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diff --git a/include/cglm/vec2.h b/include/cglm/vec2.h
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+++ b/include/cglm/vec2.h
@@ -0,0 +1,811 @@
+/*
+ * Copyright (c), Recep Aslantas.
+ *
+ * MIT License (MIT), http://opensource.org/licenses/MIT
+ * Full license can be found in the LICENSE file
+ */
+
+/*
+ Macros:
+ GLM_VEC2_ONE_INIT
+ GLM_VEC2_ZERO_INIT
+ GLM_VEC2_ONE
+ GLM_VEC2_ZERO
+
+ Functions:
+ CGLM_INLINE void glm_vec2(float * __restrict v, vec2 dest)
+ CGLM_INLINE void glm_vec2_copy(vec2 a, vec2 dest)
+ CGLM_INLINE void glm_vec2_zero(vec2 v)
+ CGLM_INLINE void glm_vec2_one(vec2 v)
+ CGLM_INLINE float glm_vec2_dot(vec2 a, vec2 b)
+ CGLM_INLINE float glm_vec2_cross(vec2 a, vec2 b)
+ CGLM_INLINE float glm_vec2_norm2(vec2 v)
+ CGLM_INLINE float glm_vec2_norm(vec2 vec)
+ CGLM_INLINE void glm_vec2_add(vec2 a, vec2 b, vec2 dest)
+ CGLM_INLINE void glm_vec2_adds(vec2 v, float s, vec2 dest)
+ CGLM_INLINE void glm_vec2_sub(vec2 a, vec2 b, vec2 dest)
+ CGLM_INLINE void glm_vec2_subs(vec2 v, float s, vec2 dest)
+ CGLM_INLINE void glm_vec2_mul(vec2 a, vec2 b, vec2 d)
+ CGLM_INLINE void glm_vec2_scale(vec2 v, float s, vec2 dest)
+ CGLM_INLINE void glm_vec2_scale_as(vec2 v, float s, vec2 dest)
+ CGLM_INLINE void glm_vec2_div(vec2 a, vec2 b, vec2 dest)
+ CGLM_INLINE void glm_vec2_divs(vec2 v, float s, vec2 dest)
+ CGLM_INLINE void glm_vec2_addadd(vec2 a, vec2 b, vec2 dest)
+ CGLM_INLINE void glm_vec2_subadd(vec2 a, vec2 b, vec2 dest)
+ CGLM_INLINE void glm_vec2_muladd(vec2 a, vec2 b, vec2 dest)
+ CGLM_INLINE void glm_vec2_muladds(vec2 a, float s, vec2 dest)
+ CGLM_INLINE void glm_vec2_maxadd(vec2 a, vec2 b, vec2 dest)
+ CGLM_INLINE void glm_vec2_minadd(vec2 a, vec2 b, vec2 dest)
+ CGLM_INLINE void glm_vec2_subsub(vec2 a, vec2 b, vec2 dest)
+ CGLM_INLINE void glm_vec2_addsub(vec2 a, vec2 b, vec2 dest)
+ CGLM_INLINE void glm_vec2_mulsub(vec2 a, vec2 b, vec2 dest)
+ CGLM_INLINE void glm_vec2_mulsubs(vec2 a, float s, vec2 dest)
+ CGLM_INLINE void glm_vec2_maxsub(vec2 a, vec2 b, vec2 dest)
+ CGLM_INLINE void glm_vec2_minsub(vec2 a, vec2 b, vec2 dest)
+ CGLM_INLINE void glm_vec2_negate_to(vec2 v, vec2 dest)
+ CGLM_INLINE void glm_vec2_negate(vec2 v)
+ CGLM_INLINE void glm_vec2_normalize(vec2 v)
+ CGLM_INLINE void glm_vec2_normalize_to(vec2 vec, vec2 dest)
+ CGLM_INLINE void glm_vec2_rotate(vec2 v, float angle, vec2 dest)
+ CGLM_INLINE void glm_vec2_center(vec2 a, vec2 b, vec2 dest)
