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@@ -5,17 +5,16 @@ quaternions
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Header: cglm/quat.h
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**Important:** *cglm* stores quaternion as [w, x, y, z] in memory, don't
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forget that when changing quaternion items manually. For instance *quat[3]*
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is *quat.z* and *quat[0*] is *quat.w*. This may change in the future if *cglm*
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will got enough request to do that. Probably it will not be changed in near
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future
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**Important:** *cglm* stores quaternion as **[x, y, z, w]** in memory
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since **v0.4.0** it was **[w, x, y, z]**
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before v0.4.0 ( **v0.3.5 and earlier** ). w is real part.
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There are some TODOs for quaternions check TODO list to see them.
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What you can do with quaternions with existing functions is (Some of them):
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Also **versor** is identity quaternion so the type may change to **vec4** or
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something else. This will not affect existing functions for your engine because
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*versor* is alias of *vec4*
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- You can rotate transform matrix using quaterion
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- You can rotate vector using quaterion
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- You can create view matrix using quaterion
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- You can create a lookrotation (from source point to dest)
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Table of contents (click to go):
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@@ -28,14 +27,35 @@ Macros:
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Functions:
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1. :c:func:`glm_quat_identity`
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#. :c:func:`glm_quat_init`
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#. :c:func:`glm_quat`
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#. :c:func:`glm_quatv`
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#. :c:func:`glm_quat_copy`
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#. :c:func:`glm_quat_norm`
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#. :c:func:`glm_quat_normalize`
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#. :c:func:`glm_quat_normalize_to`
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#. :c:func:`glm_quat_dot`
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#. :c:func:`glm_quat_mulv`
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#. :c:func:`glm_quat_conjugate`
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#. :c:func:`glm_quat_inv`
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#. :c:func:`glm_quat_add`
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#. :c:func:`glm_quat_sub`
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#. :c:func:`glm_quat_real`
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#. :c:func:`glm_quat_imag`
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#. :c:func:`glm_quat_imagn`
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#. :c:func:`glm_quat_imaglen`
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#. :c:func:`glm_quat_angle`
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#. :c:func:`glm_quat_axis`
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#. :c:func:`glm_quat_mul`
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#. :c:func:`glm_quat_mat4`
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#. :c:func:`glm_quat_mat4t`
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#. :c:func:`glm_quat_mat3`
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#. :c:func:`glm_quat_mat3t`
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#. :c:func:`glm_quat_lerp`
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#. :c:func:`glm_quat_slerp`
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#. :c:func:`glm_quat_look`
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#. :c:func:`glm_quat_for`
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#. :c:func:`glm_quat_forp`
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#. :c:func:`glm_quat_rotatev`
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Functions documentation
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~~~~~~~~~~~~~~~~~~~~~~~
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@@ -47,10 +67,23 @@ Functions documentation
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Parameters:
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| *[in, out]* **q** quaternion
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.. c:function:: void glm_quat_init(versor q, float x, float y, float z, float w)
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| inits quaternion with given values
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Parameters:
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| *[out]* **q** quaternion
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| *[in]* **x** imag.x
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| *[in]* **y** imag.y
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| *[in]* **z** imag.z
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| *[in]* **w** w (real part)
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.. c:function:: void glm_quat(versor q, float angle, float x, float y, float z)
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| creates NEW quaternion with individual axis components
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| given axis will be normalized
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Parameters:
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| *[out]* **q** quaternion
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| *[in]* **angle** angle (radians)
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@@ -58,14 +91,24 @@ Functions documentation
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| *[in]* **y** axis.y
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| *[in]* **z** axis.z
