vec: rename glm_vec_ to glm_vec3_ (continue)

* add missing functions to vec4
* update docs
This commit is contained in:
Recep Aslantas
2018-11-29 09:07:48 +03:00
parent 0b8c63a90e
commit b4bf8f3537
18 changed files with 214 additions and 221 deletions

View File

@@ -5,14 +5,14 @@ Some functions may exist twice,
once for their namespace and once for global namespace
to make easier to write very common functions
For instance, in general we use :code:`glm_vec_dot` to get dot product
For instance, in general we use :code:`glm_vec3_dot` to get dot product
of two **vec3**. Now we can also do this with :code:`glm_dot`,
same for *_cross* and so on...
The original function stays where it is, the function in global namespace
of same name is just an alias, so there is no call version of those functions.
e.g there is no func like :code:`glmc_dot` because *glm_dot* is just alias for
:code:`glm_vec_dot`
:code:`glm_vec3_dot`
By including **cglm/cglm.h** header you will include all inline version
of functions. Since functions in this header[s] are inline you don't need to

View File

@@ -9,7 +9,7 @@ There are many convenient functions for camera. For instance :c:func:`glm_look`
is just wrapper for :c:func:`glm_lookat`. Sometimes you only have direction
instead of target, so that makes easy to build view matrix using direction.
There is also :c:func:`glm_look_anyup` function which can help build view matrix
without providing UP axis. It uses :c:func:`glm_vec_ortho` to get a UP axis and
without providing UP axis. It uses :c:func:`glm_vec3_ortho` to get a UP axis and
builds view matrix.
You can also *_default* versions of ortho and perspective to build projection

View File

@@ -127,7 +127,7 @@ Functions documentation
.. code-block:: c
for (j = 0; j < 4; j++) {
glm_vec_center(corners[i], corners[i + 4], centerCorners[i]);
glm_vec3_center(corners[i], corners[i + 4], centerCorners[i]);
}
corners[i + 4] is far of corners[i] point.

View File

@@ -62,7 +62,7 @@ Wrong Results:
Again, you may used wrong function.
For instance if you use **glm_normalize()** or **glm_vec_normalize()** for **vec4**,
For instance if you use **glm_normalize()** or **glm_vec3_normalize()** for **vec4**,
it will assume that passed param is **vec3** and will normalize it for **vec3**.
Since you need to **vec4** to be normalized in your case, you will get wrong results.

