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