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implement vec2
This commit is contained in:
4
CREDITS
4
CREDITS
@@ -61,3 +61,7 @@ https://forums.khronos.org/showthread.php/10264-Animations-in-1-4-1-release-note
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https://forums.khronos.org/showthread.php/10644-Animation-Bezier-interpolation
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https://forums.khronos.org/showthread.php/10387-2D-Tangents-in-Bezier-Splines?p=34164&viewfull=1#post34164
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https://forums.khronos.org/showthread.php/10651-Animation-TCB-Spline-Interpolation-in-COLLADA?highlight=bezier
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12. vec2 cross product
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http://allenchou.net/2013/07/cross-product-of-2d-vectors/
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13
include/cglm/call/vec2.h
Normal file
13
include/cglm/call/vec2.h
Normal file
@@ -0,0 +1,13 @@
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//
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// vec2.h
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// glm
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//
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// Created by Recep Aslantas on 3/31/19.
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// Copyright © 2019 Recep Aslantas. All rights reserved.
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//
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#ifndef vec2_h
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#define vec2_h
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#endif /* vec2_h */
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@@ -9,6 +9,7 @@
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#define cglm_h
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#include "common.h"
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#include "vec2.h"
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#include "vec3.h"
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#include "vec4.h"
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#include "mat4.h"
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@@ -14,6 +14,7 @@
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#include <stddef.h>
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#include <math.h>
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#include <float.h>
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#include <stdbool.h>
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#if defined(_MSC_VER)
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# ifdef CGLM_DLL
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189
include/cglm/vec2-ext.h
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189
include/cglm/vec2-ext.h
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@@ -0,0 +1,189 @@
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/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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/*
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Functions:
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CGLM_INLINE void glm_vec2_broadcast(float val, vec2 d);
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CGLM_INLINE bool glm_vec2_eq(vec2 v, float val);
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CGLM_INLINE bool glm_vec2_eq_eps(vec2 v, float val);
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CGLM_INLINE bool glm_vec2_eq_all(vec2 v);
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CGLM_INLINE bool glm_vec2_eqv(vec2 a, vec2 b);
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CGLM_INLINE bool glm_vec2_eqv_eps(vec2 a, vec2 b);
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CGLM_INLINE float glm_vec2_max(vec2 v);
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CGLM_INLINE float glm_vec2_min(vec2 v);
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CGLM_INLINE bool glm_vec2_isnan(vec2 v);
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CGLM_INLINE bool glm_vec2_isinf(vec2 v);
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CGLM_INLINE bool glm_vec2_isvalid(vec2 v);
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CGLM_INLINE void glm_vec2_sign(vec2 v, vec2 dest);
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CGLM_INLINE void glm_vec2_sqrt(vec2 v, vec2 dest);
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*/
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#ifndef cglm_vec2_ext_h
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#define cglm_vec2_ext_h
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#include "common.h"
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#include "util.h"
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/*!
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* @brief fill a vector with specified value
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*
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* @param[in] val value
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* @param[out] d dest
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*/
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CGLM_INLINE
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void
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glm_vec2_broadcast(float val, vec2 d) {
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d[0] = d[1] = val;
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}
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/*!
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* @brief check if vector is equal to value (without epsilon)
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*
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* @param[in] v vector
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* @param[in] val value
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*/
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CGLM_INLINE
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bool
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glm_vec2_eq(vec2 v, float val) {
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return v[0] == val && v[0] == v[1];
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}
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/*!
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* @brief check if vector is equal to value (with epsilon)
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*
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* @param[in] v vector
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* @param[in] val value
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*/
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CGLM_INLINE
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bool
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glm_vec2_eq_eps(vec2 v, float val) {
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return fabsf(v[0] - val) <= FLT_EPSILON
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&& fabsf(v[1] - val) <= FLT_EPSILON;
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}
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/*!
