diff --git a/include/cglm/call/vec3.h b/include/cglm/call/vec3.h index 63d7e38..106257e 100644 --- a/include/cglm/call/vec3.h +++ b/include/cglm/call/vec3.h @@ -46,15 +46,15 @@ glmc_vec3_cross(vec3 a, vec3 b, vec3 d); CGLM_EXPORT float -glmc_vec3_norm(vec3 vec); +glmc_vec3_norm(vec3 v); CGLM_EXPORT float -glmc_vec3_norm2(vec3 vec); +glmc_vec3_norm2(vec3 v); CGLM_EXPORT void -glmc_vec3_normalize_to(vec3 vec, vec3 dest); +glmc_vec3_normalize_to(vec3 v, vec3 dest); CGLM_EXPORT void @@ -62,7 +62,7 @@ glmc_vec3_normalize(vec3 v); CGLM_EXPORT void -glmc_vec3_add(vec3 v1, vec3 v2, vec3 dest); +glmc_vec3_add(vec3 a, vec3 b, vec3 dest); CGLM_EXPORT void @@ -122,7 +122,7 @@ glmc_vec3_negate_to(vec3 v, vec3 dest); CGLM_EXPORT float -glmc_vec3_angle(vec3 v1, vec3 v2); +glmc_vec3_angle(vec3 a, vec3 b); CGLM_EXPORT void @@ -142,23 +142,23 @@ glmc_vec3_proj(vec3 a, vec3 b, vec3 dest); CGLM_EXPORT void -glmc_vec3_center(vec3 v1, vec3 v2, vec3 dest); +glmc_vec3_center(vec3 a, vec3 b, vec3 dest); CGLM_EXPORT float -glmc_vec3_distance2(vec3 v1, vec3 v2); +glmc_vec3_distance2(vec3 a, vec3 b); CGLM_EXPORT float -glmc_vec3_distance(vec3 v1, vec3 v2); +glmc_vec3_distance(vec3 a, vec3 b); CGLM_EXPORT void -glmc_vec3_maxv(vec3 v1, vec3 v2, vec3 dest); +glmc_vec3_maxv(vec3 a, vec3 b, vec3 dest); CGLM_EXPORT void -glmc_vec3_minv(vec3 v1, vec3 v2, vec3 dest); +glmc_vec3_minv(vec3 a, vec3 b, vec3 dest); CGLM_EXPORT void @@ -196,11 +196,11 @@ glmc_vec3_eq_all(vec3 v); CGLM_EXPORT bool -glmc_vec3_eqv(vec3 v1, vec3 v2); +glmc_vec3_eqv(vec3 a, vec3 b); CGLM_EXPORT bool -glmc_vec3_eqv_eps(vec3 v1, vec3 v2); +glmc_vec3_eqv_eps(vec3 a, vec3 b); CGLM_EXPORT float diff --git a/include/cglm/call/vec4.h b/include/cglm/call/vec4.h index c71f440..1923da6 100644 --- a/include/cglm/call/vec4.h +++ b/include/cglm/call/vec4.h @@ -35,7 +35,7 @@ glmc_vec4_one(vec4 v); CGLM_EXPORT void -glmc_vec4_copy3(vec4 a, vec3 dest); +glmc_vec4_copy3(vec4 v, vec3 dest); CGLM_EXPORT void @@ -51,15 +51,15 @@ glmc_vec4_dot(vec4 a, vec4 b); CGLM_EXPORT float -glmc_vec4_norm(vec4 vec); +glmc_vec4_norm(vec4 v); CGLM_EXPORT float -glmc_vec4_norm2(vec4 vec); +glmc_vec4_norm2(vec4 v); CGLM_EXPORT void -glmc_vec4_normalize_to(vec4 vec, vec4 dest); +glmc_vec4_normalize_to(vec4 v, vec4 dest); CGLM_EXPORT void @@ -127,15 +127,15 @@ glmc_vec4_negate_to(vec4 v, vec4 dest); CGLM_EXPORT float -glmc_vec4_distance(vec4 v1, vec4 v2); +glmc_vec4_distance(vec4 a, vec4 b); CGLM_EXPORT void -glmc_vec4_maxv(vec4 v1, vec4 v2, vec4 dest); +glmc_vec4_maxv(vec4 a, vec4 b, vec4 dest); CGLM_EXPORT void -glmc_vec4_minv(vec4 v1, vec4 v2, vec4 dest); +glmc_vec4_minv(vec4 a, vec4 b, vec4 dest); CGLM_EXPORT void @@ -169,11 +169,11 @@ glmc_vec4_eq_all(vec4 v); CGLM_EXPORT bool -glmc_vec4_eqv(vec4 v1, vec4 v2); +glmc_vec4_eqv(vec4 a, vec4 b); CGLM_EXPORT bool -glmc_vec4_eqv_eps(vec4 v1, vec4 v2); +glmc_vec4_eqv_eps(vec4 a, vec4 b); CGLM_EXPORT float diff --git a/include/cglm/quat.h b/include/cglm/quat.h index eee4f53..1db0161 100644 --- a/include/cglm/quat.h +++ b/include/cglm/quat.h @@ -19,7 +19,7 @@ CGLM_INLINE float glm_quat_norm(versor q); CGLM_INLINE void glm_quat_normalize(versor q); CGLM_INLINE void glm_quat_normalize_to(versor q, versor dest); - CGLM_INLINE float glm_quat_dot(versor