.. default-domain:: C vec3 ==== Header: cglm/vec3.h **Important:** *cglm* was used **glm_vec_** namespace for vec3 functions until **v0.5.0**, since **v0.5.0** cglm uses **glm_vec3_** namespace for vec3. Also `glm_vec3_flipsign` has been renamed to `glm_vec3_negate` We mostly use vectors in graphics math, to make writing code faster and easy to read, some *vec3* functions are aliased in global namespace. For instance :c:func:`glm_dot` is alias of :c:func:`glm_vec3_dot`, alias means inline wrapper here. There is no call verison of alias functions There are also functions for rotating *vec3* vector. **_m4**, **_m3** prefixes rotate *vec3* with matrix. Table of contents (click to go): ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Macros: 1. glm_vec3_dup(v, dest) #. GLM_VEC3_ONE_INIT #. GLM_VEC3_ZERO_INIT #. GLM_VEC3_ONE #. GLM_VEC3_ZERO #. GLM_YUP #. GLM_ZUP #. GLM_XUP Functions: 1. :c:func:`glm_vec3` #. :c:func:`glm_vec3_copy` #. :c:func:`glm_vec3_zero` #. :c:func:`glm_vec3_one` #. :c:func:`glm_vec3_dot` #. :c:func:`glm_vec3_norm2` #. :c:func:`glm_vec3_norm` #. :c:func:`glm_vec3_add` #. :c:func:`glm_vec3_adds` #. :c:func:`glm_vec3_sub` #. :c:func:`glm_vec3_subs` #. :c:func:`glm_vec3_mul` #. :c:func:`glm_vec3_scale` #. :c:func:`glm_vec3_scale_as` #. :c:func:`glm_vec3_div` #. :c:func:`glm_vec3_divs` #. :c:func:`glm_vec3_addadd` #. :c:func:`glm_vec3_subadd` #. :c:func:`glm_vec3_muladd` #. :c:func:`glm_vec3_muladds` #. :c:func:`glm_vec3_maxadd` #. :c:func:`glm_vec3_minadd` #. :c:func:`glm_vec3_flipsign` #. :c:func:`glm_vec3_flipsign_to` #. :c:func:`glm_vec3_inv` #. :c:func:`glm_vec3_inv_to` #. :c:func:`glm_vec3_negate` #. :c:func:`glm_vec3_negate_to` #. :c:func:`glm_vec3_normalize` #. :c:func:`glm_vec3_normalize_to` #. :c:func:`glm_vec3_cross` #. :c:func:`glm_vec3_crossn` #. :c:func:`glm_vec3_distance2` #. :c:func:`glm_vec3_distance` #. :c:func:`glm_vec3_angle` #. :c:func:`glm_vec3_rotate` #. :c:func:`glm_vec3_rotate_m4` #. :c:func:`glm_vec3_rotate_m3` #. :c:func:`glm_vec3_proj` #. :c:func:`glm_vec3_center` #. :c:func:`glm_vec3_maxv` #. :c:func:`glm_vec3_minv` #. :c:func:`glm_vec3_ortho` #. :c:func:`glm_vec3_clamp` #. :c:func:`glm_vec3_lerp` Functions documentation ~~~~~~~~~~~~~~~~~~~~~~~ .. c:function:: void glm_vec3(vec4 v4, vec3 dest) init vec3 using vec4 Parameters: | *[in]* **v4** vector4 | *[out]* **dest** destination .. c:function:: void glm_vec3_copy(vec3 a, vec3 dest) copy all members of [a] to [dest] Parameters: | *[in]* **a** source | *[out]* **dest** destination .. c:function:: void glm_vec3_zero(vec3 v) makes all members 0.0f (zero) Parameters: | *[in, out]* **v** vector .. c:function:: void glm_vec3_one(vec3 v) makes all members 1.0f (one) Parameters: | *[in, out]* **v** vector .. c:function:: float glm_vec3_dot(vec3 a, vec3 b) dot product of vec3 Parameters: | *[in]* **a** vector1 | *[in]* **b** vector2 Returns: dot product .. c:function:: void glm_vec3_cross(vec3 a, vec3 b, vec3 d) cross product of two vector (RH) Parameters: | *[in]* **a** vector 1 | *[in]* **b** vector 2 | *[out]* **dest** destination .. c:function:: void glm_vec3_crossn(vec3 a, vec3 b, vec3 dest) cross product of two vector (RH) and normalize the result Parameters: | *[in]* **a** vector 1 | *[in]* **b** vector 2 | *[out]* **dest** destination .. c:function:: float glm_vec3_norm2(vec3 