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* @brief check if vectors members are equal (without epsilon)
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*
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* @param[in] v vector
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*/
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CGLM_INLINE
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bool
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glm_vec2_eq_all(vec2 v) {
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return v[0] == v[1];
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}
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/*!
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* @brief check if vector is equal to another (without epsilon)
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*
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* @param[in] a vector
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* @param[in] b vector
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*/
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CGLM_INLINE
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bool
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glm_vec2_eqv(vec2 a, vec2 b) {
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return a[0] == b[0] && a[1] == b[1];
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}
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/*!
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* @brief check if vector is equal to another (with epsilon)
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*
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* @param[in] a vector
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* @param[in] b vector
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*/
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CGLM_INLINE
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bool
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glm_vec2_eqv_eps(vec2 a, vec2 b) {
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return fabsf(a[0] - b[0]) <= FLT_EPSILON
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&& fabsf(a[1] - b[1]) <= FLT_EPSILON;
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}
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/*!
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* @brief max value of vector
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*
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* @param[in] v vector
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*/
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CGLM_INLINE
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float
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glm_vec2_max(vec2 v) {
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return glm_max(v[0], v[1]);
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}
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/*!
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* @brief min value of vector
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*
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* @param[in] v vector
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*/
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CGLM_INLINE
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float
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glm_vec2_min(vec2 v) {
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return glm_min(v[0], v[1]);
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}
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/*!
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* @brief check if all items are NaN (not a number)
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* you should only use this in DEBUG mode or very critical asserts
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*
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* @param[in] v vector
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*/
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CGLM_INLINE
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bool
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glm_vec2_isnan(vec2 v) {
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return isnan(v[0]) || isnan(v[1]);
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}
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/*!
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* @brief check if all items are INFINITY
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* you should only use this in DEBUG mode or very critical asserts
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*
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* @param[in] v vector
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*/
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CGLM_INLINE
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bool
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glm_vec2_isinf(vec2 v) {
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return isinf(v[0]) || isinf(v[1]);
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}
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/*!
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* @brief check if all items are valid number
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* you should only use this in DEBUG mode or very critical asserts
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*
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* @param[in] v vector
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*/
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CGLM_INLINE
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bool
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glm_vec2_isvalid(vec2 v) {
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return !glm_vec2_isnan(v) && !glm_vec2_isinf(v);
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}
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/*!
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* @brief get sign of 32 bit float as +1, -1, 0
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*
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* Important: It returns 0 for zero/NaN input
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*
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* @param v vector
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*/
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CGLM_INLINE
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void
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glm_vec2_sign(vec2 v, vec2 dest) {
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dest[0] = glm_signf(v[0]);
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dest[1] = glm_signf(v[1]);
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}
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/*!
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* @brief square root of each vector item
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*
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* @param[in] v vector
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* @param[out] dest destination vector
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*/
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CGLM_INLINE
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void
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glm_vec2_sqrt(vec2 v, vec2 dest) {
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dest[0] = sqrtf(v[0]);
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dest[1] = sqrtf(v[1]);
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}
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#endif /* cglm_vec2_ext_h */
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499
include/cglm/vec2.h
Normal file
499
include/cglm/vec2.h
Normal file
@@ -0,0 +1,499 @@
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/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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/*
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Macros:
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GLM_VEC2_ONE_INIT
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GLM_VEC2_ZERO_INIT
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GLM_VEC2_ONE
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GLM_VEC2_ZERO
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Functions:
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*/
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#ifndef cglm_vec2_h
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#define cglm_vec2_h
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#include "common.h"
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#include "util.h"
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#include "vec2-ext.h"
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#define GLM_VEC2_ONE_INIT {1.0f, 1.0f}
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#define GLM_VEC2_ZERO_INIT {0.0f, 0.0f}
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#define GLM_VEC2_ONE ((vec2)GLM_VEC2_ONE_INIT)
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#define GLM_VEC2_ZERO ((vec2)GLM_VEC2_ZERO_INIT)
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/*!
