mark readonly parameters as const (continue)

This commit is contained in:
Recep Aslantas
2019-04-28 21:48:19 +03:00
parent 6ed275734b
commit 392565f920
31 changed files with 525 additions and 517 deletions

View File

@@ -10,19 +10,19 @@
CGLM_EXPORT
void
glmc_translate_make(mat4 m, vec3 v) {
glmc_translate_make(mat4 m, const vec3 v) {
glm_translate_make(m, v);
}
CGLM_EXPORT
void
glmc_translate_to(mat4 m, vec3 v, mat4 dest) {
glmc_translate_to(const mat4 m, const vec3 v, mat4 dest) {
glm_translate_to(m, v, dest);
}
CGLM_EXPORT
void
glmc_translate(mat4 m, vec3 v) {
glmc_translate(mat4 m, const vec3 v) {
glm_translate(m, v);
}
@@ -46,19 +46,19 @@ glmc_translate_z(mat4 m, float to) {
CGLM_EXPORT
void
glmc_scale_make(mat4 m, vec3 v) {
glmc_scale_make(mat4 m, const vec3 v) {
glm_scale_make(m, v);
}
CGLM_EXPORT
void
glmc_scale_to(mat4 m, vec3 v, mat4 dest) {
glmc_scale_to(const mat4 m, const vec3 v, mat4 dest) {
glm_scale_to(m, v, dest);
}
CGLM_EXPORT
void
glmc_scale(mat4 m, vec3 v) {
glmc_scale(mat4 m, const vec3 v) {
glm_scale(m, v);
}
@@ -70,79 +70,79 @@ glmc_scale_uni(mat4 m, float s) {
CGLM_EXPORT
void
glmc_rotate_x(mat4 m, float rad, mat4 dest) {
glmc_rotate_x(const mat4 m, float rad, mat4 dest) {
glm_rotate_x(m, rad, dest);
}
CGLM_EXPORT
void
glmc_rotate_y(mat4 m, float rad, mat4 dest) {
glmc_rotate_y(const mat4 m, float rad, mat4 dest) {
glm_rotate_y(m, rad, dest);
}
CGLM_EXPORT
void
glmc_rotate_z(mat4 m, float rad, mat4 dest) {
glmc_rotate_z(const mat4 m, float rad, mat4 dest) {
glm_rotate_z(m, rad, dest);
}
CGLM_EXPORT
void
glmc_rotate_make(mat4 m, float angle, vec3 axis) {
glmc_rotate_make(mat4 m, float angle, const vec3 axis) {
glm_rotate_make(m, angle, axis);
}
CGLM_EXPORT
void
glmc_rotate(mat4 m, float angle, vec3 axis) {
glmc_rotate(mat4 m, float angle, const vec3 axis) {
glm_rotate(m, angle, axis);
}
CGLM_EXPORT
void
glmc_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
glmc_rotate_at(mat4 m, const vec3 pivot, float angle, const vec3 axis) {
glm_rotate_at(m, pivot, angle, axis);
}
CGLM_EXPORT
void
glmc_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) {
glmc_rotate_atm(mat4 m, const vec3 pivot, float angle, const vec3 axis) {
glm_rotate_atm(m, pivot, angle, axis);
}
CGLM_EXPORT
void
glmc_decompose_scalev(mat4 m, vec3 s) {
glmc_decompose_scalev(const mat4 m, vec3 s) {
glm_decompose_scalev(m, s);
}
CGLM_EXPORT
bool
glmc_uniscaled(mat4 m) {
glmc_uniscaled(const mat4 m) {
return glm_uniscaled(m);
}
CGLM_EXPORT
void
glmc_decompose_rs(mat4 m, mat4 r, vec3 s) {
glmc_decompose_rs(const mat4 m, mat4 r, vec3 s) {
glm_decompose_rs(m, r, s);
}
CGLM_EXPORT
void
glmc_decompose(mat4 m, vec4 t, mat4 r, vec3 s) {
glmc_decompose(const mat4 m, vec4 t, mat4 r, vec3 s) {
glm_decompose(m, t, r, s);
}
CGLM_EXPORT
void
glmc_mul(mat4 m1, mat4 m2, mat4 dest) {
glmc_mul(const mat4 m1, const mat4 m2, mat4 dest) {
glm_mul(m1, m2, dest);
}
CGLM_EXPORT
void
glmc_mul_rot(mat4 m1, mat4 m2, mat4 dest) {
glmc_mul_rot(const mat4 m1, const mat4 m2, mat4 dest) {
glm_mul_rot(m1, m2, dest);
}

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@@ -10,34 +10,34 @@
CGLM_EXPORT
void
glmc_aabb_transform(vec3 box[2], mat4 m, vec3 dest[2]) {
glmc_aabb_transform(const vec3 box[2], const mat4 m, vec3 dest[2]) {
glm_aabb_transform(box, m, dest);
}
CGLM_EXPORT
void
glmc_aabb_merge(vec3 box1[2], vec3 box2[2], vec3 dest[2]) {
glmc_aabb_merge(const vec3 box1[2], const vec3 box2[2], vec3 dest[2]) {
glm_aabb_merge(box1, box2, dest);
}
CGLM_EXPORT
void
glmc_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]) {
glmc_aabb_crop(const vec3 box[2], const vec3 cropBox[2], vec3 dest[2]) {
glm_aabb_crop(box, cropBox, dest);
}
CGLM_EXPORT
void
glmc_aabb_crop_until(vec3 box[2],
vec3 cropBox[2],
vec3 clampBox[2],
vec3 dest[2]) {
glmc_aabb_crop_until(const vec3 box[2],
const vec3 cropBox[2],
const vec3 clampBox[2],
vec3 dest[2]) {
glm_aabb_crop_until(box, cropBox, clampBox, dest);
}
CGLM_EXPORT
bool
glmc_aabb_frustum(vec3 box[2], vec4 planes[6]) {
glmc_aabb_frustum(const vec3 box[2], vec4 planes[6]) {
return glm_aabb_frustum(box, planes);
}
@@ -49,48 +49,48 @@ glmc_aabb_invalidate(vec3 box[2]) {
CGLM_EXPORT
bool
glmc_aabb_isvalid(vec3 box[2]) {
glmc_aabb_isvalid(const vec3 box[2]) {
return glm_aabb_isvalid(box);
}
CGLM_EXPORT
float
glmc_aabb_size(vec3 box[2]) {
glmc_aabb_size(const vec3 box[2]) {
return glm_aabb_size(box);
}
CGLM_EXPORT
float
glmc_aabb_radius(vec3 box[2]) {
glmc_aabb_radius(const vec3 box[2]) {
return glm_aabb_radius(box);
}
CGLM_EXPORT
void
glmc_aabb_center(vec3 box[2], vec3 dest) {
glmc_aabb_center(const vec3 box[2], vec3 dest) {
glm_aabb_center(box, dest);
}
CGLM_EXPORT
bool
glmc_aabb_aabb(vec3 box[2], vec3 other[2]) {
glmc_aabb_aabb(const vec3 box[2], const vec3 other[2]) {
return glm_aabb_aabb(box, other);
}
CGLM_EXPORT
bool
glmc_aabb_point(vec3 box[2], vec3 point) {
glmc_aabb_point(const vec3 box[2], const vec3 point) {
return glm_aabb_point(box, point);
}
CGLM_EXPORT
bool
glmc_aabb_contains(vec3 box[2], vec3 other[2]) {
glmc_aabb_contains(const vec3 box[2], const vec3 other[2]) {
return glm_aabb_contains(box, other);
}
CGLM_EXPORT
bool
glmc_aabb_sphere(vec3 box[2], vec4 s) {
glmc_aabb_sphere(const vec3 box[2], const vec4 s) {
return glm_aabb_sphere(box, s);
}

