diff --git a/Makefile.am b/Makefile.am index 8d4246e..371dd29 100644 --- a/Makefile.am +++ b/Makefile.am @@ -107,6 +107,8 @@ cglm_simd_neon_HEADERS = include/cglm/simd/neon/mat4.h cglm_structdir=$(includedir)/cglm/struct cglm_struct_HEADERS = include/cglm/struct/mat4.h \ include/cglm/struct/mat3.h \ + include/cglm/struct/vec2.h \ + include/cglm/struct/vec2-ext.h \ include/cglm/struct/vec3.h \ include/cglm/struct/vec3-ext.h \ include/cglm/struct/vec4.h \ diff --git a/include/cglm/struct.h b/include/cglm/struct.h index 87b47a8..654a1d4 100644 --- a/include/cglm/struct.h +++ b/include/cglm/struct.h @@ -13,6 +13,7 @@ extern "C" { #include "cglm.h" #include "types-struct.h" +#include "struct/vec2.h" #include "struct/vec3.h" #include "struct/vec4.h" #include "struct/mat2.h" diff --git a/include/cglm/struct/vec2-ext.h b/include/cglm/struct/vec2-ext.h new file mode 100644 index 0000000..d77debe --- /dev/null +++ b/include/cglm/struct/vec2-ext.h @@ -0,0 +1,198 @@ +/* + * Copyright (c), Recep Aslantas. + * + * MIT License (MIT), http://opensource.org/licenses/MIT + * Full license can be found in the LICENSE file + */ + +/*! + * @brief SIMD like functions + */ + +/* + Functions: + CGLM_INLINE vec2s glms_vec2_fill(float val) + CGLM_INLINE bool glms_vec2_eq(vec2s v, float val) + CGLM_INLINE bool glms_vec2_eq_eps(vec2s v, float val) + CGLM_INLINE bool glms_vec2_eq_all(vec2s v) + CGLM_INLINE bool glms_vec2_eqv(vec2s a, vec2s b) + CGLM_INLINE bool glms_vec2_eqv_eps(vec2s a, vec2s b) + CGLM_INLINE float glms_vec2_max(vec2s v) + CGLM_INLINE float glms_vec2_min(vec2s v) + CGLM_INLINE bool glms_vec2_isnan(vec2s v) + CGLM_INLINE bool glms_vec2_isinf(vec2s v) + CGLM_INLINE bool glms_vec2_isvalid(vec2s v) + CGLM_INLINE vec2s glms_vec2_sign(vec2s v) + CGLM_INLINE vec2s glms_vec2_sqrt(vec2s v) + */ + +#ifndef cglms_vec2s_ext_h +#define cglms_vec2s_ext_h + +#include "../common.h" +#include "../types-struct.h" +#include "../util.h" +#include "../vec2-ext.h" + +/*! + * @brief fill a vector with specified value + * + * @param[in] val value + * @returns dest + */ +CGLM_INLINE +vec2s +glms_vec2_fill(float val) { + vec2s r; + glm_vec2_fill(r.raw, val); + return r; +} + +/*! + * @brief check if vector is equal to value (without epsilon) + * + * @param[in] v vector + * @param[in] val value + */ +CGLM_INLINE +bool +glms_vec2_eq(vec2s v, float val) { + return glm_vec2_eq(v.raw, val); +} + +/*! + * @brief check if vector is equal to value (with epsilon) + * + * @param[in] v vector + * @param[in] val value + */ +CGLM_INLINE +bool +glms_vec2_eq_eps(vec2s v, float val) { + return glm_vec2_eq_eps(v.raw, val); +} + +/*! + * @brief check if vectors members are equal (without epsilon) + * + * @param[in] v vector + */ +CGLM_INLINE +bool +glms_vec2_eq_all(vec2s v) { + return glm_vec2_eq_all(v.raw); +} + +/*! + * @brief check if vector is equal to another (without epsilon) + * + * @param[in] a vector + * @param[in] b vector + */ +CGLM_INLINE +bool +glms_vec2_eqv(vec2s a, vec2s b) { + return glm_vec2_eqv(a.raw, b.raw); +} + +/*! + * @brief check if vector is equal to another (with epsilon) + * + * @param[in] a vector + * @param[in] b vector + */ +CGLM_INLINE +bool +glms_vec2_eqv_eps(vec2s a, vec2s