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- /*
- * Copyright (c), Recep Aslantas.
- *
- * MIT License (MIT), http://opensource.org/licenses/MIT
- * Full license can be found in the LICENSE file
- */
- /*
- Macros:
- GLM_VEC2_ONE_INIT
- GLM_VEC2_ZERO_INIT
- GLM_VEC2_ONE
- 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_subsub(vec2 a, vec2 b, vec2 dest)
- CGLM_INLINE void glm_vec2_addsub(vec2 a, vec2 b, vec2 dest)
- CGLM_INLINE void glm_vec2_mulsub(vec2 a, vec2 b, vec2 dest)
- CGLM_INLINE void glm_vec2_mulsubs(vec2 a, float s, vec2 dest)
- CGLM_INLINE void glm_vec2_maxsub(vec2 a, vec2 b, vec2 dest)
- CGLM_INLINE void glm_vec2_minsub(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 void glm_vec2_center(vec2 a, vec2 b, 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_swizzle(vec2 v, int mask, vec2 dest)
- CGLM_INLINE void glm_vec2_lerp(vec2 from, vec2 to, float t, vec2 dest)
- CGLM_INLINE void glm_vec2_step(vec2 edge, vec2 x, vec2 dest)
- CGLM_INLINE void glm_vec2_make(float * restrict src, vec2 dest)
- CGLM_INLINE void glm_vec2_reflect(vec2 v, vec2 n, vec2 dest)
- CGLM_INLINE void glm_vec2_refract(vec2 v, vec2 n, float eta, vec2 dest)
- */
- #ifndef cglm_vec2_h
- #define cglm_vec2_h
- #include "common.h"
- #include "util.h"
- #include "vec2-ext.h"
- #define GLM_VEC2_ONE_INIT {1.0f, 1.0f}
- #define GLM_VEC2_ZERO_INIT {0.0f, 0.0f}
- #define GLM_VEC2_ONE ((vec2)GLM_VEC2_ONE_INIT)
- #define GLM_VEC2_ZERO ((vec2)GLM_VEC2_ZERO_INIT)
- /*!
- * @brief init vec2 using another vector
- *
- * @param[in] v a vector
- * @param[out] dest destination
- */
- CGLM_INLINE
- void
- glm_vec2(float * __restrict v, vec2 dest) {
- dest[0] = v[0];
- dest[1] = v[1];
- }
- /*!
- * @brief copy all members of [a] to [dest]
- *
- * @param[in] a source
- * @param[out] dest destination
- */
- CGLM_INLINE
- void
- glm_vec2_copy(vec2 a, vec2 dest) {
- dest[0] = a[0];
- dest[1] = a[1];
- }
- /*!
- * @brief make vector zero
- *
- * @param[in, out] v vector
- */
- CGLM_INLINE
- void
- glm_vec2_zero(vec2 v) {
- v[0] = v[1] = 0.0f;
- }
- /*!
- * @brief make vector one
- *
- * @param[in, out] v vector
- */
- CGLM_INLINE
- void
- glm_vec2_one(vec2 v) {
- v[0] = v[1] = 1.0f;
- }
- /*!
- * @brief vec2 dot product
- *
- * @param[in] a vector1
- * @param[in] b vector2
- *
- * @return dot product
- */
- CGLM_INLINE
- float
- glm_vec2_dot(vec2 a, vec2 b) {
- return a[0] * b[0] + a[1] * b[1];
- }
- /*!
- * @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
- glm_vec2_cross(vec2 a, vec2 b) {
- /* just calculate the z-component */
- return a[0] * b[1] - a[1] * b[0];
- }
- /*!
- * @brief norm * norm (magnitude) of vec
- *
- * we can use this func instead of calling norm * norm, because it would call
- * sqrtf function 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
- glm_vec2_norm2(vec2 v) {
- return glm_vec2_dot(v, v);
- }
- /*!
