Remove CoglVector3 type and use float * instead

It proved to be inconvenient that we had a special CoglVector3 typedef
for vectors instead of just accepting pointers to float arrays because
you'd so often end up having to make awkward casts from another vector
type into a CoglVector3 and then cast back again. We're hoping that
taking float pointers instead will lead to less unnecessary casting.
This commit is contained in:
Robert Bragg 2012-01-13 18:23:11 +00:00
parent 2b351af46a
commit e163f1ca1a
5 changed files with 182 additions and 213 deletions

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@ -2085,41 +2085,41 @@ cogl_matrix_look_at (CoglMatrix *matrix,
float world_up_z) float world_up_z)
{ {
CoglMatrix tmp; CoglMatrix tmp;
CoglVector3 forward; float forward[3];
CoglVector3 side; float side[3];
CoglVector3 up; float up[3];
/* Get a unit viewing direction vector */ /* Get a unit viewing direction vector */
cogl_vector3_init (&forward, cogl_vector3_init (forward,
object_x - eye_position_x, object_x - eye_position_x,
object_y - eye_position_y, object_y - eye_position_y,
object_z - eye_position_z); object_z - eye_position_z);
cogl_vector3_normalize (&forward); cogl_vector3_normalize (forward);
cogl_vector3_init (&up, world_up_x, world_up_y, world_up_z); cogl_vector3_init (up, world_up_x, world_up_y, world_up_z);
/* Take the sideways direction as being perpendicular to the viewing /* Take the sideways direction as being perpendicular to the viewing
* direction and the word up vector. */ * direction and the word up vector. */
cogl_vector3_cross_product (&side, &forward, &up); cogl_vector3_cross_product (side, forward, up);
cogl_vector3_normalize (&side); cogl_vector3_normalize (side);
/* Now we have unit sideways and forward-direction vectors calculate /* Now we have unit sideways and forward-direction vectors calculate
* a new mutually perpendicular up vector. */ * a new mutually perpendicular up vector. */
cogl_vector3_cross_product (&up, &side, &forward); cogl_vector3_cross_product (up, side, forward);
tmp.xx = side.x; tmp.xx = side[0];
tmp.yx = side.y; tmp.yx = side[1];
tmp.zx = side.z; tmp.zx = side[2];
tmp.wx = 0; tmp.wx = 0;
tmp.xy = up.x; tmp.xy = up[0];
tmp.yy = up.y; tmp.yy = up[1];
tmp.zy = up.z; tmp.zy = up[2];
tmp.wy = 0; tmp.wy = 0;
tmp.xz = -forward.x; tmp.xz = -forward[0];
tmp.yz = -forward.y; tmp.yz = -forward[1];
tmp.zz = -forward.z; tmp.zz = -forward[2];
tmp.wz = 0; tmp.wz = 0;
tmp.xw = 0; tmp.xw = 0;

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@ -74,36 +74,38 @@ cogl_quaternion_init (CoglQuaternion *quaternion,
float y, float y,
float z) float z)
{ {
CoglVector3 axis = { x, y, z}; float axis[3] = { x, y, z};
cogl_quaternion_init_from_angle_vector (quaternion, angle, &axis); cogl_quaternion_init_from_angle_vector (quaternion, angle, axis);
} }
void void
cogl_quaternion_init_from_angle_vector (CoglQuaternion *quaternion, cogl_quaternion_init_from_angle_vector (CoglQuaternion *quaternion,
float angle, float angle,
const CoglVector3 *axis_in) const float *axis3f_in)
{ {
