vec3

Header: cglm/vec3.h

Important: cglm was used glm_vec_ namespace for vec3 functions until v0.5.0, since v0.5.0 cglm uses glm_vec3_ namespace for vec3.

Also glm_vec3_flipsign has been renamed to glm_vec3_negate

We mostly use vectors in graphics math, to make writing code faster and easy to read, some vec3 functions are aliased in global namespace. For instance glm_dot() is alias of glm_vec3_dot(), alias means inline wrapper here. There is no call verison of alias functions

There are also functions for rotating vec3 vector. _m4, _m3 prefixes rotate vec3 with matrix.

Functions documentation

void glm_vec3(vec4 v4, vec3 dest)

init vec3 using vec4

Parameters:
[in] v4 vector4
[out] dest destination
void glm_vec3_copy(vec3 a, vec3 dest)

copy all members of [a] to [dest]

Parameters:
[in] a source
[out] dest destination
void glm_vec3_zero(vec3 v)

makes all members 0.0f (zero)

Parameters:
[in, out] v vector
void glm_vec3_one(vec3 v)

makes all members 1.0f (one)

Parameters:
[in, out] v vector
float glm_vec3_dot(vec3 a, vec3 b)

dot product of vec3

Parameters:
[in] a vector1
[in] b vector2
Returns:
dot product
void glm_vec3_cross(vec3 a, vec3 b, vec3 d)

cross product of two vector (RH)

Parameters:
[in] a vector 1
[in] b vector 2
[out] dest destination
void glm_vec3_crossn(vec3 a, vec3 b, vec3 dest)

cross product of two vector (RH) and normalize the result

Parameters:
[in] a vector 1
[in] b vector 2
[out] dest destination
float glm_vec3_norm2(vec3 v)

norm * norm (magnitude) of vector

we can use this func instead of calling norm * norm, because it would call sqrtf fuction twice but with this func we can avoid func call, maybe this is not good name for this func

Parameters:
[in] v vector
Returns:
square of norm / magnitude
float glm_vec3_norm(vec3 vec)

norm (magnitude) of vec3

Parameters:
[in] vec vector
void glm_vec3_add(vec3 a, vec3 b, vec3 dest)

add a vector to b vector store result in dest

Parameters:
[in] a vector1
[in] b vector2
[out] dest destination vector
void glm_vec3_adds(vec3 a, float s, vec3 dest)

add scalar to v vector store result in dest (d = v + vec(s))

Parameters:
[in] v vector
[in] s scalar
[out] dest destination vector
void glm_vec3_sub(vec3 v1, vec3 v2, vec3 dest)

subtract b vector from a vector store result in dest (d = v1 - v2)

Parameters:
[in] a vector1
[in] b vector2
[out] dest destination vector
void glm_vec3_subs(vec3 v, float s, vec3 dest)

subtract scalar from v vector store result in dest (d = v - vec(s))

Parameters:
[in] v vector
[in] s scalar
[out] dest destination vector
void glm_vec3_mul(vec3 a, vec3 b, vec3 d)

multiply two vector (component-wise multiplication)

Parameters:
[in] a vector
[in] b scalar
[out] d result = (a[0] * b[0], a[1] * b[1], a[2] * b[2])
void glm_vec3_scale(vec3 v, float s, vec3 dest)
multiply/scale vec3 vector with scalar: result = v * s
Parameters:
[in] v vector
[in] s scalar
[out] dest destination vector
void glm_vec3_scale_as(vec3 v, float s, vec3 dest)

make vec3 vector scale as specified: result = unit(v) * s

Parameters:
[in] v vector
[in] s scalar
[out] dest destination vector
void glm_vec3_div(vec3 a, vec3 b, vec3 dest)

div vector with another component-wise division: d = a / b

Parameters:
[in] a vector 1
[in] b vector 2
[out] dest result = (a[0] / b[0], a[1] / b[1], a[2] / b[2])
void glm_vec3_divs(vec3 v, float s, vec3 dest)

