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math: Adds an experimental cogl_vector3_* API
This adds a math utility API for handling 3 component, single precision float vectors with the following; mostly self explanatory functions: cogl_vector3_init cogl_vector3_init_zero cogl_vector3_equal cogl_vector3_equal_with_epsilon cogl_vector3_copy cogl_vector3_free cogl_vector3_invert cogl_vector3_add cogl_vector3_subtract cogl_vector3_multiply_scalar cogl_vector3_divide_scalar cogl_vector3_normalize cogl_vector3_magnitude cogl_vector3_cross_product cogl_vector3_dot_product cogl_vector3_distance Since the API is experimental you will need to define COGL_ENABLE_EXPERIMENTAL_API before including cogl.h if you want to use the API.
This commit is contained in:
parent
78325a34db
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bb2d088cb1
@ -59,6 +59,7 @@ cogl_public_h = \
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$(srcdir)/cogl-debug.h \
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$(srcdir)/cogl-fixed.h \
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$(srcdir)/cogl-material.h \
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$(srcdir)/cogl-vector.h \
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$(srcdir)/cogl-matrix.h \
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$(srcdir)/cogl-offscreen.h \
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$(srcdir)/cogl-primitives.h \
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@ -104,6 +105,7 @@ cogl_sources_c = \
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$(srcdir)/cogl-vertex-buffer-private.h \
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$(srcdir)/cogl-vertex-buffer.c \
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$(srcdir)/cogl-matrix.c \
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$(srcdir)/cogl-vector.c \
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$(srcdir)/cogl-matrix-private.h \
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$(srcdir)/cogl-matrix-stack.c \
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$(srcdir)/cogl-matrix-stack.h \
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284
clutter/cogl/cogl/cogl-vector.c
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284
clutter/cogl/cogl/cogl-vector.c
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@ -0,0 +1,284 @@
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/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#include <cogl.h>
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#include <cogl-vector.h>
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#include <glib.h>
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#include <math.h>
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#include <string.h>
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void
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cogl_vector3_init (CoglVector3 *vector, float x, float y, float z)
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{
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vector->x = x;
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vector->y = y;
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vector->z = z;
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}
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void
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cogl_vector3_init_zero (CoglVector3 *vector)
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{
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memset (vector, 0, sizeof (CoglVector3));
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}
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gboolean
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cogl_vector3_equal (gconstpointer v1, gconstpointer v2)
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{
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CoglVector3 *vector0 = (CoglVector3 *)v1;
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CoglVector3 *vector1 = (CoglVector3 *)v2;
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g_return_val_if_fail (v1 != NULL, FALSE);
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g_return_val_if_fail (v2 != NULL, FALSE);
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/* There's no point picking an arbitrary epsilon that's appropriate
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* for comparing the components so we just use == that will at least
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* consider -0 and 0 to be equal. */
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return
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vector0->x == vector1->x &&
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vector0->y == vector1->y &&
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vector0->z == vector1->z;
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}
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gboolean
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cogl_vector3_equal_with_epsilon (const CoglVector3 *vector0,
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const CoglVector3 *vector1,
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float epsilon)
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{
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g_return_val_if_fail (vector0 != NULL, FALSE);
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g_return_val_if_fail (vector1 != NULL, FALSE);
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if (fabsf (vector0->x - vector1->x) < epsilon &&
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fabsf (vector0->y - vector1->y) < epsilon &&
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fabsf (vector0->z - vector1->z) < epsilon)
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return TRUE;
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else
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return FALSE;
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}
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CoglVector3 *
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cogl_vector3_copy (const CoglVector3 *vector)
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{
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if (vector)
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return g_slice_dup (CoglVector3, vector);
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return NULL;
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}
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void
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cogl_vector3_free (CoglVector3 *vector)
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{
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g_slice_free (CoglVector3, vector);
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}
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void
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cogl_vector3_invert (CoglVector3 *vector)
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{
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vector->x = -vector->x;
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vector->y = -vector->y;
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vector->z = -vector->z;
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}
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void
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cogl_vector3_add (CoglVector3 *result,
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const CoglVector3 *a,
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const CoglVector3 *b)
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{
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result->x = a->x + b->x;
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result->y = a->y + b->y;
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result->z = a->z + b->z;
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}
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void
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cogl_vector3_subtract (CoglVector3 *result,
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const CoglVector3 *a,
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const CoglVector3 *b)
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{
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result->x = a->x - b->x;
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result->y = a->y - b->y;
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result->z = a->z - b->z;
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}
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void
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cogl_vector3_multiply_scalar (CoglVector3 *vector,
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float scalar)
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{
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vector->x *= scalar;
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vector->y *= scalar;
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vector->z *= scalar;
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}
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void
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cogl_vector3_divide_scalar (CoglVector3 *vector,
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float scalar)
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{
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float one_over_scalar = 1.0f / scalar;
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vector->x *= one_over_scalar;