/* NB: We are using quaternions to represent an axis (a), angle (𝜃) pair /* NB: We are using quaternions to represent an axis (a), angle (𝜃) pair
* in this form: * in this form:
* [w=cos(𝜃/2) ( x=sin(𝜃/2)*a.x, y=sin(𝜃/2)*a.y, z=sin(𝜃/2)*a.x )] * [w=cos(𝜃/2) ( x=sin(𝜃/2)*a.x, y=sin(𝜃/2)*a.y, z=sin(𝜃/2)*a.x )]
*/ */
CoglVector3 axis; float axis[3];
float half_angle; float half_angle;
float sin_half_angle; float sin_half_angle;
/* XXX: Should we make cogl_vector3_normalize have separate in and /* XXX: Should we make cogl_vector3_normalize have separate in and
* out args? */ * out args? */
axis = *axis_in; axis[0] = axis3f_in[0];
cogl_vector3_normalize (&axis); axis[1] = axis3f_in[1];
axis[2] = axis3f_in[2];
cogl_vector3_normalize (axis);
half_angle = angle * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f; half_angle = angle * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f;
sin_half_angle = sinf (half_angle); sin_half_angle = sinf (half_angle);
quaternion->w = cosf (half_angle); quaternion->w = cosf (half_angle);
quaternion->x = axis.x * sin_half_angle; quaternion->x = axis[0] * sin_half_angle;
quaternion->y = axis.y * sin_half_angle; quaternion->y = axis[1] * sin_half_angle;
quaternion->z = axis.z * sin_half_angle; quaternion->z = axis[2] * sin_half_angle;
cogl_quaternion_normalize (quaternion); cogl_quaternion_normalize (quaternion);
} }
@ -365,7 +367,7 @@ cogl_quaternion_get_rotation_angle (const CoglQuaternion *quaternion)
void void
cogl_quaternion_get_rotation_axis (const CoglQuaternion *quaternion, cogl_quaternion_get_rotation_axis (const CoglQuaternion *quaternion,
CoglVector3 *vector) float *vector3)
{ {
float sin_half_angle_sqr; float sin_half_angle_sqr;
float one_over_sin_angle_over_2; float one_over_sin_angle_over_2;
@ -383,18 +385,18 @@ cogl_quaternion_get_rotation_axis (const CoglQuaternion *quaternion,
{ {
/* Either an identity quaternion or numerical imprecision. /* Either an identity quaternion or numerical imprecision.
* Either way we return an arbitrary vector. */ * Either way we return an arbitrary vector. */
vector->x = 1; vector3[0] = 1;
vector->y = 0; vector3[1] = 0;
vector->z = 0; vector3[2] = 0;
return; return;
} }
/* Calculate 1 / sin(𝜃/2) */ /* Calculate 1 / sin(𝜃/2) */
one_over_sin_angle_over_2 = 1.0f / sqrtf (sin_half_angle_sqr); one_over_sin_angle_over_2 = 1.0f / sqrtf (sin_half_angle_sqr);
vector->x = quaternion->x * one_over_sin_angle_over_2; vector3[0] = quaternion->x * one_over_sin_angle_over_2;
vector->y = quaternion->y * one_over_sin_angle_over_2; vector3[1] = quaternion->y * one_over_sin_angle_over_2;
vector->z = quaternion->z * one_over_sin_angle_over_2; vector3[2] = quaternion->z * one_over_sin_angle_over_2;
} }
void void

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@ -164,7 +164,7 @@ cogl_quaternion_init (CoglQuaternion *quaternion,
/** /**
* cogl_quaternion_init_from_angle_vector: * cogl_quaternion_init_from_angle_vector:
* @quaternion: An uninitialized #CoglQuaternion * @quaternion: An uninitialized #CoglQuaternion
* @axis: your axis vector about which you want to rotate. * @axis: your 3 component axis vector about which you want to rotate.