+ CGLM_INLINE float glm_vec2_distance2(vec2 a, vec2 b)
+ CGLM_INLINE float glm_vec2_distance(vec2 a, vec2 b)
+ CGLM_INLINE void glm_vec2_maxv(vec2 v1, vec2 v2, vec2 dest)
+ CGLM_INLINE void glm_vec2_minv(vec2 v1, vec2 v2, vec2 dest)
+ CGLM_INLINE void glm_vec2_clamp(vec2 v, float minVal, float maxVal)
+ CGLM_INLINE void glm_vec2_swizzle(vec2 v, int mask, vec2 dest)
+ CGLM_INLINE void glm_vec2_lerp(vec2 from, vec2 to, float t, vec2 dest)
+ CGLM_INLINE void glm_vec2_step(vec2 edge, vec2 x, vec2 dest)
+ CGLM_INLINE void glm_vec2_make(float * restrict src, vec2 dest)
+ CGLM_INLINE void glm_vec2_reflect(vec2 v, vec2 n, vec2 dest)
+ CGLM_INLINE void glm_vec2_refract(vec2 v, vec2 n, float eta, vec2 dest)
+ CGLM_INLINE void glm_vec2_swap(vec2 a, vec2 b)
+ */
+
+#ifndef cglm_vec2_h
+#define cglm_vec2_h
+
+#include "common.h"
+#include "util.h"
+#include "vec2-ext.h"
+
+#define GLM_VEC2_ONE_INIT {1.0f, 1.0f}
+#define GLM_VEC2_ZERO_INIT {0.0f, 0.0f}
+
+#define GLM_VEC2_ONE ((vec2)GLM_VEC2_ONE_INIT)
+#define GLM_VEC2_ZERO ((vec2)GLM_VEC2_ZERO_INIT)
+
+/*!
+ * @brief init vec2 using another vector
+ *
+ * @param[in] v a vector
+ * @param[out] dest destination
+ */
+CGLM_INLINE
+void
+glm_vec2(float * __restrict v, vec2 dest) {
+ dest[0] = v[0];
+ dest[1] = v[1];
+}
+
+/*!
+ * @brief copy all members of [a] to [dest]
+ *
+ * @param[in] a source
+ * @param[out] dest destination
+ */
+CGLM_INLINE
+void
+glm_vec2_copy(vec2 a, vec2 dest) {
+ dest[0] = a[0];
+ dest[1] = a[1];
+}
+
+/*!
+ * @brief make vector zero
+ *
+ * @param[in, out] v vector
+ */
+CGLM_INLINE
+void
+glm_vec2_zero(vec2 v) {
+ v[0] = v[1] = 0.0f;
+}
+
+/*!
+ * @brief make vector one
+ *
+ * @param[in, out] v vector
+ */
+CGLM_INLINE
+void
+glm_vec2_one(vec2 v) {
+ v[0] = v[1] = 1.0f;
+}
+
+/*!
+ * @brief vec2 dot product
+ *
+ * @param[in] a vector1
+ * @param[in] b vector2
+ *
+ * @return dot product
+ */
+CGLM_INLINE
+float
+glm_vec2_dot(vec2 a, vec2 b) {
+ return a[0] * b[0] + a[1] * b[1];
+}
+
+/*!
+ * @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
+glm_vec2_cross(vec2 a, vec2 b) {
+ /* just calculate the z-component */
+ return a[0] * b[1] - a[1] * b[0];
+}
+
+/*!
+ * @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
+glm_vec2_norm2(vec2 v) {
+ return glm_vec2_dot(v, v);
+}
+
+/*!
+ * @brief norm (magnitude) of vec2
+ *
+ * @param[in] vec vector
+ *
+ * @return norm
+ */
+CGLM_INLINE
+float
+glm_vec2_norm(vec2 vec) {
+ return sqrtf(glm_vec2_norm2(vec));
+}
+
+/*!