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* @brief init vec2 using another vector
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*
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* @param[in] v a vector
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* @param[out] dest destination
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*/
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CGLM_INLINE
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void
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glm_vec2(float * __restrict v, vec2 dest) {
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dest[0] = v[0];
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dest[1] = v[1];
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}
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/*!
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* @brief copy all members of [a] to [dest]
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*
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* @param[in] a source
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* @param[out] dest destination
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*/
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CGLM_INLINE
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void
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glm_vec2_copy(vec2 a, vec2 dest) {
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dest[0] = a[0];
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dest[1] = a[1];
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}
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/*!
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* @brief make vector zero
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*
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* @param[in, out] v vector
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*/
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CGLM_INLINE
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void
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glm_vec2_zero(vec2 v) {
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v[0] = v[1] = 0.0f;
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}
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/*!
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* @brief make vector one
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*
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* @param[in, out] v vector
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*/
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CGLM_INLINE
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void
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glm_vec2_one(vec2 v) {
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v[0] = v[1] = 1.0f;
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}
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/*!
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* @brief vec2 dot product
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*
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* @param[in] a vector1
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* @param[in] b vector2
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*
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* @return dot product
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*/
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CGLM_INLINE
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float
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glm_vec2_dot(vec2 a, vec2 b) {
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return a[0] * b[0] + a[1] * b[1];
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}
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/*!
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* @brief vec2 cross product
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*
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* REF: http://allenchou.net/2013/07/cross-product-of-2d-vectors/
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*
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* @param[in] a vector1
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* @param[in] b vector2
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*
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* @return Z component of cross product
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*/
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CGLM_INLINE
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float
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glm_vec2_cross(vec2 a, vec2 b) {
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/* just calculate the z-component */
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return a[0] * b[1] - a[1] * b[0];
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}
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/*!
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* @brief norm * norm (magnitude) of vec
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*
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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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*
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* @param[in] v vector
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*
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* @return norm * norm
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*/
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CGLM_INLINE
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float
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glm_vec2_norm2(vec2 v) {
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return glm_vec2_dot(v, v);
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}
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/*!
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* @brief norm (magnitude) of vec2
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*
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* @param[in] vec vector
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*
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* @return norm
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*/
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CGLM_INLINE
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float
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glm_vec2_norm(vec2 vec) {
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return sqrtf(glm_vec2_norm2(vec));
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}
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/*!
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* @brief add a vector to b vector store result in dest
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*
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* @param[in] a vector1
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* @param[in] b vector2
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* @param[out] dest destination vector
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*/
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CGLM_INLINE
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void
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glm_vec2_add(vec2 a, vec2 b, vec2 dest) {
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dest[0] = a[0] + b[0];
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dest[1] = a[1] + b[1];
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}
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/*!
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* @brief add scalar to v vector store result in dest (d = v + s)
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*
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* @param[in] v vector
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* @param[in] s scalar
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* @param[out] dest destination vector
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*/
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CGLM_INLINE
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void
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glm_vec2_adds(vec2 v, float s, vec2 dest) {
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dest[0] = v[0] + s;
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dest[1] = v[1] + s;
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}
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/*!
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* @brief subtract b vector from a vector store result in dest
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*
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* @param[in] a vector1
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* @param[in] b vector2
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* @param[out] dest destination vector
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*/
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CGLM_INLINE
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void
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glm_vec2_sub(vec2 a, vec2 b, vec2 dest) {
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dest[0] = a[0] - b[0];
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dest[1] = a[1] - b[1];
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}
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/*!
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* @brief subtract scalar from v vector store result in dest (d = v - s)
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*
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* @param[in] v vector
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* @param[in] s scalar
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* @param[out] dest destination vector
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*/
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CGLM_INLINE
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void
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glm_vec2_subs(vec2 v, float s, vec2 dest) {
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dest[0] = v[0] - s;
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dest[1] = v[1] - s;
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}
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/*!
