mutter/cogl/cogl-vector.h
Neil Roberts 4f6fe6f0e2 Fixes for --disable-glib
This fixes some problems which were stopping --disable-glib from
working properly:

• A lot of the public headers were including glib.h. This shouldn't be
  necessary because the API doesn't expose any glib types. Otherwise
  any apps would require glib in order to get the header.

• The public headers were using G_BEGIN_DECLS. There is now a
  replacement macro called COGL_BEGIN_DECLS which is defined in
  cogl-types.h.

• A similar fix has been done for G_GNUC_NULL_TERMINATED and
  G_GNUC_DEPRECATED.

• The CFLAGS were not including $(builddir)/deps/glib which was
  preventing it finding the generated glibconfig.h when building out
  of tree.

Reviewed-by: Robert Bragg <robert@linux.intel.com>

(cherry picked from commit 4138b3141c2f39cddaea3d72bfc04342ed5092d0)
2013-01-22 17:48:05 +00:00

352 lines
9.6 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2008,2009,2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
#error "Only <cogl/cogl.h> can be included directly."
#endif
#ifndef __COGL_VECTOR_H
#define __COGL_VECTOR_H
COGL_BEGIN_DECLS
/**
* SECTION:cogl-vector
* @short_description: Functions for handling single precision float
* vectors.
*
* This exposes a utility API that can be used for basic manipulation of 3
* component float vectors.
*/
/**
* cogl_vector3_init:
* @vector: The 3 component vector you want to initialize
* @x: The x component
* @y: The y component
* @z: The z component
*
* Initializes a 3 component, single precision float vector which can
* then be manipulated with the cogl_vector convenience APIs. Vectors
* can also be used in places where a "point" is often desired.
*
* Since: 1.4
* Stability: Unstable
*/
void
cogl_vector3_init (float *vector, float x, float y, float z);
/**
* cogl_vector3_init_zero:
* @vector: The 3 component vector you want to initialize
*
* Initializes a 3 component, single precision float vector with zero
* for each component.
*
* Since: 1.4
* Stability: Unstable
*/
void
cogl_vector3_init_zero (float *vector);
/**
* cogl_vector3_equal:
* @v1: The first 3 component vector 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
* the same.
*
* The comparison of the components is done with the '==' operator
* such that -0 is considered equal to 0, but otherwise there is no
* fuzziness such as an epsilon to consider vectors that are
* essentially identical except for some minor precision error
* differences due to the way they have been manipulated.
*
* Returns: TRUE if the vectors are equal else FALSE.
*
* Since: 1.4
* Stability: Unstable
*/
CoglBool
cogl_vector3_equal (const void *v1, const void *v2);
/**
* cogl_vector3_equal_with_epsilon:
* @vector0: The first 3 component vector you want to compare
* @vector1: The second 3 component vector you want to compare
* @epsilon: The allowable difference between components to still be
* considered equal
*
* Compares the components of two vectors using the given epsilon and
* returns TRUE if they are the same, using an internal epsilon for
* comparing the floats.
*
* Each component is compared against the epsilon value in this way:
* |[
* if (fabsf (vector0->x - vector1->x) < epsilon)
* ]|
*
* Returns: TRUE if the vectors are equal else FALSE.
*
* Since: 1.4
* Stability: Unstable
*/
CoglBool
cogl_vector3_equal_with_epsilon (const float *vector0,
const float *vector1,
float epsilon);
/**
* cogl_vector3_copy:
* @vector: The 3 component vector you want to copy
*
* Allocates a new 3 component float vector on the heap initializing
* the components from the given @vector and returns a pointer to the
* newly allocated vector. You should free the memory using
* cogl_vector3_free()
*
* Returns: A newly allocated 3 component float vector
*
* Since: 1.4
* Stability: Unstable
*/
float *
cogl_vector3_copy (const float *vector);
/**
* cogl_vector3_free:
* @vector: The 3 component you want to free
*
* Frees a 3 component vector that was previously allocated with
* cogl_vector_copy()
*
* Since: 1.4
* Stability: Unstable
*/
void
cogl_vector3_free (float *vector);
/**
* cogl_vector3_invert:
* @vector: The 3 component vector you want to manipulate
*
* Inverts/negates all the components of the given @vector.
*
* Since: 1.4
* Stability: Unstable
*/
void
cogl_vector3_invert (float *vector);
/**
* cogl_vector3_add:
* @result: Where you want the result written
* @a: The first vector operand
* @b: The second vector operand
*
* 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 (float *result,
const float *a,
const float *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 (float *result,
const float *a,
const float *b);
/**
* cogl_vector3_multiply_scalar:
* @vector: The 3 component vector 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 (float *vector,
float scalar);
/**
* cogl_vector3_divide_scalar:
* @vector: The 3 component vector 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 (float *vector,
float scalar);
/**
* cogl_vector3_normalize:
* @vector: The 3 component vector 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.
*
* <note>It's safe to use this function with the [0, 0, 0] vector, it will not
* try to divide components by 0 (its norm) and will leave the vector
* untouched.</note>
*
* Since: 1.4
* Stability: Unstable
*/
void
cogl_vector3_normalize (float *vector);
/**
* cogl_vector3_magnitude:
* @vector: The 3 component vector 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 float *vector);
/**
* cogl_vector3_cross_product:
* @result: Where you want the result written
* @u: Your first 3 component vector
* @v: Your second 3 component vector
*
* 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 (float *result,
const float *u,
const float *v);
/**
* cogl_vector3_dot_product:
* @a: Your first 3 component vector
* @b: Your second 3 component vector
*
* Calculates the dot product of the two 3 component vectors. 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 float *a, const float *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 3 component
* vectors.
*
* Since: 1.4
* Stability: Unstable
*/
float
cogl_vector3_distance (const float *a, const float *b);
COGL_END_DECLS
#endif /* __COGL_VECTOR_H */