View File

@@ -14,25 +14,25 @@ Table of contents (click to go):
Functions:
1. :c:func:`glm_vec_mulv`
#. :c:func:`glm_vec_broadcast`
#. :c:func:`glm_vec_eq`
#. :c:func:`glm_vec_eq_eps`
#. :c:func:`glm_vec_eq_all`
#. :c:func:`glm_vec_eqv`
#. :c:func:`glm_vec_eqv_eps`
#. :c:func:`glm_vec_max`
#. :c:func:`glm_vec_min`
#. :c:func:`glm_vec_isnan`
#. :c:func:`glm_vec_isinf`
#. :c:func:`glm_vec_isvalid`
#. :c:func:`glm_vec_sign`
#. :c:func:`glm_vec_sqrt`
1. :c:func:`glm_vec3_mulv`
#. :c:func:`glm_vec3_broadcast`
#. :c:func:`glm_vec3_eq`
#. :c:func:`glm_vec3_eq_eps`
#. :c:func:`glm_vec3_eq_all`
#. :c:func:`glm_vec3_eqv`
#. :c:func:`glm_vec3_eqv_eps`
#. :c:func:`glm_vec3_max`
#. :c:func:`glm_vec3_min`
#. :c:func:`glm_vec3_isnan`
#. :c:func:`glm_vec3_isinf`
#. :c:func:`glm_vec3_isvalid`
#. :c:func:`glm_vec3_sign`
#. :c:func:`glm_vec3_sqrt`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
.. c:function:: void glm_vec_mulv(vec3 a, vec3 b, vec3 d)
.. c:function:: void glm_vec3_mulv(vec3 a, vec3 b, vec3 d)
multiplies individual items
@@ -41,7 +41,7 @@ Functions documentation
| *[in]* **b** vec2
| *[out]* **d** destination (v1[0] * v2[0], v1[1] * v2[1], v1[2] * v2[2])
.. c:function:: void glm_vec_broadcast(float val, vec3 d)
.. c:function:: void glm_vec3_broadcast(float val, vec3 d)
fill a vector with specified value
@@ -49,7 +49,7 @@ Functions documentation
| *[in]* **val** value
| *[out]* **dest** destination
.. c:function:: bool glm_vec_eq(vec3 v, float val)
.. c:function:: bool glm_vec3_eq(vec3 v, float val)
check if vector is equal to value (without epsilon)
@@ -57,7 +57,7 @@ Functions documentation
| *[in]* **v** vector
| *[in]* **val** value
.. c:function:: bool glm_vec_eq_eps(vec3 v, float val)
.. c:function:: bool glm_vec3_eq_eps(vec3 v, float val)
check if vector is equal to value (with epsilon)
@@ -65,14 +65,14 @@ Functions documentation
| *[in]* **v** vector
| *[in]* **val** value
.. c:function:: bool glm_vec_eq_all(vec3 v)
.. c:function:: bool glm_vec3_eq_all(vec3 v)
check if vectors members are equal (without epsilon)
Parameters:
| *[in]* **v** vector
.. c:function:: bool glm_vec_eqv(vec3 v1, vec3 v2)
.. c:function:: bool glm_vec3_eqv(vec3 v1, vec3 v2)
check if vector is equal to another (without epsilon) vector
@@ -80,7 +80,7 @@ Functions documentation
| *[in]* **vec** vector 1
| *[in]* **vec** vector 2
.. c:function:: bool glm_vec_eqv_eps(vec3 v1, vec3 v2)
.. c:function:: bool glm_vec3_eqv_eps(vec3 v1, vec3 v2)
check if vector is equal to another (with epsilon)
@@ -88,21 +88,21 @@ Functions documentation
| *[in]* **v1** vector1
| *[in]* **v2** vector2
.. c:function:: float glm_vec_max(vec3 v)
.. c:function:: float glm_vec3_max(vec3 v)
max value of vector
Parameters:
| *[in]* **v** vector
.. c:function:: float glm_vec_min(vec3 v)
.. c:function:: float glm_vec3_min(vec3 v)
min value of vector
Parameters:
| *[in]* **v** vector
.. c:function:: bool glm_vec_isnan(vec3 v)
.. c:function:: bool glm_vec3_isnan(vec3 v)
| check if one of items is NaN (not a number)
| you should only use this in DEBUG mode or very critical asserts
@@ -110,7 +110,7 @@ Functions documentation
Parameters:
| *[in]* **v** vector
.. c:function:: bool glm_vec_isinf(vec3 v)
.. c:function:: bool glm_vec3_isinf(vec3 v)
| check if one of items is INFINITY
| you should only use this in DEBUG mode or very critical asserts
@@ -118,7 +118,7 @@ Functions documentation
Parameters:
| *[in]* **v** vector
.. c:function:: bool glm_vec_isvalid(vec3 v)
.. c:function:: bool glm_vec3_isvalid(vec3 v)
| check if all items are valid number
| you should only use this in DEBUG mode or very critical asserts
@@ -126,7 +126,7 @@ Functions documentation
Parameters:
| *[in]* **v** vector
.. c:function:: void glm_vec_sign(vec3 v, vec3 dest)
.. c:function:: void glm_vec3_sign(vec3 v, vec3 dest)
get sign of 32 bit float as +1, -1, 0
@@ -134,7 +134,7 @@ Functions documentation
| *[in]* **v** vector
| *[out]* **dest** sign vector (only keeps signs as -1, 0, -1)
.. c:function:: void glm_vec_sqrt(vec3 v, vec3 dest)
.. c:function:: void glm_vec3_sqrt(vec3 v, vec3 dest)
square root of each vector item