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@@ -16,7 +16,7 @@ glmc_frustum(float left,
float top,
float nearVal,
float farVal,
mat4 dest) {
mat4 dest) {
glm_frustum(left,
right,
bottom,
@@ -34,7 +34,7 @@ glmc_ortho(float left,
float top,
float nearVal,
float farVal,
mat4 dest) {
mat4 dest) {
glm_ortho(left,
right,
bottom,
@@ -46,19 +46,19 @@ glmc_ortho(float left,
CGLM_EXPORT
void
glmc_ortho_aabb(vec3 box[2], mat4 dest) {
glmc_ortho_aabb(const vec3 box[2], mat4 dest) {
glm_ortho_aabb(box, dest);
}
CGLM_EXPORT
void
glmc_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) {
glmc_ortho_aabb_p(const vec3 box[2], float padding, mat4 dest) {
glm_ortho_aabb_p(box, padding, dest);
}
CGLM_EXPORT
void
glmc_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) {
glmc_ortho_aabb_pz(const vec3 box[2], float padding, mat4 dest) {
glm_ortho_aabb_pz(box, padding, dest);
}
@@ -80,7 +80,7 @@ glmc_perspective(float fovy,
float aspect,
float nearVal,
float farVal,
mat4 dest) {
mat4 dest) {
glm_perspective(fovy,
aspect,
nearVal,
@@ -108,28 +108,28 @@ glmc_perspective_resize(float aspect, mat4 proj) {
CGLM_EXPORT
void
glmc_lookat(vec3 eye,
vec3 center,
vec3 up,
mat4 dest) {
glmc_lookat(const vec3 eye,
const vec3 center,
const vec3 up,
mat4 dest) {
glm_lookat(eye, center, up, dest);
}
CGLM_EXPORT
void
glmc_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) {
glmc_look(const vec3 eye, const vec3 dir, const vec3 up, mat4 dest) {
glm_look(eye, dir, up, dest);
}
CGLM_EXPORT
void
glmc_look_anyup(vec3 eye, vec3 dir, mat4 dest) {
glmc_look_anyup(const vec3 eye, const vec3 dir, mat4 dest) {
glm_look_anyup(eye, dir, dest);
}
CGLM_EXPORT
void
glmc_persp_decomp(mat4 proj,
glmc_persp_decomp(const mat4 proj,
float * __restrict nearVal,
float * __restrict farVal,
float * __restrict top,
@@ -141,13 +141,13 @@ glmc_persp_decomp(mat4 proj,
CGLM_EXPORT
void
glmc_persp_decompv(mat4 proj, float dest[6]) {
glmc_persp_decompv(const mat4 proj, float dest[6]) {
glm_persp_decompv(proj, dest);
}
CGLM_EXPORT
void
glmc_persp_decomp_x(mat4 proj,
glmc_persp_decomp_x(const mat4 proj,
float * __restrict left,
float * __restrict right) {
glm_persp_decomp_x(proj, left, right);
@@ -155,7 +155,7 @@ glmc_persp_decomp_x(mat4 proj,
CGLM_EXPORT
void
glmc_persp_decomp_y(mat4 proj,
glmc_persp_decomp_y(const mat4 proj,
float * __restrict top,
float * __restrict bottom) {
glm_persp_decomp_y(proj, top, bottom);
@@ -163,7 +163,7 @@ glmc_persp_decomp_y(mat4 proj,
CGLM_EXPORT
void
glmc_persp_decomp_z(mat4 proj,
glmc_persp_decomp_z(const mat4 proj,
float * __restrict nearVal,
float * __restrict farVal) {
glm_persp_decomp_z(proj, nearVal, farVal);
@@ -171,30 +171,30 @@ glmc_persp_decomp_z(mat4 proj,
CGLM_EXPORT
void
glmc_persp_decomp_far(mat4 proj, float * __restrict farVal) {
glmc_persp_decomp_far(const mat4 proj, float * __restrict farVal) {
glm_persp_decomp_far(proj, farVal);
}
CGLM_EXPORT
void
glmc_persp_decomp_near(mat4 proj, float * __restrict nearVal) {
glmc_persp_decomp_near(const mat4 proj, float * __restrict nearVal) {
glm_persp_decomp_near(proj, nearVal);
}
CGLM_EXPORT
float
glmc_persp_fovy(mat4 proj) {
glmc_persp_fovy(const mat4 proj) {
return glm_persp_fovy(proj);
}
CGLM_EXPORT
float
glmc_persp_aspect(mat4 proj) {
glmc_persp_aspect(const mat4 proj) {
return glm_persp_aspect(proj);
}
CGLM_EXPORT
void
glmc_persp_sizes(mat4 proj, float fovy, vec4 dest) {
glmc_persp_sizes(const mat4 proj, float fovy, vec4 dest) {
glm_persp_sizes(proj, fovy, dest);
}

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@@ -10,6 +10,6 @@
CGLM_EXPORT
float
glmc_smc(float s, mat4 m, vec4 c) {
glmc_smc(float s, const mat4 m, const vec4 c) {
return glm_smc(s, m, c);
}