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vector->y *= one_over_scalar;
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vector->z *= one_over_scalar;
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}
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void
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cogl_vector3_normalize (CoglVector3 *vector)
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{
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float mag_squared =
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vector->x * vector->x +
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vector->y * vector->y +
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vector->z * vector->z;
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if (mag_squared > 0.0f)
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{
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float one_over_mag = 1.0f / sqrtf (mag_squared);
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vector->x *= one_over_mag;
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vector->y *= one_over_mag;
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vector->z *= one_over_mag;
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}
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}
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float
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cogl_vector3_magnitude (const CoglVector3 *vector)
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{
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return sqrtf (vector->x * vector->x +
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vector->y * vector->y +
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vector->z * vector->z);
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}
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void
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cogl_vector3_cross_product (CoglVector3 *result,
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const CoglVector3 *a,
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const CoglVector3 *b)
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{
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CoglVector3 tmp;
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tmp.x = a->y * b->z - a->z * b->y;
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tmp.y = a->z * b->x - a->x * b->z;
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tmp.z = a->x * b->y - a->y * b->x;
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*result = tmp;
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}
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float
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cogl_vector3_dot_product (const CoglVector3 *a, const CoglVector3 *b)
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{
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return a->x * b->x + a->y * b->y + a->z * b->z;
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}
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float
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cogl_vector3_distance (const CoglVector3 *a, const CoglVector3 *b)
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{
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float dx = b->x - a->x;
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float dy = b->y - a->y;
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float dz = b->z - a->z;
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return sqrtf (dx * dx + dy * dy + dz * dz);
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}
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#if 0
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void
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cogl_vector4_init (CoglVector4 *vector, float x, float y, float z)
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{
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vector->x = x;
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vector->y = y;
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vector->z = z;
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vector->w = w;
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}
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void
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cogl_vector4_init_zero (CoglVector4 *vector)
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{
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memset (vector, 0, sizeof (CoglVector4));
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}
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void
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cogl_vector4_init_from_vector4 (CoglVector4 *vector, CoglVector4 *src)
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{
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*vector4 = *src;
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}
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gboolean
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cogl_vector4_equal (gconstpointer *v0, gconstpointer *v1)
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{
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g_return_val_if_fail (v1 != NULL, FALSE);
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g_return_val_if_fail (v2 != NULL, FALSE);
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return memcmp (v1, v2, sizeof (float) * 4) == 0 ? TRUE : FALSE;
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}
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CoglVector4 *
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cogl_vector4_copy (CoglVector4 *vector)
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{
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if (vector)
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return g_slice_dup (CoglVector4, vector);
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return NULL;
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}
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void
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cogl_vector4_free (CoglVector4 *vector)
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{
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g_slice_free (CoglVector4, vector);
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}
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void
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cogl_vector4_invert (CoglVector4 *vector)
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{
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vector.x = -vector.x;
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vector.y = -vector.y;
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vector.z = -vector.z;
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vector.w = -vector.w;
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}
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void
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cogl_vector4_add (CoglVector4 *result,
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CoglVector4 *a,
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CoglVector4 *b)
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{
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result.x = a.x + b.x;
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result.y = a.y + b.y;
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result.z = a.z + b.z;
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result.w = a.w + b.w;
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}
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void
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cogl_vector4_subtract (CoglVector4 *result,
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CoglVector4 *a,
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CoglVector4 *b)
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{
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result.x = a.x - b.x;
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result.y = a.y - b.y;
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result.z = a.z - b.z;
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result.w = a.w - b.w;
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}
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void
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cogl_vector4_divide (CoglVector4 *vector,
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float scalar)
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{
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float one_over_scalar = 1.0f / scalar;
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result.x *= one_over_scalar;
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result.y *= one_over_scalar;
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result.z *= one_over_scalar;
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result.w *= one_over_scalar;
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}
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#endif
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367
clutter/cogl/cogl/cogl-vector.h
Normal file
367
clutter/cogl/cogl/cogl-vector.h
Normal file
@ -0,0 +1,367 @@
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/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2008,2009,2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#if !defined(__COGL_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
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#error "Only <cogl/cogl.h> can be included directly."