b) { + return glm_vec2_eqv_eps(a.raw, b.raw); +} + +/*! + * @brief max value of vector + * + * @param[in] v vector + */ +CGLM_INLINE +float +glms_vec2_max(vec2s v) { + return glm_vec2_max(v.raw); +} + +/*! + * @brief min value of vector + * + * @param[in] v vector + */ +CGLM_INLINE +float +glms_vec2_min(vec2s v) { + return glm_vec2_min(v.raw); +} + +/*! + * @brief check if all items are NaN (not a number) + * you should only use this in DEBUG mode or very critical asserts + * + * @param[in] v vector + */ +CGLM_INLINE +bool +glms_vec2_isnan(vec2s v) { + return glm_vec2_isnan(v.raw); +} + +/*! + * @brief check if all items are INFINITY + * you should only use this in DEBUG mode or very critical asserts + * + * @param[in] v vector + */ +CGLM_INLINE +bool +glms_vec2_isinf(vec2s v) { + return glm_vec2_isinf(v.raw); +} + +/*! + * @brief check if all items are valid number + * you should only use this in DEBUG mode or very critical asserts + * + * @param[in] v vector + */ +CGLM_INLINE +bool +glms_vec2_isvalid(vec2s v) { + return glm_vec2_isvalid(v.raw); +} + +/*! + * @brief get sign of 32 bit float as +1, -1, 0 + * + * Important: It returns 0 for zero/NaN input + * + * @param v vector + * @returns sign vector + */ +CGLM_INLINE +vec2s +glms_vec2_sign(vec2s v) { + vec2s r; + glm_vec2_sign(v.raw, r.raw); + return r; +} + +/*! + * @brief square root of each vector item + * + * @param[in] v vector + * @returns destination vector + */ +CGLM_INLINE +vec2s +glms_vec2_sqrt(vec2s v) { + vec2s r; + glm_vec2_sqrt(v.raw, r.raw); + return r; +} + +#endif /* cglms_vec2s_ext_h */ diff --git a/include/cglm/struct/vec2.h b/include/cglm/struct/vec2.h new file mode 100644 index 0000000..e6ea945 --- /dev/null +++ b/include/cglm/struct/vec2.h @@ -0,0 +1,561 @@ +/* + * Copyright (c), Recep Aslantas. + * + * MIT License (MIT), http://opensource.org/licenses/MIT + * Full license can be found in the LICENSE file + */ + +/* + Macros: + GLMS_VEC2_ONE_INIT + GLMS_VEC2_ZERO_INIT + GLMS_VEC2_ONE + GLMS_VEC2_ZERO + + Functions: + CGLM_INLINE vec2s glms_vec2(vec3s v3) + CGLM_INLINE void glms_vec2_pack(vec2s dst[], vec2 src[], size_t len) + CGLM_INLINE void glms_vec2_unpack(vec2 dst[], vec2s src[], size_t len) + CGLM_INLINE vec2s glms_vec2_zero(void) + CGLM_INLINE vec2s glms_vec2_one(void) + CGLM_INLINE float glms_vec2_dot(vec2s a, vec2s b) + CGLM_INLINE float glms_vec2_cross(vec2s a, vec2s b) + CGLM_INLINE float glms_vec2_norm2(vec2s v) + CGLM_INLINE float glms_vec2_norm(vec2s v) + CGLM_INLINE vec2s glms_vec2_add(vec2s a, vec2s b) + CGLM_INLINE vec2s glms_vec2_adds(vec2s a, float s) + CGLM_INLINE vec2s glms_vec2_sub(vec2s a, vec2s b) + CGLM_INLINE vec2s glms_vec2_subs(vec2s a, float s) + CGLM_INLINE vec2s glms_vec2_mul(vec2s a, vec2s b) + CGLM_INLINE vec2s glms_vec2_scale(vec2s v, float s) + CGLM_INLINE vec2s glms_vec2_scale_as(vec2s v, float s) + CGLM_INLINE vec2s glms_vec2_div(vec2s a, vec2s b) + CGLM_INLINE vec2s glms_vec2_divs(vec2s a, float s) + CGLM_INLINE vec2s glms_vec2_addadd(vec2s a, vec2s b, vec2s dest) + CGLM_INLINE vec2s glms_vec2_subadd(vec2s a, vec2s b, vec2s dest) + CGLM_INLINE vec2s glms_vec2_muladd(vec2s a, vec2s b, vec2s dest) + CGLM_INLINE vec2s glms_vec2_muladds(vec2s a, float