/* * Copyright (c), Recep Aslantas. * * MIT License (MIT), http://opensource.org/licenses/MIT * Full license can be found in the LICENSE file */ #ifndef cglm_vec_h #define cglm_vec_h #include "cglm.h" CGLM_INLINE float glm_vec_dot(vec3 a, vec3 b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; } CGLM_INLINE float glm_vec_dot4(vec4 a, vec4 b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; } CGLM_INLINE void glm_vec_cross(vec3 a, vec3 b, vec3 d) { /* (u2.v3 - u3.v2, u3.v1 - u1.v3, u1.v2 - u2.v1) */ d[0] = a[1] * b[2] - a[2] * b[1]; d[1] = a[2] * b[0] - a[0] * b[2]; d[2] = a[0] * b[1] - a[1] * b[0]; } CGLM_INLINE float glm_vec_norm(vec3 vec) { return sqrt(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2]); } CGLM_INLINE void glm_vec_normalize(vec3 vec, vec3 dest) { float norm; norm = glm_vec_norm(vec); if (norm == 0.0f) { dest[0] = dest[1] = dest[2] = 0.0f; return; } dest[0] = vec[0] / norm; dest[1] = vec[1] / norm; dest[2] = vec[2] / norm; } CGLM_INLINE void glm_vec_normalize_self(vec3 v) { float norm; norm = glm_vec_norm(v); if (norm == 0.0f) { v[0] = v[1] = v[2] = 0.0f; return; } v[0] = v[0] / norm; v[1] = v[1] / norm; v[2] = v[2] / norm; } CGLM_INLINE void glm_vec_sub3(vec3 v1, vec3 v2, vec3 dest) { dest[0] = v1[0] - v2[0]; dest[1] = v1[1] - v2[1]; dest[2] = v1[2] - v2[2]; } #endif /* cglm_vec_h */