summaryrefslogtreecommitdiff
path: root/libs/cglm/docs/source/vec3.rst
blob: 17e4824f839dec4e02e66acc7699569404ebe403 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
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