s, vec2s dest) + CGLM_INLINE vec2s glms_vec2_maxadd(vec2s a, vec2s b, vec2s dest) + CGLM_INLINE vec2s glms_vec2_minadd(vec2s a, vec2s b, vec2s dest) + CGLM_INLINE vec2s glms_vec2_negate(vec2s v) + CGLM_INLINE vec2s glms_vec2_normalize(vec2s v) + CGLM_INLINE vec2s glms_vec2_rotate(vec2s v, float angle, vec2s axis) + CGLM_INLINE float glms_vec2_distance(vec2s a, vec2s b) + CGLM_INLINE float glms_vec2_distance2(vec2s a, vec2s b) + CGLM_INLINE vec2s glms_vec2_maxv(vec2s a, vec2s b) + CGLM_INLINE vec2s glms_vec2_minv(vec2s a, vec2s b) + CGLM_INLINE vec2s glms_vec2_clamp(vec2s v, float minVal, float maxVal) + CGLM_INLINE vec2s glms_vec2_lerp(vec2s from, vec2s to, float t) + */ + +#ifndef cglms_vec2s_h +#define cglms_vec2s_h + +#include "../common.h" +#include "../types-struct.h" +#include "../util.h" +#include "../vec2.h" +#include "vec2-ext.h" + +#define GLMS_VEC2_ONE_INIT {GLM_VEC2_ONE_INIT} +#define GLMS_VEC2_ZERO_INIT {GLM_VEC2_ZERO_INIT} + +#define GLMS_VEC2_ONE ((vec2s)GLMS_VEC2_ONE_INIT) +#define GLMS_VEC2_ZERO ((vec2s)GLMS_VEC2_ZERO_INIT) + +/*! + * @brief init vec2 using vec2 + * + * @param[in] v4 vector3 + * @returns destination + */ +CGLM_INLINE +vec2s +glms_vec2(vec3s v3) { + vec2s r; + glm_vec2(v3.raw, r.raw); + return r; +} + +/*! + * @brief pack an array of vec2 into an array of vec2s + * + * @param[out] dst array of vec2 + * @param[in] src array of vec2s + * @param[in] len number of elements + */ +CGLM_INLINE +void +glms_vec2_pack(vec2s dst[], vec2 src[], size_t len) { + size_t i; + + for (i = 0; i < len; i++) { + glm_vec2_copy(src[i], dst[i].raw); + } +} + +/*! + * @brief unpack an array of vec2s into an array of vec2 + * + * @param[out] dst array of vec2s + * @param[in] src array of vec2 + * @param[in] len number of elements + */ +CGLM_INLINE +void +glms_vec2_unpack(vec2 dst[], vec2s src[], size_t len) { + size_t i; + + for (i = 0; i < len; i++) { + glm_vec2_copy(src[i].raw, dst[i]); + } +} + +/*! + * @brief make vector zero + * + * @returns zero vector + */ +CGLM_INLINE +vec2s +glms_vec2_zero(void) { + vec2s r; + glm_vec2_zero(r.raw); + return r; +} + +/*! + * @brief make vector one + * + * @returns one vector + */ +CGLM_INLINE +vec2s +glms_vec2_one(void) { + vec2s r; + glm_vec2_one(r.raw); + return r; +} + +/*! + * @brief vec2 dot product + * + * @param[in] a vector1 + * @param[in] b vector2 + * + * @return dot product + */ +CGLM_INLINE +float +glms_vec2_dot(vec2s a, vec2s b) { + return glm_vec2_dot(a.raw, b.raw); +} + +/*! + * @brief vec2 cross product + * + * REF: http://allenchou.net/2013/07/cross-product-of-2d-vectors/ + * + * @param[in] a vector1 + * @param[in] b vector2 + * + * @return Z component of cross product + */ +CGLM_INLINE +float +glms_vec2_cross(vec2s a, vec2s b) { + return glm_vec2_cross(a.raw, b.raw); +} + +/*! + * @brief norm * norm (magnitude) of vec + * + * we can use this func instead of calling norm * norm, because it would call + * sqrtf fuction twice but with this func we can avoid func call, maybe this is + * not good name for this func + * + * @param[in] v vector + * + * @return norm * norm + */ +CGLM_INLINE +float +glms_vec2_norm2(vec2s v) { + return glm_vec2_norm2(v.raw); +} + +/*! + * @brief norm (magnitude) of