diff options
| author | Aaditya Dhruv <[email protected]> | 2026-01-25 15:10:37 -0600 |
|---|---|---|
| committer | Aaditya Dhruv <[email protected]> | 2026-01-25 15:10:37 -0600 |
| commit | 118980e02e59ff31871df59dce257075394f3533 (patch) | |
| tree | 26fba4492bb4b561d21bf49b35d892a821d54fab /include/cglm/struct/vec2.h | |
| parent | 0e6e1245b70df4dfcba135d50e1b53d1a8ef7eb8 (diff) | |
wip
Diffstat (limited to 'include/cglm/struct/vec2.h')
| -rw-r--r-- | include/cglm/struct/vec2.h | 747 |
1 files changed, 747 insertions, 0 deletions
diff --git a/include/cglm/struct/vec2.h b/include/cglm/struct/vec2.h new file mode 100644 index 0000000..40ed659 --- /dev/null +++ b/include/cglm/struct/vec2.h @@ -0,0 +1,747 @@ +/* + * Copyright (c), Recep Aslantas. + * + * MIT License (MIT), http://opensource.org/licenses/MIT + * Full license can be found in the LICENSE file + */ + +/* + Macros: + GLMS_VEC2_ONE_INIT + GLMS_VEC2_ZERO_INIT + GLMS_VEC2_ONE + GLMS_VEC2_ZERO + + Functions: + CGLM_INLINE vec2s glms_vec2(vec3s v3) + CGLM_INLINE void glms_vec2_pack(vec2s dst[], vec2 src[], size_t len) + CGLM_INLINE void glms_vec2_unpack(vec2 dst[], vec2s src[], size_t len) + CGLM_INLINE vec2s glms_vec2_zero(void) + CGLM_INLINE vec2s glms_vec2_one(void) + CGLM_INLINE float glms_vec2_dot(vec2s a, vec2s b) + CGLM_INLINE float glms_vec2_cross(vec2s a, vec2s b) + CGLM_INLINE float glms_vec2_norm2(vec2s v) + CGLM_INLINE float glms_vec2_norm(vec2s v) + CGLM_INLINE vec2s glms_vec2_add(vec2s a, vec2s b) + CGLM_INLINE vec2s glms_vec2_adds(vec2s a, float s) + CGLM_INLINE vec2s glms_vec2_sub(vec2s a, vec2s b) + CGLM_INLINE vec2s glms_vec2_subs(vec2s a, float s) + CGLM_INLINE vec2s glms_vec2_mul(vec2s a, vec2s b) + CGLM_INLINE vec2s glms_vec2_scale(vec2s v, float s) + CGLM_INLINE vec2s glms_vec2_scale_as(vec2s v, float s) + CGLM_INLINE vec2s glms_vec2_div(vec2s a, vec2s b) + CGLM_INLINE vec2s glms_vec2_divs(vec2s a, float s) + CGLM_INLINE vec2s glms_vec2_addadd(vec2s a, vec2s b, vec2s dest) + CGLM_INLINE vec2s glms_vec2_subadd(vec2s a, vec2s b, vec2s dest) + CGLM_INLINE vec2s glms_vec2_muladd(vec2s a, vec2s b, vec2s dest) + CGLM_INLINE vec2s glms_vec2_muladds(vec2s a, float s, vec2s dest) + CGLM_INLINE vec2s glms_vec2_maxadd(vec2s a, vec2s b, vec2s dest) + CGLM_INLINE vec2s glms_vec2_minadd(vec2s a, vec2s b, vec2s dest) + CGLM_INLINE vec2s glms_vec2_subsub(vec2s a, vec2s b, vec2s dest) + CGLM_INLINE vec2s glms_vec2_addsub(vec2s a, vec2s b, vec2s dest) + CGLM_INLINE vec2s glms_vec2_mulsub(vec2s a, vec2s b, vec2s dest) + CGLM_INLINE vec2s glms_vec2_mulsubs(vec2s a, float s, vec2s dest) + CGLM_INLINE vec2s glms_vec2_maxsub(vec2s a, vec2s b, vec2s dest) + CGLM_INLINE vec2s glms_vec2_minsub(vec2s a, vec2s b, vec2s dest) + CGLM_INLINE vec2s glms_vec2_negate(vec2s v) + CGLM_INLINE vec2s glms_vec2_normalize(vec2s v) + CGLM_INLINE vec2s glms_vec2_rotate(vec2s v, float angle, vec2s axis) + CGLM_INLINE vec2s glms_vec2_center(vec2s a, vec2s b) + CGLM_INLINE float glms_vec2_distance(vec2s a, vec2s b) + CGLM_INLINE float glms_vec2_distance2(vec2s a, vec2s b) + CGLM_INLINE vec2s glms_vec2_maxv(vec2s a, vec2s b) + CGLM_INLINE vec2s glms_vec2_minv(vec2s a, vec2s b) + CGLM_INLINE vec2s glms_vec2_clamp(vec2s v, float minVal, float maxVal) + CGLM_INLINE vec2s glms_vec2_lerp(vec2s from, vec2s to, float t) + CGLM_INLINE vec2s glms_vec2_step(vec2s edge, vec2s x) + CGLM_INLINE vec2s glms_vec2_make(float * restrict src) + CGLM_INLINE vec2s