q1, versor q2); + CGLM_INLINE float glm_quat_dot(versor p, versor q); CGLM_INLINE void glm_quat_conjugate(versor q, versor dest); CGLM_INLINE void glm_quat_inv(versor q, versor dest); CGLM_INLINE void glm_quat_add(versor p, versor q, versor dest); diff --git a/include/cglm/vec3-ext.h b/include/cglm/vec3-ext.h index 34166f4..0e64325 100644 --- a/include/cglm/vec3-ext.h +++ b/include/cglm/vec3-ext.h @@ -11,13 +11,12 @@ /* Functions: - CGLM_INLINE void glm_vec3_mulv(vec3 a, vec3 b, vec3 d); CGLM_INLINE void glm_vec3_broadcast(float val, vec3 d); CGLM_INLINE bool glm_vec3_eq(vec3 v, float val); CGLM_INLINE bool glm_vec3_eq_eps(vec3 v, float val); CGLM_INLINE bool glm_vec3_eq_all(vec3 v); - CGLM_INLINE bool glm_vec3_eqv(vec3 v1, vec3 v2); - CGLM_INLINE bool glm_vec3_eqv_eps(vec3 v1, vec3 v2); + CGLM_INLINE bool glm_vec3_eqv(vec3 a, vec3 b); + CGLM_INLINE bool glm_vec3_eqv_eps(vec3 a, vec3 b); CGLM_INLINE float glm_vec3_max(vec3 v); CGLM_INLINE float glm_vec3_min(vec3 v); CGLM_INLINE bool glm_vec3_isnan(vec3 v); @@ -36,21 +35,6 @@ #include #include -/*! - * @brief DEPRECATED! use glm_vec3_mul - * - * @param[in] a vec1 - * @param[in] b vec2 - * @param[out] d vec3 = (v1[0] * v2[0], v1[1] * v2[1], v1[2] * v2[2]) - */ -CGLM_INLINE -void -glm_vec3_mulv(vec3 a, vec3 b, vec3 d) { - d[0] = a[0] * b[0]; - d[1] = a[1] * b[1]; - d[2] = a[2] * b[2]; -} - /*! * @brief fill a vector with specified value * @@ -103,29 +87,29 @@ glm_vec3_eq_all(vec3 v) { /*! * @brief check if vector is equal to another (without epsilon) * - * @param[in] v1 vector - * @param[in] v2 vector + * @param[in] a vector + * @param[in] b vector */ CGLM_INLINE bool -glm_vec3_eqv(vec3 v1, vec3 v2) { - return v1[0] == v2[0] - && v1[1] == v2[1] - && v1[2] == v2[2]; +glm_vec3_eqv(vec3 a, vec3 b) { + return a[0] == b[0] + && a[1] == b[1] + && a[2] == b[2]; } /*! * @brief check if vector is equal to another (with epsilon) * - * @param[in] v1 vector - * @param[in] v2 vector + * @param[in] a vector + * @param[in] b vector */ CGLM_INLINE bool -glm_vec3_eqv_eps(vec3 v1, vec3 v2) { - return fabsf(v1[0] - v2[0]) <= FLT_EPSILON - && fabsf(v1[1] - v2[1]) <= FLT_EPSILON - && fabsf(v1[2] - v2[2]) <= FLT_EPSILON; +glm_vec3_eqv_eps(vec3 a, vec3 b) { + return fabsf(a[0] - b[0]) <= FLT_EPSILON + && fabsf(a[1] - b[1]) <= FLT_EPSILON + && fabsf(a[2] - b[2]) <= FLT_EPSILON; } /*! diff --git a/include/cglm/vec3.h b/include/cglm/vec3.h index de83ada..d311c27 100644 --- a/include/cglm/vec3.h +++ b/include/cglm/vec3.h @@ -7,7 +7,6 @@ /* Macros: - glm_vec3_dup(v, dest) GLM_VEC3_ONE_INIT GLM_VEC3_ZERO_INIT GLM_VEC3_ONE @@ -24,7 +23,7 @@ CGLM_INLINE float glm_vec3_dot(vec3 a, vec3 b); CGLM_INLINE void glm_vec3_cross(vec3 a, vec3 b, vec3 d); CGLM_INLINE float glm_vec3_norm2(vec3 v); - CGLM_INLINE float glm_vec3_norm(vec3 vec); + CGLM_INLINE float glm_vec3_norm(vec3 v); CGLM_INLINE void glm_vec3_add(vec3 a, vec3 b, vec3 dest); CGLM_INLINE void glm_vec3_adds(vec3 a, float s, vec3 dest); CGLM_INLINE void glm_vec3_sub(vec3 a, vec3 b, vec3 dest); @@ -45,17 +44,17 @@ CGLM_INLINE void glm_vec3_inv(vec3 v); CGLM_INLINE void glm_vec3_inv_to(vec3 v, vec3 dest); CGLM_INLINE void glm_vec3_normalize(vec3 v); - CGLM_INLINE void glm_vec3_normalize_to(vec3 vec, vec3 dest); - CGLM_INLINE