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@@ -10,54 +10,54 @@
CGLM_EXPORT
void
glmc_euler_angles(mat4 m, vec3 dest) {
glmc_euler_angles(const mat4 m, vec3 dest) {
glm_euler_angles(m, dest);
}
CGLM_EXPORT
void
glmc_euler(vec3 angles, mat4 dest) {
glmc_euler(const vec3 angles, mat4 dest) {
glm_euler(angles, dest);
}
CGLM_EXPORT
void
glmc_euler_xyz(vec3 angles, mat4 dest) {
glmc_euler_xyz(const vec3 angles, mat4 dest) {
glm_euler_xyz(angles, dest);
}
CGLM_EXPORT
void
glmc_euler_zyx(vec3 angles, mat4 dest) {
glmc_euler_zyx(const vec3 angles, mat4 dest) {
glm_euler_zyx(angles, dest);
}
CGLM_EXPORT
void
glmc_euler_zxy(vec3 angles, mat4 dest) {
glmc_euler_zxy(const vec3 angles, mat4 dest) {
glm_euler_zxy(angles, dest);
}
CGLM_EXPORT
void
glmc_euler_xzy(vec3 angles, mat4 dest) {
glmc_euler_xzy(const vec3 angles, mat4 dest) {
glm_euler_xzy(angles, dest);
}
CGLM_EXPORT
void
glmc_euler_yzx(vec3 angles, mat4 dest) {
glmc_euler_yzx(const vec3 angles, mat4 dest) {
glm_euler_yzx(angles, dest);
}
CGLM_EXPORT
void
glmc_euler_yxz(vec3 angles, mat4 dest) {
glmc_euler_yxz(const vec3 angles, mat4 dest) {
glm_euler_yxz(angles, dest);
}
CGLM_EXPORT
void
glmc_euler_by_order(vec3 angles, glm_euler_sq axis, mat4 dest) {
glmc_euler_by_order(const vec3 angles, glm_euler_sq axis, mat4 dest) {
glm_euler_by_order(angles, axis, dest);
}

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@@ -10,33 +10,33 @@
CGLM_EXPORT
void
glmc_frustum_planes(mat4 m, vec4 dest[6]) {
glmc_frustum_planes(const mat4 m, vec4 dest[6]) {
glm_frustum_planes(m, dest);
}
CGLM_EXPORT
void
glmc_frustum_corners(mat4 invMat, vec4 dest[8]) {
glmc_frustum_corners(const mat4 invMat, vec4 dest[8]) {
glm_frustum_corners(invMat, dest);
}
CGLM_EXPORT
void
glmc_frustum_center(vec4 corners[8], vec4 dest) {
glmc_frustum_center(const vec4 corners[8], vec4 dest) {
glm_frustum_center(corners, dest);
}
CGLM_EXPORT
void
glmc_frustum_box(vec4 corners[8], mat4 m, vec3 box[2]) {
glmc_frustum_box(const vec4 corners[8], const mat4 m, vec3 box[2]) {
glm_frustum_box(corners, m, box);
}
CGLM_EXPORT
void
glmc_frustum_corners_at(vec4 corners[8],
float splitDist,
float farDist,
vec4 planeCorners[4]) {
glmc_frustum_corners_at(const vec4 corners[8],
float splitDist,
float farDist,
vec4 planeCorners[4]) {
glm_frustum_corners_at(corners, splitDist, farDist, planeCorners);
}

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@@ -10,35 +10,35 @@
CGLM_EXPORT
void
glmc_mat4_print(mat4 matrix,
FILE * __restrict ostream) {
glmc_mat4_print(const mat4 matrix,
FILE * const __restrict ostream) {
glm_mat4_print(matrix, ostream);
}
CGLM_EXPORT
void
glmc_mat3_print(mat3 matrix,
FILE * __restrict ostream) {
glmc_mat3_print(const mat3 matrix,
FILE * const __restrict ostream) {
glm_mat3_print(matrix, ostream);
}
CGLM_EXPORT
void
glmc_vec4_print(vec4 vec,
FILE * __restrict ostream) {
glmc_vec4_print(const vec4 vec,
FILE * const __restrict ostream) {
glm_vec4_print(vec, ostream);
}
CGLM_EXPORT
void
glmc_vec3_print(vec3 vec,
FILE * __restrict ostream) {
glmc_vec3_print(const vec3 vec,
FILE * const __restrict ostream) {
glm_vec3_print(vec, ostream);
}
CGLM_EXPORT
void
glmc_versor_print(versor vec,
FILE * __restrict ostream) {
glmc_versor_print(const versor vec,
FILE * const __restrict ostream) {
glm_versor_print(vec, ostream);
}

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@@ -10,7 +10,7 @@
CGLM_EXPORT
void
glmc_mat3_copy(mat3 mat, mat3 dest) {
glmc_mat3_copy(const mat3 mat, mat3 dest) {
glm_mat3_copy(mat, dest);
}
@@ -22,19 +22,19 @@ glmc_mat3_identity(mat3 mat) {
CGLM_EXPORT
void
glmc_mat3_identity_array(mat3 * __restrict mat, size_t count) {
glmc_mat3_identity_array(mat3 * const __restrict mat, size_t count) {
glm_mat3_identity_array(mat, count);
}
CGLM_EXPORT
void
glmc_mat3_mul(mat3 m1, mat3 m2, mat3 dest) {
glmc_mat3_mul(const mat3 m1, const mat3 m2, mat3 dest) {
glm_mat3_mul(m1, m2, dest);
}
CGLM_EXPORT
void
glmc_mat3_transpose_to(mat3 m, mat3 dest) {
glmc_mat3_transpose_to(const mat3 m, mat3 dest) {
glm_mat3_transpose_to(m, dest);
}
@@ -46,19 +46,19 @@ glmc_mat3_transpose(mat3 m) {
CGLM_EXPORT
void
glmc_mat3_mulv(mat3 m, vec3 v, vec3 dest) {
glmc_mat3_mulv(const mat3 m, const vec3 v, vec3 dest) {
glm_mat3_mulv(m, v, dest);
}
CGLM_EXPORT
float
glmc_mat3_trace(mat3 m) {
glmc_mat3_trace(const mat3 m) {
return glm_mat3_trace(m);
}
CGLM_EXPORT
void
glmc_mat3_quat(mat3 m, versor dest) {
glmc_mat3_quat(const mat3 m, versor dest) {
glm_mat3_quat(m, dest);
}
@@ -70,13 +70,13 @@ glmc_mat3_scale(mat3 m, float s) {
CGLM_EXPORT
float
glmc_mat3_det(mat3 mat) {
glmc_mat3_det(const mat3 mat) {
return glm_mat3_det(mat);
}
CGLM_EXPORT
void
glmc_mat3_inv(mat3 mat, mat3 dest) {
glmc_mat3_inv(const mat3 mat, mat3 dest) {
glm_mat3_inv(mat, dest);
}
@@ -94,6 +94,6 @@ glmc_mat3_swap_row(mat3 mat, int row1, int row2) {
CGLM_EXPORT
float
glmc_mat3_rmc(vec3 r, mat3 m, vec3 c) {
glmc_mat3_rmc(const vec3 r, const mat3 m, const vec3 c) {
return glm_mat3_rmc(r, m, c);
}

