diff --git a/include/cglm/vec2.h b/include/cglm/vec2.h index 06817e4..f18cce9 100644 --- a/include/cglm/vec2.h +++ b/include/cglm/vec2.h @@ -13,6 +13,40 @@ GLM_VEC2_ZERO Functions: + CGLM_INLINE void glm_vec2(float * __restrict v, vec2 dest) + CGLM_INLINE void glm_vec2_copy(vec2 a, vec2 dest) + CGLM_INLINE void glm_vec2_zero(vec2 v) + CGLM_INLINE void glm_vec2_one(vec2 v) + CGLM_INLINE float glm_vec2_dot(vec2 a, vec2 b) + CGLM_INLINE float glm_vec2_cross(vec2 a, vec2 b) + CGLM_INLINE float glm_vec2_norm2(vec2 v) + CGLM_INLINE float glm_vec2_norm(vec2 vec) + CGLM_INLINE void glm_vec2_add(vec2 a, vec2 b, vec2 dest) + CGLM_INLINE void glm_vec2_adds(vec2 v, float s, vec2 dest) + CGLM_INLINE void glm_vec2_sub(vec2 a, vec2 b, vec2 dest) + CGLM_INLINE void glm_vec2_subs(vec2 v, float s, vec2 dest) + CGLM_INLINE void glm_vec2_mul(vec2 a, vec2 b, vec2 d) + CGLM_INLINE void glm_vec2_scale(vec2 v, float s, vec2 dest) + CGLM_INLINE void glm_vec2_scale_as(vec2 v, float s, vec2 dest) + CGLM_INLINE void glm_vec2_div(vec2 a, vec2 b, vec2 dest) + CGLM_INLINE void glm_vec2_divs(vec2 v, float s, vec2 dest) + CGLM_INLINE void glm_vec2_addadd(vec2 a, vec2 b, vec2 dest) + CGLM_INLINE void glm_vec2_subadd(vec2 a, vec2 b, vec2 dest) + CGLM_INLINE void glm_vec2_muladd(vec2 a, vec2 b, vec2 dest) + CGLM_INLINE void glm_vec2_muladds(vec2 a, float s, vec2 dest) + CGLM_INLINE void glm_vec2_maxadd(vec2 a, vec2 b, vec2 dest) + CGLM_INLINE void glm_vec2_minadd(vec2 a, vec2 b, vec2 dest) + CGLM_INLINE void glm_vec2_negate_to(vec2 v, vec2 dest) + CGLM_INLINE void glm_vec2_negate(vec2 v) + CGLM_INLINE void glm_vec2_normalize(vec2 v) + CGLM_INLINE void glm_vec2_normalize_to(vec2 vec, vec2 dest) + CGLM_INLINE void glm_vec2_rotate(vec2 v, float angle, vec2 dest) + CGLM_INLINE float glm_vec2_distance2(vec2 a, vec2 b) + CGLM_INLINE float glm_vec2_distance(vec2 a, vec2 b) + CGLM_INLINE void glm_vec2_maxv(vec2 v1, vec2 v2, vec2 dest) + CGLM_INLINE void glm_vec2_minv(vec2 v1, vec2 v2, vec2 dest) + CGLM_INLINE void glm_vec2_clamp(vec2 v, float minVal, float maxVal) + CGLM_INLINE void glm_vec2_lerp(vec2 from, vec2 to, float t, vec2 dest) */ @@ -432,6 +466,32 @@ glm_vec2_normalize_to(vec2 vec, vec2 dest) { glm_vec2_scale(vec, 1.0f / norm, dest); } +/*! + * @brief rotate vec2 around origin by angle (CCW: counterclockwise) + * + * Formula: + * 𝑥2 = cos(a)𝑥1 − sin(a)𝑦1 + * 𝑦2 = sin(a)𝑥1 + cos(a)𝑦1 + * + * @param[in] v vector to rotate + * @param[in] angle angle by radians + * @param[out] dest destination vector + */ +CGLM_INLINE +void +glm_vec2_rotate(vec2 v, float angle, vec2 dest) { + float c, s, x1, y1; + + c = cosf(angle); + s = sinf(angle); + + x1 = v[0]; + y1 = v[1]; + + dest[0] = c * x1 - s * y1; + dest[1] = s * x1 + c * y1; +} + /** * @brief squared distance between two vectors *