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.. c:function:: void glm_quatv(versor q, float angle, vec3 v)
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.. c:function:: void glm_quatv(versor q, float angle, vec3 axis)
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| creates NEW quaternion with axis vector
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| given axis will be normalized
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Parameters:
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| *[out]* **q** quaternion
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| *[in]* **angle** angle (radians)
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| *[in]* **v** axis
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| *[in]* **axis** axis (will be normalized)
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.. c:function:: void glm_quat_copy(versor q, versor dest)
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| copy quaternion to another one
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Parameters:
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| *[in]* **q** source quaternion
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| *[out]* **dest** destination quaternion
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.. c:function:: float glm_quat_norm(versor q)
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@@ -77,6 +120,14 @@ Functions documentation
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Returns:
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norm (magnitude)
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.. c:function:: void glm_quat_normalize_to(versor q, versor dest)
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| normalize quaternion and store result in dest, original one will not be normalized
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Parameters:
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| *[in]* **q** quaternion to normalize into
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| *[out]* **dest** destination quaternion
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.. c:function:: void glm_quat_normalize(versor q)
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| normalize quaternion
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@@ -84,24 +135,118 @@ Functions documentation
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Parameters:
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| *[in, out]* **q** quaternion
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.. c:function:: float glm_quat_dot(versor q, versor r)
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.. c:function:: float glm_quat_dot(versor p, versor q)
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dot product of two quaternion
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Parameters:
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| *[in]* **q1** quaternion 1
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| *[in]* **q2** quaternion 2
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| *[in]* **p** quaternion 1
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| *[in]* **q** quaternion 2
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Returns:
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dot product
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.. c:function:: void glm_quat_mulv(versor q1, versor q2, versor dest)
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.. c:function:: void glm_quat_conjugate(versor q, versor dest)
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conjugate of quaternion
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Parameters:
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| *[in]* **q** quaternion
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| *[in]* **dest** conjugate
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.. c:function:: void glm_quat_inv(versor q, versor dest)
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inverse of non-zero quaternion
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Parameters:
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| *[in]* **q** quaternion
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| *[in]* **dest** inverse quaternion
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.. c:function:: void glm_quat_add(versor p, versor q, versor dest)
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add (componentwise) two quaternions and store result in dest
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Parameters:
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| *[in]* **p** quaternion 1
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| *[in]* **q** quaternion 2
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| *[in]* **dest** result quaternion
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.. c:function:: void glm_quat_sub(versor p, versor q, versor dest)
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subtract (componentwise) two quaternions and store result in dest
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Parameters:
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| *[in]* **p** quaternion 1
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| *[in]* **q** quaternion 2
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| *[in]* **dest** result quaternion
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.. c:function:: float glm_quat_real(versor q)
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returns real part of quaternion
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Parameters:
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| *[in]* **q** quaternion
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Returns:
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real part (quat.w)
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.. c:function:: void glm_quat_imag(versor q, vec3 dest)
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returns imaginary part of quaternion
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Parameters:
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| *[in]* **q** quaternion
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| *[out]* **dest** imag
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.. c:function:: void glm_quat_imagn(versor q, vec3 dest)
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returns normalized imaginary part of quaternion
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Parameters:
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| *[in]* **q** quaternion
