to origin: **translate(-pivot.x, -pivot.y, -pivot.z)** +2. Apply rotation (or scaling maybe) +3. Move model back from origin to pivot (reverse of step-1): **translate(pivot.x, pivot.y, pivot.z)** + +**glm_rotate_at**, **glm_quat_rotate_at** and their helper functions works that way. + +The implementation would be: + +.. code-block:: c + :linenos: + + glm_translate(m, pivot); + glm_rotate(m, angle, axis); + glm_translate(m, pivotInv); /* pivotInv = -pivot */ + +.. _TransformsOrder: + +Transforms Order +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +It is important to understand this part especially if you call transform +functions multiple times + +`glm_translate`, `glm_rotate`, `glm_scale` and `glm_quat_rotate` and their +helpers functions works like this (cglm may provide reverse order too as alternative in the future): + +.. code-block:: c + :linenos: + + TransformMatrix = TransformMatrix * TraslateMatrix; // glm_translate() + TransformMatrix = TransformMatrix * RotateMatrix; // glm_rotate(), glm_quat_rotate() + TransformMatrix = TransformMatrix * ScaleMatrix; // glm_scale() + +As you can see it is multipled as right matrix. For instance what will happen if you call `glm_translate` twice? + +.. code-block:: c + :linenos: + + glm_translate(transform, translate1); /* transform = transform * translate1 */ + glm_translate(transform, translate2); /* transform = transform * translate2 */ + glm_rotate(transform, angle, axis) /* transform = transform * rotation */ + +Now lets try to understand this: + +1. You call translate using `translate1` and you expect it will be first transform +because you call it first, do you? + +Result will be **`transform = transform * translate1`** + +2. Then you call translate using `translate2` and you expect it will be second transform? + +Result will be **`transform = transform * translate2`**. Now lets expand transform, +it was `transform * translate1` before second call. + +Now it is **`transform = transform * translate1 * translate2`**, now do you understand what I say? + +3. After last call transform will be: + +**`transform = transform * translate1 * translate2 * rotation`** + +The order will be; **rotation will be applied first**, then **translate2** then **translate1** + +It is all about matrix multiplication order. It is similar to MVP matrix: +`MVP = Projection * View * Model`, model will be applied first, then view then projection. + +**Confused?** + +In the end the last function call applied first in shaders. + +As alternative way, you can create transform matrices individually then combine manually, +but don't forget that `glm_translate`, `glm_rotate`, `glm_scale`... are optimized and should be faster (an smaller assembly output) than manual multiplication + +.. code-block:: c + :linenos: + + mat4 transform1, transform2, transform3, finalTransform; + + glm_translate_make(transform1, translate1); + glm_translate_make(transform2, translate2); + glm_rotate_make(transform3, angle, axis); + + /* first apply transform1, then transform2, thentransform3 */ + glm_mat4_mulN((mat4 *[]){&transform3, &transform2, &transform1}, 3, finalTransform); + + /* if you don't want to use mulN, same as above */ + glm_mat4_mul(transform3, transform2, finalTransform); + glm_mat4_mul(finalTransform, transform1, finalTransform); + +Now transform1 will be applied first, then transform2 then transform3 + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Functions: + +1. :c:func:`glm_translate_to` +#. :c:func:`glm_translate` +#. :c:func:`glm_translate_x` +#. :c:func:`glm_translate_y` +#. :c:func:`glm_translate_z` +#. :c:func:`glm_translate_make` +#. :c:func:`glm_scale_to` +#. :c:func:`glm_scale_make` +#. :c:func:`glm_scale` +#. :c:func:`glm_scale_uni` +#. :c:func:`glm_rotate_x` +#. :c:func:`glm_rotate_y` +#. :c:func:`glm_rotate_z` +#. :c:func:`glm_rotate_make` +#. :c:func:`glm_rotate` +#. :c:func:`glm_rotate_at` +#. :c:func:`glm_rotate_atm` +#. :c:func:`glm_decompose_scalev` +#. :c:func:`glm_uniscaled` +#. :c:func:`glm_decompose_rs` +#. :c:func:`glm_decompose` + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: void glm_translate_to(mat4 m, vec3 v, mat4 dest) + + translate existing transform matrix by *v* vector and store result in dest + + Parameters: + | *[in]* **m** affine transfrom + | *[in]* **v** translate vector [x, y, z] + | *[out]* **dest** translated matrix + +.. c:function:: void glm_translate(mat4 m, vec3 v) + + translate existing transform matrix by *v* vector + and stores result in same matrix + + Parameters: + | *[in, out]* **m** affine transfrom + | *[in]* **v** translate vector [x, y, z] + +.. c:function:: void glm_translate_x(mat4 m, float x) + + translate existing transform matrix by x factor + + Parameters: + | *[in, out]* **m** affine transfrom + | *[in]* **v** x factor + +.. c:function:: void glm_translate_y(mat4 m, float y) + + translate existing transform matrix by *y* factor + + Parameters: + | *[in, out]* **m** affine transfrom + | *[in]* **v** y factor + +.. c:function:: void glm_translate_z(mat4 m, float z) + + translate existing transform matrix by *z* factor + + Parameters: + | *[in, out]* **m** affine transfrom + | *[in]* **v** z factor + +.. c:function:: void glm_translate_make(mat4 m, vec3 v) + + creates NEW translate transform matrix by *v* vector. + + Parameters: + | *[in, out]* **m** affine transfrom + | *[in]* **v** translate vector [x, y, z] + +.. c:function:: void glm_scale_to(mat4 m, vec3 v, mat4 dest) + + scale existing transform matrix by *v* vector and store result in dest + + Parameters: + | *[in]* **m** affine transfrom + | *[in]* **v** scale vector [x, y, z] + | *[out]* **dest** scaled matrix + +.. c:function:: void glm_scale_make(mat4 m, vec3 v) + + creates NEW scale matrix by v vector + + Parameters: + | *[out]* **m** affine transfrom + | *[in]* **v** scale vector [x, y, z] + +.. c:function:: void glm_scale(mat4 m, vec3 v) + + scales existing transform matrix by v vector + and stores result in same matrix + + Parameters: + | *[in, out]* **m** affine transfrom + | *[in]* **v** scale vector [x, y, z] + +.. c:function:: void glm_scale_uni(mat4 m, float s) + + applies uniform scale to existing transform matrix v = [s, s, s] + and stores result in same matrix + + Parameters: + | *[in, out]* **m** affine transfrom + | *[in]* **v** scale factor + +.. c:function:: void glm_rotate_x(mat4 m, float angle, mat4 dest) + + rotate existing transform matrix around X axis by angle + and store result in dest + + Parameters: + | *[in]* **m** affine transfrom + | *[in]* **angle** angle (radians) + | *[out]* **dest** rotated matrix + +.. c:function:: void glm_rotate_y(mat4 m, float angle, mat4 dest) + + rotate existing transform matrix around Y axis by angle + and store result in dest + + Parameters: + | *[in]* **m** affine transfrom + | *[in]* **angle** angle (radians) + | *[out]* **dest** rotated matrix + +.. c:function:: void glm_rotate_z(mat4 m, float angle, mat4 dest) + + rotate existing transform matrix around Z axis by angle + and store result in dest + + Parameters: + | *[in]* **m** affine transfrom + | *[in]* **angle** angle (radians) + | *[out]* **dest** rotated matrix + +.. c:function:: void glm_rotate_make(mat4 m, float angle, vec3 axis) + + creates NEW rotation matrix by angle and axis, + axis will be normalized so you don't need to normalize it + + Parameters: + | *[out]* **m** affine transfrom + | *[in]* **axis** angle (radians) + | *[in]* **axis** axis + +.. c:function:: void glm_rotate(mat4 m, float angle, vec3 axis) + + rotate existing transform matrix around Z axis by angle and axis + + Parameters: + | *[in, out]* **m** affine transfrom + | *[in]* **angle** angle (radians) + | *[in]* **axis** axis + +.. c:function:: void glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) + + rotate existing transform around given axis by angle at given pivot point (rotation center) + + Parameters: + | *[in, out]* **m** affine transfrom + | *[in]* **pivot** pivot, anchor point, rotation center + | *[in]* **angle** angle (radians) + | *[in]* **axis** axis + +.. c:function:: void glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) + + | creates NEW rotation matrix by angle and axis at given point + | this creates rotation matrix, it assumes you don't have a matrix + + | this should work faster than glm_rotate_at because it reduces one glm_translate. + + Parameters: + | *[in, out]* **m** affine transfrom + | *[in]* **pivot** pivot, anchor point, rotation center + | *[in]* **angle** angle (radians) + | *[in]* **axis** axis + +.. c:function:: void glm_decompose_scalev(mat4 m, vec3 s) + + decompose scale vector + + Parameters: + | *[in]* **m** affine transform + | *[out]* **s** scale vector (Sx, Sy, Sz) + +.. c:function:: bool glm_uniscaled(mat4 m) + + returns true if matrix is uniform scaled. + This is helpful for creating normal matrix. + + Parameters: + | *[in]* **m** matrix + +.. c:function:: void glm_decompose_rs(mat4 m, mat4 r, vec3 s) + + decompose rotation matrix (mat4) and scale vector [Sx, Sy, Sz] + DON'T pass projected matrix here + + Parameters: + | *[in]* **m** affine transform + | *[out]* **r** rotation matrix + | *[out]* **s** scale matrix + +.. c:function:: void glm_decompose(mat4 m, vec4 t, mat4 r, vec3 s) + + decompose affine transform, TODO: extract shear factors. + DON'T pass projected matrix here + + Parameters: + | *[in]* **m** affine transfrom + | *[out]* **t** translation vector + | *[out]* **r** rotation matrix (mat4) + | *[out]* **s** scaling vector [X, Y, Z] diff --git a/libs/cglm/docs/source/affine2d.rst b/libs/cglm/docs/source/affine2d.rst new file mode 100644 index 0000000..f12cd59 --- /dev/null +++ b/libs/cglm/docs/source/affine2d.rst @@ -0,0 +1,140 @@ +.. default-domain:: C + +2D Affine Transforms +================================================================================ + +Header: cglm/affine2d.h + +2D Transforms uses `2d` suffix for naming. If there is no 2D suffix it is 3D function. + +Initialize Transform Matrices +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +Functions with **_make** prefix expect you don't have a matrix and they create +a matrix for you. You don't need to pass identity matrix. + +But other functions expect you have a matrix and you want to transform them. If +you didn't have any existing matrix you have to initialize matrix to identity +before sending to transfrom functions. + +Transforms Order +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +See :ref:`TransformsOrder` to read similar section. + + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Functions: + +1. :c:func:`glm_translate2d` +#. :c:func:`glm_translate2d_to` +#. :c:func:`glm_translate2d_x` +#. :c:func:`glm_translate2d_y` +#. :c:func:`glm_translate2d_make` +#. :c:func:`glm_scale2d_to` +#. :c:func:`glm_scale2d_make` +#. :c:func:`glm_scale2d` +#. :c:func:`glm_scale2d_uni` +#. :c:func:`glm_rotate2d_make` +#. :c:func:`glm_rotate2d` +#. :c:func:`glm_rotate2d_to` + +.. c:function:: void glm_translate2d(mat3 m, vec2 v) + + translate existing 2d transform matrix by *v* vector and stores result in same matrix + + Parameters: + | *[in, out]* **m** 2d affine transfrom + | *[in]* **v** translate vector [x, y] + +.. c:function:: void glm_translate2d_to(mat3 m, vec2 v, mat3 dest) + + translate existing 2d transform matrix by *v* vector and store result in dest + + Parameters: + | *[in]* **m** 2d affine transfrom + | *[in]* **v** translate vector [x, y] + | *[out]* **dest** translated matrix + +.. c:function:: void glm_translate2d_x(mat3 m, float x) + + translate existing 2d transform matrix by x factor + + Parameters: + | *[in, out]* **m** 2d affine transfrom + | *[in]* **x** x factor + +.. c:function:: void glm_translate2d_y(mat3 m, float y) + + translate existing 2d transform matrix by y factor + + Parameters: + | *[in, out]* **m** 2d affine transfrom + | *[in]* **y** y factor + +.. c:function:: void glm_translate2d_make(mat3 m, vec2 v) + + creates NEW translate 2d transform matrix by *v* vector + + Parameters: + | *[in, out]* **m** affine transfrom + | *[in]* **v** translate vector [x, y] + +.. c:function:: void glm_scale2d_to(mat3 m, vec2 v, mat3 dest) + + scale existing 2d transform matrix by *v* vector and store result in dest + + Parameters: + | *[in]* **m** affine transfrom + | *[in]* **v** scale vector [x, y] + | *[out]* **dest** scaled matrix + +.. c:function:: void glm_scale2d_make(mat3 m, vec2 v) + + creates NEW 2d scale matrix by *v* vector + + Parameters: + | *[in, out]* **m** affine transfrom + | *[in]* **v** scale vector [x, y] + +.. c:function:: void glm_scale2d(mat3 m, vec2 v) + + scales existing 2d transform matrix by *v* vector and stores result in same matrix + + Parameters: + | *[in, out]* **m** affine transfrom + | *[in]* **v** translate vector [x, y] + +.. c:function:: void glm_scale2d_uni(mat3 m, float s) + + applies uniform scale to existing 2d transform matrix v = [s, s] and stores result in same matrix + + Parameters: + | *[in, out]* **m** affine transfrom + | *[in]* **s** scale factor + +.. c:function:: void glm_rotate2d_make(mat3 m, float angle) + + creates NEW rotation matrix by angle around *Z* axis + + Parameters: + | *[in, out]* **m** affine transfrom + | *[in]* **angle** angle (radians) + +.. c:function:: void glm_rotate2d(mat3 m, float angle) + + rotate existing 2d transform matrix around *Z* axis by angle and store result in same matrix + + Parameters: + | *[in, out]* **m** affine transfrom + | *[in]* **angle** angle (radians) + +.. c:function:: void glm_rotate2d_to(mat3 m, float angle, mat3 dest) + + rotate existing 2d transform matrix around *Z* axis by angle and store result in dest + + Parameters: + | *[in]* **m** affine transfrom + | *[in]* **angle** angle (radians) + | *[out]* **dest** rotated matrix
\ No newline at end of file diff --git a/libs/cglm/docs/source/api.rst b/libs/cglm/docs/source/api.rst new file mode 100644 index 0000000..7ffb823 --- /dev/null +++ b/libs/cglm/docs/source/api.rst @@ -0,0 +1,59 @@ +API documentation +================================ + +Some functions may exist twice, +once for their namespace and once for global namespace +to make easier to write very common functions + +For instance, in general we use :code:`glm_vec3_dot` to get dot product +of two **vec3**. Now we can also do this with :code:`glm_dot`, +same for *_cross* and so on... + +The original function stays where it is, the function in global namespace +of same name is just an alias, so there is no call version of those functions. +e.g there is no func like :code:`glmc_dot` because *glm_dot* is just alias for +:code:`glm_vec3_dot` + +By including **cglm/cglm.h** header you will include all inline version +of functions. Since functions in this header[s] are inline you don't need to +build or link *cglm* against your project. + +But by including **cglm/call.h** header you will include all *non-inline* +version of functions. You need to build *cglm* and link it. +Follow the :doc:`build` documentation for this + +.. toctree:: + :maxdepth: 1 + :caption: API categories: + + affine + affine-mat + affine2d + cam + frustum + box + quat + euler + mat2 + mat3 + mat4 + vec2 + vec2-ext + vec3 + vec3-ext + vec4 + vec4-ext + ivec2 + ivec3 + ivec4 + color + plane + project + util + io + call + sphere + curve + bezier + version + ray diff --git a/libs/cglm/docs/source/bezier.rst b/libs/cglm/docs/source/bezier.rst new file mode 100644 index 0000000..8b29751 --- /dev/null +++ b/libs/cglm/docs/source/bezier.rst @@ -0,0 +1,89 @@ +.. default-domain:: C + +Bezier +================================================================================ + +Header: cglm/bezier.h + +Common helpers for cubic bezier and similar curves. + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Functions: + +1. :c:func:`glm_bezier` +2. :c:func:`glm_hermite` +3. :c:func:`glm_decasteljau` + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: float glm_bezier(float s, float p0, float c0, float c1, float p1) + + | cubic bezier interpolation + | formula: + + .. code-block:: text + + B(s) = P0*(1-s)^3 + 3*C0*s*(1-s)^2 + 3*C1*s^2*(1-s) + P1*s^3 + + | similar result using matrix: + + .. code-block:: text + + B(s) = glm_smc(t, GLM_BEZIER_MAT, (vec4){p0, c0, c1, p1}) + + | glm_eq(glm_smc(...), glm_bezier(...)) should return TRUE + + Parameters: + | *[in]* **s** parameter between 0 and 1 + | *[in]* **p0** begin point + | *[in]* **c0** control point 1 + | *[in]* **c1** control point 2 + | *[in]* **p1** end point + + Returns: + B(s) + +.. c:function:: float glm_hermite(float s, float p0, float t0, float t1, float p1) + + | cubic hermite interpolation + | formula: + + .. code-block:: text + + H(s) = P0*(2*s^3 - 3*s^2 + 1) + T0*(s^3 - 2*s^2 + s) + P1*(-2*s^3 + 3*s^2) + T1*(s^3 - s^2) + + | similar result using matrix: + + .. code-block:: text + + H(s) = glm_smc(t, GLM_HERMITE_MAT, (vec4){p0, p1, c0, c1}) + + | glm_eq(glm_smc(...), glm_hermite(...)) should return TRUE + + + Parameters: + | *[in]* **s** parameter between 0 and 1 + | *[in]* **p0** begin point + | *[in]* **t0** tangent 1 + | *[in]* **t1** tangent 2 + | *[in]* **p1** end point + + Returns: + B(s) + +.. c:function:: float glm_decasteljau(float prm, float p0, float c0, float c1, float p1) + + | iterative way to solve cubic equation + + Parameters: + | *[in]* **prm** parameter between 0 and 1 + | *[in]* **p0** begin point + | *[in]* **c0** control point 1 + | *[in]* **c1** control point 2 + | *[in]* **p1** end point + + Returns: + parameter to use in cubic equation diff --git a/libs/cglm/docs/source/box.rst b/libs/cglm/docs/source/box.rst new file mode 100644 index 0000000..7a388e2 --- /dev/null +++ b/libs/cglm/docs/source/box.rst @@ -0,0 +1,181 @@ +.. default-domain:: C + +axis aligned bounding box (AABB) +================================================================================ + +Header: cglm/box.h + +Some convenient functions provided for AABB. + +**Definition of box:** + +cglm defines box as two dimensional array of vec3. +The first element is **min** point and the second one is **max** point. +If you have another type e.g. struct or even another representation then you must +convert it before and after call cglm box function. + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Functions: + +1. :c:func:`glm_aabb_transform` +#. :c:func:`glm_aabb_merge` +#. :c:func:`glm_aabb_crop` +#. :c:func:`glm_aabb_crop_until` +#. :c:func:`glm_aabb_frustum` +#. :c:func:`glm_aabb_invalidate` +#. :c:func:`glm_aabb_isvalid` +#. :c:func:`glm_aabb_size` +#. :c:func:`glm_aabb_radius` +#. :c:func:`glm_aabb_center` +#. :c:func:`glm_aabb_aabb` +#. :c:func:`glm_aabb_sphere` +#. :c:func:`glm_aabb_point` +#. :c:func:`glm_aabb_contains` + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: void