- * @brief norm (magnitude) of vec2
- *
- * @param[in] vec vector
- *
- * @return norm
- */
- CGLM_INLINE
- float
- glm_vec2_norm(vec2 vec) {
- return sqrtf(glm_vec2_norm2(vec));
- }
- /*!
- * @brief add a vector to b vector store result in dest
- *
- * @param[in] a vector1
- * @param[in] b vector2
- * @param[out] dest destination vector
- */
- CGLM_INLINE
- void
- glm_vec2_add(vec2 a, vec2 b, vec2 dest) {
- dest[0] = a[0] + b[0];
- dest[1] = a[1] + b[1];
- }
- /*!
- * @brief add scalar to v vector store result in dest (d = v + s)
- *
- * @param[in] v vector
- * @param[in] s scalar
- * @param[out] dest destination vector
- */
- CGLM_INLINE
- void
- glm_vec2_adds(vec2 v, float s, vec2 dest) {
- dest[0] = v[0] + s;
- dest[1] = v[1] + s;
- }
- /*!
- * @brief subtract b vector from a vector store result in dest
- *
- * @param[in] a vector1
- * @param[in] b vector2
- * @param[out] dest destination vector
- */
- CGLM_INLINE
- void
- glm_vec2_sub(vec2 a, vec2 b, vec2 dest) {
- dest[0] = a[0] - b[0];
- dest[1] = a[1] - b[1];
- }
- /*!
- * @brief subtract scalar from v vector store result in dest (d = v - s)
- *
- * @param[in] v vector
- * @param[in] s scalar
- * @param[out] dest destination vector
- */
- CGLM_INLINE
- void
- glm_vec2_subs(vec2 v, float s, vec2 dest) {
- dest[0] = v[0] - s;
- dest[1] = v[1] - s;
- }
- /*!
- * @brief multiply two vectors (component-wise multiplication)
- *
- * @param a v1
- * @param b v2
- * @param dest v3 = (a[0] * b[0], a[1] * b[1])
- */
- CGLM_INLINE
- void
- glm_vec2_mul(vec2 a, vec2 b, vec2 dest) {
- dest[0] = a[0] * b[0];
- dest[1] = a[1] * b[1];
- }
- /*!
- * @brief multiply/scale vector with scalar: result = v * s
- *
- * @param[in] v vector
- * @param[in] s scalar
- * @param[out] dest destination vector
- */
- CGLM_INLINE
- void
- glm_vec2_scale(vec2 v, float s, vec2 dest) {
- dest[0] = v[0] * s;
- dest[1] = v[1] * s;
- }
- /*!
- * @brief scale as vector specified: result = unit(v) * s
- *
- * @param[in] v vector
- * @param[in] s scalar
- * @param[out] dest destination vector
- */
- CGLM_INLINE
- void
- glm_vec2_scale_as(vec2 v, float s, vec2 dest) {
- float norm;
- norm = glm_vec2_norm(v);
- if (CGLM_UNLIKELY(norm < FLT_EPSILON)) {
- glm_vec2_zero(dest);
- return;
- }
- glm_vec2_scale(v, s / norm, dest);
- }
- /*!
- * @brief div vector with another component-wise division: d = a / b
- *
- * @param[in] a vector 1
- * @param[in] b vector 2
- * @param[out] dest result = (a[0]/b[0], a[1]/b[1])
- */
- CGLM_INLINE
- void
- glm_vec2_div(vec2 a, vec2 b, vec2 dest) {
- dest[0] = a[0] / b[0];
- dest[1] = a[1] / b[1];
- }
- /*!
- * @brief div vector with scalar: d = v / s
- *
- * @param[in] v vector
- * @param[in] s scalar
- * @param[out] dest result = (a[0]/s, a[1]/s)
- */
- CGLM_INLINE
- void
- glm_vec2_divs(vec2 v, float s, vec2 dest) {
- dest[0] = v[0] / s;
- dest[1] = v[1] / s;
- }
- /*!