View File

@@ -5,9 +5,14 @@ vec3
Header: cglm/vec3.h
**Important:** *cglm* was used **glm_vec_** namespace for vec3 functions until
**v0.5.0**, since **v0.5.0** cglm uses **glm_vec3_** namespace for vec3.
Also `glm_vec3_flipsign` has been renamed to `glm_vec3_negate`
We mostly use vectors in graphics math, to make writing code faster
and easy to read, some *vec3* functions are aliased in global namespace.
For instance :c:func:`glm_dot` is alias of :c:func:`glm_vec_dot`,
For instance :c:func:`glm_dot` is alias of :c:func:`glm_vec3_dot`,
alias means inline wrapper here. There is no call verison of alias functions
There are also functions for rotating *vec3* vector. **_m4**, **_m3** prefixes
@@ -18,7 +23,7 @@ Table of contents (click to go):
Macros:
1. glm_vec_dup(v, dest)
1. glm_vec3_dup(v, dest)
#. GLM_VEC3_ONE_INIT
#. GLM_VEC3_ZERO_INIT
#. GLM_VEC3_ONE
@@ -30,47 +35,47 @@ Macros:
Functions:
1. :c:func:`glm_vec3`
#. :c:func:`glm_vec_copy`
#. :c:func:`glm_vec_zero`
#. :c:func:`glm_vec_one`
#. :c:func:`glm_vec_dot`
#. :c:func:`glm_vec_cross`
#. :c:func:`glm_vec_norm2`
#. :c:func:`glm_vec_norm`
#. :c:func:`glm_vec_add`
#. :c:func:`glm_vec_adds`
#. :c:func:`glm_vec_sub`
#. :c:func:`glm_vec_subs`
#. :c:func:`glm_vec_mul`
#. :c:func:`glm_vec_scale`
#. :c:func:`glm_vec_scale_as`
#. :c:func:`glm_vec_div`
#. :c:func:`glm_vec_divs`
#. :c:func:`glm_vec_addadd`
#. :c:func:`glm_vec_subadd`
#. :c:func:`glm_vec_muladd`
#. :c:func:`glm_vec_muladds`
#. :c:func:`glm_vec_flipsign`
#. :c:func:`glm_vec_flipsign_to`
#. :c:func:`glm_vec_negate`
#. :c:func:`glm_vec_negate_to`
#. :c:func:`glm_vec_inv`
#. :c:func:`glm_vec_inv_to`
#. :c:func:`glm_vec_normalize`
#. :c:func:`glm_vec_normalize_to`
#. :c:func:`glm_vec_distance2`
#. :c:func:`glm_vec_distance`
#. :c:func:`glm_vec_angle`
#. :c:func:`glm_vec_rotate`
#. :c:func:`glm_vec_rotate_m4`
#. :c:func:`glm_vec_rotate_m3`
#. :c:func:`glm_vec_proj`
#. :c:func:`glm_vec_center`
#. :c:func:`glm_vec_maxv`
#. :c:func:`glm_vec_minv`
#. :c:func:`glm_vec_ortho`
#. :c:func:`glm_vec_clamp`
#. :c:func:`glm_vec_lerp`
#. :c:func:`glm_vec3_copy`
#. :c:func:`glm_vec3_zero`
#. :c:func:`glm_vec3_one`
#. :c:func:`glm_vec3_dot`
#. :c:func:`glm_vec3_cross`
#. :c:func:`glm_vec3_norm2`
#. :c:func:`glm_vec3_norm`
#. :c:func:`glm_vec3_add`
#. :c:func:`glm_vec3_adds`
#. :c:func:`glm_vec3_sub`
#. :c:func:`glm_vec3_subs`
#. :c:func:`glm_vec3_mul`
#. :c:func:`glm_vec3_scale`
#. :c:func:`glm_vec3_scale_as`
#. :c:func:`glm_vec3_div`
#. :c:func:`glm_vec3_divs`
#. :c:func:`glm_vec3_addadd`
#. :c:func:`glm_vec3_subadd`
#. :c:func:`glm_vec3_muladd`
#. :c:func:`glm_vec3_muladds`
#. :c:func:`glm_vec3_flipsign`
#. :c:func:`glm_vec3_flipsign_to`
#. :c:func:`glm_vec3_negate`
#. :c:func:`glm_vec3_negate_to`
#. :c:func:`glm_vec3_inv`
#. :c:func:`glm_vec3_inv_to`
#. :c:func:`glm_vec3_normalize`
#. :c:func:`glm_vec3_normalize_to`
#. :c:func:`glm_vec3_distance2`
#. :c:func:`glm_vec3_distance`
