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Since the Cogl 1.18 branch is actively maintained in parallel with the
master branch; this is a counter part to commit 1b83ef938fc16b which
re-licensed the master branch to use the MIT license.
This re-licensing is a follow up to the proposal that was sent to the
Cogl mailing list:
http://lists.freedesktop.org/archives/cogl/2013-December/001465.html
Note: there was a copyright assignment policy in place for Clutter (and
therefore Cogl which was part of Clutter at the time) until the 11th of
June 2010 and so we only checked the details after that point (commit
0bbf50f905
)
For each file, authors were identified via this Git command:
$ git blame -p -C -C -C20 -M -M10 0bbf50f905..HEAD
We received blanket approvals for re-licensing all Red Hat and Collabora
contributions which reduced how many people needed to be contacted
individually:
- http://lists.freedesktop.org/archives/cogl/2013-December/001470.html
- http://lists.freedesktop.org/archives/cogl/2014-January/001536.html
Individual approval requests were sent to all the other identified authors
who all confirmed the re-license on the Cogl mailinglist:
http://lists.freedesktop.org/archives/cogl/2014-January
As well as updating the copyright header in all sources files, the
COPYING file has been updated to reflect the license change and also
document the other licenses used in Cogl such as the SGI Free Software
License B, version 2.0 and the 3-clause BSD license.
This patch was not simply cherry-picked from master; but the same
methodology was used to check the source files.
357 lines
10 KiB
C
357 lines
10 KiB
C
/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2008,2009,2010 Intel Corporation.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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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(COGL_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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COGL_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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/**
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* cogl_vector3_init:
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* @vector: The 3 component vector 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 (float *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 3 component vector 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 (float *vector);
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/**
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* cogl_vector3_equal:
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* @v1: The first 3 component vector you want to compare
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* @v2: The second 3 component vector 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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CoglBool
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cogl_vector3_equal (const void *v1, const void *v2);
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/**
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* cogl_vector3_equal_with_epsilon:
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* @vector0: The first 3 component vector you want to compare
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* @vector1: The second 3 component vector 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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CoglBool
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cogl_vector3_equal_with_epsilon (const float *vector0,
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const float *vector1,
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float epsilon);
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/**
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* cogl_vector3_copy:
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* @vector: The 3 component vector you want to copy
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*
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* Allocates a new 3 component float vector on the heap initializing
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* the components from the given @vector and returns a pointer to the
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* newly 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 3 component float 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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float *
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cogl_vector3_copy (const float *vector);
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/**
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* cogl_vector3_free:
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* @vector: The 3 component you want to free
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*
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* Frees a 3 component vector that was previously allocated with
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* cogl_vector3_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 (float *vector);
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/**
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* cogl_vector3_invert:
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* @vector: The 3 component vector 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 (float *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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*
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* Adds each of the corresponding components in vectors @a and @b
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* storing the results in @result.
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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_add (float *result,
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const float *a,
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const float *b);
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/**
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* cogl_vector3_subtract:
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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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*
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* Subtracts each of the corresponding components in vector @b from
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* @a storing the results in @result.
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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_subtract (float *result,
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const float *a,
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const float *b);
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/**
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* cogl_vector3_multiply_scalar:
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* @vector: The 3 component vector you want to manipulate
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* @scalar: The scalar you want to multiply the vector components by
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*
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* Multiplies each of the @vector components by the given scalar.
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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_multiply_scalar (float *vector,
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float scalar);
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/**
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* cogl_vector3_divide_scalar:
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* @vector: The 3 component vector you want to manipulate
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* @scalar: The scalar you want to divide the vector components by
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*
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* Divides each of the @vector components by the given scalar.
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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_divide_scalar (float *vector,
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float scalar);
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/**
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* cogl_vector3_normalize:
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* @vector: The 3 component vector you want to manipulate
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*
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* Updates the vector so it is a "unit vector" such that the
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* @vector<!-- -->s magnitude or length is equal to 1.
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*
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* <note>It's safe to use this function with the [0, 0, 0] vector, it will not
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* try to divide components by 0 (its norm) and will leave the vector
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* untouched.</note>
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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_normalize (float *vector);
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/**
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* cogl_vector3_magnitude:
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* @vector: The 3 component vector you want the magnitude for
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*
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* Calculates the scalar magnitude or length of @vector.
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*
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* Returns: The magnitude of @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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float
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cogl_vector3_magnitude (const float *vector);
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/**
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* cogl_vector3_cross_product:
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* @result: Where you want the result written
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* @u: Your first 3 component vector
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* @v: Your second 3 component vector
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*
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* Calculates the cross product between the two vectors @u and @v.
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*
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* The cross product is a vector perpendicular to both @u and @v. This
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* can be useful for calculating the normal of a polygon by creating
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* two vectors in its plane using the polygons vertices and taking
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* their cross product.
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*
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* If the two vectors are parallel then the cross product is 0.
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*
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* You can use a right hand rule to determine which direction the
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* perpendicular vector will point: If you place the two vectors tail,
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* to tail and imagine grabbing the perpendicular line that extends
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* through the common tail with your right hand such that you fingers
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* rotate in the direction from @u to @v then the resulting vector
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* points along your extended thumb.
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*
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* Returns: The cross product between two vectors @u and @v.
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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_cross_product (float *result,
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const float *u,
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const float *v);
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/**
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* cogl_vector3_dot_product:
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* @a: Your first 3 component vector
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* @b: Your second 3 component vector
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*
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* Calculates the dot product of the two 3 component vectors. This
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* can be used to determine the magnitude of one vector projected onto
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* another. (for example a surface normal)
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*
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* For example if you have a polygon with a given normal vector and
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* some other point for which you want to calculate its distance from
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* the polygon, you can create a vector between one of the polygon
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* vertices and that point and use the dot product to calculate the
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* magnitude for that vector but projected onto the normal of the
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* polygon. This way you don't just get the distance from the point to
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* the edge of the polygon you get the distance from the point to the
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* nearest part of the polygon.
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*
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* <note>If you don't use a unit length normal in the above example
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* then you would then also have to divide the result by the magnitude
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* of the normal</note>
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*
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* The dot product is calculated as:
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* |[
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* (a->x * b->x + a->y * b->y + a->z * b->z)
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* ]|
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*
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* For reference, the dot product can also be calculated from the
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* angle between two vectors as:
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* |[
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* |a||b|cos𝜃
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* ]|
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*
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* Returns: The dot product of two vectors.
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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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float
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cogl_vector3_dot_product (const float *a, const float *b);
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/**
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* cogl_vector3_distance:
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* @a: The first point
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* @b: The second point
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*
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* If you consider the two given vectors as (x,y,z) points instead
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* then this will compute the distance between those two points.
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*
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* Returns: The distance between two points given as 3 component
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* vectors.
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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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float
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cogl_vector3_distance (const float *a, const float *b);
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COGL_END_DECLS
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#endif /* __COGL_VECTOR_H */
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