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@@ -10,13 +10,13 @@
CGLM_EXPORT
void
glmc_mat4_ucopy(mat4 mat, mat4 dest) {
glmc_mat4_ucopy(const mat4 mat, mat4 dest) {
glm_mat4_copy(mat, dest);
}
CGLM_EXPORT
void
glmc_mat4_copy(mat4 mat, mat4 dest) {
glmc_mat4_copy(const mat4 mat, mat4 dest) {
glm_mat4_copy(mat, dest);
}
@@ -28,73 +28,73 @@ glmc_mat4_identity(mat4 mat) {
CGLM_EXPORT
void
glmc_mat4_identity_array(mat4 * __restrict mat, size_t count) {
glmc_mat4_identity_array(mat4 * const __restrict mat, size_t count) {
glm_mat4_identity_array(mat, count);
}
CGLM_EXPORT
void
glmc_mat4_pick3(mat4 mat, mat3 dest) {
glmc_mat4_pick3(const mat4 mat, mat3 dest) {
glm_mat4_pick3(mat, dest);
}
CGLM_EXPORT
void
glmc_mat4_pick3t(mat4 mat, mat3 dest) {
glmc_mat4_pick3t(const mat4 mat, mat3 dest) {
glm_mat4_pick3t(mat, dest);
}
CGLM_EXPORT
void
glmc_mat4_ins3(mat3 mat, mat4 dest) {
glmc_mat4_ins3(const mat3 mat, mat4 dest) {
glm_mat4_ins3(mat, dest);
}
CGLM_EXPORT
void
glmc_mat4_mul(mat4 m1, mat4 m2, mat4 dest) {
glmc_mat4_mul(const mat4 m1, const mat4 m2, mat4 dest) {
glm_mat4_mul(m1, m2, dest);
}
CGLM_EXPORT
void
glmc_mat4_mulN(mat4 * __restrict matrices[], uint32_t len, mat4 dest) {
glmc_mat4_mulN(mat4 * const __restrict matrices[], uint32_t len, mat4 dest) {
glm_mat4_mulN(matrices, len, dest);
}
CGLM_EXPORT
void
glmc_mat4_mulv(mat4 m, vec4 v, vec4 dest) {
glmc_mat4_mulv(const mat4 m, const vec4 v, vec4 dest) {
glm_mat4_mulv(m, v, dest);
}
CGLM_EXPORT
void
glmc_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest) {
glmc_mat4_mulv3(const mat4 m, const vec3 v, float last, vec3 dest) {
glm_mat4_mulv3(m, v, last, dest);
}
CGLM_EXPORT
float
glmc_mat4_trace(mat4 m) {
glmc_mat4_trace(const mat4 m) {
return glm_mat4_trace(m);
}
CGLM_EXPORT
float
glmc_mat4_trace3(mat4 m) {
glmc_mat4_trace3(const mat4 m) {
return glm_mat4_trace3(m);
}
CGLM_EXPORT
void
glmc_mat4_quat(mat4 m, versor dest) {
glmc_mat4_quat(const mat4 m, versor dest) {
glm_mat4_quat(m, dest);
}
CGLM_EXPORT
void
glmc_mat4_transpose_to(mat4 m, mat4 dest) {
glmc_mat4_transpose_to(const mat4 m, mat4 dest) {
glm_mat4_transpose_to(m, dest);
}
@@ -118,25 +118,25 @@ glmc_mat4_scale(mat4 m, float s) {
CGLM_EXPORT
float
glmc_mat4_det(mat4 mat) {
glmc_mat4_det(const mat4 mat) {
return glm_mat4_det(mat);
}
CGLM_EXPORT
void
glmc_mat4_inv(mat4 mat, mat4 dest) {
glmc_mat4_inv(const mat4 mat, mat4 dest) {
glm_mat4_inv(mat, dest);
}
CGLM_EXPORT
void
glmc_mat4_inv_precise(mat4 mat, mat4 dest) {
glmc_mat4_inv_precise(const mat4 mat, mat4 dest) {
glm_mat4_inv_precise(mat, dest);
}
CGLM_EXPORT
void
glmc_mat4_inv_fast(mat4 mat, mat4 dest) {
glmc_mat4_inv_fast(const mat4 mat, mat4 dest) {
glm_mat4_inv_fast(mat, dest);
}
@@ -154,6 +154,6 @@ glmc_mat4_swap_row(mat4 mat, int row1, int row2) {
CGLM_EXPORT
float
glmc_mat4_rmc(vec4 r, mat4 m, vec4 c) {
glmc_mat4_rmc(const vec4 r, const mat4 m, const vec4 c) {
return glm_mat4_rmc(r, m, c);
}

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@@ -10,18 +10,18 @@
CGLM_EXPORT
void
glmc_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest) {
glmc_unprojecti(const vec3 pos, const mat4 invMat, const vec4 vp, vec3 dest) {
glm_unprojecti(pos, invMat, vp, dest);
}
CGLM_EXPORT
void
glmc_unproject(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
glmc_unproject(const vec3 pos, const mat4 m, const vec4 vp, vec3 dest) {
glm_unproject(pos, m, vp, dest);
}
CGLM_EXPORT
void
glmc_project(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
glmc_project(const vec3 pos, const mat4 m, const vec4 vp, vec3 dest) {
glm_project(pos, m, vp, dest);
}