#. :c:func:`glm_vec3_angle`
#. :c:func:`glm_vec3_rotate`
#. :c:func:`glm_vec3_rotate_m4`
#. :c:func:`glm_vec3_rotate_m3`
#. :c:func:`glm_vec3_proj`
#. :c:func:`glm_vec3_center`
#. :c:func:`glm_vec3_maxv`
#. :c:func:`glm_vec3_minv`
#. :c:func:`glm_vec3_ortho`
#. :c:func:`glm_vec3_clamp`
#. :c:func:`glm_vec3_lerp`
Functions documentation
~~~~~~~~~~~~~~~~~~~~~~~
@@ -83,7 +88,7 @@ Functions documentation
| *[in]* **v4** vector4
| *[out]* **dest** destination
.. c:function:: void glm_vec_copy(vec3 a, vec3 dest)
.. c:function:: void glm_vec3_copy(vec3 a, vec3 dest)
copy all members of [a] to [dest]
@@ -91,21 +96,21 @@ Functions documentation
| *[in]* **a** source
| *[out]* **dest** destination
.. c:function:: void glm_vec_zero(vec3 v)
.. c:function:: void glm_vec3_zero(vec3 v)
makes all members 0.0f (zero)
Parameters:
| *[in, out]* **v** vector
.. c:function:: void glm_vec_one(vec3 v)
.. c:function:: void glm_vec3_one(vec3 v)
makes all members 1.0f (one)
Parameters:
| *[in, out]* **v** vector
.. c:function:: float glm_vec_dot(vec3 a, vec3 b)
.. c:function:: float glm_vec3_dot(vec3 a, vec3 b)
dot product of vec3
@@ -116,7 +121,7 @@ Functions documentation
Returns:
dot product
.. c:function:: void glm_vec_cross(vec3 a, vec3 b, vec3 d)
.. c:function:: void glm_vec3_cross(vec3 a, vec3 b, vec3 d)
cross product
@@ -125,7 +130,7 @@ Functions documentation
| *[in]* **b** source 2
| *[out]* **d** destination
.. c:function:: float glm_vec_norm2(vec3 v)
.. c:function:: float glm_vec3_norm2(vec3 v)
norm * norm (magnitude) of vector
@@ -139,14 +144,14 @@ Functions documentation
Returns:
square of norm / magnitude
.. c:function:: float glm_vec_norm(vec3 vec)
.. c:function:: float glm_vec3_norm(vec3 vec)
norm (magnitude) of vec3
Parameters:
| *[in]* **vec** vector
.. c:function:: void glm_vec_add(vec3 a, vec3 b, vec3 dest)
.. c:function:: void glm_vec3_add(vec3 a, vec3 b, vec3 dest)
add a vector to b vector store result in dest
@@ -155,7 +160,7 @@ Functions documentation
| *[in]* **b** vector2
| *[out]* **dest** destination vector
.. c:function:: void glm_vec_adds(vec3 a, float s, vec3 dest)
.. c:function:: void glm_vec3_adds(vec3 a, float s, vec3 dest)
add scalar to v vector store result in dest (d = v + vec(s))
@@ -164,7 +169,7 @@ Functions documentation
| *[in]* **s** scalar
| *[out]* **dest** destination vector
.. c:function:: void glm_vec_sub(vec3 v1, vec3 v2, vec3 dest)
.. c:function:: void glm_vec3_sub(vec3 v1, vec3 v2, vec3 dest)
subtract b vector from a vector store result in dest (d = v1 - v2)
@@ -173,7 +178,7 @@ Functions documentation
| *[in]* **b** vector2
| *[out]* **dest** destination vector
.. c:function:: void glm_vec_subs(vec3 v, float s, vec3 dest)
.. c:function:: void glm_vec3_subs(vec3 v, float s, vec3 dest)
subtract scalar from v vector store result in dest (d = v - vec(s))
@@ -182,7 +187,7 @@ Functions documentation
| *[in]* **s** scalar
| *[out]* **dest** destination vector
