orbit-plus/include/cglm/vec2.h

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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:
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_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 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_lerp(vec2 from, vec2 to, float t, vec2 dest)
*/
#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 fuction 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 vector (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 (norm == 0.0f) {
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 vector 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 vector 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 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 (norm == 0.0f) {
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 (norm == 0.0f) {
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 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 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);
}
#endif /* cglm_vec2_h */