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/*
* 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 */
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