* *
* Initializes a quaternion that rotates @angle degrees around the * Initializes a quaternion that rotates @angle degrees around the
* given @axis vector. The axis vector does not need to be * given @axis vector. The axis vector does not need to be
@ -178,7 +178,7 @@ cogl_quaternion_init (CoglQuaternion *quaternion,
void void
cogl_quaternion_init_from_angle_vector (CoglQuaternion *quaternion, cogl_quaternion_init_from_angle_vector (CoglQuaternion *quaternion,
float angle, float angle,
const CoglVector3 *axis); const float *axis3f);
/** /**
* cogl_quaternion_init_identity: * cogl_quaternion_init_identity:
@ -316,7 +316,7 @@ cogl_quaternion_get_rotation_angle (const CoglQuaternion *quaternion);
*/ */
void void
cogl_quaternion_get_rotation_axis (const CoglQuaternion *quaternion, cogl_quaternion_get_rotation_axis (const CoglQuaternion *quaternion,
CoglVector3 *vector); float *vector3);
/** /**
* cogl_quaternion_normalize: * cogl_quaternion_normalize:

View File

@ -32,25 +32,30 @@
#include <math.h> #include <math.h>
#include <string.h> #include <string.h>
#define X 0
#define Y 1
#define Z 2
#define W 3
void void
cogl_vector3_init (CoglVector3 *vector, float x, float y, float z) cogl_vector3_init (float *vector, float x, float y, float z)
{ {
vector->x = x; vector[X] = x;
vector->y = y; vector[Y] = y;
vector->z = z; vector[Z] = z;
} }
void void
cogl_vector3_init_zero (CoglVector3 *vector) cogl_vector3_init_zero (float *vector)
{ {
memset (vector, 0, sizeof (CoglVector3)); memset (vector, 0, sizeof (float) * 3);
} }
gboolean gboolean
cogl_vector3_equal (gconstpointer v1, gconstpointer v2) cogl_vector3_equal (gconstpointer v1, gconstpointer v2)
{ {
CoglVector3 *vector0 = (CoglVector3 *)v1; float *vector0 = (float *)v1;
CoglVector3 *vector1 = (CoglVector3 *)v2; float *vector1 = (float *)v2;
_COGL_RETURN_VAL_IF_FAIL (v1 != NULL, FALSE); _COGL_RETURN_VAL_IF_FAIL (v1 != NULL, FALSE);
_COGL_RETURN_VAL_IF_FAIL (v2 != NULL, FALSE); _COGL_RETURN_VAL_IF_FAIL (v2 != NULL, FALSE);
@ -59,160 +64,162 @@ cogl_vector3_equal (gconstpointer v1, gconstpointer v2)
* for comparing the components so we just use == that will at least * for comparing the components so we just use == that will at least
* consider -0 and 0 to be equal. */ * consider -0 and 0 to be equal. */
return return
vector0->x == vector1->x && vector0[X] == vector1[X] &&
vector0->y == vector1->y && vector0[Y] == vector1[Y] &&
vector0->z == vector1->z; vector0[Z] == vector1[Z];
} }
gboolean gboolean
cogl_vector3_equal_with_epsilon (const CoglVector3 *vector0, cogl_vector3_equal_with_epsilon (const float *vector0,
const CoglVector3 *vector1, const float *vector1,
float epsilon) float epsilon)
{ {
_COGL_RETURN_VAL_IF_FAIL (vector0 != NULL, FALSE); _COGL_RETURN_VAL_IF_FAIL (vector0 != NULL, FALSE);
_COGL_RETURN_VAL_IF_FAIL (vector1 != NULL, FALSE); _COGL_RETURN_VAL_IF_FAIL (vector1 != NULL, FALSE);
if (fabsf (vector0->x - vector1->x) < epsilon && if (fabsf (vector0[X] - vector1[X]) < epsilon &&
fabsf (vector0->y - vector1->y) < epsilon && fabsf (vector0[Y] - vector1[Y]) < epsilon &&
fabsf (vector0->z - vector1->z) < epsilon) fabsf (vector0[Z] - vector1[Z]) < epsilon)
return TRUE; return TRUE;
else else
return FALSE; return FALSE;