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| *[out]* **dest** imag
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.. c:function:: float glm_quat_imaglen(versor q)
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returns length of imaginary part of quaternion
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Parameters:
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| *[in]* **q** quaternion
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Returns:
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norm of imaginary part
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.. c:function:: float glm_quat_angle(versor q)
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returns angle of quaternion
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Parameters:
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| *[in]* **q** quaternion
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Returns:
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angles of quat (radians)
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.. c:function:: void glm_quat_axis(versor q, versor dest)
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axis of quaternion
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Parameters:
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| *[in]* **p** quaternion
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| *[out]* **dest** axis of quaternion
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.. c:function:: void glm_quat_mul(versor p, versor q, versor dest)
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| multiplies two quaternion and stores result in dest
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| this is also called Hamilton Product
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| According to WikiPedia:
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| The product of two rotation quaternions [clarification needed] will be
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equivalent to the rotation q followed by the rotation p
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Parameters:
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| *[in]* **q1** quaternion 1
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| *[in]* **q2** quaternion 2
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| *[in]* **p** quaternion 1 (first rotation)
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| *[in]* **q** quaternion 2 (second rotation)
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| *[out]* **dest** result quaternion
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.. c:function:: void glm_quat_mat4(versor q, mat4 dest)
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@@ -112,13 +257,100 @@ Functions documentation
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| *[in]* **q** quaternion
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| *[out]* **dest** result matrix
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.. c:function:: void glm_quat_mat4t(versor q, mat4 dest)
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| convert quaternion to mat4 (transposed). This is transposed version of glm_quat_mat4
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Parameters:
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| *[in]* **q** quaternion
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| *[out]* **dest** result matrix
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.. c:function:: void glm_quat_mat3(versor q, mat3 dest)
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| convert quaternion to mat3
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Parameters:
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| *[in]* **q** quaternion
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| *[out]* **dest** result matrix
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.. c:function:: void glm_quat_mat3t(versor q, mat3 dest)
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| convert quaternion to mat3 (transposed). This is transposed version of glm_quat_mat3
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Parameters:
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| *[in]* **q** quaternion
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| *[out]* **dest** result matrix
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.. c:function:: void glm_quat_lerp(versor from, versor to, float t, versor dest)
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| interpolates between two quaternions
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| using spherical linear interpolation (LERP)
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Parameters:
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| *[in]* **from** from
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| *[in]* **to** to
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| *[in]* **t** interpolant (amount) clamped between 0 and 1
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| *[out]* **dest** result quaternion
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.. c:function:: void glm_quat_slerp(versor q, versor r, float t, versor dest)
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| interpolates between two quaternions
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| using spherical linear interpolation (SLERP)
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Parameters:
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| *[in]* **q** from
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| *[in]* **r** to
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| *[in]* **t** amout
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| *[in]* **from** from
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| *[in]* **to** to
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| *[in]* **t** interpolant (amount) clamped between 0 and 1
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| *[out]* **dest** result quaternion
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.. c:function:: void glm_quat_look(vec3 eye, versor ori, mat4 dest)
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| creates view matrix using quaternion as camera orientation
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Parameters:
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| *[in]* **eye** eye
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| *[in]* **ori** orientation in world space as quaternion
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| *[out]* **dest** result matrix