v) norm * norm (magnitude) of vector 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 Parameters: | *[in]* **v** vector Returns: square of norm / magnitude .. c:function:: float glm_vec3_norm(vec3 vec) | euclidean norm (magnitude), also called L2 norm | this will give magnitude of vector in euclidean space Parameters: | *[in]* **vec** vector .. c:function:: void glm_vec3_add(vec3 a, vec3 b, vec3 dest) add a vector to b vector store result in dest Parameters: | *[in]* **a** vector1 | *[in]* **b** vector2 | *[out]* **dest** destination vector .. c:function:: void glm_vec3_adds(vec3 a, float s, vec3 dest) add scalar to v vector store result in dest (d = v + vec(s)) Parameters: | *[in]* **v** vector | *[in]* **s** scalar | *[out]* **dest** destination vector .. c:function:: void glm_vec3_sub(vec3 v1, vec3 v2, vec3 dest) subtract b vector from a vector store result in dest (d = v1 - v2) Parameters: | *[in]* **a** vector1 | *[in]* **b** vector2 | *[out]* **dest** destination vector .. c:function:: void glm_vec3_subs(vec3 v, float s, vec3 dest) subtract scalar from v vector store result in dest (d = v - vec(s)) Parameters: | *[in]* **v** vector | *[in]* **s** scalar | *[out]* **dest** destination vector .. c:function:: void glm_vec3_mul(vec3 a, vec3 b, vec3 d) multiply two vector (component-wise multiplication) Parameters: | *[in]* **a** vector | *[in]* **b** scalar | *[out]* **d** result = (a[0] * b[0], a[1] * b[1], a[2] * b[2]) .. c:function:: void glm_vec3_scale(vec3 v, float s, vec3 dest) multiply/scale vec3 vector with scalar: result = v * s Parameters: | *[in]* **v** vector | *[in]* **s** scalar | *[out]* **dest** destination vector .. c:function:: void glm_vec3_scale_as(vec3 v, float s, vec3 dest) make vec3 vector scale as specified: result = unit(v) * s Parameters: | *[in]* **v** vector | *[in]* **s** scalar | *[out]* **dest** destination vector .. c:function:: void glm_vec3_div(vec3 a, vec3 b, vec3 dest) div vector with another component-wise division: d = a / b Parameters: | *[in]* **a** vector 1 | *[in]* **b** vector 2 | *[out]* **dest** result = (a[0] / b[0], a[1] / b[1], a[2] / b[2]) .. c:function:: void glm_vec3_divs(vec3 v, float s, vec3 dest) div vector with scalar: d = v / s Parameters: | *[in]* **v** vector | *[in]* **s** scalar | *[out]* **dest** result = (a[0] / s, a[1] / s, a[2] / s]) .. c:function:: void glm_vec3_addadd(vec3 a, vec3 b, vec3 dest) | add two vectors and add result to sum | it applies += operator so dest must be initialized Parameters: | *[in]* **a** vector 1 | *[in]* **b** vector 2 | *[out]* **dest** dest += (a + b) .. c:function:: void glm_vec3_subadd(vec3 a, vec3 b, vec3 dest) | sub two vectors and add result to sum | it applies += operator so dest must be initialized Parameters: | *[in]* **a** vector 1 | *[in]* **b** vector 2 | *[out]* **dest** dest += (a - b) .. c:function:: void glm_vec3_muladd(vec3 a, vec3 b, vec3 dest) | mul two vectors and add result to sum | it applies += operator so dest must be initialized Parameters: | *[in]* **a** vector 1 | *[in]* **b** vector 2 | *[out]* **dest** dest += (a * b) .. c:function:: void glm_vec3_muladds(vec3 a, float s, vec3 dest) | mul vector with scalar and add result to sum | it applies += operator so dest must be initialized Parameters: | *[in]* **a** vector | *[in]* **s** scalar | *[out]* **dest** dest += (a * b) .. c:function:: void glm_vec3_maxadd(vec3 a, vec3 b, vec3 dest) | add max of two vector to result/dest | it applies += operator so dest must be initialized Parameters: | *[in]* **a** vector 1 | *[in]* **b** vector 2 | *[out]* **dest** dest += (a * b) .. c:function:: void glm_vec3_minadd(vec3 a, vec3 b, vec3 dest) | add min of two vector to result/dest | it applies += operator so dest must be initialized Parameters: | *[in]* **a** vector 1 | *[in]* **b** vector 2 | *[out]* **dest** dest += (a * b) .. c:function:: void glm_vec3_flipsign(vec3 v) **DEPRACATED!** use :c:func:`glm_vec3_negate` Parameters: | *[in, out]* **v** vector .. c:function:: void glm_vec3_flipsign_to(vec3 v, vec3 dest) **DEPRACATED!** use :c:func:`glm_vec3_negate_to` Parameters: | *[in]* **v** vector | *[out]* **dest** negated vector .. c:function:: void glm_vec3_inv(vec3 v) **DEPRACATED!** use :c:func:`glm_vec3_negate` Parameters: | *[in, out]* **v** vector .. c:function:: void glm_vec3_inv_to(vec3 v, vec3 dest) **DEPRACATED!** use :c:func:`glm_vec3_negate_to` Parameters: | *[in]* **v** source | *[out]* **dest** destination .. c:function:: void glm_vec3_negate(vec3 v) negate vector components Parameters: | *[in, out]* **v** vector .. c:function:: void glm_vec3_negate_to(vec3 v, vec3 dest) negate vector components and store result in dest Parameters: | *[in]* **v** vector | *[out]* **dest** negated vector .. c:function:: void glm_vec3_normalize(vec3 v) normalize vec3 and store result in same vec Parameters: | *[in, out]* **v** vector .. c:function:: void glm_vec3_normalize_to(vec3 vec, vec3 dest) normalize vec3 to dest Parameters: | *[in]* **vec** source | *[out]* **dest** destination .. c:function:: float glm_vec3_angle(vec3 v1, vec3 v2) angle betwen two vector Parameters: | *[in]* **v1** vector1 | *[in]* **v2** vector2 Return: | angle as radians .. c:function:: void glm_vec3_rotate(vec3 v, float angle, vec3 axis) rotate vec3 around axis by angle using Rodrigues' rotation formula Parameters: | *[in, out]* **v** vector | *[in]* **axis** axis vector (will be normalized) | *[in]* **angle** angle (radians) .. c:function:: void glm_vec3_rotate_m4(mat4 m, vec3 v, vec3 dest) apply rotation matrix to vector Parameters: | *[in]* **m** affine matrix or rot matrix | *[in]* **v** vector | *[out]* **dest** rotated vector .. c:function:: void glm_vec3_rotate_m3(mat3 m, vec3 v, vec3 dest) apply rotation matrix to vector Parameters: | *[in]* **m** affine matrix or rot matrix | *[in]* **v** vector | *[out]* **dest** rotated vector .. c:function:: void glm_vec3_proj(vec3 a, vec3 b, vec3 dest) project a vector onto b vector Parameters: | *[in]* **a** vector1 | *[in]* **b** vector2 | *[out]* **dest** projected vector .. c:function:: void glm_vec3_center(vec3 v1, vec3 v2, vec3 dest) find center point of two vector Parameters: | *[in]* **v1** vector1 | *[in]* **v2** vector2 | *[out]* **dest** center point .. c:function:: float glm_vec3_distance2(vec3 v1, vec3 v2) squared distance between two vectors Parameters: | *[in]* **v1** vector1 | *[in]* **v2** vector2 Returns: | squared distance (distance * distance) .. c:function:: float glm_vec3_distance(vec3 v1, vec3 v2) 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) `_ 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