float glm_vec3_distance(vec3 v1, vec3 v2); - CGLM_INLINE float glm_vec3_angle(vec3 v1, vec3 v2); + CGLM_INLINE void glm_vec3_normalize_to(vec3 v, vec3 dest); + CGLM_INLINE float glm_vec3_distance(vec3 a, vec3 b); + CGLM_INLINE float glm_vec3_angle(vec3 a, vec3 b); CGLM_INLINE void glm_vec3_rotate(vec3 v, float angle, vec3 axis); CGLM_INLINE void glm_vec3_rotate_m4(mat4 m, vec3 v, vec3 dest); CGLM_INLINE void glm_vec3_rotate_m3(mat3 m, vec3 v, vec3 dest); CGLM_INLINE void glm_vec3_proj(vec3 a, vec3 b, vec3 dest); - CGLM_INLINE void glm_vec3_center(vec3 v1, vec3 v2, vec3 dest); - CGLM_INLINE float glm_vec3_distance2(vec3 v1, vec3 v2); - CGLM_INLINE void glm_vec3_maxv(vec3 v1, vec3 v2, vec3 dest); - CGLM_INLINE void glm_vec3_minv(vec3 v1, vec3 v2, vec3 dest); + CGLM_INLINE void glm_vec3_center(vec3 a, vec3 b, vec3 dest); + CGLM_INLINE float glm_vec3_distance2(vec3 a, vec3 b); + CGLM_INLINE void glm_vec3_maxv(vec3 a, vec3 b, vec3 dest); + CGLM_INLINE void glm_vec3_minv(vec3 a, vec3 b, vec3 dest); CGLM_INLINE void glm_vec3_ortho(vec3 v, vec3 dest); CGLM_INLINE void glm_vec3_clamp(vec3 v, float minVal, float maxVal); CGLM_INLINE void glm_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest); @@ -72,6 +71,7 @@ glm_vec3_flipsign_to glm_vec3_inv glm_vec3_inv_to + glm_vec3_mulv */ #ifndef cglm_vec3_h @@ -88,6 +88,7 @@ #define glm_vec3_flipsign_to(v, dest) glm_vec3_negate_to(v, dest) #define glm_vec3_inv(v) glm_vec3_negate(v) #define glm_vec3_inv_to(v, dest) glm_vec3_negate_to(v, dest) +#define glm_vec3_mulv(a, b, d) glm_vec3_mul(a, b, d) #define GLM_VEC3_ONE_INIT {1.0f, 1.0f, 1.0f} #define GLM_VEC3_ZERO_INIT {0.0f, 0.0f, 0.0f} @@ -199,14 +200,14 @@ glm_vec3_norm2(vec3 v) { /*! * @brief norm (magnitude) of vec3 * - * @param[in] vec vector + * @param[in] v vector * * @return norm */ CGLM_INLINE float -glm_vec3_norm(vec3 vec) { - return sqrtf(glm_vec3_norm2(vec)); +glm_vec3_norm(vec3 v) { + return sqrtf(glm_vec3_norm2(v)); } /*! @@ -240,7 +241,7 @@ glm_vec3_adds(vec3 v, float s, vec3 dest) { } /*! - * @brief subtract v2 vector from v1 vector store result in dest + * @brief subtract b vector from a vector store result in dest * * @param[in] a vector1 * @param[in] b vector2 @@ -272,16 +273,16 @@ glm_vec3_subs(vec3 v, float s, vec3 dest) { /*! * @brief multiply two vector (component-wise multiplication) * - * @param a v1 - * @param b v2 - * @param d v3 = (a[0] * b[0], a[1] * b[1], a[2] * b[2]) + * @param a vector1 + * @param b vector2 + * @param dest v3 = (a[0] * b[0], a[1] * b[1], a[2] * b[2]) */ CGLM_INLINE void -glm_vec3_mul(vec3 a, vec3 b, vec3 d) { - d[0] = a[0] * b[0]; - d[1] = a[1] * b[1]; - d[2] = a[2] * b[2]; +glm_vec3_mul(vec3 a, vec3 b, vec3 dest) { + dest[0] = a[0] * b[0]; + dest[1] = a[1] * b[1]; + dest[2] = a[2] * b[2]; } /*! @@ -466,40 +467,40 @@ glm_vec3_normalize(vec3 v) { /*! * @brief normalize vec3 to dest * - * @param[in] vec source + * @param[in] v source * @param[out] dest destination */ CGLM_INLINE void -glm_vec3_normalize_to(vec3 vec, vec3 dest) { +glm_vec3_normalize_to(vec3 v, vec3 dest) { float norm; - norm = glm_vec3_norm(vec); + norm = glm_vec3_norm(v); if (norm == 0.0f) { glm_vec3_zero(dest); return; } - glm_vec3_scale(vec, 1.0f / norm, dest); + glm_vec3_scale(v, 1.0f / norm, dest); } /*! * @brief angle betwen two vector * - * @param[in] v1 vector1 - * @param[in] v2 vector2 + * @param[in] a vector1 + * @param[in] b vector2 * * @return angle as radians */ CGLM_INLINE float -glm_vec3_angle(vec3 v1, vec3 v2) { +glm_vec3_angle(vec3 a, vec3 b) { float norm, dot; /* maybe compiler generate approximation instruction (rcp) */ - norm = 1.0f / (glm_vec3_norm(v1) * glm_vec3_norm(v2)); - dot = glm_vec3_dot(v1, v2) * norm; + norm = 1.0f / (glm_vec3_norm(a) * glm_vec3_norm(b)); + dot = glm_vec3_dot(a, b) * norm; if (dot > 1.0f) return 0.0f; @@ -600,8 +601,8 @@ glm_vec3_rotate_m3(mat3 m, vec3 v, vec3 dest) { /*! * @brief project a vector onto b vector * - * @param[in] a vector1 - * @param[in] b vector2 + * @param[in] a vector1 + * @param[in] b vector2 * @param[out] dest projected vector */ CGLM_INLINE @@ -615,73 +616,73 @@ glm_vec3_proj(vec3 a, vec3 b, vec3 dest) { /** * @brief find center point of two vector * - * @param[in] v1 vector1 - * @param[in] v2 vector2 + * @param[in] a vector1 + * @param[in] b vector2 * @param[out] dest center point */ CGLM_INLINE void -glm_vec3_center(vec3 v1, vec3 v2, vec3 dest) { - glm_vec3_add(v1, v2, dest); +glm_vec3_center(vec3 a, vec3 b, vec3 dest) { + glm_vec3_add(a, b, dest); glm_vec3_scale(dest, 0.5f, dest); } /** * @brief squared distance between two vectors * - * @param[in] v1 vector1 - * @param[in] v2 vector2 + * @param[in] a vector1 + * @param[in] b vector2 * @return returns squared distance (distance * distance) */ CGLM_INLINE float -glm_vec3_distance2(vec3 v1, vec3 v2) { - return glm_pow2(v2[0] - v1[0]) - + glm_pow2(v2[1] - v1[1]) - + glm_pow2(v2[2] - v1[2]); +glm_vec3_distance2(vec3 a, vec3 b) { + return glm_pow2(b[0] - a[0]) + + glm_pow2(b[1] - a[1]) + + glm_pow2(b[2] - a[2]); } /** * @brief distance between two vectors * - * @param[in] v1 vector1 - * @param[in] v2 vector2 + * @param[in] a vector1 + * @param[in] b vector2 * @return returns distance */ CGLM_INLINE float -glm_vec3_distance(vec3 v1, vec3 v2) { - return sqrtf(glm_vec3_distance2(v1, v2)); +glm_vec3_distance(vec3 a, vec3 b) { + return sqrtf(glm_vec3_distance2(a, b)); } /*! * @brief max values of vectors * - * @param[in] v1 vector1 - * @param[in] v2 vector2 + * @param[in] a vector1 + * @param[in] b vector2 * @param[out] dest destination */ CGLM_INLINE void -glm_vec3_maxv(vec3 v1, vec3 v2, vec3 dest) { - dest[0] = glm_max(v1[0], v2[0]); - dest[1] = glm_max(v1[1], v2[1]); - dest[2] = glm_max(v1[2], v2[2]); +glm_vec3_maxv(vec3 a, vec3 b, vec3 dest) { + dest[0] = glm_max(a[0], b[0]); + dest[1] = glm_max(a[1], b[1]); + dest[2] = glm_max(a[2], b[2]); } /*! * @brief min values of vectors * - * @param[in] v1 vector1 - * @param[in] v2 vector2 + * @param[in] a vector1 + * @param[in] b vector2 * @param[out] dest destination */ CGLM_INLINE void -glm_vec3_minv(vec3 v1, vec3 v2, vec3 dest) { - dest[0] = glm_min(v1[0], v2[0]); - dest[1] = glm_min(v1[1], v2[1]); - dest[2] = glm_min(v1[2], v2[2]); +glm_vec3_minv(vec3 a, vec3 b, vec3 dest) { + dest[0] = glm_min(a[0], b[0]); + dest[1] = glm_min(a[1], b[1]); + dest[2] = glm_min(a[2], b[2]); } /*! diff --git a/include/cglm/vec4-ext.h b/include/cglm/vec4-ext.h index 3e41c30..07821ac 100644 --- a/include/cglm/vec4-ext.h +++ b/include/cglm/vec4-ext.h @@ -11,13 +11,12 @@ /* Functions: - CGLM_INLINE void glm_vec4_mulv(vec4 a, vec4 b, vec4 d); CGLM_INLINE void glm_vec4_broadcast(float val, vec4 d); CGLM_INLINE bool glm_vec4_eq(vec4 v, float val); CGLM_INLINE bool glm_vec4_eq_eps(vec4 v, float val); CGLM_INLINE bool glm_vec4_eq_all(vec4 v); - CGLM_INLINE bool glm_vec4_eqv(vec4 v1, vec4 v2); - CGLM_INLINE bool glm_vec4_eqv_eps(vec4 v1, vec4 v2); + CGLM_INLINE bool glm_vec4_eqv(vec4 a, vec4 b); + CGLM_INLINE bool glm_vec4_eqv_eps(vec4 a, vec4 b); CGLM_INLINE float glm_vec4_max(vec4 v); CGLM_INLINE float glm_vec4_min(vec4 v); CGLM_INLINE bool glm_vec4_isnan(vec4 v); @@ -36,26 +35,6 @@ #include #include -/*! - * @brief DEPRECATED! use glm_vec4_mul - * - * @param a v1 - * @param b v2 - * @param d v3 = (v1[0] * v2[0], v1[1] * v2[1], v1[2] * v2[2], v1[3] * v2[3]) - */ -CGLM_INLINE -void -glm_vec4_mulv(vec4 a, vec4 b, vec4 d) { -#if defined( __SSE__ ) || defined( __SSE2__ ) - glmm_store(d, _mm_mul_ps(glmm_load(a), glmm_load(b))); -#else - d[0] = a[0] * b[0]; - d[1] = a[1] * b[1]; - d[2] = a[2] * b[2]; - d[3] = a[3] * b[3]; -#endif -} - /*! * @brief fill a vector with specified value * @@ -118,31 +97,31 @@ glm_vec4_eq_all(vec4 v) { /*! * @brief check if vector is equal to another (without epsilon) * - * @param v1 vector - * @param v2 vector + * @param a vector + * @param b vector */ CGLM_INLINE bool -glm_vec4_eqv(vec4 v1, vec4 v2) { - return v1[0] == v2[0] - && v1[1] == v2[1] - && v1[2] == v2[2] - && v1[3] == v2[3]; +glm_vec4_eqv(vec4 a, vec4 b) { + return a[0] == b[0] + && a[1] == b[1] + && a[2] == b[2] + && a[3] == b[3]; } /*! * @brief check if vector is equal to another (with epsilon) * - * @param v1 vector - * @param v2 vector + * @param a vector + * @param b vector */ CGLM_INLINE bool -glm_vec4_eqv_eps(vec4 v1, vec4 v2) { - return fabsf(v1[0] - v2[0]) <= FLT_EPSILON - && fabsf(v1[1] - v2[1]) <= FLT_EPSILON - && fabsf(v1[2] - v2[2]) <= FLT_EPSILON - && fabsf(v1[3] - v2[3]) <= FLT_EPSILON; +glm_vec4_eqv_eps(vec4 a, vec4 b) { + return fabsf(a[0] - b[0]) <= FLT_EPSILON + && fabsf(a[1] - b[1]) <= FLT_EPSILON + && fabsf(a[2] - b[2]) <= FLT_EPSILON + && fabsf(a[3] - b[3]) <= FLT_EPSILON; } /*! diff --git a/include/cglm/vec4.h b/include/cglm/vec4.h index b170530..2e3f6cf 100644 --- a/include/cglm/vec4.h +++ b/include/cglm/vec4.h @@ -7,8 +7,6 @@ /* Macros: - glm_vec4_dup3(v, dest) - glm_vec4_dup(v, dest) GLM_VEC4_ONE_INIT GLM_VEC4_BLACK_INIT GLM_VEC4_ZERO_INIT @@ -23,7 +21,7 @@ CGLM_INLINE void glm_vec4_ucopy(vec4 v, vec4 dest); CGLM_INLINE float glm_vec4_dot(vec4 a, vec4 b); CGLM_INLINE float glm_vec4_norm2(vec4 v); - CGLM_INLINE float glm_vec4_norm(vec4 vec); + CGLM_INLINE float glm_vec4_norm(vec4 v); CGLM_INLINE void glm_vec4_add(vec4 a, vec4 b, vec4 dest); CGLM_INLINE void glm_vec4_adds(vec4 v, float s, vec4 dest); CGLM_INLINE void glm_vec4_sub(vec4 a, vec4 b, vec4 dest); @@ -41,9 +39,9 @@ CGLM_INLINE void glm_vec4_inv_to(vec4 v, vec4 dest); CGLM_INLINE void glm_vec4_normalize(vec4 v); CGLM_INLINE void glm_vec4_normalize_to(vec4 vec, vec4 dest); - CGLM_INLINE float glm_vec4_distance(vec4 v1, vec4 v2); - CGLM_INLINE void glm_vec4_maxv(vec4 v1, vec4 v2, vec4 dest); - CGLM_INLINE void glm_vec4_minv(vec4 v1, vec4 v2, vec4 dest); + CGLM_INLINE