vec2 + * + * @param[in] v vector + * + * @return norm + */ +CGLM_INLINE +float +glms_vec2_norm(vec2s v) { + return glm_vec2_norm(v.raw); +} + +/*! + * @brief add a vector to b vector store result in dest + * + * @param[in] a vector1 + * @param[in] b vector2 + * @returns destination vector + */ +CGLM_INLINE +vec2s +glms_vec2_add(vec2s a, vec2s b) { + vec2s r; + glm_vec2_add(a.raw, b.raw, r.raw); + return r; +} + +/*! + * @brief add scalar to v vector store result in dest (d = v + s) + * + * @param[in] a vector + * @param[in] s scalar + * @returns destination vector + */ +CGLM_INLINE +vec2s +glms_vec2_adds(vec2s a, float s) { + vec2s r; + glm_vec2_adds(a.raw, s, r.raw); + return r; +} + +/*! + * @brief subtract b vector from a vector store result in dest + * + * @param[in] a vector1 + * @param[in] b vector2 + * @returns destination vector + */ +CGLM_INLINE +vec2s +glms_vec2_sub(vec2s a, vec2s b) { + vec2s r; + glm_vec2_sub(a.raw, b.raw, r.raw); + return r; +} + +/*! + * @brief subtract scalar from v vector store result in dest (d = v - s) + * + * @param[in] a vector + * @param[in] s scalar + * @returns destination vector + */ +CGLM_INLINE +vec2s +glms_vec2_subs(vec2s a, float s) { + vec2s r; + glm_vec2_subs(a.raw, s, r.raw); + return r; +} + +/*! + * @brief multiply two vector (component-wise multiplication) + * + * @param a vector1 + * @param b vector2 + * @returns v3 = (a[0] * b[0], a[1] * b[1], a[2] * b[2]) + */ +CGLM_INLINE +vec2s +glms_vec2_mul(vec2s a, vec2s b) { + vec2s r; + glm_vec2_mul(a.raw, b.raw, r.raw); + return r; +} + +/*! + * @brief multiply/scale vec2 vector with scalar: result = v * s + * + * @param[in] v vector + * @param[in] s scalar + * @returns destination vector + */ +CGLM_INLINE +vec2s +glms_vec2_scale(vec2s v, float s) { + vec2s r; + glm_vec2_scale(v.raw, s, r.raw); + return r; +} + +/*! + * @brief make vec2 vector scale as specified: result = unit(v) * s + * + * @param[in] v vector + * @param[in] s scalar + * @returns destination vector + */ +CGLM_INLINE +vec2s +glms_vec2_scale_as(vec2s v, float s) { + vec2s r; + glm_vec2_scale_as(v.raw, s, r.raw); + return r; +} + +/*! + * @brief div vector with another component-wise division: d = a / b + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns result = (a[0]/b[0], a[1]/b[1], a[2]/b[2]) + */ +CGLM_INLINE +vec2s +glms_vec2_div(vec2s a, vec2s b) { + vec2s r; + glm_vec2_div(a.raw, b.raw, r.raw); + return r; +} + +/*! + * @brief div vector with scalar: d = v / s + * + * @param[in] a vector + * @param[in] s scalar + * @returns result = (a[0]/s, a[1]/s, a[2]/s) + */ +CGLM_INLINE +vec2s +glms_vec2_divs(vec2s a, float s) { + vec2s r; + glm_vec2_divs(a.raw, s, r.raw); + return r; +} + +/*! + * @brief add two vectors and add result to sum + * + * it applies += operator so dest must be initialized + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns dest += (a + b) + */ +CGLM_INLINE +vec2s +glms_vec2_addadd(vec2s a, vec2s b, vec2s dest) { + glm_vec2_addadd(a.raw, b.raw, dest.raw); + return dest; +} + +/*! + * @brief sub two vectors and add result to dest + * + * it applies += operator so dest must be initialized + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns dest += (a + b) + */ +CGLM_INLINE +vec2s +glms_vec2_subadd(vec2s a, vec2s b, vec2s dest) { + glm_vec2_subadd(a.raw, b.raw, dest.raw); + return dest; +} + +/*! + * @brief mul two vectors and add result to dest + * + * it applies += operator so dest must be initialized + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns dest += (a * b) + */ +CGLM_INLINE +vec2s +glms_vec2_muladd(vec2s a, vec2s b, vec2s dest) { + glm_vec2_muladd(a.raw, b.raw, dest.raw); + return dest; +} + +/*! + * @brief mul vector with scalar and add result to sum + * + * it applies += operator so dest must be initialized + * + * @param[in] a vector + * @param[in] s scalar + * @returns dest += (a * b) + */ +CGLM_INLINE +vec2s +glms_vec2_muladds(vec2s a, float s, vec2s dest) { + glm_vec2_muladds(a.raw, s, dest.raw); + return dest; +} + +/*! + * @brief add max of two vector to result/dest + * + * it applies += operator so dest must be initialized + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns dest += max(a, b) + */ +CGLM_INLINE +vec2s +glms_vec2_maxadd(vec2s a, vec2s b, vec2s dest) { + glm_vec2_maxadd(a.raw, b.raw, dest.raw); + return dest; +} + +/*! + * @brief add min of two vector to result/dest + * + * it applies += operator so dest must be initialized + * + * @param[in] a vector 1 + * @param[in] b vector 2 + * @returns dest += min(a, b) + */ +CGLM_INLINE +vec2s +glms_vec2_minadd(vec2s a, vec2s b, vec2s dest) { + glm_vec2_minadd(a.raw, b.raw, dest.raw); + return dest; +} + +/*! + * @brief negate vector components + * + * @param[in] v vector + * @returns negated vector + */ +CGLM_INLINE +vec2s +glms_vec2_negate(vec2s v) { + glm_vec2_negate(v.raw); + return v; +} + +/*! + * @brief normalize vec2 and store result in same vec + * + * @param[in] v vector + * @returns normalized vector + */ +CGLM_INLINE +vec2s +glms_vec2_normalize(vec2s v) { + glm_vec2_normalize(v.raw); + return v; +} + +/*! + * @brief rotate vec2 around axis by angle using Rodrigues' rotation formula + * + * @param[in] v vector + * @param[in] axis axis vector (must be unit vector) + * @param[in] angle angle by radians + * @returns rotated vector + */ +CGLM_INLINE +vec2s +glms_vec2_rotate(vec2s v, float angle, vec2s axis) { + glm_vec2_rotate(v.raw, angle, axis.raw); + return v; +} + +/** + * @brief distance between two vectors + * + * @param[in] a vector1 + * @param[in] b vector2 + * @return distance + */ +CGLM_INLINE +float +glms_vec2_distance(vec2s a, vec2s b) { + return glm_vec2_distance(a.raw, b.raw); +} + +/** + * @brief squared distance between two vectors + * + * @param[in] a vector1 + * @param[in] b vector2 + * @return squared distance (distance * distance) + */ +CGLM_INLINE +float +glms_vec2_distance2(vec2s a, vec2s b) { + return glm_vec2_distance2(a.raw, b.raw); +} + +/*! + * @brief max values of vectors + * + * @param[in] a vector1 + * @param[in] b vector2 + * @returns destination + */ +CGLM_INLINE +vec2s +glms_vec2_maxv(vec2s a, vec2s b) { + vec2s r; + glm_vec2_maxv(a.raw, b.raw, r.raw); + return r; +} + +/*! + * @brief min values of vectors + * + * @param[in] a vector1 + * @param[in] b vector2 + * @returns destination + */ +CGLM_INLINE +vec2s +glms_vec2_minv(vec2s a, vec2s b) { + vec2s