504 lines
13 KiB
ReStructuredText
504 lines
13 KiB
ReStructuredText
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.. default-domain:: C
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vec3
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====
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Header: cglm/vec3.h
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**Important:** *cglm* was used **glm_vec_** namespace for vec3 functions until
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**v0.5.0**, since **v0.5.0** cglm uses **glm_vec3_** namespace for vec3.
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Also `glm_vec3_flipsign` has been renamed to `glm_vec3_negate`
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We mostly use vectors in graphics math, to make writing code faster
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and easy to read, some *vec3* functions are aliased in global namespace.
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For instance :c:func:`glm_dot` is alias of :c:func:`glm_vec3_dot`,
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alias means inline wrapper here. There is no call verison of alias functions
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There are also functions for rotating *vec3* vector. **_m4**, **_m3** prefixes
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rotate *vec3* with matrix.
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Table of contents (click to go):
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Macros:
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1. glm_vec3_dup(v, dest)
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#. GLM_VEC3_ONE_INIT
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#. GLM_VEC3_ZERO_INIT
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#. GLM_VEC3_ONE
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#. GLM_VEC3_ZERO
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#. GLM_YUP
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#. GLM_ZUP
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#. GLM_XUP
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Functions:
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1. :c:func:`glm_vec3`
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#. :c:func:`glm_vec3_copy`
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#. :c:func:`glm_vec3_zero`
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#. :c:func:`glm_vec3_one`
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#. :c:func:`glm_vec3_dot`
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#. :c:func:`glm_vec3_norm2`
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#. :c:func:`glm_vec3_norm`
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#. :c:func:`glm_vec3_add`
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#. :c:func:`glm_vec3_adds`
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#. :c:func:`glm_vec3_sub`
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#. :c:func:`glm_vec3_subs`
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#. :c:func:`glm_vec3_mul`
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#. :c:func:`glm_vec3_scale`
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#. :c:func:`glm_vec3_scale_as`
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#. :c:func:`glm_vec3_div`
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#. :c:func:`glm_vec3_divs`
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#. :c:func:`glm_vec3_addadd`
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#. :c:func:`glm_vec3_subadd`
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#. :c:func:`glm_vec3_muladd`
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#. :c:func:`glm_vec3_muladds`
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#. :c:func:`glm_vec3_maxadd`
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#. :c:func:`glm_vec3_minadd`
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#. :c:func:`glm_vec3_flipsign`
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#. :c:func:`glm_vec3_flipsign_to`
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#. :c:func:`glm_vec3_inv`
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#. :c:func:`glm_vec3_inv_to`
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#. :c:func:`glm_vec3_negate`
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#. :c:func:`glm_vec3_negate_to`
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#. :c:func:`glm_vec3_normalize`
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#. :c:func:`glm_vec3_normalize_to`
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#. :c:func:`glm_vec3_cross`
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#. :c:func:`glm_vec3_crossn`
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#. :c:func:`glm_vec3_distance2`
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#. :c:func:`glm_vec3_distance`
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#. :c:func:`glm_vec3_angle`
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#. :c:func:`glm_vec3_rotate`
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#. :c:func:`glm_vec3_rotate_m4`
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#. :c:func:`glm_vec3_rotate_m3`
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#. :c:func:`glm_vec3_proj`
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#. :c:func:`glm_vec3_center`
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#. :c:func:`glm_vec3_maxv`
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#. :c:func:`glm_vec3_minv`
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#. :c:func:`glm_vec3_ortho`
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#. :c:func:`glm_vec3_clamp`
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#. :c:func:`glm_vec3_lerp`
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Functions documentation
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~~~~~~~~~~~~~~~~~~~~~~~
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.. c:function:: void glm_vec3(vec4 v4, vec3 dest)
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init vec3 using vec4
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Parameters:
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| *[in]* **v4** vector4
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| *[out]* **dest** destination
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.. c:function:: void glm_vec3_copy(vec3 a, vec3 dest)
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copy all members of [a] to [dest]
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Parameters:
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| *[in]* **a** source
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| *[out]* **dest** destination
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.. c:function:: void glm_vec3_zero(vec3 v)
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makes all members 0.0f (zero)
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Parameters:
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| *[in, out]* **v** vector
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.. c:function:: void glm_vec3_one(vec3 v)
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makes all members 1.0f (one)
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Parameters:
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| *[in, out]* **v** vector
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.. c:function:: float glm_vec3_dot(vec3 a, vec3 b)
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dot product of vec3
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Parameters:
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| *[in]* **a** vector1
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| *[in]* **b** vector2
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Returns:
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dot product
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.. c:function:: void glm_vec3_cross(vec3 a, vec3 b, vec3 d)
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cross product of two vector (RH)
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Parameters:
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| *[in]* **a** vector 1
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| *[in]* **b** vector 2
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| *[out]* **dest** destination
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.. c:function:: void glm_vec3_crossn(vec3 a, vec3 b, vec3 dest)
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cross product of two vector (RH) and normalize the result