+ * @brief add a vector to b vector store result in dest
+ *
+ * @param[in] a vector1
+ * @param[in] b vector2
+ * @param[out] dest destination vector
+ */
+CGLM_INLINE
+void
+glm_vec2_add(vec2 a, vec2 b, vec2 dest) {
+ dest[0] = a[0] + b[0];
+ dest[1] = a[1] + b[1];
+}
+
+/*!
+ * @brief add scalar to v vector store result in dest (d = v + s)
+ *
+ * @param[in] v vector
+ * @param[in] s scalar
+ * @param[out] dest destination vector
+ */
+CGLM_INLINE
+void
+glm_vec2_adds(vec2 v, float s, vec2 dest) {
+ dest[0] = v[0] + s;
+ dest[1] = v[1] + s;
+}
+
+/*!
+ * @brief subtract b vector from a vector store result in dest
+ *
+ * @param[in] a vector1
+ * @param[in] b vector2
+ * @param[out] dest destination vector
+ */
+CGLM_INLINE
+void
+glm_vec2_sub(vec2 a, vec2 b, vec2 dest) {
+ dest[0] = a[0] - b[0];
+ dest[1] = a[1] - b[1];
+}
+
+/*!
+ * @brief subtract scalar from v vector store result in dest (d = v - s)
+ *
+ * @param[in] v vector
+ * @param[in] s scalar
+ * @param[out] dest destination vector
+ */
+CGLM_INLINE
+void
+glm_vec2_subs(vec2 v, float s, vec2 dest) {
+ dest[0] = v[0] - s;
+ dest[1] = v[1] - s;
+}
+
+/*!
+ * @brief multiply two vectors (component-wise multiplication)
+ *
+ * @param a v1
+ * @param b v2
+ * @param dest v3 = (a[0] * b[0], a[1] * b[1])
+ */
+CGLM_INLINE
+void
+glm_vec2_mul(vec2 a, vec2 b, vec2 dest) {
+ dest[0] = a[0] * b[0];
+ dest[1] = a[1] * b[1];
+}
+
+/*!
+ * @brief multiply/scale vector with scalar: result = v * s
+ *
+ * @param[in] v vector
+ * @param[in] s scalar
+ * @param[out] dest destination vector
+ */
+CGLM_INLINE
+void
+glm_vec2_scale(vec2 v, float s, vec2 dest) {
+ dest[0] = v[0] * s;
+ dest[1] = v[1] * s;
+}
+
+/*!
+ * @brief scale as vector specified: result = unit(v) * s
+ *
+ * @param[in] v vector
+ * @param[in] s scalar
+ * @param[out] dest destination vector
+ */
+CGLM_INLINE
+void
+glm_vec2_scale_as(vec2 v, float s, vec2 dest) {
+ float norm;
+ norm = glm_vec2_norm(v);
+
+ if (CGLM_UNLIKELY(norm < FLT_EPSILON)) {
+ glm_vec2_zero(dest);
+ return;
+ }
+
+ glm_vec2_scale(v, s / norm, dest);
+}
+
+/*!
+ * @brief div vector with another component-wise division: d = a / b
+ *
+ * @param[in] a vector 1
+ * @param[in] b vector 2
+ * @param[out] dest result = (a[0]/b[0], a[1]/b[1])
+ */
+CGLM_INLINE
+void
+glm_vec2_div(vec2 a, vec2 b, vec2 dest) {
+ dest[0] = a[0] / b[0];
+ dest[1] = a[1] / b[1];
+}
+
+/*!
+ * @brief div vector with scalar: d = v / s
+ *
+ * @param[in] v vector
+ * @param[in] s scalar
+ * @param[out] dest result = (a[0]/s, a[1]/s)
+ */
+CGLM_INLINE
+void
+glm_vec2_divs(vec2 v, float s, vec2 dest) {
+ dest[0] = v[0] / s;
+ dest[1] = v[1] / s;
+}
+
+/*!
+ * @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
+ * @param[out] dest dest += (a + b)
+ */
+CGLM_INLINE
+void
+glm_vec2_addadd(vec2 a, vec2 b, vec2 dest) {
+ dest[0] += a[0] + b[0];
+ dest[1] += a[1] + b[1];
+}
+
+/*!