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.. c:function:: void glm_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest)
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| creates look rotation quaternion
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Parameters:
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| *[in]* **dir** direction to look
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| *[in]* **fwd** forward vector
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| *[in]* **up** up vector
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| *[out]* **dest** result matrix
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.. c:function:: void glm_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest)
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| creates look rotation quaternion using source and destination positions p suffix stands for position
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| this is similar to glm_quat_for except this computes direction for glm_quat_for for you.
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Parameters:
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| *[in]* **from** source point
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| *[in]* **to** destination point
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| *[in]* **fwd** forward vector
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| *[in]* **up** up vector
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| *[out]* **dest** result matrix
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.. c:function:: void glm_quat_rotatev(versor q, vec3 v, vec3 dest)
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| crotate vector using using quaternion
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Parameters:
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| *[in]* **q** quaternion
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| *[in]* **v** vector to rotate
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| *[out]* **dest** rotated vector
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.. c:function:: void glm_quat_rotate(mat4 m, versor q, mat4 dest)
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| rotate existing transform matrix using quaternion
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instead of passing identity matrix, consider to use quat_mat4 functions
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Parameters:
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| *[in]* **m** existing transform matrix to rotate
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| *[in]* **q** quaternion
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| *[out]* **dest** rotated matrix/transform
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@@ -22,6 +22,7 @@ Functions:
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#. :c:func:`glm_min`
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#. :c:func:`glm_max`
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#. :c:func:`glm_clamp`
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#. :c:func:`glm_lerp`
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Functions documentation
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~~~~~~~~~~~~~~~~~~~~~~~
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@@ -121,3 +122,17 @@ Functions documentation
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Returns:
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clamped value
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.. c:function:: float glm_lerp(float from, float to, float t)
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linear interpolation between two number
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| formula: from + s * (to - from)
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Parameters:
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| *[in]* **from** from value
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| *[in]* **to** to value
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| *[in]* **t** interpolant (amount) clamped between 0 and 1
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Returns:
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interpolated value
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|
@@ -23,6 +23,11 @@ Functions:
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#. :c:func:`glm_vec_eqv_eps`
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#. :c:func:`glm_vec_max`
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#. :c:func:`glm_vec_min`
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#. :c:func:`glm_vec_isnan`
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#. :c:func:`glm_vec_isinf`
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#. :c:func:`glm_vec_isvalid`
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#. :c:func:`glm_vec_sign`
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#. :c:func:`glm_vec_sqrt`
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Functions documentation
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~~~~~~~~~~~~~~~~~~~~~~~
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@@ -96,3 +101,43 @@ Functions documentation
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Parameters:
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| *[in]* **v** vector
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.. c:function:: bool glm_vec_isnan(vec3 v)
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| check if one of items is NaN (not a number)
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| you should only use this in DEBUG mode or very critical asserts
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Parameters:
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| *[in]* **v** vector
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.. c:function:: bool glm_vec_isinf(vec3 v)
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| check if one of items is INFINITY
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| you should only use this in DEBUG mode or very critical asserts
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Parameters:
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| *[in]* **v** vector
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.. c:function:: bool glm_vec_isvalid(vec3 v)
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| 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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Parameters:
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| *[in]* **v** vector
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.. c:function:: void glm_vec_sign(vec3 v, vec3 dest)