float glm_vec4_distance(vec4 a, vec4 b); + CGLM_INLINE void glm_vec4_maxv(vec4 a, vec4 b, vec4 dest); + CGLM_INLINE void glm_vec4_minv(vec4 a, vec4 b, vec4 dest); CGLM_INLINE void glm_vec4_clamp(vec4 v, float minVal, float maxVal); CGLM_INLINE void glm_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest) @@ -54,6 +52,7 @@ glm_vec4_flipsign_to glm_vec4_inv glm_vec4_inv_to + glm_vec4_mulv */ #ifndef cglm_vec4_h @@ -70,6 +69,7 @@ #define glm_vec4_flipsign_to(v, dest) glm_vec4_negate_to(v, dest) #define glm_vec4_inv(v) glm_vec4_negate(v) #define glm_vec4_inv_to(v, dest) glm_vec4_negate_to(v, dest) +#define glm_vec4_mulv(a, b, d) glm_vec4_mul(a, b, d) #define GLM_VEC4_ONE_INIT {1.0f, 1.0f, 1.0f, 1.0f} #define GLM_VEC4_BLACK_INIT {0.0f, 0.0f, 0.0f, 1.0f} @@ -230,24 +230,24 @@ glm_vec4_norm2(vec4 v) { /*! * @brief norm (magnitude) of vec4 * - * @param[in] vec vector + * @param[in] v vector * * @return norm */ CGLM_INLINE float -glm_vec4_norm(vec4 vec) { +glm_vec4_norm(vec4 v) { #if defined( __SSE__ ) || defined( __SSE2__ ) __m128 x0; - x0 = glmm_load(vec); + x0 = glmm_load(v); return _mm_cvtss_f32(_mm_sqrt_ss(glmm_dot(x0, x0))); #else - return sqrtf(glm_vec4_norm2(vec)); + return sqrtf(glm_vec4_norm2(v)); #endif } /*! - * @brief add v2 vector to v1 vector store result in dest + * @brief add b vector to a vector store result in dest * * @param[in] a vector1 * @param[in] b vector2 @@ -287,7 +287,7 @@ glm_vec4_adds(vec4 v, float s, vec4 dest) { } /*! - * @brief subtract b vector from a vector store result in dest (d = v1 - v2) + * @brief subtract b vector from a vector store result in dest (d = a - b) * * @param[in] a vector1 * @param[in] b vector2 @@ -329,20 +329,20 @@ glm_vec4_subs(vec4 v, float s, vec4 dest) { /*! * @brief multiply two vector (component-wise multiplication) * - * @param a v1 - * @param b v2 - * @param d v3 = (a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3]) + * @param a vector1 + * @param b vector2 + * @param d dest = (a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3]) */ CGLM_INLINE void -glm_vec4_mul(vec4 a, vec4 b, vec4 d) { +glm_vec4_mul(vec4 a, vec4 b, vec4 dest) { #if defined( __SSE__ ) || defined( __SSE2__ ) - glmm_store(d, _mm_mul_ps(glmm_load(a), glmm_load(b))); + glmm_store(dest, _mm_mul_ps(glmm_load(a), glmm_load(b))); #else - d[0] = a[0] * b[0]; - d[1] = a[1] * b[1]; - d[2] = a[2] * b[2]; - d[3] = a[3] * b[3]; + dest[0] = a[0] * b[0]; + dest[1] = a[1] * b[1]; + dest[2] = a[2] * b[2]; + dest[3] = a[3] * b[3]; #endif } @@ -388,7 +388,7 @@ glm_vec4_scale_as(vec4 v, float s, vec4 dest) { } /*! - * @brief div vector with another component-wise division: d = v1 / v2 + * @brief div vector with another component-wise division: d = a / b * * @param[in] a vector 1 * @param[in] b vector 2 @@ -554,17 +554,17 @@ glm_vec4_negate(vec4 v) { /*! * @brief normalize vec4 to dest * - * @param[in] vec source + * @param[in] v source * @param[out] dest destination */ CGLM_INLINE void -glm_vec4_normalize_to(vec4 vec, vec4 dest) { +glm_vec4_normalize_to(vec4 v, vec4 dest) { #if defined( __SSE__ ) || defined( __SSE2__ ) __m128 xdot, x0; float dot; - x0 = glmm_load(vec); + x0 = glmm_load(v); xdot = glmm_dot(x0, x0); dot = _mm_cvtss_f32(xdot); @@ -577,14 +577,14 @@ glm_vec4_normalize_to(vec4 vec, vec4 dest) { #else float norm; - norm = glm_vec4_norm(vec); + norm = glm_vec4_norm(v); if (norm == 0.0f) { glm_vec4_zero(dest); return; } - glm_vec4_scale(vec, 1.0f / norm, dest); + glm_vec4_scale(v, 1.0f / norm, dest); #endif } @@ -602,56 +602,56 @@ glm_vec4_normalize(vec4 v) { /** * @brief distance between two vectors * - * @param[in] v1 vector1 - * @param[in] v2 vector2 + * @param[in] a vector1 + * @param[in] b vector2 * @return returns distance */ CGLM_INLINE float -glm_vec4_distance(vec4 v1, vec4 v2) { - return sqrtf(glm_pow2(v2[0] - v1[0]) - + glm_pow2(v2[1] - v1[1]) - + glm_pow2(v2[2] - v1[2]) - + glm_pow2(v2[3] - v1[3])); +glm_vec4_distance(vec4 a, vec4 b) { + return sqrtf(glm_pow2(b[0] - a[0]) + + glm_pow2(b[1] - a[1]) + + glm_pow2(b[2] - a[2]) + + glm_pow2(b[3] - a[3])); } /*! * @brief max values of vectors * - * @param[in] v1 vector1 - * @param[in] v2 vector2 + * @param[in] a vector1 + * @param[in] b vector2 * @param[out] dest destination */ CGLM_INLINE void -glm_vec4_maxv(vec4 v1, vec4 v2, vec4 dest) { +glm_vec4_maxv(vec4 a, vec4 b, vec4 dest) { #if defined( __SSE__ ) || defined( __SSE2__ ) - glmm_store(dest, _mm_max_ps(glmm_load(v1), glmm_load(v2))); + glmm_store(dest, _mm_max_ps(glmm_load(a), glmm_load(b))); #else - dest[0] = glm_max(v1[0], v2[0]); - dest[1] = glm_max(v1[1], v2[1]); - dest[2] = glm_max(v1[2], v2[2]); - dest[3] = glm_max(v1[3], v2[3]); + dest[0] = glm_max(a[0], b[0]); + dest[1] = glm_max(a[1], b[1]); + dest[2] = glm_max(a[2], b[2]); + dest[3] = glm_max(a[3], b[3]); #endif } /*! * @brief min values of vectors * - * @param[in] v1 vector1 - * @param[in] v2 vector2 + * @param[in] a vector1 + * @param[in] b vector2 * @param[out] dest destination */ CGLM_INLINE void -glm_vec4_minv(vec4 v1, vec4 v2, vec4 dest) { +glm_vec4_minv(vec4 a, vec4 b, vec4 dest) { #if defined( __SSE__ ) || defined( __SSE2__ ) - glmm_store(dest, _mm_min_ps(glmm_load(v1), glmm_load(v2))); + glmm_store(dest, _mm_min_ps(glmm_load(a), glmm_load(b))); #else - dest[0] = glm_min(v1[0], v2[0]); - dest[1] = glm_min(v1[1], v2[1]); - dest[2] = glm_min(v1[2], v2[2]); - dest[3] = glm_min(v1[3], v2[3]); + dest[0] = glm_min(a[0], b[0]); + dest[1] = glm_min(a[1], b[1]); + dest[2] = glm_min(a[2], b[2]); + dest[3] = glm_min(a[3], b[3]); #endif } diff --git a/src/vec3.c b/src/vec3.c index 9e26cc4..1b6ef3c 100644 --- a/src/vec3.c +++ b/src/vec3.c @@ -46,14 +46,14 @@ glmc_vec3_cross(vec3 a, vec3 b, vec3 d) { CGLM_EXPORT float -glmc_vec3_norm(vec3 vec) { - return glm_vec3_norm(vec); +glmc_vec3_norm(vec3 v) { + return glm_vec3_norm(v); } CGLM_EXPORT void -glmc_vec3_normalize_to(vec3 vec, vec3 dest) { - glm_vec3_normalize_to(vec, dest); +glmc_vec3_normalize_to(vec3 v, vec3 dest) { + glm_vec3_normalize_to(v, dest); } CGLM_EXPORT @@ -64,14 +64,14 @@ glmc_vec3_normalize(vec3 v) { CGLM_EXPORT float -glmc_vec3_norm2(vec3 vec) { - return glm_vec3_norm2(vec); +glmc_vec3_norm2(vec3 v) { + return glm_vec3_norm2(v); } CGLM_EXPORT void -glmc_vec3_add(vec3 v1, vec3 v2, vec3 dest) { - glm_vec3_add(v1, v2, dest); +glmc_vec3_add(vec3 a, vec3 b, vec3 dest) { + glm_vec3_add(a, b, dest); } CGLM_EXPORT @@ -160,8 +160,8 @@ glmc_vec3_negate_to(vec3 v, vec3 dest) { CGLM_EXPORT float -glmc_vec3_angle(vec3 v1, vec3 