glm_aabb_transform(vec3 box[2], mat4 m, vec3 dest[2]) + + | apply transform to Axis-Aligned Bounding Box + + Parameters: + | *[in]* **box** bounding box + | *[in]* **m** transform matrix + | *[out]* **dest** transformed bounding box + +.. c:function:: void glm_aabb_merge(vec3 box1[2], vec3 box2[2], vec3 dest[2]) + + | merges two AABB bounding box and creates new one + + two box must be in same space, if one of box is in different space then + you should consider to convert it's space by glm_box_space + + Parameters: + | *[in]* **box1** bounding box 1 + | *[in]* **box2** bounding box 2 + | *[out]* **dest** merged bounding box + +.. c:function:: void glm_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]) + + | crops a bounding box with another one. + + this could be useful for gettng a bbox which fits with view frustum and + object bounding boxes. In this case you crop view frustum box with objects + box + + Parameters: + | *[in]* **box** bounding box 1 + | *[in]* **cropBox** crop box + | *[out]* **dest** cropped bounding box + +.. c:function:: void glm_aabb_crop_until(vec3 box[2], vec3 cropBox[2], vec3 clampBox[2], vec3 dest[2]) + + | crops a bounding box with another one. + + this could be useful for gettng a bbox which fits with view frustum and + object bounding boxes. In this case you crop view frustum box with objects + box + + Parameters: + | *[in]* **box** bounding box + | *[in]* **cropBox** crop box + | *[in]* **clampBox** miniumum box + | *[out]* **dest** cropped bounding box + +.. c:function:: bool glm_aabb_frustum(vec3 box[2], vec4 planes[6]) + + | check if AABB intersects with frustum planes + + this could be useful for frustum culling using AABB. + + OPTIMIZATION HINT: + if planes order is similar to LEFT, RIGHT, BOTTOM, TOP, NEAR, FAR + then this method should run even faster because it would only use two + planes if object is not inside the two planes + fortunately cglm extracts planes as this order! just pass what you got! + + Parameters: + | *[in]* **box** bounding box + | *[out]* **planes** frustum planes + +.. c:function:: void glm_aabb_invalidate(vec3 box[2]) + + | invalidate AABB min and max values + + | It fills *max* values with -FLT_MAX and *min* values with +FLT_MAX + + Parameters: + | *[in, out]* **box** bounding box + +.. c:function:: bool glm_aabb_isvalid(vec3 box[2]) + + | check if AABB is valid or not + + Parameters: + | *[in]* **box** bounding box + + Returns: + returns true if aabb is valid otherwise false + +.. c:function:: float glm_aabb_size(vec3 box[2]) + + | distance between of min and max + + Parameters: + | *[in]* **box** bounding box + + Returns: + distance between min - max + +.. c:function:: float glm_aabb_radius(vec3 box[2]) + + | radius of sphere which surrounds AABB + + Parameters: + | *[in]* **box** bounding box + +.. c:function:: void glm_aabb_center(vec3 box[2], vec3 dest) + + | computes center point of AABB + + Parameters: + | *[in]* **box** bounding box + | *[out]* **dest** center of bounding box + +.. c:function:: bool glm_aabb_aabb(vec3 box[2], vec3 other[2]) + + | check if two AABB intersects + + Parameters: + | *[in]* **box** bounding box + | *[out]* **other** other bounding box + +.. c:function:: bool glm_aabb_sphere(vec3 box[2], vec4 s) + + | check if AABB intersects with sphere + + | https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c + | Solid Box - Solid Sphere test. + + Parameters: + | *[in]* **box** solid bounding box + | *[out]* **s** solid sphere + +.. c:function:: bool glm_aabb_point(vec3 box[2], vec3 point) + + | check if point is inside of AABB + + Parameters: + | *[in]* **box** bounding box + | *[out]* **point** point + +.. c:function:: bool glm_aabb_contains(vec3 box[2], vec3 other[2]) + + | check if AABB contains other AABB + + Parameters: + | *[in]* **box** bounding box + | *[out]* **other** other bounding box diff --git a/libs/cglm/docs/source/build.rst b/libs/cglm/docs/source/build.rst new file mode 100644 index 0000000..e2eb23d --- /dev/null +++ b/libs/cglm/docs/source/build.rst @@ -0,0 +1,153 @@ +Build cglm +================================ + +| **cglm** does not have any external dependencies. + +**NOTE:** +If you only need to inline versions, you don't need to build **cglm**, you don't need to link it to your program. +Just import cglm to your project as dependency / external lib by copy-paste then use it as usual + +CMake (All platforms): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +.. code-block:: bash + :linenos: + + $ mkdir build + $ cd build + $ cmake .. # [Optional] -DCGLM_SHARED=ON + $ make + $ sudo make install # [Optional] + +**make** will build cglm to **build** folder. +If you don't want to install **cglm** to your system's folder you can get static and dynamic libs in this folder. + +**CMake Options:** + +.. code-block:: CMake + :linenos: + + option(CGLM_SHARED "Shared build" ON) + option(CGLM_STATIC "Static build" OFF) + option(CGLM_USE_C99 "" OFF) # C11 + option(CGLM_USE_TEST "Enable Tests" OFF) # for make check - make test + +**Use as header-only library with your CMake project example** +This requires no building or installation of cglm. + +.. code-block:: CMake + :linenos: + + cmake_minimum_required(VERSION 3.8.2) + + project(<Your Project Name>) + + add_executable(${PROJECT_NAME} src/main.c) + target_link_libraries(${LIBRARY_NAME} PRIVATE + cglm_headers) + + add_subdirectory(external/cglm/ EXCLUDE_FROM_ALL) + +**Use with your CMake project example** + +.. code-block:: CMake + :linenos: + + cmake_minimum_required(VERSION 3.8.2) + + project(<Your Project Name>) + + add_executable(${PROJECT_NAME} src/main.c) + target_link_libraries(${LIBRARY_NAME} PRIVATE + cglm) + + add_subdirectory(external/cglm/) + +Meson (All platforms): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +.. code-block:: + :linenos: + + $ meson build # [Optional] --default-library=static + $ cd build + $ ninja + $ sudo ninja install # [Optional] + +**Meson Options:** + +.. code-block:: + :linenos: + + c_std=c11 + buildtype=release + default_library=shared + enable_tests=false # to run tests: ninja test + + +**Use with your Meson project** + +.. code-block:: + :linenos: + + # Clone cglm or create a cglm.wrap under <source_root>/subprojects + project('name', 'c') + + cglm_dep = dependency('cglm', fallback : 'cglm', 'cglm_dep') + + executable('exe', 'src/main.c', dependencies : cglm_dep) + + +Unix (Autotools): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +.. code-block:: bash + :linenos: + + $ sh autogen.sh + $ ./configure + $ make + $ make check # run tests (optional) + $ [sudo] make install # install to system (optional) + +**make** will build cglm to **.libs** sub folder in project folder. +If you don't want to install **cglm** to your system's folder you can get static and dynamic libs in this folder. + +Windows (MSBuild): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Windows related build files, project files are located in `win` folder, +make sure you are inside in cglm/win folder. + +Code Analysis are enabled, it may take awhile to build. + +.. code-block:: bash + :linenos: + + $ cd win + $ .\build.bat + +if *msbuild* is not worked (because of multi versions of Visual Studio) +then try to build with *devenv*: + +.. code-block:: bash + :linenos: + + $ devenv cglm.sln /Build Release + +Currently tests are not available on Windows. + +Documentation (Sphinx): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +**cglm** uses sphinx framework for documentation, it allows lot of formats for documentation. To see all options see sphinx build page: + +https://www.sphinx-doc.org/en/master/man/sphinx-build.html + +Example build: + +.. code-block:: bash + :linenos: + + $ cd cglm/docs + $ sphinx-build source build diff --git a/libs/cglm/docs/source/call.rst b/libs/cglm/docs/source/call.rst new file mode 100644 index 0000000..f7765a7 --- /dev/null +++ b/libs/cglm/docs/source/call.rst @@ -0,0 +1,19 @@ +.. default-domain:: C + +precompiled functions (call) +================================================================================ + +All funcitons in **glm_** namespace are forced to **inline**. +Most functions also have pre-compiled version. + +Precompiled versions are in **glmc_** namespace. *c* in the namespace stands for +"call". + +Since precompiled functions are just wrapper for inline verisons, +these functions are not documented individually. +It would be duplicate documentation also it +would be hard to sync documentation between inline and call verison for me. + +By including **clgm/cglm.h** you include all inline verisons. To get precompiled +versions you need to include **cglm/call.h** header it also includes all +call versions plus *clgm/cglm.h* (inline verisons) diff --git a/libs/cglm/docs/source/cam.rst b/libs/cglm/docs/source/cam.rst new file mode 100644 index 0000000..7afc5db --- /dev/null +++ b/libs/cglm/docs/source/cam.rst @@ -0,0 +1,313 @@ +.. default-domain:: C + +camera +====== + +Header: cglm/cam.h + +There are many convenient functions for camera. For instance :c:func:`glm_look` +is just wrapper for :c:func:`glm_lookat`. Sometimes you only have direction +instead of target, so that makes easy to build view matrix using direction. +There is also :c:func:`glm_look_anyup` function which can help build view matrix +without providing UP axis. It uses :c:func:`glm_vec3_ortho` to get a UP axis and +builds view matrix. + +You can also *_default* versions of ortho and perspective to build projection +fast if you don't care specific projection values. + +*_decomp* means decompose; these function can help to decompose projection +matrices. + + **NOTE**: Be careful when working with high range (very small near, very large + far) projection matrices. You may not get exact value you gave. + **float** type cannot store very high precision so you will lose precision. + Also your projection matrix will be inaccurate due to losing precision + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Functions: + +1. :c:func:`glm_frustum` +#. :c:func:`glm_ortho` +#. :c:func:`glm_ortho_aabb` +#. :c:func:`glm_ortho_aabb_p` +#. :c:func:`glm_ortho_aabb_pz` +#. :c:func:`glm_ortho_default` +#. :c:func:`glm_ortho_default_s` +#. :c:func:`glm_perspective` +#. :c:func:`glm_persp_move_far` +#. :c:func:`glm_perspective_default` +#. :c:func:`glm_perspective_resize` +#. :c:func:`glm_lookat` +#. :c:func:`glm_look` +#. :c:func:`glm_look_anyup` +#. :c:func:`glm_persp_decomp` +#. :c:func:`glm_persp_decompv` +#. :c:func:`glm_persp_decomp_x` +#. :c:func:`glm_persp_decomp_y` +#. :c:func:`glm_persp_decomp_z` +#. :c:func:`glm_persp_decomp_far` +#. :c:func:`glm_persp_decomp_near` +#. :c:func:`glm_persp_fovy` +#. :c:func:`glm_persp_aspect` +#. :c:func:`glm_persp_sizes` + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: void glm_frustum(float left, float right, float bottom, float top, float nearVal, float farVal, mat4 dest) + + | set up perspective peprojection matrix + + Parameters: + | *[in]* **left** viewport.left + | *[in]* **right** viewport.right + | *[in]* **bottom** viewport.bottom + | *[in]* **top** viewport.top + | *[in]* **nearVal** near clipping plane + | *[in]* **farVal** far clipping plane + | *[out]* **dest** result matrix + +.. c:function:: void glm_ortho(float left, float right, float bottom, float top, float nearVal, float farVal, mat4 dest) + + | set up orthographic projection matrix + + Parameters: + | *[in]* **left** viewport.left + | *[in]* **right** viewport.right + | *[in]* **bottom** viewport.bottom + | *[in]* **top** viewport.top + | *[in]* **nearVal** near clipping plane + | *[in]* **farVal** far clipping plane + | *[out]* **dest** result matrix + +.. c:function:: void glm_ortho_aabb(vec3 box[2], mat4 dest) + + | set up orthographic projection matrix using bounding box + | bounding box (AABB) must be in view space + + Parameters: + | *[in]* **box** AABB + | *[in]* **dest** result matrix + +.. c:function:: void glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) + + | set up orthographic projection matrix using bounding box + | bounding box (AABB) must be in view space + + this version adds padding to box + + Parameters: + | *[in]* **box** AABB + | *[in]* **padding** padding + | *[out]* **d** result matrix + +.. c:function:: void glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) + + | set up orthographic projection matrix using bounding box + | bounding box (AABB) must be in view space + + this version adds Z padding to box + + Parameters: + | *[in]* **box** AABB + | *[in]* **padding** padding for near and far + | *[out]* **d** result matrix + + Returns: + square of norm / magnitude + +.. c:function:: void glm_ortho_default(float aspect, mat4 dest) + + | set up unit orthographic projection matrix + + Parameters: + | *[in]* **aspect** aspect ration ( width / height ) + | *[out]* **dest** result matrix + +.. c:function:: void glm_ortho_default_s(float aspect, float size, mat4 dest) + + | set up orthographic projection matrix with given CUBE size + + Parameters: + | *[in]* **aspect** aspect ration ( width / height ) + | *[in]* **size** cube size + | *[out]* **dest** result matrix + +.. c:function:: void glm_perspective(float fovy, float aspect, float nearVal, float farVal, mat4 dest) + + | set up perspective projection matrix + + Parameters: + | *[in]* **fovy** field of view angle (in radians) + | *[in]* **aspect** aspect ratio ( width / height ) + | *[in]* **nearVal** near clipping plane + | *[in]* **farVal** far clipping planes + | *[out]* **dest** result matrix + +.. c:function:: void glm_persp_move_far(mat4 proj, float deltaFar) + + | extend perspective projection matrix's far distance + + | this function does not guarantee far >= near, be aware of that! + + Parameters: + | *[in, out]* **proj** projection matrix to extend + | *[in]* **deltaFar** distance from existing far (negative to shink) + +.. c:function:: void glm_perspective_default(float aspect, mat4 dest) + + | set up perspective projection matrix with default near/far + and angle values + + Parameters: + | *[in]* **aspect** aspect aspect ratio ( width / height ) + | *[out]* **dest** result matrix + +.. c:function:: void glm_perspective_resize(float aspect, mat4 proj) + + | resize perspective matrix by aspect ratio ( width / height ) + this makes very easy to resize proj matrix when window / viewport reized + + Parameters: + | *[in]* **aspect** aspect ratio ( width / height ) + | *[in, out]* **proj** perspective projection matrix + +.. c:function:: void glm_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest) + + | set up view matrix + + **NOTE:** The UP vector must not be parallel to the line of sight from the eye point to the reference point. + + Parameters: + | *[in]* **eye** eye vector + | *[in]* **center** center vector + | *[in]* **up** up vector + | *[out]* **dest** result matrix + +.. c:function:: void glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) + + | set up view matrix + + convenient wrapper for :c:func:`glm_lookat`: if you only have direction not + target self then this might be useful. Because you need to get target + from direction. + + **NOTE:** The UP vector must not be parallel to the line of sight from the eye point to the reference point. + + Parameters: + | *[in]* **eye** eye vector + | *[in]* **dir** direction vector + | *[in]* **up** up vector + | *[out]* **dest** result matrix + +.. c:function:: void glm_look_anyup(vec3 eye, vec3 dir, mat4 dest) + + | set up view matrix + + convenient wrapper for :c:func:`glm_look` if you only have direction + and if you don't care what UP vector is then this might be useful + to create view matrix + + Parameters: + | *[in]* **eye** eye vector + | *[in]* **dir** direction vector + | *[out]* **dest** result matrix + +.. c:function:: void glm_persp_decomp(mat4 proj, float *nearVal, float *farVal, float *top, float *bottom, float *left, float *right) + + | decomposes frustum values of perspective projection. + + Parameters: + | *[in]* **eye** perspective projection matrix + | *[out]* **nearVal** near + | *[out]* **farVal** far + | *[out]* **top** top + | *[out]* **bottom** bottom + | *[out]* **left** left + | *[out]* **right** right + +.. c:function:: void glm_persp_decompv(mat4 proj, float dest[6]) + + | decomposes frustum values of perspective projection. + | this makes easy to get all values at once + + Parameters: + | *[in]* **proj** perspective projection matrix + | *[out]* **dest** array + +.. c:function:: void glm_persp_decomp_x(mat4 proj, float *left, float *right) + + | decomposes left and right values of perspective projection. + | x stands for x axis (left / right axis) + + Parameters: + | *[in]* **proj** perspective projection matrix + | *[out]* **left** left + | *[out]* **right** right + +.. c:function:: void glm_persp_decomp_y(mat4 proj, float *top, float *bottom) + + | decomposes top and bottom values of perspective projection. + | y stands for y axis (top / botom axis) + + Parameters: + | *[in]* **proj** perspective projection matrix + | *[out]* **top** top + | *[out]* **bottom** bottom + +.. c:function:: void glm_persp_decomp_z(mat4 proj, float *nearVal, float *farVal) + + | decomposes near and far values of perspective projection. + | z stands for z axis (near / far axis) + + Parameters: + | *[in]* **proj** perspective projection matrix + | *[out]* **nearVal** near + | *[out]* **farVal** far + +.. c:function:: void glm_persp_decomp_far(mat4 proj, float * __restrict farVal) + + | decomposes far value of perspective projection. + + Parameters: + | *[in]* **proj** perspective projection matrix + | *[out]* **farVal** far + +.. c:function:: void glm_persp_decomp_near(mat4 proj, float * __restrict nearVal) + + | decomposes near value of perspective projection. + + Parameters: + | *[in]* **proj** perspective projection matrix + | *[out]* **nearVal** near + +.. c:function:: float glm_persp_fovy(mat4 proj) + + | returns field of view angle along the Y-axis (in radians) + + if you need to degrees, use glm_deg to convert it or use this: + fovy_deg = glm_deg(glm_persp_fovy(projMatrix)) + + Parameters: + | *[in]* **proj** perspective projection matrix + + Returns: + | fovy in radians + +.. c:function:: float glm_persp_aspect(mat4 proj) + + | returns aspect ratio of perspective projection + + Parameters: + | *[in]* **proj** perspective projection matrix + +.. c:function:: void glm_persp_sizes(mat4 proj, float fovy, vec4 dest) + + | returns sizes of near and far planes of perspective projection + + Parameters: + | *[in]* **proj** perspective projection matrix + | *[in]* **fovy** fovy (see brief) + | *[out]* **dest** sizes order: [Wnear, Hnear, Wfar, Hfar] diff --git a/libs/cglm/docs/source/cglm-intro.png b/libs/cglm/docs/source/cglm-intro.png Binary files differnew file mode 100644 index 0000000..74ac74e --- /dev/null +++ b/libs/cglm/docs/source/cglm-intro.png diff --git a/libs/cglm/docs/source/color.rst b/libs/cglm/docs/source/color.rst new file mode 100644 index 0000000..62a4dc1 --- /dev/null +++ b/libs/cglm/docs/source/color.rst @@ -0,0 +1,34 @@ +.. default-domain:: C + +color +================================================================================ + +Header: cglm/color.h + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Functions: + +1. :c:func:`glm_luminance` + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: float glm_luminance(vec3 rgb) + + | averages the color channels into one value + + This function uses formula in COLLADA 1.5 spec which is + + .. code-block:: text + + luminance = (color.r * 0.212671) + + (color.g * 0.715160) + + (color.b * 0.072169) + + It is based on the ISO/CIE color standards (see ITU-R Recommendation BT.709-4), + that averages the color channels into one value + + Parameters: + | *[in]* **rgb** RGB color diff --git a/libs/cglm/docs/source/conf.py b/libs/cglm/docs/source/conf.py new file mode 100644 index 0000000..eaf48b4 --- /dev/null +++ b/libs/cglm/docs/source/conf.py @@ -0,0 +1,203 @@ +# -*- coding: utf-8 -*- +# +# cglm documentation build configuration file, created by +# sphinx-quickstart on Tue Jun 6 20:31:05 2017. +# +# This file is execfile()d with the current directory set to its +# containing dir. +# +# Note that not all possible configuration values are present in this +# autogenerated file. +# +# All configuration values have a default; values that are commented out +# serve to show the default. + +# If extensions (or modules to document with autodoc) are in another directory, +# add these directories to sys.path here. If the directory is relative to the +# documentation root, use os.path.abspath to make it absolute, like shown here. +# +# import os +# import sys +# sys.path.insert(0, os.path.abspath('.')) + + +# -- General configuration ------------------------------------------------ + +# If your documentation needs a minimal Sphinx version, state it here. +# +# needs_sphinx = '3.0' + +# Add any Sphinx extension module names here, as strings. They can be +# extensions coming with Sphinx (named 'sphinx.ext.