- * @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
- * @param[out] dest dest += (a + b)
- */
- CGLM_INLINE
- void
- glm_vec2_addadd(vec2 a, vec2 b, vec2 dest) {
- dest[0] += a[0] + b[0];
- dest[1] += a[1] + b[1];
- }
- /*!
- * @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
- * @param[out] dest dest += (a + b)
- */
- CGLM_INLINE
- void
- glm_vec2_subadd(vec2 a, vec2 b, vec2 dest) {
- dest[0] += a[0] - b[0];
- dest[1] += a[1] - b[1];
- }
- /*!
- * @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
- * @param[out] dest dest += (a * b)
- */
- CGLM_INLINE
- void
- glm_vec2_muladd(vec2 a, vec2 b, vec2 dest) {
- dest[0] += a[0] * b[0];
- dest[1] += a[1] * b[1];
- }
- /*!
- * @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
- * @param[out] dest dest += (a * b)
- */
- CGLM_INLINE
- void
- glm_vec2_muladds(vec2 a, float s, vec2 dest) {
- dest[0] += a[0] * s;
- dest[1] += a[1] * s;
- }
- /*!
- * @brief add max of two vectors to result/dest
- *
- * it applies += operator so dest must be initialized
- *
- * @param[in] a vector 1
- * @param[in] b vector 2
- * @param[out] dest dest += max(a, b)
- */
- CGLM_INLINE
- void
- glm_vec2_maxadd(vec2 a, vec2 b, vec2 dest) {
- dest[0] += glm_max(a[0], b[0]);
- dest[1] += glm_max(a[1], b[1]);
- }
- /*!
- * @brief add min of two vectors to result/dest
- *
- * it applies += operator so dest must be initialized
- *
- * @param[in] a vector 1
- * @param[in] b vector 2
- * @param[out] dest dest += min(a, b)
- */
- CGLM_INLINE
- void
- glm_vec2_minadd(vec2 a, vec2 b, vec2 dest) {
- dest[0] += glm_min(a[0], b[0]);
- dest[1] += glm_min(a[1], b[1]);
- }
- /*!
- * @brief sub two vectors and sub result to dest
- *
- * it applies -= operator so dest must be initialized
- *
- * @param[in] a vector 1
- * @param[in] b vector 2
- * @param[out] dest dest -= (a - b)
- */
- CGLM_INLINE
- void
- glm_vec2_subsub(vec2 a, vec2 b, vec2 dest) {
- dest[0] -= a[0] - b[0];
- dest[1] -= a[1] - b[1];
- }
- /*!
- * @brief add two vectors and sub result to dest
- *
- * it applies -= operator so dest must be initialized
- *
- * @param[in] a vector 1
- * @param[in] b vector 2
- * @param[out] dest dest -= (a + b)
- */
- CGLM_INLINE
- void
- glm_vec2_addsub(vec2 a, vec2 b, vec2 dest) {
- dest[0] -= a[0] + b[0];
- dest[1] -= a[1] + b[1];
- }
- /*!
- * @brief mul two vectors and sub result to dest
- *
- * it applies -= operator so dest must be initialized
- *
- * @param[in] a vector 1
- * @param[in] b vector 2
- * @param[out] dest dest -= (a * b)
- */
- CGLM_INLINE
- void
- glm_vec2_mulsub(vec2 a, vec2 b, vec2 dest) {
- dest[0] -= a[0] * b[0];
- dest[1] -= a[1] * b[1];
- }
- /*!
- * @brief mul vector with scalar and sub result to sum
- *
- * it applies -= operator so dest must be initialized
- *
- * @param[in] a vector
- * @param[in] s scalar
- * @param[out] dest dest -= (a * b)
- */
- CGLM_INLINE
- void
- glm_vec2_mulsubs(vec2 a, float s, vec2 dest) {
- dest[0] -= a[0] * s;
- dest[1] -= a[1] * s;
- }
- /*!