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#endif
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#ifndef __COGL_VECTOR_H
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#define __COGL_VECTOR_H
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#include <glib.h>
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G_BEGIN_DECLS
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/**
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* SECTION:cogl-vector
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* @short_description: Functions for handling single precision float
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* vectors.
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*
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* This exposes a utility API that can be used for basic manipulation of 3
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* component float vectors.
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*/
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typedef struct
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{
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/* FIXME: add sse alignment constraint? */
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float x;
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float y;
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float z;
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} CoglVector3;
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#if 0
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typedef struct
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{
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/* FIXME: add sse alignment constraint? */
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float x;
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float y;
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float z;
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float w;
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} CoglVector4;
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#endif
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/**
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* cogl_vector3_init:
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* @vector: The CoglVector3 you want to initialize
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* @x: The x component
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* @y: The y component
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* @z: The z component
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*
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* Initializes a 3 component, single precision float vector which can
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* then be manipulated with the cogl_vector convenience APIs. Vectors
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* can also be used in places where a "point" is often desired.
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*
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* Since: 1.4
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* Stability: Unstable
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*/
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void
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cogl_vector3_init (CoglVector3 *vector, float x, float y, float z);
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/**
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* cogl_vector3_init_zero:
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* @vector: The CoglVector3 you want to initialize
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*
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* Initializes a 3 component, single precision float vector with zero
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* for each component.
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*
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* Since: 1.4
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* Stability: Unstable
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*/
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void
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cogl_vector3_init_zero (CoglVector3 *vector);
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/**
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* cogl_vector3_equal:
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* @v1: The first CoglVector3 you want to compare
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* @v2: The second CoglVector3 you want to compare
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*
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* Compares the components of two vectors and returns TRUE if they are
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* the same.
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*
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* The comparison of the components is done with the '==' operator
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* such that -0 is considered equal to 0, but otherwise there is no
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* fuzziness such as an epsilon to consider vectors that are
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* essentially identical except for some minor precision error
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* differences due to the way they have been manipulated.
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*
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* Returns: TRUE if the vectors are equal else FALSE.
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*
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* Since: 1.4
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* Stability: Unstable
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*/
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gboolean
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cogl_vector3_equal (gconstpointer v1, gconstpointer v2);
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/**
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* cogl_vector3_equal_with_epsilon:
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* @vector0: The first CoglVector3 you want to compare
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* @vector1: The second CoglVector3 you want to compare
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* @epsilon: The allowable difference between components to still be
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* considered equal
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*
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* Compares the components of two vectors using the given epsilon and
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* returns TRUE if they are the same, using an internal epsilon for
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* comparing the floats.
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*
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* Each component is compared against the epsilon value in this way:
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* |[
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* if (fabsf (vector0->x - vector1->x) < epsilon)
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* ]|
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*
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* Returns: TRUE if the vectors are equal else FALSE.
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*
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* Since: 1.4
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* Stability: Unstable
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*/
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gboolean
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cogl_vector3_equal_with_epsilon (const CoglVector3 *vector0,
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const CoglVector3 *vector1,
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float epsilon);
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/**
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* cogl_vector3_copy:
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* @vector: The CoglVector3 you want to copy
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*
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* Allocates a new #CoglVector3 structure on the heap initializing the
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* components from the given @vector and returns a pointer to the newly
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* allocated vector. You should free the memory using
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* cogl_vector3_free()
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*
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* Returns: A newly allocated #CoglVector3.
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*
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* Since: 1.4
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* Stability: Unstable
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*/
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CoglVector3 *
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cogl_vector3_copy (const CoglVector3 *vector);
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/**
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* cogl_vector3_free:
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* @vector: The CoglVector3 you want to free
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*
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* Frees a #CoglVector3 that was previously allocated with
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* cogl_vector_copy()
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*
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* Since: 1.4
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* Stability: Unstable
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*/
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void
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cogl_vector3_free (CoglVector3 *vector);
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/**
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* cogl_vector3_invert:
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* @vector: The CoglVector3 you want to manipulate
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*
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* Inverts/negates all the components of the given @vector.