.. c:function:: void glm_vec_mul(vec3 a, vec3 b, vec3 d)
.. c:function:: void glm_vec3_mul(vec3 a, vec3 b, vec3 d)
multiply two vector (component-wise multiplication)
@@ -191,7 +196,7 @@ Functions documentation
| *[in]* **b** scalar
| *[out]* **d** result = (a[0] * b[0], a[1] * b[1], a[2] * b[2])
.. c:function:: void glm_vec_scale(vec3 v, float s, vec3 dest)
.. c:function:: void glm_vec3_scale(vec3 v, float s, vec3 dest)
multiply/scale vec3 vector with scalar: result = v * s
@@ -201,7 +206,7 @@ Functions documentation
| *[in]* **s** scalar
| *[out]* **dest** destination vector
.. c:function:: void glm_vec_scale_as(vec3 v, float s, vec3 dest)
.. c:function:: void glm_vec3_scale_as(vec3 v, float s, vec3 dest)
make vec3 vector scale as specified: result = unit(v) * s
@@ -210,7 +215,7 @@ Functions documentation
| *[in]* **s** scalar
| *[out]* **dest** destination vector
.. c:function:: void glm_vec_div(vec3 a, vec3 b, vec3 dest)
.. c:function:: void glm_vec3_div(vec3 a, vec3 b, vec3 dest)
div vector with another component-wise division: d = a / b
@@ -219,7 +224,7 @@ Functions documentation
| *[in]* **b** vector 2
| *[out]* **dest** result = (a[0] / b[0], a[1] / b[1], a[2] / b[2])
.. c:function:: void glm_vec_divs(vec3 v, float s, vec3 dest)
.. c:function:: void glm_vec3_divs(vec3 v, float s, vec3 dest)
div vector with scalar: d = v / s
@@ -228,7 +233,7 @@ Functions documentation
| *[in]* **s** scalar
| *[out]* **dest** result = (a[0] / s, a[1] / s, a[2] / s])
.. c:function:: void glm_vec_addadd(vec3 a, vec3 b, vec3 dest)
.. c:function:: void glm_vec3_addadd(vec3 a, vec3 b, vec3 dest)
| add two vectors and add result to sum
| it applies += operator so dest must be initialized
@@ -238,7 +243,7 @@ Functions documentation
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a + b)
.. c:function:: void glm_vec_subadd(vec3 a, vec3 b, vec3 dest)
.. c:function:: void glm_vec3_subadd(vec3 a, vec3 b, vec3 dest)
| sub two vectors and add result to sum
| it applies += operator so dest must be initialized
@@ -248,7 +253,7 @@ Functions documentation
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a - b)
.. c:function:: void glm_vec_muladd(vec3 a, vec3 b, vec3 dest)
.. c:function:: void glm_vec3_muladd(vec3 a, vec3 b, vec3 dest)
| mul two vectors and add result to sum
| it applies += operator so dest must be initialized
@@ -258,7 +263,7 @@ Functions documentation
| *[in]* **b** vector 2
| *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec_muladds(vec3 a, float s, vec3 dest)
.. c:function:: void glm_vec3_muladds(vec3 a, float s, vec3 dest)
| mul vector with scalar and add result to sum
| it applies += operator so dest must be initialized
@@ -268,29 +273,33 @@ Functions documentation
| *[in]* **s** scalar
| *[out]* **dest** dest += (a * b)
.. c:function:: void glm_vec_flipsign(vec3 v)
.. c:function:: void glm_vec3_flipsign(vec3 v)
flip sign of all vec3 members
**DEPRACATED!**
use :c:func:`glm_vec3_negate`