} }
CoglVector3 * float *
cogl_vector3_copy (const CoglVector3 *vector) cogl_vector3_copy (const float *vector)
{ {
if (vector) if (vector)
return g_slice_dup (CoglVector3, vector); return g_slice_copy (sizeof (float) * 3, vector);
return NULL; return NULL;
} }
void void
cogl_vector3_free (CoglVector3 *vector) cogl_vector3_free (float *vector)
{ {
g_slice_free (CoglVector3, vector); g_slice_free1 (sizeof (float) * 3, vector);
} }
void void
cogl_vector3_invert (CoglVector3 *vector) cogl_vector3_invert (float *vector)
{ {
vector->x = -vector->x; vector[X] = -vector[X];
vector->y = -vector->y; vector[Y] = -vector[Y];
vector->z = -vector->z; vector[Z] = -vector[Z];
} }
void void
cogl_vector3_add (CoglVector3 *result, cogl_vector3_add (float *result,
const CoglVector3 *a, const float *a,
const CoglVector3 *b) const float *b)
{ {
result->x = a->x + b->x; result[X] = a[X] + b[X];
result->y = a->y + b->y; result[Y] = a[Y] + b[Y];
result->z = a->z + b->z; result[Z] = a[Z] + b[Z];
} }
void void
cogl_vector3_subtract (CoglVector3 *result, cogl_vector3_subtract (float *result,
const CoglVector3 *a, const float *a,
const CoglVector3 *b) const float *b)
{ {
result->x = a->x - b->x; result[X] = a[X] - b[X];
result->y = a->y - b->y; result[Y] = a[Y] - b[Y];
result->z = a->z - b->z; result[Z] = a[Z] - b[Z];
} }
void void
cogl_vector3_multiply_scalar (CoglVector3 *vector, cogl_vector3_multiply_scalar (float *vector,
float scalar) float scalar)
{ {
vector->x *= scalar; vector[X] *= scalar;
vector->y *= scalar; vector[Y] *= scalar;
vector->z *= scalar; vector[Z] *= scalar;
} }
void void
cogl_vector3_divide_scalar (CoglVector3 *vector, cogl_vector3_divide_scalar (float *vector,
float scalar) float scalar)
{ {
float one_over_scalar = 1.0f / scalar; float one_over_scalar = 1.0f / scalar;
vector->x *= one_over_scalar; vector[X] *= one_over_scalar;
vector->y *= one_over_scalar; vector[Y] *= one_over_scalar;
vector->z *= one_over_scalar; vector[Z] *= one_over_scalar;
} }
void void
cogl_vector3_normalize (CoglVector3 *vector) cogl_vector3_normalize (float *vector)
{ {
float mag_squared = float mag_squared =
vector->x * vector->x + vector[X] * vector[X] +
vector->y * vector->y + vector[Y] * vector[Y] +
vector->z * vector->z; vector[Z] * vector[Z];
if (mag_squared > 0.0f) if (mag_squared > 0.0f)
{ {
float one_over_mag = 1.0f / sqrtf (mag_squared); float one_over_mag = 1.0f / sqrtf (mag_squared);
vector->x *= one_over_mag; vector[X] *= one_over_mag;
vector->y *= one_over_mag; vector[Y] *= one_over_mag;
vector->z *= one_over_mag; vector[Z] *= one_over_mag;
} }
} }
float float
cogl_vector3_magnitude (const CoglVector3 *vector) cogl_vector3_magnitude (const float *vector)
{ {
return sqrtf (vector->x * vector->x + return sqrtf (vector[X] * vector[X] +
vector->y * vector->y + vector[Y] * vector[Y] +
vector->z * vector->z); vector[Z] * vector[Z]);
} }
void void
cogl_vector3_cross_product (CoglVector3 *result, cogl_vector3_cross_product (float *result,
const CoglVector3 *a, const float *a,
const CoglVector3 *b) const float *b)
{ {
CoglVector3 tmp; float tmp[3];
tmp.x = a->y * b->z - a->z * b->y; tmp[X] = a[Y] * b[Z] - a[Z] * b[Y];
tmp.y = a->z * b->x - a->x * b->z; tmp[Y] = a[Z] * b[X] - a[X] * b[Z];