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Parameters:
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| *[in]* **a** vector 1
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| *[in]* **b** vector 2
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| *[out]* **dest** destination
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.. c:function:: float glm_vec3_norm2(vec3 v)
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norm * norm (magnitude) of vector
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we can use this func instead of calling norm * norm, because it would call
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sqrtf fuction twice but with this func we can avoid func call, maybe this is
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not good name for this func
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Parameters:
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| *[in]* **v** vector
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Returns:
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square of norm / magnitude
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.. c:function:: float glm_vec3_norm(vec3 vec)
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| euclidean norm (magnitude), also called L2 norm
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| this will give magnitude of vector in euclidean space
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Parameters:
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| *[in]* **vec** vector
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.. c:function:: void glm_vec3_add(vec3 a, vec3 b, vec3 dest)
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add a vector to b vector store result in dest
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Parameters:
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| *[in]* **a** vector1
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| *[in]* **b** vector2
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| *[out]* **dest** destination vector
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.. c:function:: void glm_vec3_adds(vec3 a, float s, vec3 dest)
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add scalar to v vector store result in dest (d = v + vec(s))
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Parameters:
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| *[in]* **v** vector
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| *[in]* **s** scalar
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| *[out]* **dest** destination vector
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.. c:function:: void glm_vec3_sub(vec3 v1, vec3 v2, vec3 dest)
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subtract b vector from a vector store result in dest (d = v1 - v2)
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Parameters:
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| *[in]* **a** vector1
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| *[in]* **b** vector2
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| *[out]* **dest** destination vector
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.. c:function:: void glm_vec3_subs(vec3 v, float s, vec3 dest)
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subtract scalar from v vector store result in dest (d = v - vec(s))
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Parameters:
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| *[in]* **v** vector
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| *[in]* **s** scalar
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| *[out]* **dest** destination vector
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.. c:function:: void glm_vec3_mul(vec3 a, vec3 b, vec3 d)
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multiply two vector (component-wise multiplication)
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Parameters:
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| *[in]* **a** vector
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| *[in]* **b** scalar
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| *[out]* **d** result = (a[0] * b[0], a[1] * b[1], a[2] * b[2])
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.. c:function:: void glm_vec3_scale(vec3 v, float s, vec3 dest)
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multiply/scale vec3 vector with scalar: result = v * s
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Parameters:
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| *[in]* **v** vector
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| *[in]* **s** scalar
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| *[out]* **dest** destination vector
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.. c:function:: void glm_vec3_scale_as(vec3 v, float s, vec3 dest)
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make vec3 vector scale as specified: result = unit(v) * s
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Parameters:
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| *[in]* **v** vector
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| *[in]* **s** scalar
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| *[out]* **dest** destination vector
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.. c:function:: void glm_vec3_div(vec3 a, vec3 b, vec3 dest)
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div vector with another component-wise division: d = a / b
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Parameters:
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| *[in]* **a** vector 1
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| *[in]* **b** vector 2
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| *[out]* **dest** result = (a[0] / b[0], a[1] / b[1], a[2] / b[2])
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.. c:function:: void glm_vec3_divs(vec3 v, float s, vec3 dest)
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div vector with scalar: d = v / s
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Parameters:
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| *[in]* **v** vector
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| *[in]* **s** scalar
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| *[out]* **dest** result = (a[0] / s, a[1] / s, a[2] / s])
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.. c:function:: void glm_vec3_addadd(vec3 a, vec3 b, vec3 dest)
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| add two vectors and add result to sum
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| it applies += operator so dest must be initialized
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Parameters:
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| *[in]* **a** vector 1
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| *[in]* **b** vector 2
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| *[out]* **dest** dest += (a + b)
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.. c:function:: void glm_vec3_subadd(vec3 a, vec3 b, vec3 dest)
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| sub two vectors and add result to sum
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| it applies += operator so dest must be initialized
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Parameters:
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| *[in]* **a** vector 1
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| *[in]* **b** vector 2
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| *[out]* **dest** dest += (a - b)
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.. c:function:: void glm_vec3_muladd(vec3 a, vec3 b, vec3 dest)
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| mul two vectors and add result to sum
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| it applies += operator so dest must be initialized
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Parameters:
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| *[in]* **a** vector 1
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| *[in]* **b** vector 2
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| *[out]* **dest** dest += (a * b)
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.. c:function:: void glm_vec3_muladds(vec3 a, float s, vec3 dest)
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| mul vector with scalar and add result to sum
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| it applies += operator so dest must be initialized
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Parameters:
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| *[in]* **a** vector