View File

@@ -16,7 +16,7 @@ glmc_quat_identity(versor q) {
CGLM_EXPORT
void
glmc_quat_identity_array(versor * __restrict q, size_t count) {
glmc_quat_identity_array(versor * const __restrict q, size_t count) {
glm_quat_identity_array(q, count);
}
@@ -34,25 +34,25 @@ glmc_quat(versor q, float angle, float x, float y, float z) {
CGLM_EXPORT
void
glmc_quatv(versor q, float angle, vec3 axis) {
glmc_quatv(versor q, float angle, const vec3 axis) {
glm_quatv(q, angle, axis);
}
CGLM_EXPORT
void
glmc_quat_copy(versor q, versor dest) {
glmc_quat_copy(const versor q, versor dest) {
glm_quat_copy(q, dest);
}
CGLM_EXPORT
float
glmc_quat_norm(versor q) {
glmc_quat_norm(const versor q) {
return glm_quat_norm(q);
}
CGLM_EXPORT
void
glmc_quat_normalize_to(versor q, versor dest) {
glmc_quat_normalize_to(const versor q, versor dest) {
glm_quat_normalize_to(q, dest);
}
@@ -64,150 +64,154 @@ glmc_quat_normalize(versor q) {
CGLM_EXPORT
float
glmc_quat_dot(versor p, versor q) {
glmc_quat_dot(const versor p, const versor q) {
return glm_quat_dot(p, q);
}
CGLM_EXPORT
void
glmc_quat_conjugate(versor q, versor dest) {
glmc_quat_conjugate(const versor q, versor dest) {
glm_quat_conjugate(q, dest);
}
CGLM_EXPORT
void
glmc_quat_inv(versor q, versor dest) {
glmc_quat_inv(const versor q, versor dest) {
glm_quat_inv(q, dest);
}
CGLM_EXPORT
void
glmc_quat_add(versor p, versor q, versor dest) {
glmc_quat_add(const versor p, const versor q, versor dest) {
glm_quat_add(p, q, dest);
}
CGLM_EXPORT
void
glmc_quat_sub(versor p, versor q, versor dest) {
glmc_quat_sub(const versor p, const versor q, versor dest) {
glm_quat_sub(p, q, dest);
}
CGLM_EXPORT
float
glmc_quat_real(versor q) {
glmc_quat_real(const versor q) {
return glm_quat_real(q);
}
CGLM_EXPORT
void
glmc_quat_imag(versor q, vec3 dest) {
glmc_quat_imag(const versor q, vec3 dest) {
glm_quat_imag(q, dest);
}
CGLM_EXPORT
void
glmc_quat_imagn(versor q, vec3 dest) {
glmc_quat_imagn(const versor q, vec3 dest) {
glm_quat_imagn(q, dest);
}
CGLM_EXPORT
float
glmc_quat_imaglen(versor q) {
glmc_quat_imaglen(const versor q) {
return glm_quat_imaglen(q);
}
CGLM_EXPORT
float
glmc_quat_angle(versor q) {
glmc_quat_angle(const versor q) {
return glm_quat_angle(q);
}
CGLM_EXPORT
void
glmc_quat_axis(versor q, versor dest) {
glmc_quat_axis(const versor q, versor dest) {
glm_quat_axis(q, dest);
}
CGLM_EXPORT
void
glmc_quat_mul(versor p, versor q, versor dest) {
glmc_quat_mul(const versor p, const versor q, versor dest) {
glm_quat_mul(p, q, dest);
}
CGLM_EXPORT
void
glmc_quat_mat4(versor q, mat4 dest) {
glmc_quat_mat4(const versor q, mat4 dest) {
glm_quat_mat4(q, dest);
}
CGLM_EXPORT
void
glmc_quat_mat4t(versor q, mat4 dest) {
glmc_quat_mat4t(const versor q, mat4 dest) {
glm_quat_mat4t(q, dest);
}
CGLM_EXPORT
void
glmc_quat_mat3(versor q, mat3 dest) {
glmc_quat_mat3(const versor q, mat3 dest) {
glm_quat_mat3(q, dest);
}
CGLM_EXPORT
void
glmc_quat_mat3t(versor q, mat3 dest) {
glmc_quat_mat3t(const versor q, mat3 dest) {
glm_quat_mat3t(q, dest);
}
CGLM_EXPORT
void
glmc_quat_lerp(versor from, versor to, float t, versor dest) {
glmc_quat_lerp(const versor from, const versor to, float t, versor dest) {
glm_quat_lerp(from, to, t, dest);
}
CGLM_EXPORT
void
glmc_quat_slerp(versor from, versor to, float t, versor dest) {
glmc_quat_slerp(const versor from, const versor to, float t, versor dest) {
glm_quat_slerp(from, to, t, dest);
}
CGLM_EXPORT
void
glmc_quat_look(vec3 eye, versor ori, mat4 dest) {
glmc_quat_look(const vec3 eye, const versor ori, mat4 dest) {
glm_quat_look(eye, ori, dest);
}
CGLM_EXPORT
void
glmc_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest) {
glmc_quat_for(const vec3 dir, const vec3 fwd, const vec3 up, versor dest) {
glm_quat_for(dir, fwd, up, dest);
}
CGLM_EXPORT
void
glmc_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest) {
glmc_quat_forp(const vec3 from,
const vec3 to,
const vec3 fwd,
const vec3 up,
versor dest) {
glm_quat_forp(from, to, fwd, up, dest);
}
CGLM_EXPORT
void
glmc_quat_rotatev(versor q, vec3 v, vec3 dest) {
glmc_quat_rotatev(const versor q, const vec3 v, vec3 dest) {
glm_quat_rotatev(q, v, dest);
}
CGLM_EXPORT
void
glmc_quat_rotate(mat4 m, versor q, mat4 dest) {
glmc_quat_rotate(const mat4 m, const versor q, mat4 dest) {
glm_quat_rotate(m, q, dest);
}
CGLM_EXPORT
void
glmc_quat_rotate_at(mat4 model, versor q, vec3 pivot) {
glmc_quat_rotate_at(mat4 model, const versor q, const vec3 pivot) {
glm_quat_rotate_at(model, q, pivot);
}
CGLM_EXPORT
void
glmc_quat_rotate_atm(mat4 m, versor q, vec3 pivot) {
glmc_quat_rotate_atm(mat4 m, const versor q, const vec3 pivot) {
glm_quat_rotate_atm(m, q, pivot);
}

View File

@@ -10,30 +10,30 @@
CGLM_EXPORT
float
glmc_sphere_radii(vec4 s) {
glmc_sphere_radii(const vec4 s) {
return glm_sphere_radii(s);
}
CGLM_EXPORT
void
glmc_sphere_transform(vec4 s, mat4 m, vec4 dest) {
glmc_sphere_transform(const vec4 s, const mat4 m, vec4 dest) {
glm_sphere_transform(s, m, dest);
}
CGLM_EXPORT
void
glmc_sphere_merge(vec4 s1, vec4 s2, vec4 dest) {
glmc_sphere_merge(const vec4 s1, const vec4 s2, vec4 dest) {
glm_sphere_merge(s1, s2, dest);
}
CGLM_EXPORT
bool
glmc_sphere_sphere(vec4 s1, vec4 s2) {
glmc_sphere_sphere(const vec4 s1, const vec4 s2) {
return glm_sphere_sphere(s1, s2);
}
CGLM_EXPORT
bool
glmc_sphere_point(vec4 s, vec3 point) {
glmc_sphere_point(const vec4 s, const vec3 point) {
return glm_sphere_point(s, point);
}