- * @brief sub max of two vectors to result/dest
- *
- * it applies -= operator so dest must be initialized
- *
- * @param[in] a vector 1
- * @param[in] b vector 2
- * @param[out] dest dest -= max(a, b)
- */
- CGLM_INLINE
- void
- glm_vec2_maxsub(vec2 a, vec2 b, vec2 dest) {
- dest[0] -= glm_max(a[0], b[0]);
- dest[1] -= glm_max(a[1], b[1]);
- }
- /*!
- * @brief sub min of two vectors to result/dest
- *
- * it applies -= operator so dest must be initialized
- *
- * @param[in] a vector 1
- * @param[in] b vector 2
- * @param[out] dest dest -= min(a, b)
- */
- CGLM_INLINE
- void
- glm_vec2_minsub(vec2 a, vec2 b, vec2 dest) {
- dest[0] -= glm_min(a[0], b[0]);
- dest[1] -= glm_min(a[1], b[1]);
- }
- /*!
- * @brief negate vector components and store result in dest
- *
- * @param[in] v vector
- * @param[out] dest result vector
- */
- CGLM_INLINE
- void
- glm_vec2_negate_to(vec2 v, vec2 dest) {
- dest[0] = -v[0];
- dest[1] = -v[1];
- }
- /*!
- * @brief negate vector components
- *
- * @param[in, out] v vector
- */
- CGLM_INLINE
- void
- glm_vec2_negate(vec2 v) {
- glm_vec2_negate_to(v, v);
- }
- /*!
- * @brief normalize vector and store result in same vec
- *
- * @param[in, out] v vector
- */
- CGLM_INLINE
- void
- glm_vec2_normalize(vec2 v) {
- float norm;
- norm = glm_vec2_norm(v);
- if (CGLM_UNLIKELY(norm < FLT_EPSILON)) {
- v[0] = v[1] = 0.0f;
- return;
- }
- glm_vec2_scale(v, 1.0f / norm, v);
- }
- /*!
- * @brief normalize vector to dest
- *
- * @param[in] v source
- * @param[out] dest destination
- */
- CGLM_INLINE
- void
- glm_vec2_normalize_to(vec2 v, vec2 dest) {
- float norm;
- norm = glm_vec2_norm(v);
- if (CGLM_UNLIKELY(norm < FLT_EPSILON)) {
- glm_vec2_zero(dest);
- return;
- }
- glm_vec2_scale(v, 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 find center point of two vector
- *
- * @param[in] a vector1
- * @param[in] b vector2
- * @param[out] dest center point
- */
- CGLM_INLINE
- void
- glm_vec2_center(vec2 a, vec2 b, vec2 dest) {
- glm_vec2_add(a, b, dest);
- glm_vec2_scale(dest, 0.5f, dest);
- }
- /**
- * @brief squared distance between two vectors
- *
- * @param[in] a vector1
- * @param[in] b vector2
- * @return returns squared distance (distance * distance)
- */
- CGLM_INLINE
- float
- glm_vec2_distance2(vec2 a, vec2 b) {
- return glm_pow2(b[0] - a[0]) + glm_pow2(b[1] - a[1]);
- }
- /**
- * @brief distance between two vectors
- *
- * @param[in] a vector1
- * @param[in] b vector2
- * @return returns distance
- */
- CGLM_INLINE
- float
- glm_vec2_distance(vec2 a, vec2 b) {
- return sqrtf(glm_vec2_distance2(a, b));
- }
- /*!
- * @brief max values of vectors
- *
- * @param[in] a vector1
- * @param[in] b vector2
- * @param[out] dest destination
- */
- CGLM_INLINE
- void
- glm_vec2_maxv(vec2 a, vec2 b, vec2 dest) {
- dest[0] = glm_max(a[0], b[0]);
- dest[1] = glm_max(a[1], b[1]);
- }
- /*!
- * @brief min values of vectors
- *
- * @param[in] a vector1
- * @param[in] b vector2
- * @param[out] dest destination
- */
- CGLM_INLINE
- void
- glm_vec2_minv(vec2 a, vec2 b, vec2 dest) {
- dest[0] = glm_min(a[0], b[0]);
- dest[1] = glm_min(a[1], b[1]);
- }
- /*!