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get sign of 32 bit float as +1, -1, 0
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Parameters:
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| *[in]* **v** vector
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| *[out]* **dest** sign vector (only keeps signs as -1, 0, -1)
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.. c:function:: void glm_vec_sqrt(vec3 v, vec3 dest)
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square root of each vector item
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Parameters:
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| *[in]* **v** vector
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| *[out]* **dest** destination vector (sqrt(v))
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|
@@ -40,6 +40,7 @@ Functions:
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#. :c:func:`glm_vec_scale`
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#. :c:func:`glm_vec_scale_as`
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#. :c:func:`glm_vec_flipsign`
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#. :c:func:`glm_vec_flipsign_to`
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#. :c:func:`glm_vec_inv`
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#. :c:func:`glm_vec_inv_to`
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#. :c:func:`glm_vec_normalize`
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@@ -54,6 +55,7 @@ Functions:
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||||
#. :c:func:`glm_vec_minv`
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#. :c:func:`glm_vec_ortho`
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#. :c:func:`glm_vec_clamp`
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#. :c:func:`glm_vec_lerp`
|
||||
|
||||
Functions documentation
|
||||
~~~~~~~~~~~~~~~~~~~~~~~
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||||
@@ -157,7 +159,15 @@ Functions documentation
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||||
flip sign of all vec3 members
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||||
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||||
Parameters:
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||||
| *[in, out]* **v** vector
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||||
| *[in, out]* **v** vector
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||||
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||||
.. c:function:: void glm_vec_flipsign_to(vec3 v, vec3 dest)
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||||
flip sign of all vec3 members and store result in dest
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||||
Parameters:
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||||
| *[in]* **v** vector
|
||||
| *[out]* **dest** negated vector
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||||
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||||
.. c:function:: void glm_vec_inv(vec3 v)
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||||
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||||
@@ -206,7 +216,7 @@ Functions documentation
|
||||
|
||||
Parameters:
|
||||
| *[in, out]* **v** vector
|
||||
| *[in]* **axis** axis vector (must be unit vector)
|
||||
| *[in]* **axis** axis vector (will be normalized)
|
||||
| *[out]* **angle** angle (radians)
|
||||
|
||||
.. c:function:: void glm_vec_rotate_m4(mat4 m, vec3 v, vec3 dest)
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||||
@@ -281,3 +291,15 @@ Functions documentation
|
||||
| *[in, out]* **v** vector
|
||||
| *[in]* **minVal** minimum value
|
||||
| *[in]* **maxVal** maximum value
|
||||
|
||||
.. c:function:: void glm_vec_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
|
||||
|
@@ -96,3 +96,43 @@ Functions documentation
|
||||
|
||||
Parameters:
|
||||
| *[in]* **v** vector
|
||||
|
||||
.. c:function:: bool glm_vec4_isnan(vec4 v)
|
||||
|
||||
| check if one of items is NaN (not a number)
|
||||
| you should only use this in DEBUG mode or very critical asserts
|
||||
|
||||
Parameters:
|
||||
| *[in]* **v** vector
|
||||
|
||||
.. c:function:: bool glm_vec4_isinf(vec4 v)
|
||||
|
||||
| check if one of items is INFINITY
|
||||
| you should only use this in DEBUG mode or very critical asserts
|
||||
|
||||
Parameters:
|
||||
| *[in]* **v** vector
|
||||
|
||||
.. c:function:: bool glm_vec4_isvalid(vec4 v)
|
||||
|
||||
| check if all items are valid number
|
||||
| you should only use this in DEBUG mode or very critical asserts
|
||||
|
||||
Parameters:
|
||||
| *[in]* **v** vector
|
||||
|
||||
.. c:function:: void glm_vec4_sign(vec4 v, vec4 dest)
|
||||
|
||||
get sign of 32 bit float as +1, -1, 0
|
||||
|
||||
Parameters:
|
||||
| *[in]* **v** vector
|
||||
| *[out]* **dest** sign vector (only keeps signs as -1, 0, -1)
|
||||
|
||||
.. c:function:: void glm_vec4_sqrt(vec4 v, vec4 dest)
|
||||
|
||||
square root of each vector item
|
||||
|
||||
Parameters:
|
||||
| *[in]* **v** vector
|
||||
| *[out]* **dest** destination vector (sqrt(v))
|
||||
|
@@ -32,6 +32,7 @@ Functions:
|
||||
#. :c:func:`glm_vec4_scale`
|
||||
#. :c:func:`glm_vec4_scale_as`
|
||||
#. :c:func:`glm_vec4_flipsign`
|
||||
#. :c:func:`glm_vec_flipsign_to`
|
||||
#. :c:func:`glm_vec4_inv`
|
||||
#. :c:func:`glm_vec4_inv_to`
|
||||
#. :c:func:`glm_vec4_normalize`
|
||||
@@ -40,6 +41,12 @@ Functions:
|
||||
#. :c:func:`glm_vec4_maxv`
|
||||
#. :c:func:`glm_vec4_minv`
|
||||
#. :c:func:`glm_vec4_clamp`
|
||||
#. :c:func:`glm_vec4_lerp`
|
||||
#. :c:func:`glm_vec4_isnan`
|
||||
#. :c:func:`glm_vec4_isinf`
|
||||
#. :c:func:`glm_vec4_isvalid`
|
||||
#. :c:func:`glm_vec4_sign`
|
||||
#. :c:func:`glm_vec4_sqrt`
|
||||
|
||||
Functions documentation
|
||||
~~~~~~~~~~~~~~~~~~~~~~~
|
||||
@@ -146,6 +153,14 @@ Functions documentation
|
||||
Parameters:
|
||||
| *[in, out]* **v** vector
|
||||
|
||||
.. c:function:: void glm_vec4_flipsign_to(vec4 v, vec4 dest)
|
||||
|
||||
flip sign of all vec4 members and store result in dest
|
||||
|
||||
Parameters:
|
||||
| *[in]* **v** vector
|
||||
| *[out]* **dest** negated vector
|
||||
|
||||
.. c:function:: void glm_vec4_inv(vec4 v)
|
||||
|
||||
make vector as inverse/opposite of itself
|
||||
@@ -213,3 +228,15 @@ Functions documentation
|
||||
| *[in, out]* **v** vector
|
||||
| *[in]* **minVal** minimum value
|
||||
| *[in]* **maxVal** maximum value
|
||||
|
||||
.. c:function:: void glm_vec4_lerp(vec4 from, vec4 to, float t, vec4 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
|
||||
|
Reference in New Issue
Block a user