v2) { - return glm_vec3_angle(v1, v2); +glmc_vec3_angle(vec3 a, vec3 b) { + return glm_vec3_angle(a, b); } CGLM_EXPORT @@ -190,32 +190,32 @@ glmc_vec3_proj(vec3 a, vec3 b, vec3 dest) { CGLM_EXPORT void -glmc_vec3_center(vec3 v1, vec3 v2, vec3 dest) { - glm_vec3_center(v1, v2, dest); +glmc_vec3_center(vec3 a, vec3 b, vec3 dest) { + glm_vec3_center(a, b, dest); } CGLM_EXPORT float -glmc_vec3_distance2(vec3 v1, vec3 v2) { - return glm_vec3_distance2(v1, v2); +glmc_vec3_distance2(vec3 a, vec3 b) { + return glm_vec3_distance2(a, b); } CGLM_EXPORT float -glmc_vec3_distance(vec3 v1, vec3 v2) { - return glm_vec3_distance(v1, v2); +glmc_vec3_distance(vec3 a, vec3 b) { + return glm_vec3_distance(a, b); } CGLM_EXPORT void -glmc_vec3_maxv(vec3 v1, vec3 v2, vec3 dest) { - glm_vec3_minv(v1, v2, dest); +glmc_vec3_maxv(vec3 a, vec3 b, vec3 dest) { + glm_vec3_minv(a, b, dest); } CGLM_EXPORT void -glmc_vec3_minv(vec3 v1, vec3 v2, vec3 dest) { - glm_vec3_maxv(v1, v2, dest); +glmc_vec3_minv(vec3 a, vec3 b, vec3 dest) { + glm_vec3_maxv(a, b, dest); } CGLM_EXPORT @@ -270,14 +270,14 @@ glmc_vec3_eq_all(vec3 v) { CGLM_EXPORT bool -glmc_vec3_eqv(vec3 v1, vec3 v2) { - return glm_vec3_eqv(v1, v2); +glmc_vec3_eqv(vec3 a, vec3 b) { + return glm_vec3_eqv(a, b); } CGLM_EXPORT bool -glmc_vec3_eqv_eps(vec3 v1, vec3 v2) { - return glm_vec3_eqv_eps(v1, v2); +glmc_vec3_eqv_eps(vec3 a, vec3 b) { + return glm_vec3_eqv_eps(a, b); } CGLM_EXPORT diff --git a/src/vec4.c b/src/vec4.c index a559b12..97b0da4 100644 --- a/src/vec4.c +++ b/src/vec4.c @@ -28,8 +28,8 @@ glmc_vec4_one(vec4 v) { CGLM_EXPORT void -glmc_vec4_copy3(vec4 a, vec3 dest) { - glm_vec4_copy3(a, dest); +glmc_vec4_copy3(vec4 v, vec3 dest) { + glm_vec4_copy3(v, dest); } CGLM_EXPORT @@ -52,14 +52,14 @@ glmc_vec4_dot(vec4 a, vec4 b) { CGLM_EXPORT float -glmc_vec4_norm(vec4 vec) { - return glm_vec4_norm(vec); +glmc_vec4_norm(vec4 v) { + return glm_vec4_norm(v); } CGLM_EXPORT void -glmc_vec4_normalize_to(vec4 vec, vec4 dest) { - glm_vec4_normalize_to(vec, dest); +glmc_vec4_normalize_to(vec4 v, vec4 dest) { + glm_vec4_normalize_to(v, dest); } CGLM_EXPORT @@ -70,8 +70,8 @@ glmc_vec4_normalize(vec4 v) { CGLM_EXPORT float -glmc_vec4_norm2(vec4 vec) { - return glm_vec4_norm2(vec); +glmc_vec4_norm2(vec4 v) { + return glm_vec4_norm2(v); } CGLM_EXPORT @@ -166,20 +166,20 @@ glmc_vec4_negate_to(vec4 v, vec4 dest) { CGLM_EXPORT float -glmc_vec4_distance(vec4 v1, vec4 v2) { - return glm_vec4_distance(v1, v2); +glmc_vec4_distance(vec4 a, vec4 b) { + return glm_vec4_distance(a, b); } CGLM_EXPORT void -glmc_vec4_maxv(vec4 v1, vec4 v2, vec4 dest) { - glm_vec4_minv(v1, v2, dest); +glmc_vec4_maxv(vec4 a, vec4 b, vec4 dest) { + glm_vec4_minv(a, b, dest); } CGLM_EXPORT void -glmc_vec4_minv(vec4 v1, vec4 v2, vec4 dest) { - glm_vec4_maxv(v1, v2, dest); +glmc_vec4_minv(vec4 a, vec4 b, vec4 dest) { + glm_vec4_maxv(a, b, dest); } CGLM_EXPORT @@ -228,14 +228,14 @@ glmc_vec4_eq_all(vec4 v) { CGLM_EXPORT bool -glmc_vec4_eqv(vec4 v1, vec4 v2) { - return glm_vec4_eqv(v1, v2); +glmc_vec4_eqv(vec4 a, vec4 b) { + return glm_vec4_eqv(a, b); } CGLM_EXPORT bool -glmc_vec4_eqv_eps(vec4 v1, vec4 v2) { - return glm_vec4_eqv_eps(v1, v2); +glmc_vec4_eqv_eps(vec4 a, vec4 b) { + return glm_vec4_eqv_eps(a, b); } CGLM_EXPORT