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*
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* Since: 1.4
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* Stability: Unstable
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*/
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void
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cogl_vector3_invert (CoglVector3 *vector);
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/**
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* cogl_vector3_add:
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* @result: Where you want the result written
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* @a: The first vector operand
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* @b: The second vector operand
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||||
*
|
||||
* Adds each of the corresponding components in vectors @a and @b
|
||||
* storing the results in @result.
|
||||
*
|
||||
* Since: 1.4
|
||||
* Stability: Unstable
|
||||
*/
|
||||
void
|
||||
cogl_vector3_add (CoglVector3 *result,
|
||||
const CoglVector3 *a,
|
||||
const CoglVector3 *b);
|
||||
|
||||
/**
|
||||
* cogl_vector3_subtract:
|
||||
* @result: Where you want the result written
|
||||
* @a: The first vector operand
|
||||
* @b: The second vector operand
|
||||
*
|
||||
* Subtracts each of the corresponding components in vector @b from
|
||||
* @a storing the results in @result.
|
||||
*
|
||||
* Since: 1.4
|
||||
* Stability: Unstable
|
||||
*/
|
||||
void
|
||||
cogl_vector3_subtract (CoglVector3 *result,
|
||||
const CoglVector3 *a,
|
||||
const CoglVector3 *b);
|
||||
|
||||
/**
|
||||
* cogl_vector3_multiply_scalar:
|
||||
* @vector: The CoglVector3 you want to manipulate
|
||||
* @scalar: The scalar you want to multiply the vector components by
|
||||
*
|
||||
* Multiplies each of the @vector components by the given scalar.
|
||||
*
|
||||
* Since: 1.4
|
||||
* Stability: Unstable
|
||||
*/
|
||||
void
|
||||
cogl_vector3_multiply_scalar (CoglVector3 *vector,
|
||||
float scalar);
|
||||
|
||||
/**
|
||||
* cogl_vector3_divide_scalar:
|
||||
* @vector: The CoglVector3 you want to manipulate
|
||||
* @scalar: The scalar you want to divide the vector components by
|
||||
*
|
||||
* Divides each of the @vector components by the given scalar.
|
||||
*
|
||||
* Since: 1.4
|
||||
* Stability: Unstable
|
||||
*/
|
||||
void
|
||||
cogl_vector3_divide_scalar (CoglVector3 *vector,
|
||||
float scalar);
|
||||
|
||||
/**
|
||||
* cogl_vector3_normalize:
|
||||
* @vector: The CoglVector3 you want to manipulate
|
||||
*
|
||||
* Updates the vector so it is a "unit vector" such that the
|
||||
* @vector<!-- -->s magnitude or length is equal to 1.
|
||||
*
|
||||
* Since: 1.4
|
||||
* Stability: Unstable
|
||||
*/
|
||||
void
|
||||
cogl_vector3_normalize (CoglVector3 *vector);
|
||||
|
||||
/**
|
||||
* cogl_vector3_magnitude:
|
||||
* @vector: The CoglVector3 you want the magnitude for
|
||||
*
|
||||
* Calculates the scalar magnitude or length of @vector.
|
||||
*
|
||||
* Returns: The magnitude of @vector.
|
||||
*
|
||||
* Since: 1.4
|
||||
* Stability: Unstable
|
||||
*/
|
||||
float
|
||||
cogl_vector3_magnitude (const CoglVector3 *vector);
|
||||
|
||||
/**
|
||||
* cogl_vector3_cross_product:
|
||||
* @result: Where you want the result written
|
||||
* @u: Your first CoglVector3
|
||||
* @v: Your second CoglVector3
|
||||
*
|
||||
* Calculates the cross product between the two vectors @u and @v.
|
||||
*
|
||||
* The cross product is a vector perpendicular to both @u and @v. This
|
||||
* can be useful for calculating the normal of a polygon by creating
|
||||
* two vectors in its plane using the polygons vertices and taking
|
||||
* their cross product.
|
||||
*
|
||||
* If the two vectors are parallel then the cross product is 0.
|
||||
*
|
||||
* You can use a right hand rule to determine which direction the
|
||||
* perpendicular vector will point: If you place the two vectors tail,
|
||||
* to tail and imagine grabbing the perpendicular line that extends
|
||||
* through the common tail with your right hand such that you fingers
|
||||
* rotate in the direction from @u to @v then the resulting vector
|
||||
* points along your extended thumb.
|
||||
*
|
||||
* Returns: The cross product between two vectors @u and @v.
|
||||
*
|
||||
* Since: 1.4
|
||||
* Stability: Unstable
|
||||
*/
|
||||
void
|
||||
cogl_vector3_cross_product (CoglVector3 *result,
|
||||
const CoglVector3 *u,
|
||||
const CoglVector3 *v);
|
||||
|
||||
/**
|
||||
* cogl_vector3_dot_product:
|
||||
* @a: Your first CoglVector3
|
||||
* @b: Your second CoglVector3
|
||||
*
|
||||
* Calculates the dot product of the two #CoglVector3<!-- -->s. This
|
||||
* can be used to determine the magnitude of one vector projected onto
|
||||
* another. (for example a surface normal)
|
||||
*
|
||||
* For example if you have a polygon with a given normal vector and
|
||||
* some other point for which you want to calculate its distance from
|
||||
* the polygon, you can create a vector between one of the polygon
|
||||
* vertices and that point and use the dot product to calculate the
|
||||
* magnitude for that vector but projected onto the normal of the
|
||||
* polygon. This way you don't just get the distance from the point to
|
||||
* the edge of the polygon you get the distance from the point to the
|
||||
* nearest part of the polygon.