glms_vec2_reflect(vec2s v, vec2s n) + CGLM_INLINE bool glms_vec2_refract(vec2s v, vec2s n, float eta, vec2s *dest) + */ + +#ifndef cglms_vec2s_h +#define cglms_vec2s_h + +#include "../common.h" +#include "../types-struct.h" +#include "../util.h" +#include "../vec2.h" +#include "vec2-ext.h" + +#define GLMS_VEC2_ONE_INIT {GLM_VEC2_ONE_INIT} +#define GLMS_VEC2_ZERO_INIT {GLM_VEC2_ZERO_INIT} + +#define GLMS_VEC2_ONE ((vec2s)GLMS_VEC2_ONE_INIT) +#define GLMS_VEC2_ZERO ((vec2s)GLMS_VEC2_ZERO_INIT) + +/*! + * @brief init vec2 using vec2 + * + * @param[in] v3 vector3 + * @returns destination + */ +CGLM_INLINE +vec2s +glms_vec2(vec3s v3) { + vec2s r; + glm_vec2(v3.raw, r.raw); + return r; +} + +/*! + * @brief pack an array of vec2 into an array of vec2s + * + * @param[out] dst array of vec2 + * @param[in] src array of vec2s + * @param[in] len number of elements + */ +CGLM_INLINE +void +glms_vec2_(pack)(vec2s dst[], vec2 src[], size_t len) { + size_t i; + + for (i = 0; i < len; i++) { + glm_vec2_copy(src[i], dst[i].raw); + } +} + +/*! + * @brief unpack an array of vec2s into an array of vec2 + * + * @param[out] dst array of vec2s + * @param[in] src array of vec2 + * @param[in] len number of elements + */ +CGLM_INLINE +void +glms_vec2_(unpack)(vec2 dst[], vec2s src[], size_t len) { + size_t i; + + for (i = 0; i < len; i++) { + glm_vec2_copy(src[i].raw, dst[i]); + } +} + +/*! + * @brief make vector zero + * + * @returns zero vector + */ +CGLM_INLINE +vec2s +glms_vec2_(zero)(void) { + vec2s r; + glm_vec2_zero(r.raw); + return r; +} + +/*! + * @brief make vector one + * + * @returns one vector + */ +CGLM_INLINE +vec2s +glms_vec2_(one)(void) { + vec2s r; + glm_vec2_one(r.raw); + return r; +} + +/*! + * @brief vec2 dot product + * + * @param[in] a vector1 + * @param[in] b vector2 + * + * @return dot product + */ +CGLM_INLINE +float +glms_vec2_(dot)(vec2s a, vec2s b) { + return glm_vec2_dot(a.raw, b.raw); +} + +/*! + * @brief vec2 cross product + * + * REF: http://allenchou.net/2013/07/cross-product-of-2d-vectors/ + * + * @param[in] a vector1 + * @param[in] b vector2 + * + * @return Z component of cross product + */ +CGLM_INLINE +float +glms_vec2_(cross)(vec2s a, vec2s b) { + return glm_vec2_cross(a.raw, b.raw); +} + +/*! + * @brief norm * norm (magnitude) of vec + * + * we can use this func instead of calling norm * norm, because it would call + * sqrtf function twice but with this func we can avoid func call, maybe this is + * not good name for this func + * + * @param[in] v vector + * + * @return norm * norm + */ +CGLM_INLINE +float +glms_vec2_(norm2)(vec2s v) { + return glm_vec2_norm2(v.raw); +} + +/*! + * @brief norm (magnitude) of vec2 + * + * @param[in] v vector + * + * @return norm + */ +CGLM_INLINE +float +glms_vec2_(norm)(vec2s v) { + return glm_vec2_norm(v.raw); +} + +/*! + * @brief add a vector to b vector store result in dest + * + * @param[in] a vector1 + * @param[in] b vector2 + * @returns destination vector + */ +CGLM_INLINE +vec2s +glms_vec2_(add)(vec2s a, vec2s b) { + vec2s r; + glm_vec2_add(a.raw, b.raw, r.raw); + return r; +} + +/*! + * @brief add scalar to v vector store result in dest (d = v + s) + * + * @param[in] a vector + * @param[in] s scalar + * @returns destination vector + */ +CGLM_INLINE +vec2s +glms_vec2_(adds)(vec2s a, float s) { + vec2s r; + glm_vec2_adds(a.raw, s, r.raw); + return r; +} + +/*! + * @brief subtract b vector from a vector store result in dest + * + * @param[in] a