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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.
368 lines
9.7 KiB
C
368 lines
9.7 KiB
C
/*
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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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*
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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 (CoglVector3 *result,
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const CoglVector3 *a,
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const CoglVector3 *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 (CoglVector3 *result,
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const CoglVector3 *a,
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const CoglVector3 *b);
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/**
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* cogl_vector3_multiply_scalar:
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* @vector: The CoglVector3 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 (CoglVector3 *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 CoglVector3 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 (CoglVector3 *vector,
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float scalar);
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/**
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* cogl_vector3_normalize:
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* @vector: The CoglVector3 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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* 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 (CoglVector3 *vector);
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/**
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* cogl_vector3_magnitude:
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* @vector: The CoglVector3 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 CoglVector3 *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 CoglVector3
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* @v: Your second CoglVector3
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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 (CoglVector3 *result,
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const CoglVector3 *u,
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const CoglVector3 *v);
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/**
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* cogl_vector3_dot_product:
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* @a: Your first CoglVector3
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* @b: Your second CoglVector3
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*
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* Calculates the dot product of the two #CoglVector3<!-- -->s. 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 CoglVector3 *a, const CoglVector3 *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 @CoglVector3<!-- -->s
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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 CoglVector3 *a, const CoglVector3 *b);
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G_END_DECLS
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#endif /* __COGL_VECTOR_H */
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