tmp.z = a->x * b->y - a->y * b->x; tmp[Z] = a[X] * b[Y] - a[Y] * b[X];
*result = tmp; result[X] = tmp[X];
result[Y] = tmp[Y];
result[Z] = tmp[Z];
} }
float float
cogl_vector3_dot_product (const CoglVector3 *a, const CoglVector3 *b) cogl_vector3_dot_product (const float *a, const float *b)
{ {
return a->x * b->x + a->y * b->y + a->z * b->z; return a[X] * b[X] + a[Y] * b[Y] + a[Z] * b[Z];
} }
float float
cogl_vector3_distance (const CoglVector3 *a, const CoglVector3 *b) cogl_vector3_distance (const float *a, const float *b)
{ {
float dx = b->x - a->x; float dx = b[X] - a[X];
float dy = b->y - a->y; float dy = b[Y] - a[Y];
float dz = b->z - a->z; float dz = b[Z] - a[Z];
return sqrtf (dx * dx + dy * dy + dz * dz); return sqrtf (dx * dx + dy * dy + dz * dz);
} }
#if 0 #if 0
void void
cogl_vector4_init (CoglVector4 *vector, float x, float y, float z) cogl_vector4_init (float *vector, float x, float y, float z)
{ {
vector->x = x; vector[X] = x;
vector->y = y; vector[Y] = y;
vector->z = z; vector[Z] = z;
vector->w = w; vector[W] = w;
} }
void void
cogl_vector4_init_zero (CoglVector4 *vector) cogl_vector4_init_zero (float *vector)
{ {
memset (vector, 0, sizeof (CoglVector4)); memset (vector, 0, sizeof (CoglVector4));
} }
void void
cogl_vector4_init_from_vector4 (CoglVector4 *vector, CoglVector4 *src) cogl_vector4_init_from_vector4 (float *vector, float *src)
{ {
*vector4 = *src; *vector4 = *src;
} }
@ -226,8 +233,8 @@ cogl_vector4_equal (gconstpointer *v0, gconstpointer *v1)
return memcmp (v1, v2, sizeof (float) * 4) == 0 ? TRUE : FALSE; return memcmp (v1, v2, sizeof (float) * 4) == 0 ? TRUE : FALSE;
} }
CoglVector4 * float *
cogl_vector4_copy (CoglVector4 *vector) cogl_vector4_copy (float *vector)
{ {
if (vector) if (vector)
return g_slice_dup (CoglVector4, vector); return g_slice_dup (CoglVector4, vector);
@ -235,13 +242,13 @@ cogl_vector4_copy (CoglVector4 *vector)
} }
void void
cogl_vector4_free (CoglVector4 *vector) cogl_vector4_free (float *vector)
{ {
g_slice_free (CoglVector4, vector); g_slice_free (CoglVector4, vector);
} }
void void
cogl_vector4_invert (CoglVector4 *vector) cogl_vector4_invert (float *vector)
{ {
vector.x = -vector.x; vector.x = -vector.x;
vector.y = -vector.y; vector.y = -vector.y;
@ -250,9 +257,9 @@ cogl_vector4_invert (CoglVector4 *vector)
} }
void void
cogl_vector4_add (CoglVector4 *result, cogl_vector4_add (float *result,
CoglVector4 *a, float *a,
CoglVector4 *b) float *b)
{ {
result.x = a.x + b.x; result.x = a.x + b.x;
result.y = a.y + b.y; result.y = a.y + b.y;
@ -261,9 +268,9 @@ cogl_vector4_add (CoglVector4 *result,
} }
void void
cogl_vector4_subtract (CoglVector4 *result, cogl_vector4_subtract (float *result,
CoglVector4 *a, float *a,
CoglVector4 *b) float *b)
{ {
result.x = a.x - b.x; result.x = a.x - b.x;
result.y = a.y - b.y; result.y = a.y - b.y;
@ -272,7 +279,7 @@ cogl_vector4_subtract (CoglVector4 *result,
} }
void void
cogl_vector4_divide (CoglVector4 *vector, cogl_vector4_divide (float *vector,
float scalar) float scalar)
{ {
float one_over_scalar = 1.0f / scalar; float one_over_scalar = 1.0f / scalar;

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@ -44,50 +44,9 @@ G_BEGIN_DECLS
* component float vectors. * component float vectors.