+ * @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
+ * @param[out] dest dest += (a + b)
+ */
+CGLM_INLINE
+void
+glm_vec2_subadd(vec2 a, vec2 b, vec2 dest) {
+ dest[0] += a[0] - b[0];
+ dest[1] += a[1] - b[1];
+}
+
+/*!
+ * @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
+ * @param[out] dest dest += (a * b)
+ */
+CGLM_INLINE
+void
+glm_vec2_muladd(vec2 a, vec2 b, vec2 dest) {
+ dest[0] += a[0] * b[0];
+ dest[1] += a[1] * b[1];
+}
+
+/*!
+ * @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
+ * @param[out] dest dest += (a * b)
+ */
+CGLM_INLINE
+void
+glm_vec2_muladds(vec2 a, float s, vec2 dest) {
+ dest[0] += a[0] * s;
+ dest[1] += a[1] * s;
+}
+
+/*!
+ * @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
+ * @param[out] dest dest += max(a, b)
+ */
+CGLM_INLINE
+void
+glm_vec2_maxadd(vec2 a, vec2 b, vec2 dest) {
+ dest[0] += glm_max(a[0], b[0]);
+ dest[1] += glm_max(a[1], b[1]);
+}
+
+/*!
+ * @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
+ * @param[out] dest dest += min(a, b)
+ */
+CGLM_INLINE
+void
+glm_vec2_minadd(vec2 a, vec2 b, vec2 dest) {
+ dest[0] += glm_min(a[0], b[0]);
+ dest[1] += glm_min(a[1], b[1]);
+}
+
+/*!
+ * @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
+ * @param[out] dest dest -= (a - b)
+ */
+CGLM_INLINE
+void
+glm_vec2_subsub(vec2 a, vec2 b, vec2 dest) {
+ dest[0] -= a[0] - b[0];
+ dest[1] -= a[1] - b[1];
+}
+
+/*!
+ * @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
+ * @param[out] dest dest -= (a + b)
+ */
+CGLM_INLINE
+void
+glm_vec2_addsub(vec2 a, vec2 b, vec2 dest) {
+ dest[0] -= a[0] + b[0];
+ dest[1] -= a[1] + b[1];
+}
+
+/*!
+ * @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
+ * @param[out] dest dest -= (a * b)
+ */
+CGLM_INLINE
+void
+glm_vec2_mulsub(vec2 a, vec2 b, vec2 dest) {
+ dest[0] -= a[0] * b[0];
+ dest[1] -= a[1] * b[1];
+}
+
+/*!
+ * @brief mul vector with scalar and sub result to sum
+ *
+ * it applies -= operator so dest must be initialized
+ *
+ * @param[in] a vector
+ * @param[in] s scalar
+ * @param[out] dest dest -= (a * b)
+ */
+CGLM_INLINE
+void
+glm_vec2_mulsubs(vec2 a, float s, vec2 dest) {
+ dest[0] -= a[0] * s;
+ dest[1] -= a[1] * s;
+}
+
+/*!
+ * @brief sub 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
+ * @param[out] dest dest -= max(a, b)
+ */
+CGLM_INLINE
+void
+glm_vec2_maxsub(vec2 a, vec2 b, vec2 dest) {
+ dest[0] -= glm_max(a[0], b[0]);
+ dest[1] -= glm_max(a[1], b[1]);
+}
+
+/*!
+ * @brief sub 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
+ * @param[out] dest dest -= min(a, b)
+ */
+CGLM_INLINE
+void
+glm_vec2_minsub(vec2 a, vec2 b, vec2 dest) {
+ dest[0] -= glm_min(a[0], b[0]);
+ dest[1] -= glm_min(a[1], b[1]);
+}
+
+/*!
+ * @brief negate vector components and store result in dest
+ *
+ * @param[in] v vector
+ * @param[out] dest result vector
+ */
+CGLM_INLINE
+void
+glm_vec2_negate_to(vec2 v, vec2 dest) {
+ dest[0] = -v[0];
+ dest[1] = -v[1];
+}
+
+/*!