vector1 + * @param[in] b vector2 + * @returns destination vector + */ +CGLM_INLINE +vec2s +glms_vec2_(sub)(vec2s a, vec2s b) { + vec2s r; + glm_vec2_sub(a.raw, b.raw, r.raw); + return r; +} + +/*! + * @brief subtract scalar from v vector store result in dest (d = v - s) + * + * @param[in] a vector + * @param[in] s scalar + * @returns destination vector + */ +CGLM_INLINE +vec2s +glms_vec2_(subs)(vec2s a, float s) { + vec2s r; + glm_vec2_subs(a.raw, s, r.raw); + return r; +} + +/*! + * @brief multiply two vectors (component-wise multiplication) + * + * @param a vector1 + * @param b vector2 + * @returns result = (a[0] * b[0], a[1] * b[1]) + */ +CGLM_INLINE +vec2s +glms_vec2_(mul)(vec2s a, vec2s b) { + vec2s r; + glm_vec2_mul(a.raw, b.raw, r.raw); + return r; +} + +/*! + * @brief multiply/scale vec2 vector with scalar: result = v * s + * + * @param[in] v vector + * @param[in] s scalar + * @returns destination vector + */ +CGLM_INLINE +vec2s +glms_vec2_(scale)(vec2s v, float s) { + vec2s r; + glm_vec2_scale(v.raw, s, r.raw); + return r; +} + +/*! + * @brief make vec2 vector scale as specified: result = unit(v) * s + * + * @param[in] v vector + * @param[in] s scalar + * @returns destination vector + */ +CGLM_INLINE +vec2s +glms_vec2_(scale_as)(vec2s v, float s) { + vec2s r; + glm_vec2_scale_as(v.raw, s, r.raw); + return r; +} + +/*! + * @brief div vector with another component-wise division: d = a / b + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns result = (a[0]/b[0], a[1]/b[1]) + */ +CGLM_INLINE +vec2s +glms_vec2_(div)(vec2s a, vec2s b) { + vec2s r; + glm_vec2_div(a.raw, b.raw, r.raw); + return r; +} + +/*! + * @brief div vector with scalar: d = v / s + * + * @param[in] a vector + * @param[in] s scalar + * @returns result = (a[0]/s, a[1]/s) + */ +CGLM_INLINE +vec2s +glms_vec2_(divs)(vec2s a, float s) { + vec2s r; + glm_vec2_divs(a.raw, s, r.raw); + return r; +} + +/*! + * @brief add two vectors and add result to sum + * + * it applies += operator so dest must be initialized + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns dest += (a + b) + */ +CGLM_INLINE +vec2s +glms_vec2_(addadd)(vec2s a, vec2s b, vec2s dest) { + glm_vec2_addadd(a.raw, b.raw, dest.raw); + return dest; +} + +/*! + * @brief sub two vectors and add result to dest + * + * it applies += operator so dest must be initialized + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns dest += (a + b) + */ +CGLM_INLINE +vec2s +glms_vec2_(subadd)(vec2s a, vec2s b, vec2s dest) { + glm_vec2_subadd(a.raw, b.raw, dest.raw); + return dest; +} + +/*! + * @brief mul two vectors and add result to dest + * + * it applies += operator so dest must be initialized + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns dest += (a * b) + */ +CGLM_INLINE +vec2s +glms_vec2_(muladd)(vec2s a, vec2s b, vec2s dest) { + glm_vec2_muladd(a.raw, b.raw, dest.raw); + return dest; +} + +/*! + * @brief mul vector with scalar and add result to sum + * + * it applies += operator so dest must be initialized + * + * @param[in] a vector + * @param[in] s scalar + * @returns dest += (a * b) + */ +CGLM_INLINE +vec2s +glms_vec2_(muladds)(vec2s a, float s, vec2s dest) { + glm_vec2_muladds(a.raw, s, dest.raw); + return dest; +} + +/*! + * @brief add max of two vectors to result/dest + * + * it applies += operator so dest must be initialized + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns dest += max(a, b) + */ +CGLM_INLINE +vec2s +glms_vec2_(maxadd)(vec2s a, vec2s b, vec2s dest) { + glm_vec2_maxadd(a.raw, b.raw, dest.raw); + return dest; +} + +/*! + * @brief add min of two vectors to result/dest + * + * it applies += operator so dest must be initialized + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns dest += min(a, b) + */ +CGLM_INLINE +vec2s +glms_vec2_(minadd)(vec2s a, vec2s b, vec2s dest) { + glm_vec2_minadd(a.raw, b.raw, dest.raw); + return dest; +} + +/*! + * @brief sub two vectors and sub result to dest + * + * it applies -= operator so dest must be initialized + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns dest -= (a - b) + */ +CGLM_INLINE +vec2s +glms_vec2_(subsub)(vec2s a, vec2s b, vec2s dest) { + glm_vec2_subsub(a.raw, b.raw, dest.raw); + return dest; +} + +/*! + * @brief add two vectors and sub result to dest + * + * it applies -= operator so dest must be initialized + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns dest -= (a + b) + */ +CGLM_INLINE +vec2s +glms_vec2_(addsub)(vec2s a, vec2s b, vec2s dest) { + glm_vec2_addsub(a.raw, b.raw, dest.raw); + return dest; +} + +/*! + * @brief mul two vectors and sub result to dest + * + * it applies -= operator so dest must be initialized + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns dest -= (a * b) + */ +CGLM_INLINE +vec2s +glms_vec2_(mulsub)(vec2s a, vec2s b, vec2s dest) { + glm_vec2_mulsub(a.raw, b.raw, dest.raw); + return dest; +} + +/*! + * @brief mul vector with scalar and sub result to dest + * + * it applies -= operator so dest must be initialized + * + * @param[in] a vector + * @param[in] s scalar + * @returns dest -= (a * b) + */ +CGLM_INLINE +vec2s +glms_vec2_(mulsubs)(vec2s a, float s, vec2s dest) { + glm_vec2_mulsubs(a.raw, s, dest.raw); + return dest; +} + +/*! + * @brief sub max of two vectors to dest + * + * it applies += operator so dest must be initialized + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns dest -= max(a, b) + */ +CGLM_INLINE +vec2s +glms_vec2_(maxsub)(vec2s a, vec2s b, vec2s dest) { + glm_vec2_maxsub(a.raw, b.raw, dest.raw); + return dest; +} + +/*! + * @brief sub min of two vectors to dest + * + * it applies -= operator so dest must be initialized + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns dest -= min(a, b) + */ +CGLM_INLINE +vec2s +glms_vec2_(minsub)(vec2s a, vec2s b, vec2s dest) { + glm_vec2_minsub(a.raw, b.raw, dest.raw); + return dest; +} + +/*! + * @brief negate vector components + * + * @param[in] v vector + * @returns negated vector + */ +CGLM_INLINE +vec2s +glms_vec2_(negate)(vec2s v) { + glm_vec2_negate(v.raw); + return v; +} + +/*! + * @brief normalize vec2 and store result in same vec + * + * @param[in] v vector + * @returns normalized vector + */ +CGLM_INLINE +vec2s +glms_vec2_(normalize)(vec2s v) { + glm_vec2_normalize(v.raw); + return v; +} + +/*! + * @brief rotate vec2 by angle using Rodrigues' rotation formula + * + * @param[in] v vector + * @param[in] angle angle by radians + * @returns rotated vector + */ +CGLM_INLINE +vec2s +glms_vec2_(rotate)(vec2s v, float angle) { + vec2s r; + glm_vec2_rotate(v.raw, angle, r.raw); + return r; +} + +/** + * @brief find center point of two vector + * + * @param[in] a vector1 + * @param[in] b vector2 + * @returns center point + */ +CGLM_INLINE +vec2s +glms_vec2_(center)(vec2s a, vec2s b) { + vec2s r; + glm_vec2_center(a.raw, b.raw, r.raw); + return r; +} + +/** + * @brief distance between two vectors + * + * @param[in] a vector1 + * @param[in] b vector2 + * @return distance + */ +CGLM_INLINE +float +glms_vec2_(distance)(vec2s a, vec2s b) { + return glm_vec2_distance(a.raw, b.raw); +} + +/** + * @brief squared distance between two vectors + * + * @param[in] a vector1 + * @param[in] b vector2 + * @return squared distance (distance * distance) + */ +CGLM_INLINE +float +glms_vec2_(distance2)(vec2s a, vec2s b) { + return glm_vec2_distance2(a.raw, b.raw); +} + +/*! + * @brief max values of vectors + * + * @param[in] a vector1 + * @param[in] b vector2 + * @returns destination + */ +CGLM_INLINE +vec2s +glms_vec2_(maxv)(vec2s a, vec2s b) { + vec2s r; + glm_vec2_maxv(a.raw, b.raw, r.raw); + return r; +} + +/*! + * @brief min values of vectors + * + * @param[in] a vector1 + * @param[in] b vector2 + * @returns destination + */ +CGLM_INLINE +vec2s +glms_vec2_(minv)(vec2s a, vec2s b) { + vec2s r; + glm_vec2_minv(a.raw, b.raw, r.raw); + return r; +} + +/*! + * @brief clamp vector's individual members between min and max values + * + * @param[in] v vector + * @param[in] minVal minimum value + * @param[in] maxVal maximum value + * @returns clamped vector + */ +CGLM_INLINE +vec2s +glms_vec2_(clamp)(vec2s v, float minVal, float maxVal) { + glm_vec2_clamp(v.raw, minVal, maxVal); + return v; +} + +/*! + * @brief linear interpolation between two vectors + * + * formula: from + s * (to - from) + * + * @param[in] from from value + * @param[in] to to value + * @param[in] t interpolant (amount) + * @returns destination + */ +CGLM_INLINE +vec2s +glms_vec2_(lerp)(vec2s from, vec2s to, float t) { + vec2s r; + glm_vec2_lerp(from.raw, to.raw, t, r.raw); + return r; +} + +/*! + * @brief threshold function + * + * @param[in] edge threshold + * @param[in] x value to test against threshold + * @returns destination + */ +CGLM_INLINE +vec2s +glms_vec2_(step)(vec2s edge, vec2s x) { + vec2s r; + glm_vec2_step(edge.raw, x.raw, r.raw); + return r; +} + +/*! + * @brief Create two dimensional vector from pointer + * + * @param[in] src pointer to an array of floats + * @returns constructed 2D vector from raw pointer + */ +CGLM_INLINE +vec2s +glms_vec2_(make)(const float * __restrict src) { + vec2s dest; + glm_vec2_make(src, dest.raw); + return dest; +} + +/*! + * @brief reflection vector using an incident ray and a surface normal + * + * @param[in] I incident vector + * @param[in] N normalized normal vector + * @returns reflection result + */ +CGLM_INLINE +vec2s +glms_vec2_(reflect)(vec2s v, vec2s n) { + vec2s dest; + glm_vec2_reflect(v.raw, n.raw, dest.raw); + return dest; +} + +/*! + * @brief computes refraction vector for an incident vector and a surface normal. + * + * calculates the refraction vector based on Snell's law. If total internal reflection + * occurs (angle too great given eta), dest is set to zero and returns false. + * Otherwise, computes refraction vector, stores it in dest, and returns true. + * + * @param[in] v normalized incident vector + * @param[in] n normalized normal vector + * @param[in] eta ratio of indices of refraction (incident/transmitted) + * @param[out] dest refraction vector if refraction occurs; zero vector otherwise + * + * @returns true if refraction occurs; false if total internal reflection occurs. + */ +CGLM_INLINE +bool +glms_vec2_(refract)(vec2s v, vec2s n, float eta, vec2s * __restrict dest) { + return glm_vec2_refract(v.raw, n.raw, eta, dest->raw); +} + +#endif /* cglms_vec2s_h */ |