*') or your custom +# ones. +extensions = [ + 'sphinx.ext.doctest', + 'sphinx.ext.todo', + 'sphinx.ext.coverage', + 'sphinx.ext.mathjax', + 'sphinx.ext.ifconfig', + 'sphinx.ext.viewcode', + 'sphinx.ext.githubpages' +] + +# Add any paths that contain templates here, relative to this directory. +templates_path = ['_templates'] + +# The suffix(es) of source filenames. +# You can specify multiple suffix as a list of string: +# +# source_suffix = ['.rst', '.md'] +source_suffix = '.rst' + +# The master toctree document. +master_doc = 'index' + +# General information about the project. +project = u'cglm' +copyright = u'2017, Recep Aslantas' +author = u'Recep Aslantas' + +# The version info for the project you're documenting, acts as replacement for +# |version| and |release|, also used in various other places throughout the +# built documents. +# +# The short X.Y version. +version = u'0.8.6' +# The full version, including alpha/beta/rc tags. +release = u'0.8.6' + +# The language for content autogenerated by Sphinx. Refer to documentation +# for a list of supported languages. +# +# This is also used if you do content translation via gettext catalogs. +# Usually you set "language" from the command line for these cases. +language = None + +# List of patterns, relative to source directory, that match files and +# directories to ignore when looking for source files. +# This patterns also effect to html_static_path and html_extra_path +exclude_patterns = [] + +# The name of the Pygments (syntax highlighting) style to use. +pygments_style = 'sphinx' + +# If true, `todo` and `todoList` produce output, else they produce nothing. +todo_include_todos = False + + +# -- Options for HTML output ---------------------------------------------- + +# The theme to use for HTML and HTML Help pages. See the documentation for +# a list of builtin themes. +# +html_theme = 'sphinx_rtd_theme' + +# Theme options are theme-specific and customize the look and feel of a theme +# further. For a list of options available for each theme, see the +# documentation. +# +# html_theme_options = {} + +html_theme_options = { + # 'github_banner': 'true', + # 'github_button': 'true', + # 'github_user': 'recp', + # 'github_repo': 'cglm', + # 'travis_button': 'true', + # 'show_related': 'true', + # 'fixed_sidebar': 'true' +} + +# Add any paths that contain custom static files (such as style sheets) here, +# relative to this directory. They are copied after the builtin static files, +# so a file named "default.css" will overwrite the builtin "default.css". +html_static_path = ['_static'] + + +# -- Options for HTMLHelp output ------------------------------------------ + +# Output file base name for HTML help builder. +htmlhelp_basename = 'cglmdoc' + + +# -- Options for LaTeX output --------------------------------------------- + +latex_elements = { + # The paper size ('letterpaper' or 'a4paper'). + # + # 'papersize': 'letterpaper', + + # The font size ('10pt', '11pt' or '12pt'). + # + # 'pointsize': '10pt', + + # Additional stuff for the LaTeX preamble. + # + # 'preamble': '', + + # Latex figure (float) alignment + # + # 'figure_align': 'htbp', +} + +# Grouping the document tree into LaTeX files. List of tuples +# (source start file, target name, title, +# author, documentclass [howto, manual, or own class]). +latex_documents = [ + (master_doc, 'cglm.tex', u'cglm Documentation', + u'Recep Aslantas', 'manual'), +] + + +# -- Options for manual page output --------------------------------------- + +# One entry per manual page. List of tuples +# (source start file, name, description, authors, manual section). +man_pages = [ + (master_doc, 'cglm', u'cglm Documentation', + [author], 1) +] + + +# -- Options for Texinfo output ------------------------------------------- + +# Grouping the document tree into Texinfo files. List of tuples +# (source start file, target name, title, author, +# dir menu entry, description, category) +texinfo_documents = [ + (master_doc, 'cglm', u'cglm Documentation', + author, 'cglm', 'One line description of project.', + 'Miscellaneous'), +] + +# -- Options for Epub output ------------------------------------------------- + +# Bibliographic Dublin Core info. +epub_title = project +epub_author = author +epub_publisher = author +epub_copyright = copyright + +# The unique identifier of the text. This can be a ISBN number +# or the project homepage. +# +# epub_identifier = '' + +# A unique identification for the text. +# +# epub_uid = '' + +# A list of files that should not be packed into the epub file. +epub_exclude_files = ['search.html'] + + +# -- Extension configuration ------------------------------------------------- + +# -- Options for todo extension ---------------------------------------------- + +# If true, `todo` and `todoList` produce output, else they produce nothing. +todo_include_todos = True + +# -- Options for the C domain ------------------------------------------------ + +c_id_attributes = ['__restrict'] diff --git a/libs/cglm/docs/source/curve.rst b/libs/cglm/docs/source/curve.rst new file mode 100644 index 0000000..26c9b75 --- /dev/null +++ b/libs/cglm/docs/source/curve.rst @@ -0,0 +1,41 @@ +.. default-domain:: C + +Curve +================================================================================ + +Header: cglm/curve.h + +Common helpers for common curves. For specific curve see its header/doc +e.g bezier + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Functions: + +1. :c:func:`glm_smc` + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: float glm_smc(float s, mat4 m, vec4 c) + + | helper function to calculate **S** * **M** * **C** multiplication for curves + + | this function does not encourage you to use SMC, instead it is a helper if you use SMC. + + | if you want to specify S as vector then use more generic glm_mat4_rmc() func. + + | Example usage: + + .. code-block:: c + + Bs = glm_smc(s, GLM_BEZIER_MAT, (vec4){p0, c0, c1, p1}) + + Parameters: + | *[in]* **s** parameter between 0 and 1 (this will be [s3, s2, s, 1]) + | *[in]* **m** basis matrix + | *[out]* **c** position/control vector + + Returns: + scalar value e.g. Bs diff --git a/libs/cglm/docs/source/euler.rst b/libs/cglm/docs/source/euler.rst new file mode 100644 index 0000000..74ba4c2 --- /dev/null +++ b/libs/cglm/docs/source/euler.rst @@ -0,0 +1,182 @@ +.. default-domain:: C + +euler angles +============ + +Header: cglm/euler.h + +You may wonder what **glm_euler_sq** type ( **_sq** stands for sequence ) and +:c:func:`glm_euler_by_order` do. +I used them to convert euler angles in one coordinate system to another. For +instance if you have **Z_UP** euler angles and if you want to convert it +to **Y_UP** axis then :c:func:`glm_euler_by_order` is your friend. For more +information check :c:func:`glm_euler_order` documentation + +You must pass arrays as array, if you use C compiler then you can use something +like this: + +.. code-block:: c + + float pitch, yaw, roll; + mat4 rot; + + /* pitch = ...; yaw = ...; roll = ... */ + glm_euler((vec3){pitch, yaw, roll}, rot); + +Rotation Conveniention +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +Current *cglm*'s euler functions uses these convention: + +* Tait–Bryan angles (x-y-z convention) +* Intrinsic rotations (pitch, yaw and roll). + This is reserve order of extrinsic (elevation, heading and bank) rotation +* Right hand rule (actually all rotations in *cglm* use **RH**) +* All angles used in *cglm* are **RADIANS** not degrees + + +**NOTE**: The default :c:func:`glm_euler` function is the short name of +:c:func:`glm_euler_xyz` this is why you can't see :c:func:`glm_euler_xyz`. +When you see an euler function which doesn't have any X, Y, Z suffix then +assume that uses **_xyz** (or instead it accept order as parameter). + +If rotation doesn't work properly, your options: + +1. If you use (or paste) degrees convert it to radians before calling an euler function + +.. code-block:: c + + float pitch, yaw, roll; + mat4 rot; + + /* pitch = degrees; yaw = degrees; roll = degrees */ + glm_euler((vec3){glm_rad(pitch), glm_rad(yaw), glm_rad(roll)}, rot); + +2. Convention mismatch. You may have extrinsic angles, + if you do (if you must) then consider to use reverse order e.g if you have + **xyz** extrinsic then use **zyx** + +3. *cglm* may implemented it wrong, consider to create an issue to report it + or pull request to fix it + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Types: + +1. glm_euler_sq + +Functions: + +1. :c:func:`glm_euler_order` +#. :c:func:`glm_euler_angles` +#. :c:func:`glm_euler` +#. :c:func:`glm_euler_xyz` +#. :c:func:`glm_euler_zyx` +#. :c:func:`glm_euler_zxy` +#. :c:func:`glm_euler_xzy` +#. :c:func:`glm_euler_yzx` +#. :c:func:`glm_euler_yxz` +#. :c:func:`glm_euler_by_order` + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: glm_euler_sq glm_euler_order(int ord[3]) + + | packs euler angles order to glm_euler_sq enum. + + To use :c:func:`glm_euler_by_order` function you need *glm_euler_sq*. You + can get it with this function. + + You can build param like this: + + | X = 0, Y = 1, Z = 2 + + if you have ZYX order then you pass this: [2, 1, 0] = ZYX. + if you have YXZ order then you pass this: [1, 0, 2] = YXZ + + As you can see first item specifies which axis will be first then the + second one specifies which one will be next an so on. + + Parameters: + | *[in]* **ord** euler angles order [Angle1, Angle2, Angle2] + + Returns: + packed euler order + +.. c:function:: void glm_euler_angles(mat4 m, vec3 dest) + + | extract euler angles (in radians) using xyz order + + Parameters: + | *[in]* **m** affine transform + | *[out]* **dest** angles vector [x, y, z] + +.. c:function:: void glm_euler(vec3 angles, mat4 dest) + + | build rotation matrix from euler angles + + this is alias of glm_euler_xyz function + + Parameters: + | *[in]* **angles** angles as vector [Xangle, Yangle, Zangle] + | *[in]* **dest** rotation matrix + +.. c:function:: void glm_euler_xyz(vec3 angles, mat4 dest) + + | build rotation matrix from euler angles + + Parameters: + | *[in]* **angles** angles as vector [Xangle, Yangle, Zangle] + | *[in]* **dest** rotation matrix + +.. c:function:: void glm_euler_zyx(vec3 angles, mat4 dest) + + | build rotation matrix from euler angles + + Parameters: + | *[in]* **angles** angles as vector [Xangle, Yangle, Zangle] + | *[in]* **dest** rotation matrix + +.. c:function:: void glm_euler_zxy(vec3 angles, mat4 dest) + + | build rotation matrix from euler angles + + Parameters: + | *[in]* **angles** angles as vector [Xangle, Yangle, Zangle] + | *[in]* **dest** rotation matrix + +.. c:function:: void glm_euler_xzy(vec3 angles, mat4 dest) + + | build rotation matrix from euler angles + + Parameters: + | *[in]* **angles** angles as vector [Xangle, Yangle, Zangle] + | *[in]* **dest** rotation matrix + +.. c:function:: void glm_euler_yzx(vec3 angles, mat4 dest) + + build rotation matrix from euler angles + + Parameters: + | *[in]* **angles** angles as vector [Xangle, Yangle, Zangle] + | *[in]* **dest** rotation matrix + +.. c:function:: void glm_euler_yxz(vec3 angles, mat4 dest) + + | build rotation matrix from euler angles + + Parameters: + | *[in]* **angles** angles as vector [Xangle, Yangle, Zangle] + | *[in]* **dest** rotation matrix + +.. c:function:: void glm_euler_by_order(vec3 angles, glm_euler_sq ord, mat4 dest) + + | build rotation matrix from euler angles with given euler order. + + Use :c:func:`glm_euler_order` function to build *ord* parameter + + Parameters: + | *[in]* **angles** angles as vector [Xangle, Yangle, Zangle] + | *[in]* **ord** euler order + | *[in]* **dest** rotation matrix diff --git a/libs/cglm/docs/source/features.rst b/libs/cglm/docs/source/features.rst new file mode 100644 index 0000000..8113f63 --- /dev/null +++ b/libs/cglm/docs/source/features.rst @@ -0,0 +1,28 @@ +Features +================================================================================ + +* **scalar** and **simd** (sse, avx, neon...) optimizations +* option to use different clipspaces e.g. Left Handed, Zero-to-One... (currrently right handed negative-one is default) +* array api and struct api, you can use arrays or structs. +* general purpose matrix operations (mat4, mat3) +* chain matrix multiplication (square only) +* general purpose vector operations (cross, dot, rotate, proj, angle...) +* affine transformations +* matrix decomposition (extract rotation, scaling factor) +* optimized affine transform matrices (mul, rigid-body inverse) +* camera (lookat) +* projections (ortho, perspective) +* quaternions +* euler angles / yaw-pitch-roll to matrix +* extract euler angles +* inline or pre-compiled function call +* frustum (extract view frustum planes, corners...) +* bounding box (AABB in Frustum (culling), crop, merge...) +* bounding sphere +* project, unproject +* easing functions +* curves +* curve interpolation helpers (SMC, deCasteljau...) +* helpers to convert cglm types to Apple's simd library to pass cglm types to Metal GL without packing them on both sides +* ray intersection helpers +* and others... diff --git a/libs/cglm/docs/source/frustum.rst b/libs/cglm/docs/source/frustum.rst new file mode 100644 index 0000000..b58913c --- /dev/null +++ b/libs/cglm/docs/source/frustum.rst @@ -0,0 +1,168 @@ +.. default-domain:: C + +frustum +============= + +Header: cglm/frustum.h + +cglm provides convenient functions to extract frustum planes, corners... +All extracted corners are **vec4** so you must create array of **vec4** +not **vec3**. If you want to store them to save space you msut convert them +yourself. + +**vec4** is used to speed up functions need to corners. This is why frustum +fucntions use *vec4* instead of *vec3* + +Currenty related-functions use [-1, 1] clip space configuration to extract +corners but you can override it by prodiving **GLM_CUSTOM_CLIPSPACE** macro. +If you provide it then you have to all bottom macros as *vec4* + +Current configuration: + +.. code-block:: c + + /* near */ + GLM_CSCOORD_LBN {-1.0f, -1.0f, -1.0f, 1.0f} + GLM_CSCOORD_LTN {-1.0f, 1.0f, -1.0f, 1.0f} + GLM_CSCOORD_RTN { 1.0f, 1.0f, -1.0f, 1.0f} + GLM_CSCOORD_RBN { 1.0f, -1.0f, -1.0f, 1.0f} + + /* far */ + GLM_CSCOORD_LBF {-1.0f, -1.0f, 1.0f, 1.0f} + GLM_CSCOORD_LTF {-1.0f, 1.0f, 1.0f, 1.0f} + GLM_CSCOORD_RTF { 1.0f, 1.0f, 1.0f, 1.0f} + GLM_CSCOORD_RBF { 1.0f, -1.0f, 1.0f, 1.0f} + + +Explain of short names: + * **LBN**: left bottom near + * **LTN**: left top near + * **RTN**: right top near + * **RBN**: right bottom near + * **LBF**: left bottom far + * **LTF**: left top far + * **RTF**: right top far + * **RBF**: right bottom far + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Macros: + +.. code-block:: c + + GLM_LBN 0 /* left bottom near */ + GLM_LTN 1 /* left top near */ + GLM_RTN 2 /* right top near */ + GLM_RBN 3 /* right bottom near */ + + GLM_LBF 4 /* left bottom far */ + GLM_LTF 5 /* left top far */ + GLM_RTF 6 /* right top far */ + GLM_RBF 7 /* right bottom far */ + + GLM_LEFT 0 + GLM_RIGHT 1 + GLM_BOTTOM 2 + GLM_TOP 3 + GLM_NEAR 4 + GLM_FAR 5 + +Functions: + +1. :c:func:`glm_frustum_planes` +#. :c:func:`glm_frustum_corners` +#. :c:func:`glm_frustum_center` +#. :c:func:`glm_frustum_box` +#. :c:func:`glm_frustum_corners_at` + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: void glm_frustum_planes(mat4 m, vec4 dest[6]) + + | extracts view frustum planes + + planes' space: + - if m = proj: View Space + - if m = viewProj: World Space + - if m = MVP: Object Space + + You probably want to extract planes in world space so use viewProj as m + Computing viewProj: + + .. code-block:: c + + glm_mat4_mul(proj, view, viewProj); + + Exracted planes order: [left, right, bottom, top, near, far] + + Parameters: + | *[in]* **m** matrix + | *[out]* **dest** exracted view frustum planes + +.. c:function:: void glm_frustum_corners(mat4 invMat, vec4 dest[8]) + + | extracts view frustum corners using clip-space coordinates + + corners' space: + - if m = invViewProj: World Space + - if m = invMVP: Object Space + + You probably want to extract corners in world space so use **invViewProj** + Computing invViewProj: + + .. code-block:: c + + glm_mat4_mul(proj, view, viewProj); + ... + glm_mat4_inv(viewProj, invViewProj); + + if you have a near coord at **i** index, + you can get it's far coord by i + 4; + follow example below to understand that + + For instance to find center coordinates between a near and its far coord: + + .. code-block:: c + + for (j = 0; j < 