*/ */
/* All of the cogl-vector API is currently experimental so we
* suffix the actual symbols with _EXP so if somone is monitoring for
* ABI changes it will hopefully be clearer to them what's going on if
* any of the symbols dissapear at a later date.
*/
#define cogl_vector3_init cogl_vector3_init_EXP
#define cogl_vector3_init_zero cogl_vector3_init_zero_EXP
#define cogl_vector3_equal cogl_vector3_equal_EXP
#define cogl_vector3_equal_with_epsilon cogl_vector3_equal_with_epsilon_EXP
#define cogl_vector3_copy cogl_vector3_copy_EXP
#define cogl_vector3_free cogl_vector3_free_EXP
#define cogl_vector3_invert cogl_vector3_invert_EXP
#define cogl_vector3_add cogl_vector3_add_EXP
#define cogl_vector3_subtract cogl_vector3_subtract_EXP
#define cogl_vector3_multiply_scalar cogl_vector3_multiply_scalar_EXP
#define cogl_vector3_divide_scalar cogl_vector3_divide_scalar_EXP
#define cogl_vector3_normalize cogl_vector3_normalize_EXP
#define cogl_vector3_magnitude cogl_vector3_magnitude_EXP
#define cogl_vector3_cross_product cogl_vector3_cross_product_EXP
#define cogl_vector3_dot_product cogl_vector3_dot_product_EXP
#define cogl_vector3_distance cogl_vector3_distance_EXP
typedef struct
{
/* FIXME: add sse alignment constraint? */
float x;
float y;
float z;
} CoglVector3;
#if 0
typedef struct
{
/* FIXME: add sse alignment constraint? */
float x;
float y;
float z;
float w;
} CoglVector4;
#endif
/** /**
* cogl_vector3_init: * cogl_vector3_init:
* @vector: The CoglVector3 you want to initialize * @vector: The 3 component vector you want to initialize
* @x: The x component * @x: The x component
* @y: The y component * @y: The y component
* @z: The z component * @z: The z component
@ -100,11 +59,11 @@ typedef struct
* Stability: Unstable * Stability: Unstable
*/ */
void void
cogl_vector3_init (CoglVector3 *vector, float x, float y, float z); cogl_vector3_init (float *vector, float x, float y, float z);
/** /**
* cogl_vector3_init_zero: * cogl_vector3_init_zero:
* @vector: The CoglVector3 you want to initialize * @vector: The 3 component vector you want to initialize
* *
* Initializes a 3 component, single precision float vector with zero * Initializes a 3 component, single precision float vector with zero
* for each component. * for each component.
@ -113,12 +72,12 @@ cogl_vector3_init (CoglVector3 *vector, float x, float y, float z);
* Stability: Unstable * Stability: Unstable
*/ */
void void
cogl_vector3_init_zero (CoglVector3 *vector); cogl_vector3_init_zero (float *vector);
/** /**
* cogl_vector3_equal: * cogl_vector3_equal:
* @v1: The first CoglVector3 you want to compare * @v1: The first 3 component vector you want to compare
* @v2: The second CoglVector3 you want to compare * @v2: The second 3 component vector you want to compare
* *
* Compares the components of two vectors and returns TRUE if they are * Compares the components of two vectors and returns TRUE if they are
* the same. * the same.