Parameters:
| *[in, out]* **v** vector
.. c:function:: void glm_vec_flipsign_to(vec3 v, vec3 dest)
.. c:function:: void glm_vec3_flipsign_to(vec3 v, vec3 dest)
flip sign of all vec3 members and store result in dest
**DEPRACATED!**
use :c:func:`glm_vec3_negate_to`
Parameters:
| *[in]* **v** vector
| *[out]* **dest** negated vector
.. c:function:: void glm_vec_negate(vec3 v)
.. c:function:: void glm_vec3_negate(vec3 v)
negate vector components
Parameters:
| *[in, out]* **v** vector
.. c:function:: void glm_vec_negate_to(vec3 v, vec3 dest)
.. c:function:: void glm_vec3_negate_to(vec3 v, vec3 dest)
negate vector components and store result in dest
@@ -298,14 +307,14 @@ Functions documentation
| *[in]* **v** vector
| *[out]* **dest** negated vector
.. c:function:: void glm_vec_inv(vec3 v)
.. c:function:: void glm_vec3_inv(vec3 v)
make vector as inverse/opposite of itself
Parameters:
| *[in, out]* **v** vector
.. c:function:: void glm_vec_inv_to(vec3 v, vec3 dest)
.. c:function:: void glm_vec3_inv_to(vec3 v, vec3 dest)
inverse/opposite vector
@@ -313,14 +322,14 @@ Functions documentation
| *[in]* **v** source
| *[out]* **dest** destination
.. c:function:: void glm_vec_normalize(vec3 v)
.. c:function:: void glm_vec3_normalize(vec3 v)
normalize vec3 and store result in same vec
Parameters:
| *[in, out]* **v** vector
.. c:function:: void glm_vec_normalize_to(vec3 vec, vec3 dest)
.. c:function:: void glm_vec3_normalize_to(vec3 vec, vec3 dest)
normalize vec3 to dest
@@ -328,7 +337,7 @@ Functions documentation
| *[in]* **vec** source
| *[out]* **dest** destination
.. c:function:: float glm_vec_angle(vec3 v1, vec3 v2)
.. c:function:: float glm_vec3_angle(vec3 v1, vec3 v2)
angle betwen two vector
@@ -339,7 +348,7 @@ Functions documentation
Return:
| angle as radians
.. c:function:: void glm_vec_rotate(vec3 v, float angle, vec3 axis)
.. c:function:: void glm_vec3_rotate(vec3 v, float angle, vec3 axis)
rotate vec3 around axis by angle using Rodrigues' rotation formula
@@ -348,7 +357,7 @@ Functions documentation
| *[in]* **axis** axis vector (will be normalized)
| *[out]* **angle** angle (radians)
.. c:function:: void glm_vec_rotate_m4(mat4 m, vec3 v, vec3 dest)
.. c:function:: void glm_vec3_rotate_m4(mat4 m, vec3 v, vec3 dest)
apply rotation matrix to vector
@@ -357,7 +366,7 @@ Functions documentation
| *[in]* **v** vector
| *[out]* **dest** rotated vector
.. c:function:: void glm_vec_rotate_m3(mat3 m, vec3 v, vec3 dest)
.. c:function:: void glm_vec3_rotate_m3(mat3 m, vec3 v, vec3 dest)
apply rotation matrix to vector
@@ -366,7 +375,7 @@ Functions documentation
| *[in]* **v** vector
| *[out]* **dest** rotated vector
.. c:function:: void glm_vec_proj(vec3 a, vec3 b, vec3 dest)
.. c:function:: void glm_vec3_proj(vec3 a, vec3 b, vec3 dest)
project a vector onto b vector
@@ -375,7 +384,7 @@ Functions documentation
| *[in]* **b** vector2
| *[out]* **dest** projected vector