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* @brief multiply two vector (component-wise multiplication)
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||||
*
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||||
* @param a v1
|
||||
* @param b v2
|
||||
* @param d v3 = (a[0] * b[0], a[1] * b[1], a[2] * b[2])
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*/
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CGLM_INLINE
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void
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glm_vec2_mul(vec2 a, vec2 b, vec2 d) {
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d[0] = a[0] * b[0];
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d[1] = a[1] * b[1];
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||||
}
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||||
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||||
/*!
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||||
* @brief multiply/scale vector with scalar: result = v * s
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||||
*
|
||||
* @param[in] v vector
|
||||
* @param[in] s scalar
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||||
* @param[out] dest destination vector
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||||
*/
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CGLM_INLINE
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void
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glm_vec2_scale(vec2 v, float s, vec2 dest) {
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||||
dest[0] = v[0] * s;
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dest[1] = v[1] * s;
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}
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||||
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||||
/*!
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||||
* @brief scale as vector specified: result = unit(v) * s
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||||
*
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||||
* @param[in] v vector
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||||
* @param[in] s scalar
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||||
* @param[out] dest destination vector
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||||
*/
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CGLM_INLINE
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void
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||||
glm_vec2_scale_as(vec2 v, float s, vec2 dest) {
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float norm;
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||||
norm = glm_vec2_norm(v);
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||||
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||||
if (norm == 0.0f) {
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||||
glm_vec2_zero(dest);
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return;
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||||
}
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||||
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||||
glm_vec2_scale(v, s / norm, dest);
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||||
}
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||||
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||||
/*!
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||||
* @brief div vector with another component-wise division: d = a / b
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||||
*
|
||||
* @param[in] a vector 1
|
||||
* @param[in] b vector 2
|
||||
* @param[out] dest result = (a[0]/b[0], a[1]/b[1], a[2]/b[2])
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||||
*/
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CGLM_INLINE
|
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void
|
||||
glm_vec2_div(vec2 a, vec2 b, vec2 dest) {
|
||||
dest[0] = a[0] / b[0];
|
||||
dest[1] = a[1] / b[1];
|
||||
}
|
||||
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||||
/*!
|
||||
* @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, a[2]/s)
|
||||
*/
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||||
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] = v[2] = 0.0f;
|
||||
return;
|
||||
}
|
||||
|
||||
glm_vec2_scale(v, 1.0f / norm, v);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief normalize vector to dest
|
||||
*
|
||||
* @param[in] vec source
|
||||
* @param[out] dest destination
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_vec2_normalize_to(vec2 vec, vec2 dest) {
|
||||
float norm;
|
||||
|
||||
norm = glm_vec2_norm(vec);
|
||||
|
||||
if (norm == 0.0f) {
|
||||
glm_vec2_zero(dest);
|
||||
return;
|
||||
}
|
||||
|
||||
glm_vec2_scale(vec, 1.0f / norm, dest);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief max values of vectors
|
||||
*
|
||||
* @param[in] v1 vector1
|
||||
* @param[in] v2 vector2
|
||||
* @param[out] dest destination
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_vec2_maxv(vec2 v1, vec2 v2, vec2 dest) {
|
||||
dest[0] = glm_max(v1[0], v2[0]);
|
||||
dest[1] = glm_max(v1[1], v2[1]);
|
||||
}
|
||||
|
||||
/*!