@ -139,8 +98,8 @@ cogl_vector3_equal (gconstpointer v1, gconstpointer v2);
/** /**
* cogl_vector3_equal_with_epsilon: * cogl_vector3_equal_with_epsilon:
* @vector0: The first CoglVector3 you want to compare * @vector0: The first 3 component vector you want to compare
* @vector1: The second CoglVector3 you want to compare * @vector1: The second 3 component vector you want to compare
* @epsilon: The allowable difference between components to still be * @epsilon: The allowable difference between components to still be
* considered equal * considered equal
* *
@ -159,43 +118,43 @@ cogl_vector3_equal (gconstpointer v1, gconstpointer v2);
* Stability: Unstable * Stability: Unstable
*/ */
gboolean gboolean
cogl_vector3_equal_with_epsilon (const CoglVector3 *vector0, cogl_vector3_equal_with_epsilon (const float *vector0,
const CoglVector3 *vector1, const float *vector1,
float epsilon); float epsilon);
/** /**
* cogl_vector3_copy: * cogl_vector3_copy:
* @vector: The CoglVector3 you want to copy * @vector: The 3 component vector you want to copy
* *
* Allocates a new #CoglVector3 structure on the heap initializing the * Allocates a new 3 component float vector on the heap initializing
* components from the given @vector and returns a pointer to the newly * the components from the given @vector and returns a pointer to the
* allocated vector. You should free the memory using * newly allocated vector. You should free the memory using
* cogl_vector3_free() * cogl_vector3_free()
* *
* Returns: A newly allocated #CoglVector3. * Returns: A newly allocated 3 component float vector
* *
* Since: 1.4 * Since: 1.4
* Stability: Unstable * Stability: Unstable
*/ */
CoglVector3 * float *
cogl_vector3_copy (const CoglVector3 *vector); cogl_vector3_copy (const float *vector);
/** /**
* cogl_vector3_free: * cogl_vector3_free:
* @vector: The CoglVector3 you want to free * @vector: The 3 component you want to free
* *
* Frees a #CoglVector3 that was previously allocated with * Frees a 3 component vector that was previously allocated with
* cogl_vector_copy() * cogl_vector_copy()
* *
* Since: 1.4 * Since: 1.4
* Stability: Unstable * Stability: Unstable
*/ */
void void
cogl_vector3_free (CoglVector3 *vector); cogl_vector3_free (float *vector);
/** /**
* cogl_vector3_invert: * cogl_vector3_invert:
* @vector: The CoglVector3 you want to manipulate * @vector: The 3 component vector you want to manipulate
* *
* Inverts/negates all the components of the given @vector. * Inverts/negates all the components of the given @vector.
* *
@ -203,7 +162,7 @@ cogl_vector3_free (CoglVector3 *vector);
* Stability: Unstable * Stability: Unstable
*/ */
void void
cogl_vector3_invert (CoglVector3 *vector); cogl_vector3_invert (float *vector);
/** /**
* cogl_vector3_add: * cogl_vector3_add:
@ -218,9 +177,9 @@ cogl_vector3_invert (CoglVector3 *vector);
* Stability: Unstable * Stability: Unstable
*/ */
void void
cogl_vector3_add (CoglVector3 *result, cogl_vector3_add (float *result,
const CoglVector3 *a, const float *a,
const CoglVector3 *b); const float *b);
/** /**
* cogl_vector3_subtract: * cogl_vector3_subtract:
@ -235,13 +194,13 @@ cogl_vector3_add (CoglVector3 *result,
* Stability: Unstable * Stability: Unstable
*/ */
void void
cogl_vector3_subtract (CoglVector3 *result, cogl_vector3_subtract (float *result,
const CoglVector3 *a, const float *a,
const CoglVector3 *b); const float *b);
/** /**
* cogl_vector3_multiply_scalar: * cogl_vector3_multiply_scalar:
* @vector: The CoglVector3 you want to manipulate * @vector: The 3 component vector you want to manipulate
* @scalar: The scalar you want to multiply the vector components by * @scalar: The scalar you want to multiply the vector components by
* *
* Multiplies each of the @vector components by the given scalar. * Multiplies each of the @vector components by the given scalar.
@ -250,12 +209,12 @@ cogl_vector3_subtract (CoglVector3 *result,
* Stability: Unstable * Stability: Unstable
*/ */
void void
cogl_vector3_multiply_scalar (CoglVector3 *vector, cogl_vector3_multiply_scalar (float *vector,
float scalar); float scalar);
/** /**
* cogl_vector3_divide_scalar: * cogl_vector3_divide_scalar:
* @vector: The CoglVector3 you want to manipulate * @vector: The 3 component vector you want to manipulate
* @scalar: The scalar you want to divide the vector components by * @scalar: The scalar you want to divide the vector components by
* *
* Divides each of the @vector components by the given scalar. * Divides each of the @vector components by the given scalar.