r; + glm_vec2_minv(a.raw, b.raw, r.raw); + return r; +} + +/*! + * @brief clamp vector's individual members between min and max values + * + * @param[in] v vector + * @param[in] minVal minimum value + * @param[in] maxVal maximum value + * @returns clamped vector + */ +CGLM_INLINE +vec2s +glms_vec2_clamp(vec2s v, float minVal, float maxVal) { + glm_vec2_clamp(v.raw, minVal, maxVal); + return v; +} + +/*! + * @brief linear interpolation between two vectors + * + * formula: from + s * (to - from) + * + * @param[in] from from value + * @param[in] to to value + * @param[in] t interpolant (amount) + * @returns destination + */ +CGLM_INLINE +vec2s +glms_vec2_lerp(vec2s from, vec2s to, float t) { + vec2s r; + glm_vec2_lerp(from.raw, to.raw, t, r.raw); + return r; +} + +#endif /* cglms_vec2s_h */ diff --git a/include/cglm/vec2-ext.h b/include/cglm/vec2-ext.h index 0b05aa4..da5ba65 100644 --- a/include/cglm/vec2-ext.h +++ b/include/cglm/vec2-ext.h @@ -7,7 +7,7 @@ /* Functions: - CGLM_INLINE void glm_vec2_broadcast(float val, vec2 d); + CGLM_INLINE void glm_vec2_fill(vec2 v, float val) CGLM_INLINE bool glm_vec2_eq(vec2 v, float val); CGLM_INLINE bool glm_vec2_eq_eps(vec2 v, float val); CGLM_INLINE bool glm_vec2_eq_all(vec2 v); @@ -31,13 +31,13 @@ /*! * @brief fill a vector with specified value * + * @param[out] v dest * @param[in] val value - * @param[out] d dest */ CGLM_INLINE void -glm_vec2_broadcast(float val, vec2 d) { - d[0] = d[1] = val; +glm_vec2_fill(vec2 v, float val) { + v[0] = v[1] = val; } /*! diff --git a/include/cglm/vec2.h b/include/cglm/vec2.h index 9ad4cdc..73ecea9 100644 --- a/include/cglm/vec2.h +++ b/include/cglm/vec2.h @@ -576,7 +576,7 @@ glm_vec2_lerp(vec2 from, vec2 to, float t, vec2 dest) { vec2 s, v; /* from + s * (to - from) */ - glm_vec2_broadcast(glm_clamp_zo(t), s); + glm_vec2_fill(s, glm_clamp_zo(t)); glm_vec2_sub(to, from, v); glm_vec2_mul(s, v, v); glm_vec2_add(from, v, dest); diff --git a/test/src/test_affine.h b/test/src/test_affine.h index 0487716..2199a43 100644 --- a/test/src/test_affine.h +++ b/test/src/test_affine.h @@ -571,7 +571,7 @@ TEST_IMPL(GLM_PREFIX, decompose_rs) { glm_mat4_mul(m2, r, m2); glm_scale(m2, s1); - ASSERTIFY(test_assert_mat4_eq2(m1, m2, 0.00001)); + ASSERTIFY(test_assert_mat4_eq2(m1, m2, 0.00001f)); TEST_SUCCESS } @@ -607,7 +607,7 @@ TEST_IMPL(GLM_PREFIX, decompose) { glm_mat4_mul(m2, r, m2); glm_scale(m2, s); - ASSERTIFY(test_assert_mat4_eq2(m1, m2, 0.00001)); + ASSERTIFY(test_assert_mat4_eq2(m1, m2, 0.00001f)); glm_mat4_identity(m1); glm_translate(m1, (vec3){56.0f, 13.0f, 90.0f}); @@ -628,7 +628,7 @@ TEST_IMPL(GLM_PREFIX, decompose) { glm_translate(m2, t); glm_mat4_mul(m2, r, m2); glm_scale(m2, s); - ASSERTIFY(test_assert_mat4_eq2(m1, m2, 0.00001)); + ASSERTIFY(test_assert_mat4_eq2(m1, m2, 0.00001f)); TEST_SUCCESS } diff --git a/win/cglm.vcxproj b/win/cglm.vcxproj index 9b7a84b..4f0c332 100644 --- a/win/cglm.vcxproj +++ b/win/cglm.vcxproj @@ -107,6 +107,8 @@ + + diff --git a/win/cglm.vcxproj.filters b/win/cglm.vcxproj.filters index cf5beb2..42f116b 100644 --- a/win/cglm.vcxproj.filters +++ b/win/cglm.vcxproj.filters @@ -340,5 +340,11 @@ include\cglm + + include\cglm\struct + + + include\cglm\struct + \ No newline at end of file