4; j++) { + glm_vec3_center(corners[i], corners[i + 4], centerCorners[i]); + } + + corners[i + 4] is far of corners[i] point. + + Parameters: + | *[in]* **invMat** matrix + | *[out]* **dest** exracted view frustum corners + +.. c:function:: void glm_frustum_center(vec4 corners[8], vec4 dest) + + | finds center of view frustum + + Parameters: + | *[in]* **corners** view frustum corners + | *[out]* **dest** view frustum center + +.. c:function:: void glm_frustum_box(vec4 corners[8], mat4 m, vec3 box[2]) + + | finds bounding box of frustum relative to given matrix e.g. view mat + + Parameters: + | *[in]* **corners** view frustum corners + | *[in]* **m** matrix to convert existing conners + | *[out]* **box** bounding box as array [min, max] + +.. c:function:: void glm_frustum_corners_at(vec4 corners[8], float splitDist, float farDist, vec4 planeCorners[4]) + + | finds planes corners which is between near and far planes (parallel) + + this will be helpful if you want to split a frustum e.g. CSM/PSSM. This will + find planes' corners but you will need to one more plane. + Actually you have it, it is near, far or created previously with this func ;) + + Parameters: + | *[in]* **corners** frustum corners + | *[in]* **splitDist** split distance + | *[in]* **farDist** far distance (zFar) + | *[out]* **planeCorners** plane corners [LB, LT, RT, RB] diff --git a/libs/cglm/docs/source/getting_started.rst b/libs/cglm/docs/source/getting_started.rst new file mode 100644 index 0000000..bf2b8f3 --- /dev/null +++ b/libs/cglm/docs/source/getting_started.rst @@ -0,0 +1,105 @@ +Getting Started +================================ + +Types: +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +**cglm** uses **glm** prefix for all functions e.g. glm_lookat. You can see supported types in common header file: + +.. code-block:: c + :linenos: + + typedef float vec2[2]; + typedef float vec3[3]; + typedef int ivec3[3]; + typedef CGLM_ALIGN_IF(16) float vec4[4]; + typedef vec4 versor; + typedef vec3 mat3[3]; + + #ifdef __AVX__ + typedef CGLM_ALIGN_IF(32) vec4 mat4[4]; + #else + typedef CGLM_ALIGN_IF(16) vec4 mat4[4]; + #endif + +As you can see types don't store extra informations in favor of space. +You can send these values e.g. matrix to OpenGL directly without casting or calling a function like *value_ptr* + +Alignment Is Required: +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +**vec4** and **mat4** requires 16 (32 for **mat4** if AVX is enabled) byte alignment because **vec4** and **mat4** operations are vectorized by SIMD instructions (SSE/AVX/NEON). + +**UPDATE:** + By starting v0.4.5 cglm provides an option to disable alignment requirement, it is enabled as default + + | Check :doc:`opt` page for more details + + Also alignment is disabled for older msvc verisons as default. Now alignment is only required in Visual Studio 2017 version 15.6+ if CGLM_ALL_UNALIGNED macro is not defined. + +Allocations: +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +*cglm* doesn't alloc any memory on heap. So it doesn't provide any allocator. +You must allocate memory yourself. You should alloc memory for out parameters too if you pass pointer of memory location. When allocating memory, don't forget that **vec4** and **mat4** require alignment. + +**NOTE:** Unaligned **vec4** and unaligned **mat4** operations will be supported in the future. Check todo list. +Because you may want to multiply a CGLM matrix with external matrix. +There is no guarantee that non-CGLM matrix is aligned. Unaligned types will have *u* prefix e.g. **umat4** + +Array vs Struct: +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +*cglm* uses arrays for vector and matrix types. So you can't access individual +elements like vec.x, vec.y, vec.z... You must use subscript to access vector elements +e.g. vec[0], vec[1], vec[2]. + +Also I think it is more meaningful to access matrix elements with subscript +e.g **matrix[2][3]** instead of **matrix._23**. Since matrix is array of vectors, +vectors are also defined as array. This makes types homogeneous. + +**Return arrays?** + +Since C doesn't support return arrays, cglm also doesn't support this feature. + +Function design: +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +.. image:: cglm-intro.png + :width: 492px  + :height: 297px + :align: center + +cglm provides a few way to call a function to do same operation. + +* Inline - *glm_, glm_u* +* Pre-compiled - *glmc_, glmc_u* + +For instance **glm_mat4_mul** is inline (all *glm_* functions are inline), to make it non-inline (pre-compiled), +call it as **glmc_mat4_mul** from library, to use unaligned version use **glm_umat4_mul** (todo). + +Most functions have **dest** parameter for output. For instance mat4_mul func looks like this: + +.. code-block:: c + + CGLM_INLINE + void + glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest) + +The dest parameter is out parameter. Result will be stored in **dest**. +Also in this case matrix multiplication order is dest = m1 * m2. + +* Changing parameter order will change the multiplication order. +* You can pass all parameter same (this is similar to m1 `*=` m1), you can pass **dest** as m1 or m2 (this is similar to m1 `*=` m2) + +**v** postfix in function names +------------------------------- + +You may see **v** postfix in some function names, v stands for vector. +For instance consider a function that accepts three parameters x, y, z. +This function may be overloaded by **v** postfix to accept vector (vec3) instead of separate parameters. +In some places the v means that it will be apply to a vector. + +**_to** postfix in function names +--------------------------------- + +*_to* version of function will store the result in specified parameter instead of in-out parameter. +Some functions don't have _to prefix but they still behave like this e.g. glm_mat4_mul. diff --git a/libs/cglm/docs/source/index.rst b/libs/cglm/docs/source/index.rst new file mode 100644 index 0000000..34a71c4 --- /dev/null +++ b/libs/cglm/docs/source/index.rst @@ -0,0 +1,53 @@ +.. cglm documentation master file, created by + sphinx-quickstart on Tue Jun 6 20:31:05 2017. + You can adapt this file completely to your liking, but it should at least + contain the root `toctree` directive. + +cglm Documentation +================================ + +**cglm** is an optimized 3D math library written in C99 (compatible with C89). +It is similar to the original **glm** library, except **cglm** is mainly for +**C**. + +**cglm** stores matrices as column-major order but in the future row-major is +considered to be supported as optional. + +.. toctree:: + :maxdepth: 2 + :caption: Getting Started: + + features + build + getting_started + +.. toctree:: + :maxdepth: 2 + :caption: How To: + + opengl + +.. toctree:: + :maxdepth: 2 + :caption: API: + + api + +.. toctree:: + :maxdepth: 2 + :caption: Options: + + opt + +.. toctree:: + :maxdepth: 2 + :caption: Troubleshooting: + + troubleshooting + +Indices and Tables: +=================== + +* :ref:`genindex` +* :ref:`modindex` +* :ref:`search` diff --git a/libs/cglm/docs/source/io.rst b/libs/cglm/docs/source/io.rst new file mode 100644 index 0000000..cead0be --- /dev/null +++ b/libs/cglm/docs/source/io.rst @@ -0,0 +1,119 @@ +.. default-domain:: C + +io (input / output e.g. print) +================================================================================ + +Header: cglm/io.h + +There are some built-in print functions which may save your time, +especially for debugging. + +All functions accept **FILE** parameter which makes very flexible. +You can even print it to file on disk. + +In general you will want to print them to console to see results. +You can use **stdout** and **stderr** to write results to console. +Some programs may occupy **stdout** but you can still use **stderr**. +Using **stderr** is suggested. + +Example to print mat4 matrix: + +.. code-block:: c + + mat4 transform; + /* ... */ + glm_mat4_print(transform, stderr); + +**NOTE:** print functions use **%0.4f** precision if you need more +(you probably will in some cases), you can change it temporary. +cglm may provide precision parameter in the future + +Changes since **v0.7.3**: +* Now mis-alignment of columns are fixed: larger numbers are printed via %g and others are printed via %f. Column withs are calculated before print. +* Now values are colorful ;) +* Some print improvements +* New options with default values: + +.. code-block:: c + + #define CGLM_PRINT_PRECISION 5 + #define CGLM_PRINT_MAX_TO_SHORT 1e5 + #define CGLM_PRINT_COLOR "\033[36m" + #define CGLM_PRINT_COLOR_RESET "\033[0m" + +* Inline prints are only enabled in DEBUG mode and if **CGLM_DEFINE_PRINTS** is defined. + +Check options page. + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Functions: + +1. :c:func:`glm_mat4_print` +#. :c:func:`glm_mat3_print` +#. :c:func:`glm_vec4_print` +#. :c:func:`glm_vec3_print` +#. :c:func:`glm_ivec3_print` +#. :c:func:`glm_versor_print` +#. :c:func:`glm_aabb_print` + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: void glm_mat4_print(mat4 matrix, FILE * __restrict ostream) + + | print mat4 to given stream + + Parameters: + | *[in]* **matrix** matrix + | *[in]* **ostream** FILE to write + +.. c:function:: void glm_mat3_print(mat3 matrix, FILE * __restrict ostream) + + | print mat3 to given stream + + Parameters: + | *[in]* **matrix** matrix + | *[in]* **ostream** FILE to write + +.. c:function:: void glm_vec4_print(vec4 vec, FILE * __restrict ostream) + + | print vec4 to given stream + + Parameters: + | *[in]* **vec** vector + | *[in]* **ostream** FILE to write + +.. c:function:: void glm_vec3_print(vec3 vec, FILE * __restrict ostream) + + | print vec3 to given stream + + Parameters: + | *[in]* **vec** vector + | *[in]* **ostream** FILE to write + +.. c:function:: void glm_ivec3_print(ivec3 vec, FILE * __restrict ostream) + + | print ivec3 to given stream + + Parameters: + | *[in]* **vec** vector + | *[in]* **ostream** FILE to write + +.. c:function:: void glm_versor_print(versor vec, FILE * __restrict ostream) + + | print quaternion to given stream + + Parameters: + | *[in]* **vec** quaternion + | *[in]* **ostream** FILE to write + +.. c:function:: void glm_aabb_print(versor vec, const char * __restrict tag, FILE * __restrict ostream) + + | print aabb to given stream + + Parameters: + | *[in]* **vec** aabb (axis-aligned bounding box) + | *[in]* **tag** tag to find it more easly in logs + | *[in]* **ostream** FILE to write diff --git a/libs/cglm/docs/source/ivec2.rst b/libs/cglm/docs/source/ivec2.rst new file mode 100644 index 0000000..c10bc4c --- /dev/null +++ b/libs/cglm/docs/source/ivec2.rst @@ -0,0 +1,163 @@ +.. default-domain:: C + +ivec2 +===== + +Header: cglm/ivec2.h + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Functions: + +1. :c:func:`glm_ivec2` +#. :c:func:`glm_ivec2_copy` +#. :c:func:`glm_ivec2_zero` +#. :c:func:`glm_ivec2_one` +#. :c:func:`glm_ivec2_add` +#. :c:func:`glm_ivec2_adds` +#. :c:func:`glm_ivec2_sub` +#. :c:func:`glm_ivec2_subs` +#. :c:func:`glm_ivec2_mul` +#. :c:func:`glm_ivec2_scale` +#. :c:func:`glm_ivec2_distance2` +#. :c:func:`glm_ivec2_distance` +#. :c:func:`glm_ivec2_maxv` +#. :c:func:`glm_ivec2_minv` +#. :c:func:`glm_ivec2_clamp` + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: void glm_ivec2(int * v, ivec2 dest) + + init ivec2 using vec3 or vec4 + + Parameters: + | *[in]* **v** vector + | *[out]* **dest** destination + +.. c:function:: void glm_ivec2_copy(ivec2 a, ivec2 dest) + + copy all members of [a] to [dest] + + Parameters: + | *[in]* **a** source vector + | *[out]* **dest** destination + +.. c:function:: void glm_ivec2_zero(ivec2 v) + + set all members of [v] to zero + + Parameters: + | *[out]* **v** vector + +.. c:function:: void glm_ivec2_one(ivec2 v) + + set all members of [v] to one + + Parameters: + | *[out]* **v** vector + +.. c:function:: void glm_ivec2_add(ivec2 a, ivec2 b, ivec2 dest) + + add vector [a] to vector [b] and store result in [dest] + + Parameters: + | *[in]* **a** first vector + | *[in]* **b** second vector + | *[out]* **dest** destination + +.. c:function:: void glm_ivec2_adds(ivec2 v, int s, ivec2 dest) + + add scalar s to vector [v] and store result in [dest] + + Parameters: + | *[in]* **v** vector + | *[in]* **s** scalar + | *[out]* **dest** destination + +.. c:function:: void glm_ivec2_sub(ivec2 a, ivec2 b, ivec2 dest) + + subtract vector [b] from vector [a] and store result in [dest] + + Parameters: + | *[in]* **a** first vector + | *[in]* **b** second vector + | *[out]* **dest** destination + +.. c:function:: void glm_ivec2_subs(ivec2 v, int s, ivec2 dest) + + subtract scalar s from vector [v] and store result in [dest] + + Parameters: + | *[in]* **v** vector + | *[in]* **s** scalar + | *[out]* **dest** destination + +.. c:function:: void glm_ivec2_mul(ivec2 a, ivec2 b, ivec2 dest) + + multiply vector [a] with vector [b] and store result in [dest] + + Parameters: + | *[in]* **a** first vector + | *[in]* **b** second vector + | *[out]* **dest** destination + +.. c:function:: void glm_ivec2_scale(ivec2 v, int s, ivec2 dest) + + multiply vector [a] with scalar s and store result in [dest] + + Parameters: + | *[in]* **v** vector + | *[in]* **s** scalar + | *[out]* **dest** destination + +.. c:function:: int glm_ivec2_distance2(ivec2 a, ivec2 b) + + squared distance between two vectors + + Parameters: + | *[in]* **a** first vector + | *[in]* **b** second vector + + Returns: + squared distance (distance * distance) + +.. c:function:: float glm_ivec2_distance(ivec2 a, ivec2 b) + + distance between two vectors + + Parameters: + | *[in]* **a** first vector + | *[in]* **b** second vector + + Returns: + distance + +.. c:function:: void glm_ivec2_maxv(ivec2 a, ivec2 b, ivec2 dest) + + set each member of dest to greater of vector a and b + + Parameters: + | *[in]* **a** first vector + | *[in]* **b** second vector + | *[out]* **dest** destination + +.. c:function:: void glm_ivec2_minv(ivec2 a, ivec2 b, ivec2 dest) + + set each member of dest to lesser of vector a and b + + Parameters: + | *[in]* **a** first vector + | *[in]* **b** second vector + | *[out]* **dest** destination + +.. c:function:: void glm_ivec2_clamp(ivec2 v, int minVal, int maxVal) + + clamp each member of [v] between minVal and maxVal (inclusive) + + Parameters: + | *[in, out]* **v** vector + | *[in]* **minVal** minimum value + | *[in]* **maxVal** maximum value diff --git a/libs/cglm/docs/source/ivec3.rst b/libs/cglm/docs/source/ivec3.rst new file mode 100644 index 0000000..312078a --- /dev/null +++ b/libs/cglm/docs/source/ivec3.rst @@ -0,0 +1,163 @@ +.. default-domain:: C + +ivec3 +===== + +Header: cglm/ivec3.h + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Functions: + +1. :c:func:`glm_ivec3` +#. :c:func:`glm_ivec3_copy` +#. :c:func:`glm_ivec3_zero` +#. :c:func:`glm_ivec3_one` +#. :c:func:`glm_ivec3_add` +#. :c:func:`glm_ivec3_adds` +#. :c:func:`glm_ivec3_sub` +#. :c:func:`glm_ivec3_subs` +#. :c:func:`glm_ivec3_mul` +#. :c:func:`glm_ivec3_scale` +#. :c:func:`glm_ivec3_distance2` +#. :c:func:`glm_ivec3_distance` +#. :c:func:`glm_ivec3_maxv` +#. :c:func:`glm_ivec3_minv` +#. :c:func:`glm_ivec3_clamp` + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: void glm_ivec3(ivec4 v4, ivec3 dest) + + init ivec3 using ivec4 + + Parameters: + | *[in]* **v** vector + | *[out]* **dest** destination + +.. c:function:: void glm_ivec3_copy(ivec3 a, ivec3 dest) + + copy all members of [a] to [dest] + + Parameters: + | *[in]* **a** source vector + | *[out]* **dest** destination + +.. c:function:: void glm_ivec3_zero(ivec3 v) + + set all members of [v] to zero + + Parameters: + | *[out]* **v** vector + +.. c:function:: void glm_ivec3_one(ivec3 v) + + set all members of [v] to one + + Parameters: + | *[out]* **v** vector + +.. c:function:: void glm_ivec3_add(ivec3 a, ivec3 b, ivec3 dest) + + add vector [a] to vector [b] and store result in [dest] + + Parameters: + | *[in]* **a** first vector + | *[in]* **b** second vector + | *[out]* **dest** destination + +.. c:function:: void glm_ivec3_adds(ivec3 v, int s, ivec3 dest) + + add scalar s to vector [v] and store result in [dest] + + Parameters: + | *[in]* **v** vector + | *[in]* **s** scalar + | *[out]* **dest** destination + +.. c:function:: void glm_ivec3_sub(ivec3 a, ivec3 b, ivec3 dest) + + subtract vector [b] from vector [a] and store result in [dest] + + Parameters: + | *[in]* **a** first vector + | *[in]* **b** second vector + | *[out]* **dest** destination + +.. c:function:: void glm_ivec3_subs(ivec3 v, int s, ivec3 dest) + + subtract scalar s from vector [v] and store result in [dest] + + Parameters: + | *[in]* **v** vector + | *[in]* **s** scalar + | *[out]* **dest** destination + +.. c:function:: void glm_ivec3_mul(ivec3 a, ivec3 b, ivec3 dest) + + multiply vector [a] with vector [b] and store result in [dest] + + Parameters: + | *[in]* **a** first vector + | *[in]* **b** second vector + | *[out]* **dest** destination + +.. c:function:: void glm_ivec3_scale(ivec3 v, int s, ivec3 dest) + + multiply vector [a] with scalar s and store result in [dest] + + Parameters: + | *[in]* **v** vector + | *[in]* **s** scalar + | *[out]* **dest** destination + +.. c:function:: int glm_ivec3_distance2(ivec3 a, ivec3 b) + + squared distance between two vectors + + Parameters: + | *[in]* **a** first vector + | *[in]* **b** second vector + + Returns: + squared distance (distance * distance) + +.. c:function:: float glm_ivec3_distance(ivec3 a, ivec3 b) + + distance between two vectors + + Parameters: + | *[in]* **a** first vector + | *[in]* **b** second vector + + Returns: + distance + +.. c:function:: void glm_ivec3_maxv(ivec3 a, ivec3 b, ivec3 dest) + + set each member of dest to greater of vector a and b + + Parameters: + | *[in]* **a** first vector + | *[in]* **b** second vector + | *[out]* **dest** destination + +.. c:function:: void glm_ivec3_minv(ivec3 a, ivec3 b, ivec3 dest) + + set each member of dest to lesser of vector a and b + + Parameters: + | *[in]* **a** first vector + | *[in]* **b** second vector + | *[out]* **dest** destination + +.. c:function:: void glm_ivec3_clamp(ivec3 v, int minVal, int maxVal) + + clamp each member of [v] between minVal and maxVal (inclusive) + + Parameters: + | *[in, out]* **v** vector + | *[in]* **minVal** minimum value + | *[in]* **maxVal** maximum value diff --git a/libs/cglm/docs/source/ivec4.rst b/libs/cglm/docs/source/ivec4.rst new file mode 100644 index 0000000..a175631 --- /dev/null +++ b/libs/cglm/docs/source/ivec4.rst @@ -0,0 +1,163 @@ +.. default-domain:: C + +ivec4 +===== + +Header: cglm/ivec4.h + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Functions: + +1. :c:func:`glm_ivec4` +#. :c:func:`glm_ivec4_copy` +#. :c:func:`glm_ivec4_zero` +#. :c:func:`glm_ivec4_one` +#. :c:func:`glm_ivec4_add` +#. :c:func:`glm_ivec4_adds` +#. :c:func:`glm_ivec4_sub` +#. :c:func:`glm_ivec4_subs` +#. :c:func:`glm_ivec4_mul` +#. :c:func:`glm_ivec4_scale` +#. :c:func:`glm_ivec4_distance2` +#. :c:func:`glm_ivec4_distance` +#. :c:func:`glm_ivec4_maxv` +#. :c:func:`glm_ivec4_minv` +#. :c:func:`glm_ivec4_clamp` + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: void glm_ivec4(ivec3 v3, int last, ivec4 dest) + + init ivec4 using ivec3 + + Parameters: + | *[in]* **v** vector + | *[out]* **dest** destination + +.. c:function:: void glm_ivec4_copy(ivec4 a, ivec4 dest) + + copy all members of [a] to [dest] + + Parameters: + | *[in]* **a** source vector + | *[out]* **dest** destination + +.. c:function:: void glm_ivec4_zero(ivec4 v) + + set all members of [v] to zero + + Parameters: + | *[out]* **v** vector + +.. c:function:: void glm_ivec4_one(ivec4 v) + + set all members of [v] to one + + Parameters: + | *[out]* **v** vector + +.. c:function:: void glm_ivec4_add(ivec4 a, ivec4 b, ivec4 dest) + + add vector [a] to vector [b] and store result in [dest] + + Parameters: + | *[in]* **a** first vector + | *[in]* **b** second vector + | *[out]* **dest** destination + +.. c:function:: void glm_ivec4_adds(ivec4 v, int s, ivec4 dest) + + add scalar s to vector [v] and store result in [dest] + + Parameters: + | *[in]* **v** vector + | *[in]* **s** scalar + | *[out]* **dest** destination + +.. c:function:: void glm_ivec4_sub(ivec4 a, ivec4 b, ivec4 dest) + + subtract vector [b] from vector [a] and store result in [dest] + + Parameters: + | *[in]* **a** first vector + | *[in]* **b** second vector + | *[out]* **dest** destination + +.. c:function:: void glm_ivec4_subs(ivec4 v, int s, ivec4 dest) + + subtract scalar s from vector [v] and store result in [dest] + + Parameters: + | *[in]* **v** vector + | *[in]* **s** scalar + | *[out]* **dest** destination + +.. c:function:: void glm_ivec4_mul(ivec4 a, ivec4 b, ivec4 dest) + + multiply vector [a] with vector [b] and store result in [dest] + + Parameters: + | *[in]* **a** first vector + | *[in]* **b** second vector + | *[out]* **dest** destination + +.. c:function:: void glm_ivec4_scale(ivec4 v, int s, ivec4 dest) + + multiply vector [a] with scalar s and store result in [dest] + + Parameters: + | *[in]* **v** vector + | *[in]* **s** scalar + | *[out]* **dest** destination + +.. c:function:: int glm_ivec4_distance2(ivec4 a, ivec4 b) + + squared distance between two vectors + + Parameters: + | *[in]* **a** first vector + | *[in]* **b** second vector + + Returns: + squared distance (distance * distance) + +.. c:function:: float glm_ivec4_distance(ivec4 a, ivec4 b) + + distance between two vectors + + Parameters: + | *[in]* **a** first vector + | *[in]* **b** second vector + + Returns: + distance + +.. c:function:: void glm_ivec4_maxv(ivec4 a, ivec4 b, ivec4 dest) + + set each member of dest to greater of vector a and b + + Parameters: + | *[in]* **a** first vector + | *[in]* **b** second vector + | *[out]* **dest** destination + +.. c:function:: void glm_ivec4_minv(ivec4 a, ivec4 b, ivec4 dest) + + set each member of dest to lesser of vector a and b + + Parameters: + | *[in]* **a** first vector + | *[in]* **b** second vector + | *[out]* **dest** destination + +.. c:function:: void glm_ivec4_clamp(ivec4 v, int minVal, int maxVal) + + clamp each member of [v] between minVal and maxVal (inclusive) + + Parameters: + | *[in, out]* **v** vector + | *[in]* **minVal** minimum value + | *[in]* **maxVal** maximum value diff --git a/libs/cglm/docs/source/mat2.rst b/libs/cglm/docs/source/mat2.rst new file mode 100644 index 0000000..6e55c83 --- /dev/null +++ b/libs/cglm/docs/source/mat2.rst @@ -0,0 +1,179 @@ +.. default-domain:: C + +mat2 +==== + +Header: cglm/mat2.h + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Macros: + +1. GLM_mat2_IDENTITY_INIT +#. GLM_mat2_ZERO_INIT +#. GLM_mat2_IDENTITY +#. GLM_mat2_ZERO + +Functions: + +1. :c:func:`glm_mat2_copy` +#. :c:func:`glm_mat2_identity` +#. :c:func:`glm_mat2_identity_array` +#. :c:func:`glm_mat2_zero` +#. :c:func:`glm_mat2_mul` +#. :c:func:`glm_mat2_transpose_to` +#. :c:func:`glm_mat2_transpose` +#. :c:func:`glm_mat2_mulv` +#. :c:func:`glm_mat2_scale` +#. :c:func:`glm_mat2_det` +#. :c:func:`glm_mat2_inv` +#. :c:func:`glm_mat2_trace` +#. :c:func:`glm_mat2_swap_col` +#. :c:func:`glm_mat2_swap_row` +#. :c:func:`glm_mat2_rmc` + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: void glm_mat2_copy(mat2 mat, mat2 dest) + + copy mat2 to another one (dest). + + Parameters: + | *[in]* **mat** source + | *[out]* **dest** destination + +.. c:function:: void glm_mat2_identity(mat2 mat) + + copy identity mat2 to mat, or makes mat to identiy + + Parameters: + | *[out]* **mat** matrix + +.. c:function:: void glm_mat2_identity_array(mat2 * __restrict mat, size_t count) + + make given matrix array's each element identity matrix + + Parameters: + | *[in,out]* **mat** matrix array (must be aligned (16/32) if alignment is not disabled) + | *[in]* **count** count of matrices + +.. c:function:: void glm_mat2_zero(mat2 mat) + + make given matrix zero + + Parameters: + | *[in,out]* **mat** matrix to + +.. c:function:: void glm_mat2_mul(mat2 m1, mat2 m2, mat2 dest) + + multiply m1 and m2 to dest + m1, m2 and dest matrices can be same matrix, it is possible to write this: + + .. code-block:: c + + mat2 m = GLM_mat2_IDENTITY_INIT; + glm_mat2_mul(m, m, m); + + Parameters: + | *[in]* **m1** left matrix + | *[in]* **m2** right matrix + | *[out]* **dest** destination matrix + +.. c:function:: void glm_mat2_transpose_to(mat2 m, mat2 dest) + + transpose mat4 and store in dest + source matrix will not be transposed unless dest is m + + Parameters: + | *[in]* **mat** source + | *[out]* **dest** destination + +.. c:function:: void glm_mat2_transpose(mat2 m) + + tranpose mat2 and store result in same matrix + + Parameters: + | *[in]* **mat** source + | *[out]* **dest** destination + +.. c:function:: void glm_mat2_mulv(mat2 m, vec2 v, vec2 dest) + + multiply mat4 with vec4 (column vector) and store in dest vector + + Parameters: + | *[in]* **mat** mat2 (left) + | *[in]* **v** vec2 (right, column vector) + | *[out]* **dest** destination (result, column vector) + +.. c:function:: void glm_mat2_scale(mat2 m, float s) + + multiply matrix with scalar + + Parameters: + | *[in, out]* **mat** matrix + | *[in]* **dest** scalar + +.. c:function:: float glm_mat2_det(mat2 mat) + + returns mat2 determinant + + Parameters: + | *[in]* **mat** matrix + + Returns: + mat2 determinant + +.. c:function:: void glm_mat2_inv(mat2 mat, mat2 dest) + + inverse mat2 and store in dest + + Parameters: + | *[in]* **mat** matrix + | *[out]* **dest** destination (inverse matrix) + +.. c:function:: void glm_mat2_trace(mat2 m) + + | sum of the elements on the main diagonal from upper left to the lower right + + Parameters: + | *[in]* **m** matrix + + Returns: + trace of matrix + +.. c:function:: void glm_mat2_swap_col(mat2 mat, int col1, int col2) + + swap two matrix columns + + Parameters: + | *[in, out]* **mat** matrix + | *[in]* **col1** col1 + | *[in]* **col2** col2 + +.. c:function:: void glm_mat2_swap_row(mat2 mat, int row1, int row2) + + swap two matrix rows + + Parameters: + | *[in, out]* **mat** matrix + | *[in]* **row1** row1 + | *[in]* **row2** row2 + +.. c:function:: float glm_mat2_rmc(vec2 r, mat2 m, vec2 c) + + | **rmc** stands for **Row** * **Matrix** * **Column** + + | helper for R (row vector) * M (matrix) * C (column vector) + + | the result is scalar because R * M = Matrix1x2 (row vector), + | then Matrix1x2 * Vec2 (column vector) = Matrix1x1 (Scalar) + + Parameters: + | *[in]* **r** row vector or matrix1x2 + | *[in]* **m** matrix2x2 + | *[in]* **c** column vector or matrix2x1 + + Returns: + scalar value e.g. Matrix1x1 diff --git a/libs/cglm/docs/source/mat3.rst b/libs/cglm/docs/source/mat3.rst new file mode 100644 index 0000000..e577ce4 --- /dev/null +++ b/libs/cglm/docs/source/mat3.rst @@ -0,0 +1,189 @@ +.. default-domain:: C + +mat3 +==== + +Header: cglm/mat3.h + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Macros: + +1. GLM_MAT3_IDENTITY_INIT +#. GLM_MAT3_ZERO_INIT +#. GLM_MAT3_IDENTITY +#. GLM_MAT3_ZERO +#. glm_mat3_dup(mat, dest) + +Functions: + +1. :c:func:`glm_mat3_copy` +#. :c:func:`glm_mat3_identity` +#. :c:func:`glm_mat3_identity_array` +#. :c:func:`glm_mat3_zero` +#. :c:func:`glm_mat3_mul` +#. :c:func:`glm_mat3_transpose_to` +#. :c:func:`glm_mat3_transpose` +#. :c:func:`glm_mat3_mulv` +#. :c:func:`glm_mat3_quat` +#. :c:func:`glm_mat3_scale` +#. :c:func:`glm_mat3_det` +#. :c:func:`glm_mat3_inv` +#. :c:func:`glm_mat3_trace` +#. :c:func:`glm_mat3_swap_col` +#. :c:func:`glm_mat3_swap_row` +#. :c:func:`glm_mat3_rmc` + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: void glm_mat3_copy(mat3 mat, mat3 dest) + + copy mat3 to another one (dest). + + Parameters: + | *[in]* **mat** source + | *[out]* **dest** destination + +.. c:function:: void glm_mat3_identity(mat3 mat) + + copy identity mat3 to mat, or makes mat to identiy + + Parameters: + | *[out]* **mat** matrix + +.. c:function:: void glm_mat3_identity_array(mat3 * __restrict mat, size_t count) + + make given matrix array's each element identity matrix + + Parameters: + | *[in,out]* **mat** matrix array (must be aligned (16/32) if alignment is not disabled) + | *[in]* **count** count of matrices + +.. c:function:: void glm_mat3_zero(mat3 mat) + + make given matrix zero + + Parameters: + | *[in,out]* **mat** matrix to + +.. c:function:: void glm_mat3_mul(mat3 m1, mat3 m2, mat3 dest) + + multiply m1 and m2 to dest + m1, m2 and dest matrices can be same matrix, it is possible to write this: + + .. code-block:: c + + mat3 m = GLM_MAT3_IDENTITY_INIT; + glm_mat3_mul(m, m, m); + + Parameters: + | *[in]* **m1** left matrix + | *[in]* **m2** right matrix + | *[out]* **dest** destination matrix + +.. c:function:: void glm_mat3_transpose_to(mat3 m, mat3 dest) + + transpose mat4 and store in dest + source matrix will not be transposed unless dest is m + + Parameters: + | *[in]* **mat** source + | *[out]* **dest** destination + +.. c:function:: void glm_mat3_transpose(mat3 m) + + tranpose mat3 and store result in same matrix + + Parameters: + | *[in]* **mat** source + | *[out]* **dest** destination + +.. c:function:: void glm_mat3_mulv(mat3 m, vec3 v, vec3 dest) + + multiply mat4 with vec4 (column vector) and store in dest vector + + Parameters: + | *[in]* **mat** mat3 (left) + | *[in]* **v** vec3 (right, column vector) + | *[out]* **dest** destination (result, column vector) + +.. c:function:: void glm_mat3_quat(mat3 m, versor dest) + + convert mat3 to quaternion + + Parameters: + | *[in]* **m** rotation matrix + | *[out]* **dest** destination quaternion + +.. c:function:: void glm_mat3_scale(mat3 m, float s) + + multiply matrix with scalar + + Parameters: + | *[in, out]* **mat** matrix + | *[in]* **dest** scalar + +.. c:function:: float glm_mat3_det(mat3 mat) + + returns mat3 determinant + + Parameters: + | *[in]* **mat** matrix + + Returns: + mat3 determinant + +.. c:function:: void glm_mat3_inv(mat3 mat, mat3 dest) + + inverse mat3 and store in dest + + Parameters: + | *[in]* **mat** matrix + | *[out]* **dest** destination (inverse matrix) + +.. c:function:: void glm_mat3_trace(mat3 m) + + | sum of the elements on the main diagonal from upper left to the lower right + + Parameters: + | *[in]* **m** matrix + + Returns: + trace of matrix + +.. c:function:: void glm_mat3_swap_col(mat3 mat, int col1, int col2) + + swap two matrix columns + + Parameters: + | *[in, out]* **mat** matrix + | *[in]* **col1** col1 + | *[in]* **col2** col2 + +.. c:function:: void glm_mat3_swap_row(mat3 mat, int row1, int row2) + + swap two matrix rows + + Parameters: + | *[in, out]* **mat** matrix + | *[in]* **row1** row1 + | *[in]* **row2** row2 + +.. c:function:: float glm_mat3_rmc(vec3 r, mat3 m, vec3 c) + + | **rmc** stands for **Row** * **Matrix** * **Column** + + | helper for R (row vector) * M (matrix) * C (column vector) + + | the result is scalar because R * M = Matrix1x3 (row vector), + | then Matrix1x3 * Vec3 (column vector) = Matrix1x1 (Scalar) + + Parameters: + | *[in]* **r** row vector or matrix1x3 + | *[in]* **m** matrix3x3 + | *[in]* **c** column vector or matrix3x1 + + Returns: + scalar value e.g. Matrix1x1 diff --git a/libs/cglm/docs/source/mat4.rst b/libs/cglm/docs/source/mat4.rst new file mode 100644 index 0000000..33251b9 --- /dev/null +++ b/libs/cglm/docs/source/mat4.rst @@ -0,0 +1,304 @@ +.. default-domain:: C + +mat4 +==== + +Header: cglm/mat4.h + +Important: :c:func:`glm_mat4_scale` multiplies mat4 with scalar, if you need to +apply scale transform use :c:func:`glm_scale` functions. + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Macros: + +1. GLM_MAT4_IDENTITY_INIT +#. GLM_MAT4_ZERO_INIT +#. GLM_MAT4_IDENTITY +#. GLM_MAT4_ZERO +#. glm_mat4_udup(mat, dest) +#. glm_mat4_dup(mat, dest) + +Functions: + +1. :c:func:`glm_mat4_ucopy` +#. :c:func:`glm_mat4_copy` +#. :c:func:`glm_mat4_identity` +#. :c:func:`glm_mat4_identity_array` +#. :c:func:`glm_mat4_zero` +#. :c:func:`glm_mat4_pick3` +#. :c:func:`glm_mat4_pick3t` +#. :c:func:`glm_mat4_ins3` +#. :c:func:`glm_mat4_mul` +#. :c:func:`glm_mat4_mulN` +#. :c:func:`glm_mat4_mulv` +#. :c:func:`glm_mat4_mulv3` +#. :c:func:`glm_mat3_trace` +#. :c:func:`glm_mat3_trace3` +#. :c:func:`glm_mat4_quat` +#. :c:func:`glm_mat4_transpose_to` +#. :c:func:`glm_mat4_transpose` +#. :c:func:`glm_mat4_scale_p` +#. :c:func:`glm_mat4_scale` +#. :c:func:`glm_mat4_det` +#. :c:func:`glm_mat4_inv` +#. :c:func:`glm_mat4_inv_fast` +#. :c:func:`glm_mat4_swap_col` +#. :c:func:`glm_mat4_swap_row` +#. :c:func:`glm_mat4_rmc` + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: void glm_mat4_ucopy(mat4 mat, mat4 dest) + + copy mat4 to another one (dest). u means align is not required for dest + + Parameters: + | *[in]* **mat** source + | *[out]* **dest** destination + +.. c:function:: void glm_mat4_copy(mat4 mat, mat4 dest) + + copy mat4 to another one (dest). + + Parameters: + | *[in]* **mat** source + | *[out]* **dest** destination + +.. c:function:: void glm_mat4_identity(mat4 mat) + + copy identity mat4 to mat, or makes mat to identiy + + Parameters: + | *[out]* **mat** matrix + +.. c:function:: void glm_mat4_identity_array(mat4 * __restrict mat, size_t count) + + make given matrix array's each element identity matrix + + Parameters: + | *[in,out]* **mat** matrix array (must be aligned (16/32) if alignment is not disabled) + | *[in]* **count** count of matrices + +.. c:function:: void glm_mat4_zero(mat4 mat) + + make given matrix zero + + Parameters: + | *[in,out]* **mat** matrix to + +.. c:function:: void glm_mat4_pick3(mat4 mat, mat3 dest) + + copy upper-left of mat4 to mat3 + + Parameters: + | *[in]* **mat** source + | *[out]* **dest** destination + +.. c:function:: void glm_mat4_pick3t(mat4 mat, mat4 dest) + + copy upper-left of mat4 to mat3 (transposed) + the postfix t stands for transpose + + Parameters: + | *[in]* **mat** source + | *[out]* **dest** destination + +.. c:function:: void glm_mat4_ins3(mat3 mat, mat4 dest) + + copy mat3 to mat4's upper-left. this function does not fill mat4's other + elements. To do that use glm_mat4. + + Parameters: + | *[in]* **mat** source + | *[out]* **dest** destination + +.. c:function:: void glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest) + + multiply m1 and m2 to dest + m1, m2 and dest matrices can be same matrix, it is possible to write this: + + .. code-block:: c + + mat4 m = GLM_MAT4_IDENTITY_INIT; + glm_mat4_mul(m, m, m); + + Parameters: + | *[in]* **m1** left matrix + | *[in]* **m2** right matrix + | *[out]* **dest** destination matrix + +.. c:function:: void glm_mat4_mulN(mat4 * __restrict matrices[], int len, mat4 dest) + + mupliply N mat4 matrices and store result in dest + | this function lets you multiply multiple (more than two or more...) + | matrices + + | multiplication will be done in loop, this may reduce instructions + | size but if **len** is too small then compiler may unroll whole loop + + .. code-block:: c + + mat m1, m2, m3, m4, res; + glm_mat4_mulN((mat4 *[]){&m1, &m2, &m3, &m4}, 4, res); + + Parameters: + | *[in]* **matrices** array of mat4 + | *[in]* **len** matrices count + | *[out]* **dest** destination matrix + +.. c:function:: void glm_mat4_mulv(mat4 m, vec4 v, vec4 dest) + + multiply mat4 with vec4 (column vector) and store in dest vector + + Parameters: + | *[in]* **m** mat4 (left) + | *[in]* **v** vec4 (right, column vector) + | *[in]* **last** 4th item to make it vec4 + | *[out]* **dest** vec4 (result, column vector) + +.. c:function:: void glm_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest) + + | multiply **vec3** with **mat4** and get **vec3** as result + | + | actually the result is **vec4**, after multiplication, + the last component is trimmed, if you need the result's last component + then don't use this function and consider to use **glm_mat4_mulv()** + + Parameters: + | *[in]* **m** mat4(affine transform) + | *[in]* **v** vec3 + | *[in]* **last** 4th item to make it vec4 + | *[out]* **dest** result vector (vec3) + +.. c:function:: void glm_mat4_trace(mat4 m) + + | sum of the elements on the main diagonal from upper left to the lower right + + Parameters: + | *[in]* **m** matrix + + Returns: + trace of matrix + +.. c:function:: void glm_mat4_trace3(mat4 m) + + | trace of matrix (rotation part) + | sum of the elements on the main diagonal from upper left to the lower right + + Parameters: + | *[in]* **m** matrix + + Returns: + trace of matrix + +.. c:function:: void glm_mat4_quat(mat4 m, versor dest) + + convert mat4's rotation part to quaternion + + Parameters: + | *[in]* **m** affine matrix + | *[out]* **dest** destination quaternion + +.. c:function:: void glm_mat4_transpose_to(mat4 m, mat4 dest) + + transpose mat4 and store in dest + source matrix will not be transposed unless dest is m + + Parameters: + | *[in]* **m** matrix + | *[out]* **dest** destination matrix + +.. c:function:: void glm_mat4_transpose(mat4 m) + + tranpose mat4 and store result in same matrix + + Parameters: + | *[in]* **m** source + | *[out]* **dest** destination matrix + +.. c:function:: void glm_mat4_scale_p(mat4 m, float s) + + scale (multiply with scalar) matrix without simd optimization + + Parameters: + | *[in, out]* **m** matrix + | *[in]* **s** scalar + +.. c:function:: void glm_mat4_scale(mat4 m, float s) + + scale (multiply with scalar) matrix + THIS IS NOT SCALE TRANSFORM, use glm_scale for that. + + Parameters: + | *[in, out]* **m** matrix + | *[in]* **s** scalar + +.. c:function:: float glm_mat4_det(mat4 mat) + + mat4 determinant + + Parameters: + | *[in]* **mat** matrix + + Return: + | determinant + +.. c:function:: void glm_mat4_inv(mat4 mat, mat4 dest) + + inverse mat4 and store in dest + + Parameters: + | *[in]* **mat** source + | *[out]* **dest** destination matrix (inverse matrix) + +.. c:function:: void glm_mat4_inv_fast(mat4 mat, mat4 dest) + + inverse mat4 and store in dest + + | this func uses reciprocal approximation without extra corrections + | e.g Newton-Raphson. this should work faster than normal, + | to get more precise use glm_mat4_inv version. + + | NOTE: You will lose precision, glm_mat4_inv is more accurate + + Parameters: + | *[in]* **mat** source + | *[out]* **dest** destination + +.. c:function:: void glm_mat4_swap_col(mat4 mat, int col1, int col2) + + swap two matrix columns + + Parameters: + | *[in, out]* **mat** matrix + | *[in]* **col1** col1 + | *[in]* **col2** col2 + +.. c:function:: void glm_mat4_swap_row(mat4 mat, int row1, int row2) + + swap two matrix rows + + Parameters: + | *[in, out]* **mat** matrix + | *[in]* **row1** row1 + | *[in]* **row2** row2 + +.. c:function:: float glm_mat4_rmc(vec4 r, mat4 m, vec4 c) + + | **rmc** stands for **Row** * **Matrix** * **Column** + + | helper for R (row vector) * M (matrix) * C (column vector) + + | the result is scalar because R * M = Matrix1x4 (row vector), + | then Matrix1x4 * Vec4 (column vector) = Matrix1x1 (Scalar) + + Parameters: + | *[in]* **r** row vector or matrix1x4 + | *[in]* **m** matrix4x4 + | *[in]* **c** column vector or matrix4x1 + + Returns: + scalar value e.g. Matrix1x1 diff --git a/libs/cglm/docs/source/opengl.rst b/libs/cglm/docs/source/opengl.rst new file mode 100644 index 0000000..2cebae0 --- /dev/null +++ b/libs/cglm/docs/source/opengl.rst @@ -0,0 +1,61 @@ +How to send vector or matrix to OpenGL like API +================================================== + +*cglm*'s vector and matrix types are arrays. So you can send them directly to a +function which accepts pointer. But you may got warnings for matrix because it is +two dimensional array. + +Passing / Uniforming Matrix to OpenGL: +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +**glUniformMatrix4fv** accepts float pointer, you can pass matrix to that parameter +and it should work but with warnings. "You can pass" doesn't mean that you must pass like that. + +**Correct options:** + +Correct doesn't mean correct way to use OpenGL it is just shows correct way to pass cglm type to it. + +1. Pass first column +--------------------- + +The goal is that pass address of matrix, first element of matrix is also address of matrix, +because it is array of vectors and vector is array of floats. + +.. code-block:: c + + mat4 matrix; + /* ... */ + glUniformMatrix4fv(location, 1, GL_FALSE, matrix[0]); + +array of matrices: + +.. code-block:: c + + mat4 matrix; + /* ... */ + glUniformMatrix4fv(location, count, GL_FALSE, matrix[0][0]); + +1. Cast matrix to pointer +-------------------------- + +.. code-block:: c + + mat4 matrix; + /* ... */ + glUniformMatrix4fv(location, count, GL_FALSE, (float *)matrix); + +in this way, passing aray of matrices is same + +Passing / Uniforming Vectors to OpenGL: +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +You don't need to do extra thing when passing cglm vectors to OpengL or other APIs. +Because a function like **glUniform4fv** accepts vector as pointer. cglm's vectors +are array of floats. So you can pass it directly ot those functions: + +.. code-block:: c + + vec4 vec; + /* ... */ + glUniform4fv(location, 1, vec); + +this show how to pass **vec4** others are same. diff --git a/libs/cglm/docs/source/opt.rst b/libs/cglm/docs/source/opt.rst new file mode 100644 index 0000000..9b28054 --- /dev/null +++ b/libs/cglm/docs/source/opt.rst @@ -0,0 +1,124 @@ +.. default-domain:: C + +Options +=============================================================================== + +A few options are provided via macros. + +Alignment Option +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +As default, cglm requires types to be aligned. Alignment requirements: + +vec3: 8 byte +vec4: 16 byte +mat4: 16 byte +versor: 16 byte + +By starting **v0.4.5** cglm provides an option to disable alignment requirement. +To enable this option define **CGLM_ALL_UNALIGNED** macro before all headers. +You can define it in Xcode, Visual Studio (or other IDEs) or you can also prefer +to define it in build system. If you use pre-compiled versions then you +have to compile cglm with **CGLM_ALL_UNALIGNED** macro. + +**VERY VERY IMPORTANT:** If you use cglm in multiple projects and + those projects are depends on each other, then + + | *ALWAYS* or *NEVER USE* **CGLM_ALL_UNALIGNED** macro in linked projects + + if you do not know what you are doing. Because a cglm header included + via 'project A' may force types to be aligned and another cglm header + included via 'project B' may not require alignment. In this case + cglm functions will read from and write to **INVALID MEMORY LOCATIONs**. + + ALWAYS USE SAME CONFIGURATION / OPTION for **cglm** if you have multiple projects. + + For instance if you set CGLM_ALL_UNALIGNED in a project then set it in other projects too + +Clipspace Option[s] +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +By starting **v0.8.3** cglm provides options to switch between clipspace configurations. + +Clipspace related files are located at `include/cglm/[struct]/clipspace.h` but +these are included in related files like `cam.h`. If you don't want to change your existing +clipspace configuration and want to use different clipspace function like `glm_lookat_zo` or `glm_lookat_lh_zo`... +then you can include individual headers or just define `CGLM_CLIPSPACE_INCLUDE_ALL` which will iclude all headers for you. + +1. **CGLM_CLIPSPACE_INCLUDE_ALL** +2. **CGLM_FORCE_DEPTH_ZERO_TO_ONE** +3. **CGLM_FORCE_LEFT_HANDED** + + +1. **CGLM_CLIPSPACE_INCLUDE_ALL**: + +By defining this macro, **cglm** will include all clipspace functions for you by just using +`#include cglm/cglm.h` or `#include cglm/struct.h` or `#include cglm/call.h` + +Otherwise you need to include header you want manually e.g. `#include cglm/clipspace/view_rh_zo.h` + +2. **CGLM_FORCE_DEPTH_ZERO_TO_ONE** + +This is similar to **GLM**'s **GLM_FORCE_DEPTH_ZERO_TO_ONE** option. +This will set clip space between 0 to 1 which makes **cglm** Vulkan, Metal friendly. + +You can use functions like `glm_lookat_lh_zo()` individually. By setting **CGLM_FORCE_DEPTH_ZERO_TO_ONE** +functions in cam.h for instance will use `_zo` versions. + +3. **CGLM_FORCE_LEFT_HANDED** + +Force **cglm** to use the left handed coordinate system by default, currently **cglm** uses right handed coordinate system as default, +you can change this behavior with this option. + +**VERY VERY IMPORTANT:** + +Be careful if you include **cglm** in multiple projects. + +SSE and SSE2 Shuffle Option +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +**_mm_shuffle_ps** generates **shufps** instruction even if registers are same. +You can force it to generate **pshufd** instruction by defining +**CGLM_USE_INT_DOMAIN** macro. As default it is not defined. + +SSE3 and SSE4 Dot Product Options +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +You have to extra options for dot product: **CGLM_SSE4_DOT** and **CGLM_SSE3_DOT**. + +- If **SSE4** is enabled then you can define **CGLM_SSE4_DOT** to force cglm to use **_mm_dp_ps** instruction. +- If **SSE3** is enabled then you can define **CGLM_SSE3_DOT** to force cglm to use **_mm_hadd_ps** instructions. + +otherwise cglm will use custom cglm's hadd functions which are optimized too. + +Print Options +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +1. **CGLM_DEFINE_PRINTS** +2. **CGLM_NO_PRINTS_NOOP** (use CGLM_DEFINE_PRINTS) + +Inline prints are only enabled in **DEBUG** mode or if **CGLM_DEFINE_PRINTS** is defined. +**glmc_** versions will always print too. + +Because **cglm** tried to enable print functions in debug mode and disable them in +release/production mode to eliminate printing costs when we do not need them. + +**cglm** checks **DEBUG** or **_DEBUG** macros to test debug mode, if these are not working for you then you can use +**CGLM_DEFINE_PRINTS** to force enable, or create a PR to introduce new macro to test against debugging mode. + +If DEBUG mode is not enabled then print functions will be emptied to eliminate print function calls. +You can disable this feature too by defining **CGLM_DEFINE_PRINTS** macro top of cglm header +or in project/build settings... + +3. **CGLM_PRINT_PRECISION** 5 + +precision. + +4. **CGLM_PRINT_MAX_TO_SHORT** 1e5 + +if a number is greater than this value then %g will be used, since this is shorten print you won't be able to see high precision. + +5. **CGLM_PRINT_COLOR** "\033[36m" +6. **CGLM_PRINT_COLOR_RESET** "\033[0m" + +You can disable colorful print output by defining **CGLM_PRINT_COLOR** and **CGLM_PRINT_COLOR_RESET** as empty macro. +Because some terminals may not support colors. diff --git a/libs/cglm/docs/source/plane.rst b/libs/cglm/docs/source/plane.rst new file mode 100644 index 0000000..b9afbed --- /dev/null +++ b/libs/cglm/docs/source/plane.rst @@ -0,0 +1,33 @@ +.. default-domain:: C + +plane +================================================================================ + +Header: cglm/plane.h + +Plane extract functions are in frustum header and documented +in :doc:`frustum` page. + +**Definition of plane:** + +Plane equation: **Ax + By + Cz + D = 0** + +Plan is stored in **vec4** as **[A, B, C, D]**. (A, B, C) is normal and D is distance + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Functions: + +1. :c:func:`glm_plane_normalize` + + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: void glm_plane_normalize(vec4 plane) + + | normalizes a plane + + Parameters: + | *[in, out]* **plane** pnale to normalize diff --git a/libs/cglm/docs/source/project.rst b/libs/cglm/docs/source/project.rst new file mode 100644 index 0000000..b31a86a --- /dev/null +++ b/libs/cglm/docs/source/project.rst @@ -0,0 +1,102 @@ +.. default-domain:: C + +Project / UnProject +================================================================================ + +Header: cglm/project.h + +Viewport is required as *vec4* **[X, Y, Width, Height]** but this doesn't mean +that you should store it as **vec4**. You can convert your data representation +to vec4 before passing it to related functions. + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Functions: + +1. :c:func:`glm_unprojecti` +#. :c:func:`glm_unproject` +#. :c:func:`glm_project` + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: void glm_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest) + + | maps the specified viewport coordinates into specified space [1] + the matrix should contain projection matrix. + + if you don't have ( and don't want to have ) an inverse matrix then use + glm_unproject version. You may use existing inverse of matrix in somewhere + else, this is why glm_unprojecti exists to save save inversion cost + + [1] space: + - if m = invProj: View Space + - if m = invViewProj: World Space + - if m = invMVP: Object Space + + You probably want to map the coordinates into object space + so use invMVP as m + + Computing viewProj: + + .. code-block:: c + + glm_mat4_mul(proj, view, viewProj); + glm_mat4_mul(viewProj, model, MVP); + glm_mat4_inv(viewProj, invMVP); + + Parameters: + | *[in]* **pos** point/position in viewport coordinates + | *[in]* **invMat** matrix (see brief) + | *[in]* **vp** viewport as [x, y, width, height] + | *[out]* **dest** unprojected coordinates + +.. c:function:: void glm_unproject(vec3 pos, mat4 m, vec4 vp, vec3 dest) + + | maps the specified viewport coordinates into specified space [1] + the matrix should contain projection matrix. + + this is same as glm_unprojecti except this function get inverse matrix for + you. + + [1] space: + - if m = proj: View Space + - if m = viewProj: World Space + - if m = MVP: Object Space + + You probably want to map the coordinates into object space so use MVP as m + + Computing viewProj and MVP: + + .. code-block:: c + + glm_mat4_mul(proj, view, viewProj); + glm_mat4_mul(viewProj, model, MVP); + + Parameters: + | *[in]* **pos** point/position in viewport coordinates + | *[in]* **m** matrix (see brief) + | *[in]* **vp** viewport as [x, y, width, height] + | *[out]* **dest** unprojected coordinates + +.. c:function:: void glm_project(vec3 pos, mat4 m, vec4 vp, vec3 dest) + + | map object coordinates to window coordinates + + Computing MVP: + + .. code-block:: c + + glm_mat4_mul(proj, view, viewProj); + glm_mat4_mul(viewProj, model, MVP); + + this could be useful for gettng a bbox which fits with view frustum and + object bounding boxes. In this case you crop view frustum box with objects + box + + Parameters: + | *[in]* **pos** object coordinates + | *[in]* **m** MVP matrix + | *[in]* **vp** viewport as [x, y, width, height] + | *[out]* **dest** projected coordinates diff --git a/libs/cglm/docs/source/quat.rst b/libs/cglm/docs/source/quat.rst new file mode 100644 index 0000000..a44c918 --- /dev/null +++ b/libs/cglm/docs/source/quat.rst @@ -0,0 +1,422 @@ +.. default-domain:: C + +quaternions +=========== + +Header: cglm/quat.h + + **Important:** *cglm* stores quaternion as **[x, y, z, w]** in memory + since **v0.4.0** it was **[w, x, y, z]** + before v0.4.0 ( **v0.3.5 and earlier** ). w is real part. + +What you can do with quaternions with existing functions is (Some of them): + +- You can rotate transform matrix using quaterion +- You can rotate vector using quaterion +- You can create view matrix using quaterion +- You can create a lookrotation (from source point to dest) + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Macros: + +1. GLM_QUAT_IDENTITY_INIT +#. GLM_QUAT_IDENTITY + +Functions: + +1. :c:func:`glm_quat_identity` +#. :c:func:`glm_quat_identity_array` +#. :c:func:`glm_quat_init` +#. :c:func:`glm_quat` +#. :c:func:`glm_quatv` +#. :c:func:`glm_quat_copy` +#. :c:func:`glm_quat_from_vecs` +#. :c:func:`glm_quat_norm` +#. :c:func:`glm_quat_normalize` +#. :c:func:`glm_quat_normalize_to` +#. :c:func:`glm_quat_dot` +#. :c:func:`glm_quat_conjugate` +#. :c:func:`glm_quat_inv` +#. :c:func:`glm_quat_add` +#. :c:func:`glm_quat_sub` +#. :c:func:`glm_quat_real` +#. :c:func:`glm_quat_imag` +#. :c:func:`glm_quat_imagn` +#. :c:func:`glm_quat_imaglen` +#. :c:func:`glm_quat_angle` +#. :c:func:`glm_quat_axis` +#. :c:func:`glm_quat_mul` +#. :c:func:`glm_quat_mat4` +#. :c:func:`glm_quat_mat4t` +#. :c:func:`glm_quat_mat3` +#. :c:func:`glm_quat_mat3t` +#. :c:func:`glm_quat_lerp` +#. :c:func:`glm_quat_nlerp` +#. :c:func:`glm_quat_slerp` +#. :c:func:`glm_quat_look` +#. :c:func:`glm_quat_for` +#. :c:func:`glm_quat_forp` +#. :c:func:`glm_quat_rotatev` +#. :c:func:`glm_quat_rotate` +#. :c:func:`glm_quat_rotate_at` +#. :c:func:`glm_quat_rotate_atm` + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: void glm_quat_identity(versor q) + + | makes given quat to identity + + Parameters: + | *[in, out]* **q** quaternion + +.. c:function:: void glm_quat_identity_array(versor * __restrict q, size_t count) + + | make given quaternion array's each element identity quaternion + + Parameters: + | *[in, out]* **q** quat array (must be aligned (16) if alignment is not disabled) + | *[in]* **count** count of quaternions + +.. c:function:: void glm_quat_init(versor q, float x, float y, float z, float w) + + | inits quaternion with given values + + Parameters: + | *[out]* **q** quaternion + | *[in]* **x** imag.x + | *[in]* **y** imag.y + | *[in]* **z** imag.z + | *[in]* **w** w (real part) + +.. c:function:: void glm_quat(versor q, float angle, float x, float y, float z) + + | creates NEW quaternion with individual axis components + + | given axis will be normalized + + Parameters: + | *[out]* **q** quaternion + | *[in]* **angle** angle (radians) + | *[in]* **x** axis.x + | *[in]* **y** axis.y + | *[in]* **z** axis.z + +.. c:function:: void glm_quatv(versor q, float angle, vec3 axis) + + | creates NEW quaternion with axis vector + + | given axis will be normalized + + Parameters: + | *[out]* **q** quaternion + | *[in]* **angle** angle (radians) + | *[in]* **axis** axis (will be normalized) + +.. c:function:: void glm_quat_copy(versor q, versor dest) + + | copy quaternion to another one + + Parameters: + | *[in]* **q** source quaternion + | *[out]* **dest** destination quaternion + +.. c:function:: void glm_quat_from_vecs(vec3 a, vec3 b, versor dest) + + | compute unit quaternion needed to rotate a into b + + References: + * `Finding quaternion representing the rotation from one vector to another <https://stackoverflow.com/a/11741520/183120>`_ + * `Quaternion from two vectors <http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final>`_ + * `Angle between vectors <http://www.euclideanspace.com/maths/algebra/vectors/angleBetween/minorlogic.htm>`_ + + Parameters: + | *[in]* **a** unit vector + | *[in]* **b** unit vector + | *[in]* **dest** unit quaternion + +.. c:function:: float glm_quat_norm(versor q) + + | returns norm (magnitude) of quaternion + + Parameters: + | *[in]* **a** quaternion + + Returns: + norm (magnitude) + +.. c:function:: void glm_quat_normalize_to(versor q, versor dest) + + | normalize quaternion and store result in dest, original one will not be normalized + + Parameters: + | *[in]* **q** quaternion to normalize into + | *[out]* **dest** destination quaternion + +.. c:function:: void glm_quat_normalize(versor q) + + | normalize quaternion + + Parameters: + | *[in, out]* **q** quaternion + +.. c:function:: float glm_quat_dot(versor p, versor q) + + dot product of two quaternion + + Parameters: + | *[in]* **p** quaternion 1 + | *[in]* **q** quaternion 2 + + Returns: + dot product + +.. c:function:: void glm_quat_conjugate(versor q, versor dest) + + conjugate of quaternion + + Parameters: + | *[in]* **q** quaternion + | *[in]* **dest** conjugate + +.. c:function:: void glm_quat_inv(versor q, versor dest) + + inverse of non-zero quaternion + + Parameters: + | *[in]* **q** quaternion + | *[in]* **dest** inverse quaternion + +.. c:function:: void glm_quat_add(versor p, versor q, versor dest) + + add (componentwise) two quaternions and store result in dest + + Parameters: + | *[in]* **p** quaternion 1 + | *[in]* **q** quaternion 2 + | *[in]* **dest** result quaternion + +.. c:function:: void glm_quat_sub(versor p, versor q, versor dest) + + subtract (componentwise) two quaternions and store result in dest + + Parameters: + | *[in]* **p** quaternion 1 + | *[in]* **q** quaternion 2 + | *[in]* **dest** result quaternion + +.. c:function:: float glm_quat_real(versor q) + + returns real part of quaternion + + Parameters: + | *[in]* **q** quaternion + + Returns: + real part (quat.w) + +.. c:function:: void glm_quat_imag(versor q, vec3 dest) + + returns imaginary part of quaternion + + Parameters: + | *[in]* **q** quaternion + | *[out]* **dest** imag + +.. c:function:: void glm_quat_imagn(versor q, vec3 dest) + + returns normalized imaginary part of quaternion + + Parameters: + | *[in]* **q** quaternion + | *[out]* **dest** imag + +.. c:function:: float glm_quat_imaglen(versor q) + + returns length of imaginary part of quaternion + + Parameters: + | *[in]* **q** quaternion + + Returns: + norm of imaginary part + +.. c:function:: float glm_quat_angle(versor q) + + returns angle of quaternion + + Parameters: + | *[in]* **q** quaternion + + Returns: + angles of quat (radians) + +.. c:function:: void glm_quat_axis(versor q, versor dest) + + axis of quaternion + + Parameters: + | *[in]* **p** quaternion + | *[out]* **dest** axis of quaternion + +.. c:function:: void glm_quat_mul(versor p, versor q, versor dest) + + | multiplies two quaternion and stores result in dest + + | this is also called Hamilton Product + + | According to WikiPedia: + | The product of two rotation quaternions [clarification needed] will be + equivalent to the rotation q followed by the rotation p + + Parameters: + | *[in]* **p** quaternion 1 (first rotation) + | *[in]* **q** quaternion 2 (second rotation) + | *[out]* **dest** result quaternion + +.. c:function:: void glm_quat_mat4(versor q, mat4 dest) + + | convert quaternion to mat4 + + Parameters: + | *[in]* **q** quaternion + | *[out]* **dest** result matrix + +.. c:function:: void glm_quat_mat4t(versor q, mat4 dest) + + | convert quaternion to mat4 (transposed). This is transposed version of glm_quat_mat4 + + Parameters: + | *[in]* **q** quaternion + | *[out]* **dest** result matrix + +.. c:function:: void glm_quat_mat3(versor q, mat3 dest) + + | convert quaternion to mat3 + + Parameters: + | *[in]* **q** quaternion + | *[out]* **dest** result matrix + +.. c:function:: void glm_quat_mat3t(versor q, mat3 dest) + + | convert quaternion to mat3 (transposed). This is transposed version of glm_quat_mat3 + + Parameters: + | *[in]* **q** quaternion + | *[out]* **dest** result matrix + +.. c:function:: void glm_quat_lerp(versor from, versor to, float t, versor dest) + + | interpolates between two quaternions + | using spherical linear interpolation (LERP) + + Parameters: + | *[in]* **from** from + | *[in]* **to** to + | *[in]* **t** interpolant (amount) clamped between 0 and 1 + | *[out]* **dest** result quaternion + +.. c:function:: void glm_quat_nlerp(versor q, versor r, float t, versor dest) + + | interpolates between two quaternions + | taking the shortest rotation path using + | normalized linear interpolation (NLERP) + + | This is a cheaper alternative to slerp; most games use nlerp + | for animations as it visually makes little difference. + + References: + * `Understanding Slerp, Then Not Using it <http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%20It>`_ + * `Lerp, Slerp and Nlerp <https://keithmaggio.wordpress.com/2011/02/15/math-magician-lerp-slerp-and-nlerp/>`_ + + Parameters: + | *[in]* **from** from + | *[in]* **to** to + | *[in]* **t** interpolant (amount) clamped between 0 and 1 + | *[out]* **dest** result quaternion + +.. c:function:: void glm_quat_slerp(versor q, versor r, float t, versor dest) + + | interpolates between two quaternions + | using spherical linear interpolation (SLERP) + + Parameters: + | *[in]* **from** from + | *[in]* **to** to + | *[in]* **t** interpolant (amount) clamped between 0 and 1 + | *[out]* **dest** result quaternion + +.. c:function:: void glm_quat_look(vec3 eye, versor ori, mat4 dest) + + | creates view matrix using quaternion as camera orientation + + Parameters: + | *[in]* **eye** eye + | *[in]* **ori** orientation in world space as quaternion + | *[out]* **dest** result matrix + +.. c:function:: void glm_quat_for(vec3 dir, vec3 up, versor dest) + + | creates look rotation quaternion + + Parameters: + | *[in]* **dir** direction to look + | *[in]* **up** up vector + | *[out]* **dest** result matrix + +.. c:function:: void glm_quat_forp(vec3 from, vec3 to, vec3 up, versor dest) + + | creates look rotation quaternion using source and destination positions p suffix stands for position + + | this is similar to glm_quat_for except this computes direction for glm_quat_for for you. + + Parameters: + | *[in]* **from** source point + | *[in]* **to** destination point + | *[in]* **up** up vector + | *[out]* **dest** result matrix + +.. c:function:: void glm_quat_rotatev(versor q, vec3 v, vec3 dest) + + | crotate vector using using quaternion + + Parameters: + | *[in]* **q** quaternion + | *[in]* **v** vector to rotate + | *[out]* **dest** rotated vector + +.. c:function:: void glm_quat_rotate(mat4 m, versor q, mat4 dest) + + | rotate existing transform matrix using quaternion + + instead of passing identity matrix, consider to use quat_mat4 functions + + Parameters: + | *[in]* **m** existing transform matrix to rotate + | *[in]* **q** quaternion + | *[out]* **dest** rotated matrix/transform + +.. c:function:: void glm_quat_rotate_at(mat4 m, versor q, vec3 pivot) + + | rotate existing transform matrix using quaternion at pivot point + + Parameters: + | *[in, out]* **m** existing transform matrix to rotate + | *[in]* **q** quaternion + | *[in]* **pivot** pivot + +.. c:function:: void glm_quat_rotate_atm(mat4 m, versor q, vec3 pivot) + + | rotate NEW transform matrix using quaternion at pivot point + | this creates rotation matrix, it assumes you don't have a matrix + + | this should work faster than glm_quat_rotate_at because it reduces one glm_translate. + + Parameters: + | *[in, out]* **m** existing transform matrix to rotate + | *[in]* **q** quaternion + | *[in]* **pivot** pivot diff --git a/libs/cglm/docs/source/ray.rst b/libs/cglm/docs/source/ray.rst new file mode 100644 index 0000000..c5faf33 --- /dev/null +++ b/libs/cglm/docs/source/ray.rst @@ -0,0 +1,31 @@ +.. default-domain:: C + +ray +==== + +Header: cglm/ray.h + +This is for collision-checks used by ray-tracers and the like. + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Functions: + +1. :c:func:`glm_ray_triangle` + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: bool glm_ray_triangle(vec3 origin, vec3 direction, vec3 v0, vec3 v1, vec3 v2, float *d) + + Möller–Trumbore ray-triangle intersection algorithm + + Parameters: + | *[in]* **origin** origin of ray + | *[in]* **direction** direction of ray + | *[in]* **v0** first vertex of triangle + | *[in]* **v1** second vertex of triangle + | *[in]* **v2** third vertex of triangle + | *[in, out]* **d** float pointer to save distance to intersection + | *[out]* **intersection** whether there is intersection diff --git a/libs/cglm/docs/source/sphere.rst b/libs/cglm/docs/source/sphere.rst new file mode 100644 index 0000000..db238f4 --- /dev/null +++ b/libs/cglm/docs/source/sphere.rst @@ -0,0 +1,74 @@ +.. default-domain:: C + +Sphere +================================================================================ + +Header: cglm/sphere.h + +**Definition of sphere:** + +Sphere Representation in cglm is *vec4*: **[center.x, center.y, center.z, radii]** + +You can call any vec3 function by pasing sphere. Because first three elements +defines center of sphere. + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Functions: + +1. :c:func:`glm_sphere_radii` +#. :c:func:`glm_sphere_transform` +#. :c:func:`glm_sphere_merge` +#. :c:func:`glm_sphere_sphere` +#. :c:func:`glm_sphere_point` + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: float glm_sphere_radii(vec4 s) + + | helper for getting sphere radius + + Parameters: + | *[in]* **s** sphere + + Returns: + returns radii + +.. c:function:: void glm_sphere_transform(vec4 s, mat4 m, vec4 dest) + + | apply transform to sphere, it is just wrapper for glm_mat4_mulv3 + + Parameters: + | *[in]* **s** sphere + | *[in]* **m** transform matrix + | *[out]* **dest** transformed sphere + +.. c:function:: void glm_sphere_merge(vec4 s1, vec4 s2, vec4 dest) + + | merges two spheres and creates a new one + + two sphere must be in same space, for instance if one in world space then + the other must be in world space too, not in local space. + + Parameters: + | *[in]* **s1** sphere 1 + | *[in]* **s2** sphere 2 + | *[out]* **dest** merged/extended sphere + +.. c:function:: bool glm_sphere_sphere(vec4 s1, vec4 s2) + + | check if two sphere intersects + + Parameters: + | *[in]* **s1** sphere + | *[in]* **s2** other sphere + +.. c:function:: bool glm_sphere_point(vec4 s, vec3 point) + + | check if sphere intersects with point + + Parameters: + | *[in]* **s** sphere + | *[in]* **point** point diff --git a/libs/cglm/docs/source/troubleshooting.rst b/libs/cglm/docs/source/troubleshooting.rst new file mode 100644 index 0000000..fb1433f --- /dev/null +++ b/libs/cglm/docs/source/troubleshooting.rst @@ -0,0 +1,99 @@ +.. default-domain:: C + +Troubleshooting +================================================================================ + +It is possible that sometimes you may get crashes or wrong results. +Follow these topics + +Memory Allocation: +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Again, **cglm** doesn't alloc any memory on heap. +cglm functions works like memcpy; it copies data from src, +makes calculations then copy the result to dest. + +You are responsible for allocation of **src** and **dest** parameters. + +Alignment: +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +**vec4** and **mat4** types requires 16 byte alignment. +These types are marked with align attribute to let compiler know about this +requirement. + +But since MSVC (Windows) throws the error: + +**"formal parameter with requested alignment of 16 won't be aligned"** + +The alignment attribute has been commented for MSVC + +.. code-block:: c + + #if defined(_MSC_VER) + # define CGLM_ALIGN(X) /* __declspec(align(X)) */ + #else + # define CGLM_ALIGN(X) __attribute((aligned(X))) + #endif. + +So MSVC may not know about alignment requirements when creating variables. +The interesting thing is that, if I remember correctly Visual Studio 2017 +doesn't throw the above error. So we may uncomment that line for Visual Studio 2017, +you may do it yourself. + +**This MSVC issue is still in TODOs.** + +**UPDATE:** By starting v0.4.5 cglm provides an option to disable alignment requirement. +Also alignment is disabled for older msvc verisons as default. Now alignment is only required in Visual Studio 2017 version 15.6+ if CGLM_ALL_UNALIGNED macro is not defined. + +Crashes, Invalid Memory Access: +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Probably you are trying to write to invalid memory location. + +You may used wrong function for what you want to do. + +For instance you may called **glm_vec4_** functions for **vec3** data type. +It will try to write 32 byte but since **vec3** is 24 byte it should throw +memory access error or exit the app without saying anything. + +**UPDATE - IMPORTANT:** + + | On MSVC or some other compilers, if alignment is enabled (default) then double check alignment requirements if you got a crash. + + | If you send GLM_VEC4_ONE or similar macros directly to a function, it may be crashed. + | Because compiler may not apply alignment as defined on **typedef** to that macro while passing it (on stack) to a function. + +Wrong Results: +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Again, you may used wrong function. + +For instance if you use **glm_normalize()** or **glm_vec3_normalize()** for **vec4**, +it will assume that passed param is **vec3** and will normalize it for **vec3**. +Since you need to **vec4** to be normalized in your case, you will get wrong results. + +Accessing vec4 type with vec3 functions is valid, you will not get any error, exception or crash. +You only get wrong results if you don't know what you are doing! + +So be carefull, when your IDE (Xcode, Visual Studio ...) tried to autocomplete function names, READ IT :) + +**Also implementation may be wrong please let us know by creating an issue on Github.** + +BAD_ACCESS : Thread 1: EXC_BAD_ACCESS (code=EXC_I386_GPFLT) or Similar Errors/Crashes +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +This is similar issue with alignment. For instance if you compiled **cglm** with +AVX (**-mavx**, intentionally or not) and if you use **cglm** in an environment that doesn't +support AVX (or if AVX is disabled intentionally) e.g. environment that max support SSE2/3/4, +then you probably get **BAD ACCESS** or similar... + +Because if you compile **cglm** with AVX it aligns **mat4** with 32 byte boundary, +and your project aligns that as 16 byte boundary... + +Check alignment, supported vector extension or simd in **cglm** and linked projects... + +Other Issues? +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +**Please let us know by creating an issue on Github.** diff --git a/libs/cglm/docs/source/util.rst b/libs/cglm/docs/source/util.rst new file mode 100644 index 0000000..02495f4 --- /dev/null +++ b/libs/cglm/docs/source/util.rst @@ -0,0 +1,182 @@ +.. default-domain:: C + +utils / helpers +================================================================================ + +Header: cglm/util.h + + + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Functions: + +1. :c:func:`glm_sign` +#. :c:func:`glm_signf` +#. :c:func:`glm_rad` +#. :c:func:`glm_deg` +#. :c:func:`glm_make_rad` +#. :c:func:`glm_make_deg` +#. :c:func:`glm_pow2` +#. :c:func:`glm_min` +#. :c:func:`glm_max` +#. :c:func:`glm_clamp` +#. :c:func:`glm_lerp` +#. :c:func:`glm_swapf` + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: int glm_sign(int val) + + | returns sign of 32 bit integer as +1, -1, 0 + + | **Important**: It returns 0 for zero input + + Parameters: + | *[in]* **val** an integer + + Returns: + sign of given number + +.. c:function:: float glm_signf(float val) + + | returns sign of 32 bit integer as +1.0, -1.0, 0.0 + + | **Important**: It returns 0.0f for zero input + + Parameters: + | *[in]* **val** a float + + Returns: + sign of given number + +.. c:function:: float glm_rad(float deg) + + | convert degree to radians + + Parameters: + | *[in]* **deg** angle in degrees + +.. c:function:: float glm_deg(float rad) + + | convert radians to degree + + Parameters: + | *[in]* **rad** angle in radians + +.. c:function:: void glm_make_rad(float *degm) + + | convert exsisting degree to radians. this will override degrees value + + Parameters: + | *[in, out]* **deg** pointer to angle in degrees + +.. c:function:: void glm_make_deg(float *rad) + + | convert exsisting radians to degree. this will override radians value + + Parameters: + | *[in, out]* **rad** pointer to angle in radians + +.. c:function:: float glm_pow2(float x) + + | multiplies given parameter with itself = x * x or powf(x, 2) + + Parameters: + | *[in]* **x** value + + Returns: + square of a given number + +.. c:function:: float glm_min(float a, float b) + + | returns minimum of given two values + + Parameters: + | *[in]* **a** number 1 + | *[in]* **b** number 2 + + Returns: + minimum value + +.. c:function:: float glm_max(float a, float b) + + | returns maximum of given two values + + Parameters: + | *[in]* **a** number 1 + | *[in]* **b** number 2 + + Returns: + maximum value + +.. c:function:: void glm_clamp(float val, float minVal, float maxVal) + + constrain a value to lie between two further values + + Parameters: + | *[in]* **val** input value + | *[in]* **minVal** minimum value + | *[in]* **maxVal** maximum value + + Returns: + clamped value + +.. c:function:: float glm_lerp(float from, float to, float t) + + linear interpolation between two number + + | formula: from + s * (to - from) + + Parameters: + | *[in]* **from** from value + | *[in]* **to** to value + | *[in]* **t** interpolant (amount) clamped between 0 and 1 + + Returns: + interpolated value + +.. c:function:: bool glm_eq(float a, float b) + + check if two float equal with using EPSILON + + Parameters: + | *[in]* **a** a + | *[in]* **b** b + + Returns: + true if a and b are equal + +.. c:function:: float glm_percent(float from, float to, float current) + + percentage of current value between start and end value + + Parameters: + | *[in]* **from** from value + | *[in]* **to** to value + | *[in]* **current** value between from and to values + + Returns: + percentage of current value + +.. c:function:: float glm_percentc(float from, float to, float current) + + clamped percentage of current value between start and end value + + Parameters: + | *[in]* **from** from value + | *[in]* **to** to value + | *[in]* **current** value between from and to values + + Returns: + clamped normalized percent (0-100 in 0-1) + +.. c:function:: void glm_swapf(float *a, float *b) + + swap two float values + + Parameters: + | *[in]* **a** float 1 + | *[in]* **b** float 2 diff --git a/libs/cglm/docs/source/vec2-ext.rst b/libs/cglm/docs/source/vec2-ext.rst new file mode 100644 index 0000000..619d48f --- /dev/null +++ b/libs/cglm/docs/source/vec2-ext.rst @@ -0,0 +1,134 @@ +.. default-domain:: C + +vec2 extra +========== + +Header: cglm/vec2-ext.h + +There are some functions are in called in extra header. These are called extra +because they are not used like other functions in vec2.h in the future some of +these functions ma be moved to vec2 header. + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Functions: + +1. :c:func:`glm_vec2_fill` +#. :c:func:`glm_vec2_eq` +#. :c:func:`glm_vec2_eq_eps` +#. :c:func:`glm_vec2_eq_all` +#. :c:func:`glm_vec2_eqv` +#. :c:func:`glm_vec2_eqv_eps` +#. :c:func:`glm_vec2_max` +#. :c:func:`glm_vec2_min` +#. :c:func:`glm_vec2_isnan` +#. :c:func:`glm_vec2_isinf` +#. :c:func:`glm_vec2_isvalid` +#. :c:func:`glm_vec2_sign` +#. :c:func:`glm_vec2_sqrt` + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: void glm_vec2_fill(vec2 v, float val) + + fill a vector with specified value + + Parameters: + | *[in,out]* **dest** destination + | *[in]* **val** value + + +.. c:function:: bool glm_vec2_eq(vec2 v, float val) + + check if vector is equal to value (without epsilon) + + Parameters: + | *[in]* **v** vector + | *[in]* **val** value + +.. c:function:: bool glm_vec2_eq_eps(vec2 v, float val) + + check if vector is equal to value (with epsilon) + + Parameters: + | *[in]* **v** vector + | *[in]* **val** value + +.. c:function:: bool glm_vec2_eq_all(vec2 v) + + check if vectors members are equal (without epsilon) + + Parameters: + | *[in]* **v** vector + +.. c:function:: bool glm_vec2_eqv(vec2 v1, vec2 v2) + + check if vector is equal to another (without epsilon) vector + + Parameters: + | *[in]* **vec** vector 1 + | *[in]* **vec** vector 2 + +.. c:function:: bool glm_vec2_eqv_eps(vec2 v1, vec2 v2) + + check if vector is equal to another (with epsilon) + + Parameters: + | *[in]* **v1** vector1 + | *[in]* **v2** vector2 + +.. c:function:: float glm_vec2_max(vec2 v) + + max value of vector + + Parameters: + | *[in]* **v** vector + +.. c:function:: float glm_vec2_min(vec2 v) + + min value of vector + + Parameters: + | *[in]* **v** vector + +.. c:function:: bool glm_vec2_isnan(vec2 v) + + | check if one of items is NaN (not a number) + | you should only use this in DEBUG mode or very critical asserts + + Parameters: + | *[in]* **v** vector + +.. c:function:: bool glm_vec2_isinf(vec2 v) + + | check if one of items is INFINITY + | you should only use this in DEBUG mode or very critical asserts + + Parameters: + | *[in]* **v** vector + +.. c:function:: bool glm_vec2_isvalid(vec2 v) + + | check if all items are valid number + | you should only use this in DEBUG mode or very critical asserts + + Parameters: + | *[in]* **v** vector + +.. c:function:: void glm_vec2_sign(vec2 v, vec2 dest) + + get sign of 32 bit float as +1, -1, 0 + + Parameters: + | *[in]* **v** vector + | *[out]* **dest** sign vector (only keeps signs as -1, 0, -1) + +.. c:function:: void glm_vec2_sqrt(vec2 v, vec2 dest) + + square root of each vector item + + Parameters: + | *[in]* **v** vector + | *[out]* **dest** destination vector (sqrt(v)) diff --git a/libs/cglm/docs/source/vec2.rst b/libs/cglm/docs/source/vec2.rst new file mode 100644 index 0000000..93d8663 --- /dev/null +++ b/libs/cglm/docs/source/vec2.rst @@ -0,0 +1,375 @@ +.. 