+ * @brief negate vector components
+ *
+ * @param[in, out] v vector
+ */
+CGLM_INLINE
+void
+glm_vec2_negate(vec2 v) {
+ glm_vec2_negate_to(v, v);
+}
+
+/*!
+ * @brief normalize vector and store result in same vec
+ *
+ * @param[in, out] v vector
+ */
+CGLM_INLINE
+void
+glm_vec2_normalize(vec2 v) {
+ float norm;
+
+ norm = glm_vec2_norm(v);
+
+ if (CGLM_UNLIKELY(norm < FLT_EPSILON)) {
+ v[0] = v[1] = 0.0f;
+ return;
+ }
+
+ glm_vec2_scale(v, 1.0f / norm, v);
+}
+
+/*!
+ * @brief normalize vector to dest
+ *
+ * @param[in] v source
+ * @param[out] dest destination
+ */
+CGLM_INLINE
+void
+glm_vec2_normalize_to(vec2 v, vec2 dest) {
+ float norm;
+
+ norm = glm_vec2_norm(v);
+
+ if (CGLM_UNLIKELY(norm < FLT_EPSILON)) {
+ glm_vec2_zero(dest);
+ return;
+ }
+
+ glm_vec2_scale(v, 1.0f / norm, dest);
+}
+
+/*!
+ * @brief rotate vec2 around origin by angle (CCW: counterclockwise)
+ *
+ * Formula:
+ * 𝑥2 = cos(a)𝑥1 − sin(a)𝑦1
+ * 𝑦2 = sin(a)𝑥1 + cos(a)𝑦1
+ *
+ * @param[in] v vector to rotate
+ * @param[in] angle angle by radians
+ * @param[out] dest destination vector
+ */
+CGLM_INLINE
+void
+glm_vec2_rotate(vec2 v, float angle, vec2 dest) {
+ float c, s, x1, y1;
+
+ c = cosf(angle);
+ s = sinf(angle);
+
+ x1 = v[0];
+ y1 = v[1];
+
+ dest[0] = c * x1 - s * y1;
+ dest[1] = s * x1 + c * y1;
+}
+
+/**
+ * @brief find center point of two vector
+ *
+ * @param[in] a vector1
+ * @param[in] b vector2
+ * @param[out] dest center point
+ */
+CGLM_INLINE
+void
+glm_vec2_center(vec2 a, vec2 b, vec2 dest) {
+ glm_vec2_add(a, b, dest);
+ glm_vec2_scale(dest, 0.5f, dest);
+}
+
+/**
+ * @brief squared distance between two vectors
+ *
+ * @param[in] a vector1
+ * @param[in] b vector2
+ * @return returns squared distance (distance * distance)
+ */
+CGLM_INLINE
+float
+glm_vec2_distance2(vec2 a, vec2 b) {
+ return glm_pow2(b[0] - a[0]) + glm_pow2(b[1] - a[1]);
+}
+
+/**
+ * @brief distance between two vectors
+ *
+ * @param[in] a vector1
+ * @param[in] b vector2
+ * @return returns distance
+ */
+CGLM_INLINE
+float
+glm_vec2_distance(vec2 a, vec2 b) {
+ return sqrtf(glm_vec2_distance2(a, b));
+}
+
+/*!
+ * @brief max values of vectors
+ *
+ * @param[in] a vector1
+ * @param[in] b vector2
+ * @param[out] dest destination
+ */
+CGLM_INLINE
+void
+glm_vec2_maxv(vec2 a, vec2 b, vec2 dest) {
+ dest[0] = glm_max(a[0], b[0]);
+ dest[1] = glm_max(a[1], b[1]);
+}
+
+/*!
+ * @brief min values of vectors
+ *
+ * @param[in] a vector1
+ * @param[in] b vector2
+ * @param[out] dest destination
+ */
+CGLM_INLINE
+void
+glm_vec2_minv(vec2 a, vec2 b, vec2 dest) {
+ dest[0] = glm_min(a[0], b[0]);
+ dest[1] = glm_min(a[1], b[1]);
+}
+
+/*!