|
||||
* @brief min values of vectors
|
||||
*
|
||||
* @param[in] v1 vector1
|
||||
* @param[in] v2 vector2
|
||||
* @param[out] dest destination
|
||||
*/
|
||||
CGLM_INLINE
|
||||
void
|
||||
glm_vec2_minv(vec2 v1, vec2 v2, vec2 dest) {
|
||||
dest[0] = glm_min(v1[0], v2[0]);
|
||||
dest[1] = glm_min(v1[1], v2[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_broadcast(glm_clamp_zo(t), s);
|
||||
glm_vec2_sub(to, from, v);
|
||||
glm_vec2_mul(s, v, v);
|
||||
glm_vec2_add(from, v, dest);
|
||||
}
|
||||
|
||||
#endif /* cglm_vec2_h */
|
@@ -112,6 +112,12 @@ test_assert_eqf(float a, float b) {
|
||||
assert_true(fabsf(a - b) <= 0.000009); /* rounding errors */
|
||||
}
|
||||
|
||||
void
|
||||
test_assert_vec2_eq(vec2 v1, vec2 v2) {
|
||||
assert_true(fabsf(v1[0] - v2[0]) <= 0.000009); /* rounding errors */
|
||||
assert_true(fabsf(v1[1] - v2[1]) <= 0.000009);
|
||||
}
|
||||
|
||||
void
|
||||
test_assert_vec3_eq(vec3 v1, vec3 v2) {
|
||||
assert_true(fabsf(v1[0] - v2[0]) <= 0.000009); /* rounding errors */
|
||||
|
@@ -40,6 +40,9 @@ test_assert_mat4_eq2(mat4 m1, mat4 m2, float eps);
|
||||
void
|
||||
test_assert_mat3_eq(mat3 m1, mat3 m2);
|
||||
|
||||
void
|
||||
test_assert_vec2_eq(vec2 v1, vec2 v2);
|
||||
|
||||
void
|
||||
test_assert_vec3_eq(vec3 v1, vec3 v2);
|
||||
|
||||
|
@@ -41,7 +41,10 @@ main(int argc, const char * argv[]) {
|
||||
cmocka_unit_test(test_affine),
|
||||
|
||||
/* bezier */
|
||||
cmocka_unit_test(test_bezier)
|
||||
cmocka_unit_test(test_bezier),
|
||||
|
||||
/* vec2 */
|
||||
cmocka_unit_test(test_vec2)
|
||||
};
|
||||
|
||||
return cmocka_run_group_tests(tests, NULL, NULL);
|
||||
|
@@ -43,4 +43,8 @@ test_affine(void **state);
|
||||
void
|
||||
test_bezier(void **state);
|
||||
|
||||
/* vec2 */
|
||||
void
|
||||
test_vec2(void **state);
|
||||
|
||||
#endif /* test_tests_h */
|
||||
|
13
test/src/test_vec2.c
Normal file
13
test/src/test_vec2.c
Normal file
@@ -0,0 +1,13 @@
|
||||
/*
|
||||
* Copyright (c), Recep Aslantas.
|
||||
*
|
||||
* MIT License (MIT), http://opensource.org/licenses/MIT
|
||||
* Full license can be found in the LICENSE file
|
||||
*/
|
||||
|
||||
#include "test_common.h"
|
||||
|
||||
void
|
||||
test_vec2(void **state) {
|
||||
|
||||
}
|
@@ -88,6 +88,7 @@
|
||||
<ClInclude Include="..\include\cglm\sphere.h" />
|
||||
<ClInclude Include="..\include\cglm\types.h" />
|
||||
<ClInclude Include="..\include\cglm\util.h" />
|
||||
<ClInclude Include="..\include\cglm\vec2.h" />
|
||||
<ClInclude Include="..\include\cglm\vec3-ext.h" />
|
||||
<ClInclude Include="..\include\cglm\vec3.h" />
|
||||
<ClInclude Include="..\include\cglm\vec4-ext.h" />
|
||||
|
@@ -1,4 +1,4 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="Header Files">
|
||||
@@ -257,5 +257,8 @@
|
||||
<ClInclude Include="..\include\cglm\call\bezier.h">
|
||||
<Filter>include\cglm\call</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\include\cglm\vec2.h">
|
||||
<Filter>include\cglm</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
Reference in New Issue
Block a user