- * @brief clamp vector's individual members between min and max values
- *
- * @param[in, out] v vector
- * @param[in] minval minimum value
- * @param[in] maxval maximum value
- */
- CGLM_INLINE
- void
- glm_vec2_clamp(vec2 v, float minval, float maxval) {
- v[0] = glm_clamp(v[0], minval, maxval);
- v[1] = glm_clamp(v[1], minval, maxval);
- }
- /*!
- * @brief swizzle vector components
- *
- * @param[in] v source
- * @param[in] mask mask
- * @param[out] dest destination
- */
- CGLM_INLINE
- void
- glm_vec2_swizzle(vec2 v, int mask, vec2 dest) {
- vec2 t;
- t[0] = v[(mask & (3 << 0))];
- t[1] = v[(mask & (3 << 2)) >> 2];
- glm_vec2_copy(t, dest);
- }
- /*!
- * @brief linear interpolation between two vector
- *
- * formula: from + s * (to - from)
- *
- * @param[in] from from value
- * @param[in] to to value
- * @param[in] t interpolant (amount) clamped between 0 and 1
- * @param[out] dest destination
- */
- CGLM_INLINE
- void
- glm_vec2_lerp(vec2 from, vec2 to, float t, vec2 dest) {
- vec2 s, v;
- /* from + s * (to - from) */
- 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);
- }
- /*!
- * @brief threshold function
- *
- * @param[in] edge threshold
- * @param[in] x value to test against threshold
- * @param[out] dest destination
- */
- CGLM_INLINE
- void
- glm_vec2_step(vec2 edge, vec2 x, vec2 dest) {
- dest[0] = glm_step(edge[0], x[0]);
- dest[1] = glm_step(edge[1], x[1]);
- }
- /*!
- * @brief Create two dimensional vector from pointer
- *
- * @param[in] src pointer to an array of floats
- * @param[out] dest destination vector
- */
- CGLM_INLINE
- void
- glm_vec2_make(const float * __restrict src, vec2 dest) {
- dest[0] = src[0]; dest[1] = src[1];
- }
- /*!
- * @brief reflection vector using an incident ray and a surface normal
- *
- * @param[in] v incident vector
- * @param[in] n normalized normal vector
- * @param[out] dest destination vector for the reflection result
- */
- CGLM_INLINE
- void
- glm_vec2_reflect(vec2 v, vec2 n, vec2 dest) {
- vec2 temp;
- glm_vec2_scale(n, 2.0f * glm_vec2_dot(v, n), temp);
- glm_vec2_sub(v, temp, dest);
- }
- /*!
- * @brief computes refraction vector for an incident vector and a surface normal.
- *
- * calculates the refraction vector based on Snell's law. If total internal reflection
- * occurs (angle too great given eta), dest is set to zero and returns false.
- * Otherwise, computes refraction vector, stores it in dest, and returns true.
- *
- * @param[in] v normalized incident vector
- * @param[in] n normalized normal vector
- * @param[in] eta ratio of indices of refraction (incident/transmitted)
- * @param[out] dest refraction vector if refraction occurs; zero vector otherwise
- *
- * @returns true if refraction occurs; false if total internal reflection occurs.
- */
- CGLM_INLINE
- bool
- glm_vec2_refract(vec2 v, vec2 n, float eta, vec2 dest) {
- float ndi, eni, k;
- ndi = glm_vec2_dot(n, v);
- eni = eta * ndi;
- k = 1.0f - eta * eta + eni * eni;
- if (k < 0.0f) {
- glm_vec2_zero(dest);
- return false;
- }
- glm_vec2_scale(v, eta, dest);
- glm_vec2_mulsubs(n, eni + sqrtf(k), dest);
- return true;
- }
- #endif /* cglm_vec2_h */
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