View File

@@ -10,13 +10,13 @@
CGLM_EXPORT
void
glmc_vec3(vec4 v4, vec3 dest) {
glmc_vec3(const vec4 v4, vec3 dest) {
glm_vec3(v4, dest);
}
CGLM_EXPORT
void
glmc_vec3_copy(vec3 a, vec3 dest) {
glmc_vec3_copy(const vec3 a, vec3 dest) {
glm_vec3_copy(a, dest);
}
@@ -34,31 +34,31 @@ glmc_vec3_one(vec3 v) {
CGLM_EXPORT
float
glmc_vec3_dot(vec3 a, vec3 b) {
glmc_vec3_dot(const vec3 a, const vec3 b) {
return glm_vec3_dot(a, b);
}
CGLM_EXPORT
void
glmc_vec3_cross(vec3 a, vec3 b, vec3 dest) {
glmc_vec3_cross(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_cross(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec3_crossn(vec3 a, vec3 b, vec3 dest) {
glmc_vec3_crossn(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_crossn(a, b, dest);
}
CGLM_EXPORT
float
glmc_vec3_norm(vec3 v) {
glmc_vec3_norm(const vec3 v) {
return glm_vec3_norm(v);
}
CGLM_EXPORT
void
glmc_vec3_normalize_to(vec3 v, vec3 dest) {
glmc_vec3_normalize_to(const vec3 v, vec3 dest) {
glm_vec3_normalize_to(v, dest);
}
@@ -70,97 +70,97 @@ glmc_vec3_normalize(vec3 v) {
CGLM_EXPORT
float
glmc_vec3_norm2(vec3 v) {
glmc_vec3_norm2(const vec3 v) {
return glm_vec3_norm2(v);
}
CGLM_EXPORT
void
glmc_vec3_add(vec3 a, vec3 b, vec3 dest) {
glmc_vec3_add(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_add(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec3_adds(vec3 v, float s, vec3 dest) {
glmc_vec3_adds(const vec3 v, float s, vec3 dest) {
glm_vec3_adds(v, s, dest);
}
CGLM_EXPORT
void
glmc_vec3_sub(vec3 a, vec3 b, vec3 dest) {
glmc_vec3_sub(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_sub(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec3_subs(vec3 v, float s, vec3 dest) {
glmc_vec3_subs(const vec3 v, float s, vec3 dest) {
glm_vec3_subs(v, s, dest);
}
CGLM_EXPORT
void
glmc_vec3_mul(vec3 a, vec3 b, vec3 d) {
glmc_vec3_mul(const vec3 a, const vec3 b, vec3 d) {
glm_vec3_mul(a, b, d);
}
CGLM_EXPORT
void
glmc_vec3_scale(vec3 v, float s, vec3 dest) {
glmc_vec3_scale(const vec3 v, float s, vec3 dest) {
glm_vec3_scale(v, s, dest);
}
CGLM_EXPORT
void
glmc_vec3_scale_as(vec3 v, float s, vec3 dest) {
glmc_vec3_scale_as(const vec3 v, float s, vec3 dest) {
glm_vec3_scale_as(v, s, dest);
}
CGLM_EXPORT
void
glmc_vec3_div(vec3 a, vec3 b, vec3 dest) {
glmc_vec3_div(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_div(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec3_divs(vec3 a, float s, vec3 dest) {
glmc_vec3_divs(const vec3 a, float s, vec3 dest) {
glm_vec3_divs(a, s, dest);
}
CGLM_EXPORT
void
glmc_vec3_addadd(vec3 a, vec3 b, vec3 dest) {
glmc_vec3_addadd(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_addadd(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec3_subadd(vec3 a, vec3 b, vec3 dest) {
glmc_vec3_subadd(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_subadd(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec3_muladd(vec3 a, vec3 b, vec3 dest) {
glmc_vec3_muladd(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_muladd(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec3_muladds(vec3 a, float s, vec3 dest) {
glmc_vec3_muladds(const vec3 a, float s, vec3 dest) {
glm_vec3_muladds(a, s, dest);
}
CGLM_EXPORT
void
glmc_vec3_maxadd(vec3 a, vec3 b, vec3 dest) {
glmc_vec3_maxadd(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_maxadd(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec3_minadd(vec3 a, vec3 b, vec3 dest) {
glmc_vec3_minadd(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_minadd(a, b, dest);
}
@@ -172,67 +172,67 @@ glmc_vec3_negate(vec3 v) {
CGLM_EXPORT
void
glmc_vec3_negate_to(vec3 v, vec3 dest) {
glmc_vec3_negate_to(const vec3 v, vec3 dest) {