+ * @brief clamp vector's individual members between min and max values
+ *
+ * @param[in, out] v vector
+ * @param[in] minval minimum value
+ * @param[in] maxval maximum value
+ */
+CGLM_INLINE
+void
+glm_vec2_clamp(vec2 v, float minval, float maxval) {
+ v[0] = glm_clamp(v[0], minval, maxval);
+ v[1] = glm_clamp(v[1], minval, maxval);
+}
+
+/*!
+ * @brief swizzle vector components
+ *
+ * @param[in] v source
+ * @param[in] mask mask
+ * @param[out] dest destination
+ */
+CGLM_INLINE
+void
+glm_vec2_swizzle(vec2 v, int mask, vec2 dest) {
+ vec2 t;
+
+ t[0] = v[(mask & (3 << 0))];
+ t[1] = v[(mask & (3 << 2)) >> 2];
+
+ glm_vec2_copy(t, dest);
+}
+
+/*!
+ * @brief linear interpolation between two vector
+ *
+ * formula: from + s * (to - from)
+ *
+ * @param[in] from from value
+ * @param[in] to to value
+ * @param[in] t interpolant (amount) clamped between 0 and 1
+ * @param[out] dest destination
+ */
+CGLM_INLINE
+void
+glm_vec2_lerp(vec2 from, vec2 to, float t, vec2 dest) {
+ vec2 s, v;
+
+ /* from + s * (to - from) */
+ glm_vec2_fill(s, glm_clamp_zo(t));
+ glm_vec2_sub(to, from, v);
+ glm_vec2_mul(s, v, v);
+ glm_vec2_add(from, v, dest);
+}
+
+/*!
+ * @brief threshold function
+ *
+ * @param[in] edge threshold
+ * @param[in] x value to test against threshold
+ * @param[out] dest destination
+ */
+CGLM_INLINE
+void
+glm_vec2_step(vec2 edge, vec2 x, vec2 dest) {
+ dest[0] = glm_step(edge[0], x[0]);
+ dest[1] = glm_step(edge[1], x[1]);
+}
+
+/*!
+ * @brief Create two dimensional vector from pointer
+ *
+ * @param[in] src pointer to an array of floats
+ * @param[out] dest destination vector
+ */
+CGLM_INLINE
+void
+glm_vec2_make(const float * __restrict src, vec2 dest) {
+ dest[0] = src[0]; dest[1] = src[1];
+}
+
+/*!
+ * @brief reflection vector using an incident ray and a surface normal
+ *
+ * @param[in] v incident vector
+ * @param[in] n normalized normal vector
+ * @param[out] dest destination vector for the reflection result
+ */
+CGLM_INLINE
+void
+glm_vec2_reflect(vec2 v, vec2 n, vec2 dest) {
+ vec2 temp;
+ glm_vec2_scale(n, 2.0f * glm_vec2_dot(v, n), temp);
+ glm_vec2_sub(v, temp, 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
+glm_vec2_refract(vec2 v, vec2 n, float eta, vec2 dest) {
+ float ndi, eni, k;
+
+ ndi = glm_vec2_dot(n, v);
+ eni = eta * ndi;
+ k = 1.0f - eta * eta + eni * eni;
+
+ if (k < 0.0f) {
+ glm_vec2_zero(dest);
+ return false;
+ }
+
+ glm_vec2_scale(v, eta, dest);
+ glm_vec2_mulsubs(n, eni + sqrtf(k), dest);
+ return true;
+}
+
+/*!
+ * @brief swap two vectors
+ * @param a the first vector to swap
+ * @param b the second vector to swap
+ */
+CGLM_INLINE void glm_vec2_swap(vec2 a, vec2 b) {
+ vec2 tmp;
+ glm_vec2_copy(a, tmp);
+ glm_vec2_copy(b, a);
+ glm_vec2_copy(tmp, b);
+}
+
+#endif /* cglm_vec2_h */