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| *[in]* **s** scalar
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| *[out]* **dest** dest += (a * b)
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.. c:function:: void glm_vec3_maxadd(vec3 a, vec3 b, vec3 dest)
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| add max of two vector to result/dest
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| it applies += operator so dest must be initialized
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Parameters:
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| *[in]* **a** vector 1
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| *[in]* **b** vector 2
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| *[out]* **dest** dest += (a * b)
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.. c:function:: void glm_vec3_minadd(vec3 a, vec3 b, vec3 dest)
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| add min of two vector to result/dest
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| it applies += operator so dest must be initialized
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Parameters:
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| *[in]* **a** vector 1
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| *[in]* **b** vector 2
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| *[out]* **dest** dest += (a * b)
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.. c:function:: void glm_vec3_flipsign(vec3 v)
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**DEPRACATED!**
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use :c:func:`glm_vec3_negate`
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Parameters:
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| *[in, out]* **v** vector
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.. c:function:: void glm_vec3_flipsign_to(vec3 v, vec3 dest)
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**DEPRACATED!**
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use :c:func:`glm_vec3_negate_to`
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Parameters:
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| *[in]* **v** vector
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| *[out]* **dest** negated vector
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.. c:function:: void glm_vec3_inv(vec3 v)
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**DEPRACATED!**
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use :c:func:`glm_vec3_negate`
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Parameters:
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| *[in, out]* **v** vector
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.. c:function:: void glm_vec3_inv_to(vec3 v, vec3 dest)
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**DEPRACATED!**
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use :c:func:`glm_vec3_negate_to`
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Parameters:
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| *[in]* **v** source
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| *[out]* **dest** destination
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.. c:function:: void glm_vec3_negate(vec3 v)
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negate vector components
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Parameters:
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| *[in, out]* **v** vector
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.. c:function:: void glm_vec3_negate_to(vec3 v, vec3 dest)
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negate vector components and store result in dest
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Parameters:
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| *[in]* **v** vector
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| *[out]* **dest** negated vector
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.. c:function:: void glm_vec3_normalize(vec3 v)
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normalize vec3 and store result in same vec
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Parameters:
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| *[in, out]* **v** vector
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.. c:function:: void glm_vec3_normalize_to(vec3 vec, vec3 dest)
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normalize vec3 to dest
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Parameters:
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| *[in]* **vec** source
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| *[out]* **dest** destination
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.. c:function:: float glm_vec3_angle(vec3 v1, vec3 v2)
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angle betwen two vector
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Parameters:
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| *[in]* **v1** vector1
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| *[in]* **v2** vector2
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Return:
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| angle as radians
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.. c:function:: void glm_vec3_rotate(vec3 v, float angle, vec3 axis)
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rotate vec3 around axis by angle using Rodrigues' rotation formula
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Parameters:
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| *[in, out]* **v** vector
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| *[in]* **axis** axis vector (will be normalized)
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| *[in]* **angle** angle (radians)
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.. c:function:: void glm_vec3_rotate_m4(mat4 m, vec3 v, vec3 dest)
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apply rotation matrix to vector
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Parameters:
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| *[in]* **m** affine matrix or rot matrix
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| *[in]* **v** vector
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| *[out]* **dest** rotated vector
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.. c:function:: void glm_vec3_rotate_m3(mat3 m, vec3 v, vec3 dest)
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apply rotation matrix to vector
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Parameters:
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| *[in]* **m** affine matrix or rot matrix
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| *[in]* **v** vector
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| *[out]* **dest** rotated vector
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.. c:function:: void glm_vec3_proj(vec3 a, vec3 b, vec3 dest)
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project a vector onto b vector
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Parameters:
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| *[in]* **a** vector1
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| *[in]* **b** vector2
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| *[out]* **dest** projected vector
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.. c:function:: void glm_vec3_center(vec3 v1, vec3 v2, vec3 dest)
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find center point of two vector
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Parameters:
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| *[in]* **v1** vector1
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| *[in]* **v2** vector2
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| *[out]* **dest** center point
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.. c:function:: float glm_vec3_distance2(vec3 v1, vec3 v2)
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squared distance between two vectors
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Parameters:
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| *[in]* **v1** vector1
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| *[in]* **v2** vector2
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Returns:
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| squared distance (distance * distance)
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.. c:function:: float glm_vec3_distance(vec3 v1, vec3 v2)
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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
|