.. c:function:: void glm_vec_center(vec3 v1, vec3 v2, vec3 dest)
.. c:function:: void glm_vec3_center(vec3 v1, vec3 v2, vec3 dest)
find center point of two vector
@@ -384,7 +393,7 @@ Functions documentation
| *[in]* **v2** vector2
| *[out]* **dest** center point
.. c:function:: float glm_vec_distance2(vec3 v1, vec3 v2)
.. c:function:: float glm_vec3_distance2(vec3 v1, vec3 v2)
squared distance between two vectors
@@ -395,7 +404,7 @@ Functions documentation
Returns:
| squared distance (distance * distance)
.. c:function:: float glm_vec_distance(vec3 v1, vec3 v2)
.. c:function:: float glm_vec3_distance(vec3 v1, vec3 v2)
distance between two vectors
@@ -406,7 +415,7 @@ Functions documentation
Returns:
| distance
.. c:function:: void glm_vec_maxv(vec3 v1, vec3 v2, vec3 dest)
.. c:function:: void glm_vec3_maxv(vec3 v1, vec3 v2, vec3 dest)
max values of vectors
@@ -415,7 +424,7 @@ Functions documentation
| *[in]* **v2** vector2
| *[out]* **dest** destination
.. c:function:: void glm_vec_minv(vec3 v1, vec3 v2, vec3 dest)
.. c:function:: void glm_vec3_minv(vec3 v1, vec3 v2, vec3 dest)
min values of vectors
@@ -424,7 +433,7 @@ Functions documentation
| *[in]* **v2** vector2
| *[out]* **dest** destination
.. c:function:: void glm_vec_ortho(vec3 v, vec3 dest)
.. c:function:: void glm_vec3_ortho(vec3 v, vec3 dest)
possible orthogonal/perpendicular vector
@@ -432,7 +441,7 @@ Functions documentation
| *[in]* **mat** vector
| *[out]* **dest** orthogonal/perpendicular vector
.. c:function:: void glm_vec_clamp(vec3 v, float minVal, float maxVal)
.. c:function:: void glm_vec3_clamp(vec3 v, float minVal, float maxVal)
constrain a value to lie between two further values
@@ -441,7 +450,7 @@ Functions documentation
| *[in]* **minVal** minimum value
| *[in]* **maxVal** maximum value
.. c:function:: void glm_vec_lerp(vec3 from, vec3 to, float t, vec3 dest)
.. c:function:: void glm_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest)
linear interpolation between two vector

View File

@@ -44,7 +44,9 @@ Functions:
#. :c:func:`glm_vec4_muladd`
#. :c:func:`glm_vec4_muladds`
#. :c:func:`glm_vec4_flipsign`
#. :c:func:`glm_vec_flipsign_to`
#. :c:func:`glm_vec4_flipsign_to`
#. :c:func:`glm_vec4_negate`
#. :c:func:`glm_vec4_negate_to`
#. :c:func:`glm_vec4_inv`
#. :c:func:`glm_vec4_inv_to`
#. :c:func:`glm_vec4_normalize`
@@ -262,14 +264,33 @@ Functions documentation
.. c:function:: void glm_vec4_flipsign(vec4 v)
flip sign of all vec4 members
**DEPRACATED!**
use :c:func:`glm_vec4_negate`
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
**DEPRACATED!**
use :c:func:`glm_vec4_negate_TO`
Parameters:
| *[in]* **v** vector
| *[out]* **dest** negated vector
.. c:function:: void glm_vec4_negate(vec4 v)
negate vector components
Parameters:
| *[in, out]* **v** vector
.. c:function:: void glm_vec4_negate_to(vec4 v, vec4 dest)
negate vector components and store result in dest
Parameters:
| *[in]* **v** vector