|
||||
*
|
||||
* <note>If you don't use a unit length normal in the above example
|
||||
* then you would then also have to divide the result by the magnitude
|
||||
* of the normal</note>
|
||||
*
|
||||
* The dot product is calculated as:
|
||||
* |[
|
||||
* (a->x * b->x + a->y * b->y + a->z * b->z)
|
||||
* ]|
|
||||
*
|
||||
* For reference, the dot product can also be calculated from the
|
||||
* angle between two vectors as:
|
||||
* |[
|
||||
* |a||b|cos𝜃
|
||||
* ]|
|
||||
*
|
||||
* Returns: The dot product of two vectors.
|
||||
*
|
||||
* Since: 1.4
|
||||
* Stability: Unstable
|
||||
*/
|
||||
float
|
||||
cogl_vector3_dot_product (const CoglVector3 *a, const CoglVector3 *b);
|
||||
|
||||
/**
|
||||
* cogl_vector3_distance:
|
||||
* @a: The first point
|
||||
* @b: The second point
|
||||
*
|
||||
* If you consider the two given vectors as (x,y,z) points instead
|
||||
* then this will compute the distance between those two points.
|
||||
*
|
||||
* Returns: The distance between two points given as @CoglVector3<!-- -->s
|
||||
*
|
||||
* Since: 1.4
|
||||
* Stability: Unstable
|
||||
*/
|
||||
float
|
||||
cogl_vector3_distance (const CoglVector3 *a, const CoglVector3 *b);
|
||||
|
||||
G_END_DECLS
|
||||
|
||||
#endif /* __COGL_VECTOR_H */
|
||||
|
@ -37,6 +37,7 @@
|
||||
#include <cogl/cogl-fixed.h>
|
||||
#include <cogl/cogl-material.h>
|
||||
#include <cogl/cogl-matrix.h>
|
||||
#include <cogl/cogl-vector.h>
|
||||
#include <cogl/cogl-offscreen.h>
|
||||
#include <cogl/cogl-primitives.h>
|
||||
#include <cogl/cogl-path.h>
|
||||
@ -52,6 +53,7 @@
|
||||
#if defined (COGL_ENABLE_EXPERIMENTAL_API)
|
||||
#include <cogl/cogl-buffer.h>
|
||||
#include <cogl/cogl-pixel-buffer.h>
|
||||
#include <cogl/cogl-vector.h>
|
||||
#endif
|
||||
|
||||
G_BEGIN_DECLS
|
||||
|
@ -90,6 +90,7 @@
|
||||
</section>
|
||||
|
||||
<xi:include href="xml/cogl-buffer.xml"/>
|
||||
<xi:include href="xml/cogl-vector.xml"/>
|
||||
|
||||
</chapter>
|
||||
|
||||
|
@ -501,6 +501,26 @@ cogl_is_pixel_buffer
|
||||
<SUBSECTION>
|
||||
cogl_texture_new_from_buffer
|
||||
|
||||
<SECTION>
|
||||
<FILE>cogl-vector</FILE>
|
||||
<TITLE>Vectors</TITLE>
|
||||
cogl_vector3_init
|
||||
cogl_vector3_init_zero
|
||||
cogl_vector3_equal
|
||||
cogl_vector3_equal_with_epsilon
|
||||
cogl_vector3_copy
|
||||
cogl_vector3_free
|
||||
cogl_vector3_invert
|
||||
cogl_vector3_add
|
||||
cogl_vector3_subtract
|
||||
cogl_vector3_multiply_scalar
|
||||
cogl_vector3_divide_scalar
|
||||
cogl_vector3_normalize
|
||||
cogl_vector3_magnitude
|
||||
cogl_vector3_cross_product
|
||||
cogl_vector3_dot_product
|
||||
cogl_vector3_distance
|
||||
|
||||
<SUBSECTION Private>
|
||||
cogl_buffer_access_get_type
|
||||
cogl_buffer_update_hint_get_type
|
||||
|
Loading…
Reference in New Issue
Block a user