glm_vec3_negate_to(v, dest);
}
CGLM_EXPORT
float
glmc_vec3_angle(vec3 a, vec3 b) {
glmc_vec3_angle(const vec3 a, const vec3 b) {
return glm_vec3_angle(a, b);
}
CGLM_EXPORT
void
glmc_vec3_rotate(vec3 v, float angle, vec3 axis) {
glmc_vec3_rotate(vec3 v, float angle, const vec3 axis) {
glm_vec3_rotate(v, angle, axis);
}
CGLM_EXPORT
void
glmc_vec3_rotate_m4(mat4 m, vec3 v, vec3 dest) {
glmc_vec3_rotate_m4(const mat4 m, const vec3 v, vec3 dest) {
glm_vec3_rotate_m4(m, v, dest);
}
CGLM_EXPORT
void
glmc_vec3_rotate_m3(mat3 m, vec3 v, vec3 dest) {
glmc_vec3_rotate_m3(const mat3 m, const vec3 v, vec3 dest) {
glm_vec3_rotate_m3(m, v, dest);
}
CGLM_EXPORT
void
glmc_vec3_proj(vec3 a, vec3 b, vec3 dest) {
glmc_vec3_proj(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_proj(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec3_center(vec3 a, vec3 b, vec3 dest) {
glmc_vec3_center(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_center(a, b, dest);
}
CGLM_EXPORT
float
glmc_vec3_distance2(vec3 a, vec3 b) {
glmc_vec3_distance2(const vec3 a, const vec3 b) {
return glm_vec3_distance2(a, b);
}
CGLM_EXPORT
float
glmc_vec3_distance(vec3 a, vec3 b) {
glmc_vec3_distance(const vec3 a, const vec3 b) {
return glm_vec3_distance(a, b);
}
CGLM_EXPORT
void
glmc_vec3_maxv(vec3 a, vec3 b, vec3 dest) {
glmc_vec3_maxv(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_minv(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec3_minv(vec3 a, vec3 b, vec3 dest) {
glmc_vec3_minv(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_maxv(a, b, dest);
}
@@ -244,13 +244,13 @@ glmc_vec3_clamp(vec3 v, float minVal, float maxVal) {
CGLM_EXPORT
void
glmc_vec3_ortho(vec3 v, vec3 dest) {
glmc_vec3_ortho(const vec3 v, vec3 dest) {
glm_vec3_ortho(v, dest);
}
CGLM_EXPORT
void
glmc_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest) {
glmc_vec3_lerp(const vec3 from, const vec3 to, float t, vec3 dest) {
glm_vec3_lerp(from, to, t, dest);
}
@@ -258,7 +258,7 @@ glmc_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest) {
CGLM_EXPORT
void
glmc_vec3_mulv(vec3 a, vec3 b, vec3 d) {
glmc_vec3_mulv(const vec3 a, const vec3 b, vec3 d) {
glm_vec3_mulv(a, b, d);
}
@@ -270,72 +270,72 @@ glmc_vec3_broadcast(float val, vec3 d) {
CGLM_EXPORT
bool
glmc_vec3_eq(vec3 v, float val) {
glmc_vec3_eq(const vec3 v, float val) {
return glm_vec3_eq(v, val);
}
CGLM_EXPORT
bool
glmc_vec3_eq_eps(vec3 v, float val) {
glmc_vec3_eq_eps(const vec3 v, float val) {
return glm_vec3_eq_eps(v, val);
}
CGLM_EXPORT
bool
glmc_vec3_eq_all(vec3 v) {
glmc_vec3_eq_all(const vec3 v) {
return glm_vec3_eq_all(v);
}
CGLM_EXPORT
bool
glmc_vec3_eqv(vec3 a, vec3 b) {
glmc_vec3_eqv(const vec3 a, const vec3 b) {
return glm_vec3_eqv(a, b);
}
CGLM_EXPORT
bool
glmc_vec3_eqv_eps(vec3 a, vec3 b) {
glmc_vec3_eqv_eps(const vec3 a, const vec3 b) {
return glm_vec3_eqv_eps(a, b);
}
CGLM_EXPORT
float
glmc_vec3_max(vec3 v) {
glmc_vec3_max(const vec3 v) {
return glm_vec3_max(v);
}
CGLM_EXPORT
float
glmc_vec3_min(vec3 v) {
glmc_vec3_min(const vec3 v) {
return glm_vec3_min(v);
}
CGLM_EXPORT
bool
glmc_vec3_isnan(vec3 v) {
glmc_vec3_isnan(const vec3 v) {
return glm_vec3_isnan(v);
}
CGLM_EXPORT
bool
glmc_vec3_isinf(vec3 v) {
glmc_vec3_isinf(const vec3 v) {
return glm_vec3_isinf(v);
}
CGLM_EXPORT
bool
glmc_vec3_isvalid(vec3 v) {
glmc_vec3_isvalid(const vec3 v) {
return glm_vec3_isvalid(v);
}
CGLM_EXPORT
void
glmc_vec3_sign(vec3 v, vec3 dest) {
glmc_vec3_sign(const vec3 v, vec3 dest) {
glm_vec3_sign(v, dest);
}
CGLM_EXPORT
void
glmc_vec3_sqrt(vec3 v, vec3 dest) {
glmc_vec3_sqrt(const vec3 v, vec3 dest) {
glm_vec3_sqrt(v, dest);
}