@ -264,12 +223,12 @@ cogl_vector3_multiply_scalar (CoglVector3 *vector,
* Stability: Unstable * Stability: Unstable
*/ */
void void
cogl_vector3_divide_scalar (CoglVector3 *vector, cogl_vector3_divide_scalar (float *vector,
float scalar); float scalar);
/** /**
* cogl_vector3_normalize: * cogl_vector3_normalize:
* @vector: The CoglVector3 you want to manipulate * @vector: The 3 component vector you want to manipulate
* *
* Updates the vector so it is a "unit vector" such that the * Updates the vector so it is a "unit vector" such that the
* @vector<!-- -->s magnitude or length is equal to 1. * @vector<!-- -->s magnitude or length is equal to 1.
@ -278,11 +237,11 @@ cogl_vector3_divide_scalar (CoglVector3 *vector,
* Stability: Unstable * Stability: Unstable
*/ */
void void
cogl_vector3_normalize (CoglVector3 *vector); cogl_vector3_normalize (float *vector);
/** /**
* cogl_vector3_magnitude: * cogl_vector3_magnitude:
* @vector: The CoglVector3 you want the magnitude for * @vector: The 3 component vector you want the magnitude for
* *
* Calculates the scalar magnitude or length of @vector. * Calculates the scalar magnitude or length of @vector.
* *
@ -292,13 +251,13 @@ cogl_vector3_normalize (CoglVector3 *vector);
* Stability: Unstable * Stability: Unstable
*/ */
float float
cogl_vector3_magnitude (const CoglVector3 *vector); cogl_vector3_magnitude (const float *vector);
/** /**
* cogl_vector3_cross_product: * cogl_vector3_cross_product:
* @result: Where you want the result written * @result: Where you want the result written
* @u: Your first CoglVector3 * @u: Your first 3 component vector
* @v: Your second CoglVector3 * @v: Your second 3 component vector
* *
* Calculates the cross product between the two vectors @u and @v. * Calculates the cross product between the two vectors @u and @v.
* *
@ -322,16 +281,16 @@ cogl_vector3_magnitude (const CoglVector3 *vector);
* Stability: Unstable * Stability: Unstable
*/ */
void void
cogl_vector3_cross_product (CoglVector3 *result, cogl_vector3_cross_product (float *result,
const CoglVector3 *u, const float *u,
const CoglVector3 *v); const float *v);
/** /**
* cogl_vector3_dot_product: * cogl_vector3_dot_product:
* @a: Your first CoglVector3 * @a: Your first 3 component vector
* @b: Your second CoglVector3 * @b: Your second 3 component vector
* *
* Calculates the dot product of the two #CoglVector3<!-- -->s. This * Calculates the dot product of the two 3 component vectors. This
* can be used to determine the magnitude of one vector projected onto * can be used to determine the magnitude of one vector projected onto
* another. (for example a surface normal) * another. (for example a surface normal)
* *
@ -365,7 +324,7 @@ cogl_vector3_cross_product (CoglVector3 *result,
* Stability: Unstable * Stability: Unstable
*/ */
float float
cogl_vector3_dot_product (const CoglVector3 *a, const CoglVector3 *b); cogl_vector3_dot_product (const float *a, const float *b);
/** /**
* cogl_vector3_distance: * cogl_vector3_distance:
@ -375,13 +334,14 @@ cogl_vector3_dot_product (const CoglVector3 *a, const CoglVector3 *b);
* If you consider the two given vectors as (x,y,z) points instead * If you consider the two given vectors as (x,y,z) points instead
* then this will compute the distance between those two points. * then this will compute the distance between those two points.
* *
* Returns: The distance between two points given as @CoglVector3<!-- -->s * Returns: The distance between two points given as 3 component
* vectors.
* *
* Since: 1.4 * Since: 1.4
* Stability: Unstable * Stability: Unstable
*/ */
float float
cogl_vector3_distance (const CoglVector3 *a, const CoglVector3 *b); cogl_vector3_distance (const float *a, const float *b);
G_END_DECLS G_END_DECLS