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 diff --git a/libs/cglm/docs/source/vec3-ext.rst b/libs/cglm/docs/source/vec3-ext.rst new file mode 100644 index 0000000..88f3699 --- /dev/null +++ b/libs/cglm/docs/source/vec3-ext.rst @@ -0,0 +1,143 @@ +.. default-domain:: C + +vec3 extra +========== + +Header: cglm/vec3-ext.h + +There are some functions are in called in extra header. These are called extra +because they are not used like other functions in vec3.h in the future some of +these functions ma be moved to vec3 header. + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Functions: + +1. :c:func:`glm_vec3_mulv` +#. :c:func:`glm_vec3_broadcast` +#. :c:func:`glm_vec3_eq` +#. :c:func:`glm_vec3_eq_eps` +#. :c:func:`glm_vec3_eq_all` +#. :c:func:`glm_vec3_eqv` +#. :c:func:`glm_vec3_eqv_eps` +#. :c:func:`glm_vec3_max` +#. :c:func:`glm_vec3_min` +#. :c:func:`glm_vec3_isnan` +#. :c:func:`glm_vec3_isinf` +#. :c:func:`glm_vec3_isvalid` +#. :c:func:`glm_vec3_sign` +#. :c:func:`glm_vec3_sqrt` + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: void glm_vec3_mulv(vec3 a, vec3 b, vec3 d) + + multiplies individual items + + Parameters: + | *[in]* **a** vec1 + | *[in]* **b** vec2 + | *[out]* **d** destination (v1[0] * v2[0], v1[1] * v2[1], v1[2] * v2[2]) + +.. c:function:: void glm_vec3_broadcast(float val, vec3 d) + + fill a vector with specified value + + Parameters: + | *[in]* **val** value + | *[out]* **dest** destination + +.. c:function:: bool glm_vec3_eq(vec3 v, float val) + + check if vector is equal to value (without epsilon) + + Parameters: + | *[in]* **v** vector + | *[in]* **val** value + +.. c:function:: bool glm_vec3_eq_eps(vec3 v, float val) + + check if vector is equal to value (with epsilon) + + Parameters: + | *[in]* **v** vector + | *[in]* **val** value + +.. c:function:: bool glm_vec3_eq_all(vec3 v) + + check if vectors members are equal (without epsilon) + + Parameters: + | *[in]* **v** vector + +.. c:function:: bool glm_vec3_eqv(vec3 v1, vec3 v2) + + check if vector is equal to another (without epsilon) vector + + Parameters: + | *[in]* **vec** vector 1 + | *[in]* **vec** vector 2 + +.. c:function:: bool glm_vec3_eqv_eps(vec3 v1, vec3 v2) + + check if vector is equal to another (with epsilon) + + Parameters: + | *[in]* **v1** vector1 + | *[in]* **v2** vector2 + +.. c:function:: float glm_vec3_max(vec3 v) + + max value of vector + + Parameters: + | *[in]* **v** vector + +.. c:function:: float glm_vec3_min(vec3 v) + + min value of vector + + Parameters: + | *[in]* **v** vector + +.. c:function:: bool glm_vec3_isnan(vec3 v) + + | check if one of items is NaN (not a number) + | you should only use this in DEBUG mode or very critical asserts + + Parameters: + | *[in]* **v** vector + +.. c:function:: bool glm_vec3_isinf(vec3 v) + + | check if one of items is INFINITY + | you should only use this in DEBUG mode or very critical asserts + + Parameters: + | *[in]* **v** vector + +.. c:function:: bool glm_vec3_isvalid(vec3 v) + + | check if all items are valid number + | you should only use this in DEBUG mode or very critical asserts + + Parameters: + | *[in]* **v** vector + +.. c:function:: void glm_vec3_sign(vec3 v, vec3 dest) + + get sign of 32 bit float as +1, -1, 0 + + Parameters: + | *[in]* **v** vector + | *[out]* **dest** sign vector (only keeps signs as -1, 0, -1) + +.. c:function:: void glm_vec3_sqrt(vec3 v, vec3 dest) + + square root of each vector item + + Parameters: + | *[in]* **v** vector + | *[out]* **dest** destination vector (sqrt(v)) diff --git a/libs/cglm/docs/source/vec3.rst b/libs/cglm/docs/source/vec3.rst new file mode 100644 index 0000000..17e4824 --- /dev/null +++ b/libs/cglm/docs/source/vec3.rst @@ -0,0 +1,503 @@ +.. default-domain:: C + +vec3 +==== + +Header: cglm/vec3.h + + **Important:** *cglm* was used **glm_vec_** namespace for vec3 functions until + **v0.5.0**, since **v0.5.0** cglm uses **glm_vec3_** namespace for vec3. + + Also `glm_vec3_flipsign` has been renamed to `glm_vec3_negate` + +We mostly use vectors in graphics math, to make writing code faster +and easy to read, some *vec3* functions are aliased in global namespace. +For instance :c:func:`glm_dot` is alias of :c:func:`glm_vec3_dot`, +alias means inline wrapper here. There is no call verison of alias functions + +There are also functions for rotating *vec3* vector. **_m4**, **_m3** prefixes +rotate *vec3* with matrix. + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Macros: + +1. glm_vec3_dup(v, dest) +#. GLM_VEC3_ONE_INIT +#. GLM_VEC3_ZERO_INIT +#. GLM_VEC3_ONE +#. GLM_VEC3_ZERO +#. GLM_YUP +#. GLM_ZUP +#. GLM_XUP + +Functions: + +1. :c:func:`glm_vec3` +#. :c:func:`glm_vec3_copy` +#. :c:func:`glm_vec3_zero` +#. :c:func:`glm_vec3_one` +#. :c:func:`glm_vec3_dot` +#. :c:func:`glm_vec3_norm2` +#. :c:func:`glm_vec3_norm` +#. :c:func:`glm_vec3_add` +#. :c:func:`glm_vec3_adds` +#. :c:func:`glm_vec3_sub` +#. :c:func:`glm_vec3_subs` +#. :c:func:`glm_vec3_mul` +#. :c:func:`glm_vec3_scale` +#. :c:func:`glm_vec3_scale_as` +#. :c:func:`glm_vec3_div` +#. :c:func:`glm_vec3_divs` +#. :c:func:`glm_vec3_addadd` +#. :c:func:`glm_vec3_subadd` +#. :c:func:`glm_vec3_muladd` +#. :c:func:`glm_vec3_muladds` +#. :c:func:`glm_vec3_maxadd` +#. :c:func:`glm_vec3_minadd` +#. :c:func:`glm_vec3_flipsign` +#. :c:func:`glm_vec3_flipsign_to` +#. :c:func:`glm_vec3_inv` +#. :c:func:`glm_vec3_inv_to` +#. :c:func:`glm_vec3_negate` +#. :c:func:`glm_vec3_negate_to` +#. :c:func:`glm_vec3_normalize` +#. :c:func:`glm_vec3_normalize_to` +#. :c:func:`glm_vec3_cross` +#. :c:func:`glm_vec3_crossn` +#. :c:func:`glm_vec3_distance2` +#. :c:func:`glm_vec3_distance` +#. :c:func:`glm_vec3_angle` +#. :c:func:`glm_vec3_rotate` +#. :c:func:`glm_vec3_rotate_m4` +#. :c:func:`glm_vec3_rotate_m3` +#. :c:func:`glm_vec3_proj` +#. :c:func:`glm_vec3_center` +#. :c:func:`glm_vec3_maxv` +#. :c:func:`glm_vec3_minv` +#. :c:func:`glm_vec3_ortho` +#. :c:func:`glm_vec3_clamp` +#. :c:func:`glm_vec3_lerp` + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: void glm_vec3(vec4 v4, vec3 dest) + + init vec3 using vec4 + + Parameters: + | *[in]* **v4** vector4 + | *[out]* **dest** destination + +.. c:function:: void glm_vec3_copy(vec3 a, vec3 dest) + + copy all members of [a] to [dest] + + Parameters: + | *[in]* **a** source + | *[out]* **dest** destination + +.. c:function:: void glm_vec3_zero(vec3 v) + + makes all members 0.0f (zero) + + Parameters: + | *[in, out]* **v** vector + +.. c:function:: void glm_vec3_one(vec3 v) + + makes all members 1.0f (one) + + Parameters: + | *[in, out]* **v** vector + +.. c:function:: float glm_vec3_dot(vec3 a, vec3 b) + + dot product of vec3 + + Parameters: + | *[in]* **a** vector1 + | *[in]* **b** vector2 + + Returns: + dot product + +.. c:function:: void glm_vec3_cross(vec3 a, vec3 b, vec3 d) + + cross product of two vector (RH) + + Parameters: + | *[in]* **a** vector 1 + | *[in]* **b** vector 2 + | *[out]* **dest** destination + +.. c:function:: void glm_vec3_crossn(vec3 a, vec3 b, vec3 dest) + + cross product of two vector (RH) and normalize the result + + Parameters: + | *[in]* **a** vector 1 + | *[in]* **b** vector 2 + | *[out]* **dest** destination + +.. c:function:: float glm_vec3_norm2(vec3 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_vec3_norm(vec3 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_vec3_add(vec3 a, vec3 b, vec3 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_vec3_adds(vec3 a, float s, vec3 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_vec3_sub(vec3 v1, vec3 v2, vec3 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_vec3_subs(vec3 v, float s, vec3 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_vec3_mul(vec3 a, vec3 b, vec3 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_vec3_scale(vec3 v, float s, vec3 dest) + + multiply/scale vec3 vector with scalar: result = v * s + + + Parameters: + | *[in]* **v** vector + | *[in]* **s** scalar + | *[out]* **dest** destination vector + +.. c:function:: void glm_vec3_scale_as(vec3 v, float s, vec3 dest) + + make vec3 vector scale as specified: result = unit(v) * s + + Parameters: + | *[in]* **v** vector + | *[in]* **s** scalar + | *[out]* **dest** destination vector + +.. c:function:: void glm_vec3_div(vec3 a, vec3 b, vec3 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_vec3_divs(vec3 v, float s, vec3 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_vec3_addadd(vec3 a, vec3 b, vec3 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_vec3_subadd(vec3 a, vec3 b, vec3 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_vec3_muladd(vec3 a, vec3 b, vec3 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_vec3_muladds(vec3 a, float s, vec3 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_vec3_maxadd(vec3 a, vec3 b, vec3 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_vec3_minadd(vec3 a, vec3 b, vec3 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_vec3_flipsign(vec3 v) + + **DEPRACATED!** + + use :c:func:`glm_vec3_negate` + + Parameters: + | *[in, out]* **v** vector + +.. c:function:: void glm_vec3_flipsign_to(vec3 v, vec3 dest) + + **DEPRACATED!** + + use :c:func:`glm_vec3_negate_to` + + Parameters: + | *[in]* **v** vector + | *[out]* **dest** negated vector + +.. c:function:: void glm_vec3_inv(vec3 v) + + **DEPRACATED!** + + use :c:func:`glm_vec3_negate` + + Parameters: + | *[in, out]* **v** vector + +.. c:function:: void glm_vec3_inv_to(vec3 v, vec3 dest) + + **DEPRACATED!** + + use :c:func:`glm_vec3_negate_to` + + Parameters: + | *[in]* **v** source + | *[out]* **dest** destination + +.. c:function:: void glm_vec3_negate(vec3 v) + + negate vector components + + Parameters: + | *[in, out]* **v** vector + +.. c:function:: void glm_vec3_negate_to(vec3 v, vec3 dest) + + negate vector components and store result in dest + + Parameters: + | *[in]* **v** vector + | *[out]* **dest** negated vector + +.. c:function:: void glm_vec3_normalize(vec3 v) + + normalize vec3 and store result in same vec + + Parameters: + | *[in, out]* **v** vector + +.. c:function:: void glm_vec3_normalize_to(vec3 vec, vec3 dest) + + normalize vec3 to dest + + Parameters: + | *[in]* **vec** source + | *[out]* **dest** destination + +.. c:function:: float glm_vec3_angle(vec3 v1, vec3 v2) + + angle betwen two vector + + Parameters: + | *[in]* **v1** vector1 + | *[in]* **v2** vector2 + + Return: + | angle as radians + +.. c:function:: void glm_vec3_rotate(vec3 v, float angle, vec3 axis) + + rotate vec3 around axis by angle using Rodrigues' rotation formula + + Parameters: + | *[in, out]* **v** vector + | *[in]* **axis** axis vector (will be normalized) + | *[in]* **angle** angle (radians) + +.. c:function:: void glm_vec3_rotate_m4(mat4 m, vec3 v, vec3 dest) + + apply rotation matrix to vector + + Parameters: + | *[in]* **m** affine matrix or rot matrix + | *[in]* **v** vector + | *[out]* **dest** rotated vector + +.. c:function:: void glm_vec3_rotate_m3(mat3 m, vec3 v, vec3 dest) + + apply rotation matrix to vector + + Parameters: + | *[in]* **m** affine matrix or rot matrix + | *[in]* **v** vector + | *[out]* **dest** rotated vector + +.. c:function:: void glm_vec3_proj(vec3 a, vec3 b, vec3 dest) + + project a vector onto b vector + + Parameters: + | *[in]* **a** vector1 + | *[in]* **b** vector2 + | *[out]* **dest** projected vector + +.. c:function:: void glm_vec3_center(vec3 v1, vec3 v2, vec3 dest) + + find center point of two vector + + Parameters: + | *[in]* **v1** vector1 + | *[in]* **v2** vector2 + | *[out]* **dest** center point + +.. c:function:: float glm_vec3_distance2(vec3 v1, vec3 v2) + + squared distance between two vectors + + Parameters: + | *[in]* **v1** vector1 + | *[in]* **v2** vector2 + + Returns: + | squared distance (distance * distance) + +.. c:function:: float glm_vec3_distance(vec3 v1, vec3 v2) + + distance between two vectors + + Parameters: + | *[in]* **v1** vector1 + | *[in]* **v2** vector2 + + Returns: + | distance + +.. c:function:: void glm_vec3_maxv(vec3 v1, vec3 v2, vec3 dest) + + max values of vectors + + Parameters: + | *[in]* **v1** vector1 + | *[in]* **v2** vector2 + | *[out]* **dest** destination + +.. c:function:: void glm_vec3_minv(vec3 v1, vec3 v2, vec3 dest) + + min values of vectors + + Parameters: + | *[in]* **v1** vector1 + | *[in]* **v2** vector2 + | *[out]* **dest** destination + +.. c:function:: void glm_vec3_ortho(vec3 v, vec3 dest) + + possible orthogonal/perpendicular vector + + References: + * `On picking an orthogonal vector (and combing coconuts) <http://lolengine.net/blog/2013/09/21/picking-orthogonal-vector-combing-coconuts>`_ + + Parameters: + | *[in]* **v** vector + | *[out]* **dest** orthogonal/perpendicular vector + +.. c:function:: void glm_vec3_clamp(vec3 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_vec3_lerp(vec3 from, vec3 to, float t, vec3 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 diff --git a/libs/cglm/docs/source/vec4-ext.rst b/libs/cglm/docs/source/vec4-ext.rst new file mode 100644 index 0000000..722424e --- /dev/null +++ b/libs/cglm/docs/source/vec4-ext.rst @@ -0,0 +1,138 @@ +.. default-domain:: C + +vec4 extra +========== + +Header: cglm/vec4-ext.h + +There are some functions are in called in extra header. These are called extra +because they are not used like other functions in vec4.h in the future some of +these functions ma be moved to vec4 header. + +Table of contents (click to go): +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Functions: + +1. :c:func:`glm_vec4_mulv` +#. :c:func:`glm_vec4_broadcast` +#. :c:func:`glm_vec4_eq` +#. :c:func:`glm_vec4_eq_eps` +#. :c:func:`glm_vec4_eq_all` +#. :c:func:`glm_vec4_eqv` +#. :c:func:`glm_vec4_eqv_eps` +#. :c:func:`glm_vec4_max` +#. :c:func:`glm_vec4_min` + +Functions documentation +~~~~~~~~~~~~~~~~~~~~~~~ + +.. c:function:: void glm_vec4_mulv(vec4 a, vec4 b, vec4 d) + + multiplies individual items + + Parameters: + | *[in]* **a** vec1 + | *[in]* **b** vec2 + | *[out]* **d** destination + +.. c:function:: void glm_vec4_broadcast(float val, vec4 d) + + fill a vector with specified value + + Parameters: + | *[in]* **val** value + | *[out]* **dest** destination + +.. c:function:: bool glm_vec4_eq(vec4 v, float val) + + check if vector is equal to value (without epsilon) + + Parameters: + | *[in]* **v** vector + | *[in]* **val** value + +.. c:function:: bool glm_vec4_eq_eps(vec4 v, float val) + + check if vector is equal to value (with epsilon) + + Parameters: + | *[in]* **v** vector + | *[in]* **val** value + +.. c:function:: bool glm_vec4_eq_all(vec4 v) + + check if vectors members are equal (without epsilon) + + Parameters: + | *[in]* **v** vector + +.. c:function:: bool glm_vec4_eqv(vec4 v1, vec4 v2) + + check if vector is equal to another (without epsilon) vector + + Parameters: + | *[in]* **vec** vector 1 + | *[in]* **vec** vector 2 + +.. c:function:: bool glm_vec4_eqv_eps(vec4 v1, vec4 v2) + + check if vector is equal to another (with epsilon) + + Parameters: + | *[in]* **v1** vector1 + | *[in]* **v2** vector2 + +.. c:function:: float glm_vec4_max(vec4 v) + + max value of vector + + Parameters: + | *[in]* **v** vector + +.. c:function:: float glm_vec4_min(vec4 v) + + min value of vector + + Parameters: + | *[in]* **v** vector + +.. c:function:: bool glm_vec4_isnan(vec4 v) + + | check if one of items is NaN (not a number) + | you should only use this in DEBUG mode or very critical asserts + + Parameters: + | *[in]* **v** vector + +.. c:function:: bool glm_vec4_isinf(vec4 v) + + | check if one of items is INFINITY + | you should only use this in DEBUG mode or very critical asserts + + Parameters: + | *[in]* **v** vector + +.. c:function:: bool glm_vec4_isvalid(vec4 v) + + | check if all items are valid number + | you should only use this in DEBUG mode or very critical asserts + + Parameters: + | *[in]* **v** vector + +.. c:function:: void glm_vec4_sign(vec4 v, vec4 dest) + + get sign of 32 bit float as +1, -1, 0 + + Parameters: + | *[in]* **v** vector + | *[out]* **dest** sign vector (only keeps signs as -1, 0, -1) + +.. c:function:: void glm_vec4_sqrt(vec4 v, vec4 dest) + + square root of each vector item + + Parameters: + | *[in]* **v** vector + | *[out]* **dest** destination vector (sqrt(v)) diff --git a/libs/cglm/docs/source/vec4.rst b/libs/cglm/docs/source/vec4.rst new file mode 100644 index 0000000..58c861e --- /dev/null +++ b/libs/cglm/docs/source/vec4.rst @@ -0,0 +1,408 @@ +.. 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 diff --git a/libs/cglm/docs/source/version.rst b/libs/cglm/docs/source/version.rst new file mode 100644 index 0000000..7e662f9 --- /dev/null +++ b/libs/cglm/docs/source/version.rst @@ -0,0 +1,15 @@ +.. default-domain:: C + +version +================================================================================ + +Header: cglm/version.h + +**cglm** uses semantic versioning (http://semver.org) which is MAJOR.MINOR.PATCH + +| **CGLM_VERSION_MAJOR** is major number of the version. +| **CGLM_VERSION_MINOR** is minor number of the version. +| **CGLM_VERSION_PATCH** is patch number of the version. + +every release increases these numbers. You can check existing version by +including `cglm/version.h` |