View File

@@ -10,7 +10,7 @@
CGLM_EXPORT
void
glmc_vec4(vec3 v3, float last, vec4 dest) {
glmc_vec4(const vec3 v3, float last, vec4 dest) {
glm_vec4(v3, last, dest);
}
@@ -28,37 +28,37 @@ glmc_vec4_one(vec4 v) {
CGLM_EXPORT
void
glmc_vec4_copy3(vec4 v, vec3 dest) {
glmc_vec4_copy3(const vec4 v, vec3 dest) {
glm_vec4_copy3(v, dest);
}
CGLM_EXPORT
void
glmc_vec4_copy(vec4 v, vec4 dest) {
glmc_vec4_copy(const vec4 v, vec4 dest) {
glm_vec4_copy(v, dest);
}
CGLM_EXPORT
void
glmc_vec4_ucopy(vec4 v, vec4 dest) {
glmc_vec4_ucopy(const vec4 v, vec4 dest) {
glm_vec4_ucopy(v, dest);
}
CGLM_EXPORT
float
glmc_vec4_dot(vec4 a, vec4 b) {
glmc_vec4_dot(const vec4 a, const vec4 b) {
return glm_vec4_dot(a, b);
}
CGLM_EXPORT
float
glmc_vec4_norm(vec4 v) {
glmc_vec4_norm(const vec4 v) {
return glm_vec4_norm(v);
}
CGLM_EXPORT
void
glmc_vec4_normalize_to(vec4 v, vec4 dest) {
glmc_vec4_normalize_to(const vec4 v, vec4 dest) {
glm_vec4_normalize_to(v, dest);
}
@@ -70,97 +70,97 @@ glmc_vec4_normalize(vec4 v) {
CGLM_EXPORT
float
glmc_vec4_norm2(vec4 v) {
glmc_vec4_norm2(const vec4 v) {
return glm_vec4_norm2(v);
}
CGLM_EXPORT
void
glmc_vec4_add(vec4 a, vec4 b, vec4 dest) {
glmc_vec4_add(const vec4 a, const vec4 b, vec4 dest) {
glm_vec4_add(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec4_adds(vec4 v, float s, vec4 dest) {
glmc_vec4_adds(const vec4 v, float s, vec4 dest) {
glm_vec4_adds(v, s, dest);
}
CGLM_EXPORT
void
glmc_vec4_sub(vec4 a, vec4 b, vec4 dest) {
glmc_vec4_sub(const vec4 a, const vec4 b, vec4 dest) {
glm_vec4_sub(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec4_subs(vec4 v, float s, vec4 dest) {
glmc_vec4_subs(const vec4 v, float s, vec4 dest) {
glm_vec4_subs(v, s, dest);
}
CGLM_EXPORT
void
glmc_vec4_mul(vec4 a, vec4 b, vec4 d) {
glmc_vec4_mul(const vec4 a, const vec4 b, vec4 d) {
glm_vec4_mul(a, b, d);
}
CGLM_EXPORT
void
glmc_vec4_scale(vec4 v, float s, vec4 dest) {
glmc_vec4_scale(const vec4 v, float s, vec4 dest) {
glm_vec4_scale(v, s, dest);
}
CGLM_EXPORT
void
glmc_vec4_scale_as(vec4 v, float s, vec4 dest) {
glmc_vec4_scale_as(const vec4 v, float s, vec4 dest) {
glm_vec4_scale_as(v, s, dest);
}
CGLM_EXPORT
void
glmc_vec4_div(vec4 a, vec4 b, vec4 dest) {
glmc_vec4_div(const vec4 a, const vec4 b, vec4 dest) {
glm_vec4_div(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec4_divs(vec4 v, float s, vec4 dest) {
glmc_vec4_divs(const vec4 v, float s, vec4 dest) {
glm_vec4_divs(v, s, dest);
}
CGLM_EXPORT
void
glmc_vec4_addadd(vec4 a, vec4 b, vec4 dest) {
glmc_vec4_addadd(const vec4 a, const vec4 b, vec4 dest) {
glm_vec4_addadd(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec4_subadd(vec4 a, vec4 b, vec4 dest) {
glmc_vec4_subadd(const vec4 a, const vec4 b, vec4 dest) {
glm_vec4_subadd(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec4_muladd(vec4 a, vec4 b, vec4 dest) {
glmc_vec4_muladd(const vec4 a, const vec4 b, vec4 dest) {
glm_vec4_muladd(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec4_muladds(vec4 a, float s, vec4 dest) {
glmc_vec4_muladds(const vec4 a, float s, vec4 dest) {
glm_vec4_muladds(a, s, dest);
}
CGLM_EXPORT
void
glmc_vec4_maxadd(vec4 a, vec4 b, vec4 dest) {
glmc_vec4_maxadd(const vec4 a, const vec4 b, vec4 dest) {
glm_vec4_maxadd(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec4_minadd(vec4 a, vec4 b, vec4 dest) {
glmc_vec4_minadd(const vec4 a, const vec4 b, vec4 dest) {
glm_vec4_minadd(a, b, dest);
}
@@ -172,25 +172,25 @@ glmc_vec4_negate(vec4 v) {
CGLM_EXPORT
void
glmc_vec4_negate_to(vec4 v, vec4 dest) {
glmc_vec4_negate_to(const vec4 v, vec4 dest) {
glm_vec4_negate_to(v, dest);
}
CGLM_EXPORT
float
glmc_vec4_distance(vec4 a, vec4 b) {
glmc_vec4_distance(const vec4 a, const vec4 b) {
return glm_vec4_distance(a, b);
}
CGLM_EXPORT
void
glmc_vec4_maxv(vec4 a, vec4 b, vec4 dest) {
glmc_vec4_maxv(const vec4 a, const vec4 b, vec4 dest) {
glm_vec4_minv(a, b, dest);
}
CGLM_EXPORT
void
glmc_vec4_minv(vec4 a, vec4 b, vec4 dest) {
glmc_vec4_minv(const vec4 a, const vec4 b, vec4 dest) {
glm_vec4_maxv(a, b, dest);
}
@@ -202,7 +202,7 @@ glmc_vec4_clamp(vec4 v, float minVal, float maxVal) {
CGLM_EXPORT
void
glmc_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest) {
glmc_vec4_lerp(const vec4 from, const vec4 to, float t, vec4 dest) {
glm_vec4_lerp(from, to, t, dest);
}
@@ -216,7 +216,7 @@ glmc_vec4_cubic(float s, vec4 dest) {
CGLM_EXPORT
void
glmc_vec4_mulv(vec4 a, vec4 b, vec4 d) {
glmc_vec4_mulv(const vec4 a, const vec4 b, vec4 d) {
glm_vec4_mulv(a, b, d);
}
@@ -228,72 +228,72 @@ glmc_vec4_broadcast(float val, vec4 d) {
CGLM_EXPORT
bool
glmc_vec4_eq(vec4 v, float val) {
glmc_vec4_eq(const vec4 v, float val) {
return glm_vec4_eq(v, val);
}
CGLM_EXPORT
bool
glmc_vec4_eq_eps(vec4 v, float val) {
glmc_vec4_eq_eps(const vec4 v, float val) {
return glm_vec4_eq_eps(v, val);
}
CGLM_EXPORT
bool
glmc_vec4_eq_all(vec4 v) {
glmc_vec4_eq_all(const vec4 v) {
return glm_vec4_eq_all(v);
}
CGLM_EXPORT
bool
glmc_vec4_eqv(vec4 a, vec4 b) {
glmc_vec4_eqv(const vec4 a, const vec4 b) {
return glm_vec4_eqv(a, b);
}
CGLM_EXPORT
bool
glmc_vec4_eqv_eps(vec4 a, vec4 b) {
glmc_vec4_eqv_eps(const vec4 a, const vec4 b) {
return glm_vec4_eqv_eps(a, b);
}
CGLM_EXPORT
float
glmc_vec4_max(vec4 v) {
glmc_vec4_max(const vec4 v) {
return glm_vec4_max(v);
}
CGLM_EXPORT
float
glmc_vec4_min(vec4 v) {
glmc_vec4_min(const vec4 v) {
return glm_vec4_min(v);
}
CGLM_EXPORT
bool
glmc_vec4_isnan(vec4 v) {
glmc_vec4_isnan(const vec4 v) {
return glm_vec4_isnan(v);
}
CGLM_EXPORT
bool
glmc_vec4_isinf(vec4 v) {
glmc_vec4_isinf(const vec4 v) {
return glm_vec4_isinf(v);
}
CGLM_EXPORT
bool
glmc_vec4_isvalid(vec4 v) {
glmc_vec4_isvalid(const vec4 v) {
return glm_vec4_isvalid(v);
}
CGLM_EXPORT
void
glmc_vec4_sign(vec4 v, vec4 dest) {
glmc_vec4_sign(const vec4 v, vec4 dest) {
glm_vec4_sign(v, dest);
}
CGLM_EXPORT
void
glmc_vec4_sqrt(vec4 v, vec4 dest) {
glmc_vec4_sqrt(const vec4 v, vec4 dest) {
glm_vec4_sqrt(v, dest);
}