div vector with scalar: d = v / s

Parameters:
[in] v vector
[in] s scalar
[out] dest result = (a[0] / s, a[1] / s, a[2] / s])
void glm_vec3_addadd(vec3 a, vec3 b, vec3 dest)
add two vectors and add result to sum
it applies += operator so dest must be initialized
Parameters:
[in] a vector 1
[in] b vector 2
[out] dest dest += (a + b)
void glm_vec3_subadd(vec3 a, vec3 b, vec3 dest)
sub two vectors and add result to sum
it applies += operator so dest must be initialized
Parameters:
[in] a vector 1
[in] b vector 2
[out] dest dest += (a - b)
void glm_vec3_muladd(vec3 a, vec3 b, vec3 dest)
mul two vectors and add result to sum
it applies += operator so dest must be initialized
Parameters:
[in] a vector 1
[in] b vector 2
[out] dest dest += (a * b)
void glm_vec3_muladds(vec3 a, float s, vec3 dest)
mul vector with scalar and add result to sum
it applies += operator so dest must be initialized
Parameters:
[in] a vector
[in] s scalar
[out] dest dest += (a * b)
void glm_vec3_maxadd(vec3 a, vec3 b, vec3 dest)
add max of two vector to result/dest
it applies += operator so dest must be initialized
Parameters:
[in] a vector 1
[in] b vector 2
[out] dest dest += (a * b)
void glm_vec3_minadd(vec3 a, vec3 b, vec3 dest)
add min of two vector to result/dest
it applies += operator so dest must be initialized
Parameters:
[in] a vector 1
[in] b vector 2
[out] dest dest += (a * b)
void glm_vec3_flipsign(vec3 v)

DEPRACATED!

use glm_vec3_negate()

Parameters:
[in, out] v vector
void glm_vec3_flipsign_to(vec3 v, vec3 dest)

DEPRACATED!

use glm_vec3_negate_to()

Parameters:
[in] v vector
[out] dest negated vector
void glm_vec3_inv(vec3 v)

DEPRACATED!

use glm_vec3_negate()

Parameters:
[in, out] v vector
void glm_vec3_inv_to(vec3 v, vec3 dest)

DEPRACATED!

use glm_vec3_negate_to()

Parameters:
[in] v source
[out] dest destination
void glm_vec3_negate(vec3 v)

negate vector components

Parameters:
[in, out] v vector
void glm_vec3_negate_to(vec3 v, vec3 dest)

negate vector components and store result in dest

Parameters:
[in] v vector
[out] dest negated vector
void glm_vec3_normalize(vec3 v)

normalize vec3 and store result in same vec

Parameters:
[in, out] v vector
void glm_vec3_normalize_to(vec3 vec, vec3 dest)
normalize vec3 to dest
Parameters:
[in] vec source
[out] dest destination
float glm_vec3_angle(vec3 v1, vec3 v2)

angle betwen two vector

Parameters:
[in] v1 vector1
[in] v2 vector2
Return:
angle as radians
void glm_vec3_rotate(vec3 v, float angle, vec3 axis)
rotate vec3 around axis by angle using Rodrigues’ rotation formula
Parameters:
[in, out] v vector
[in] axis axis vector (will be normalized)
[out] angle angle (radians)
void glm_vec3_rotate_m4(mat4 m, vec3 v, vec3 dest)

apply rotation matrix to vector

Parameters:
[in] m affine matrix or rot matrix
[in] v vector
[out] dest rotated vector
void glm_vec3_rotate_m3(mat3 m, vec3 v, vec3 dest)

apply rotation matrix to vector

Parameters:
[in] m affine matrix or rot matrix
[in] v vector
[out] dest rotated vector
void glm_vec3_proj(vec3 a, vec3 b, vec3 dest)

project a vector onto b vector

Parameters:
[in] a vector1
[in] b vector2
[out] dest projected vector
void glm_vec3_center(vec3 v1, vec3 v2, vec3 dest)

find center point of two vector

Parameters:
[in] v1 vector1
[in] v2 vector2
[out] dest center point
float glm_vec3_distance2(vec3 v1, vec3 v2)

squared distance between two vectors

Parameters:
[in] mat vector1
[in] row1 vector2
Returns:
squared distance (distance * distance)
float glm_vec3_distance(vec3 v1, vec3 v2)

distance between two vectors

Parameters:
[in] mat vector1
[in] row1 vector2
Returns:
distance
void glm_vec3_maxv(vec3 v1, vec3 v2, vec3 dest)

max values of vectors

Parameters:
[in] v1 vector1
[in] v2 vector2
[out] dest destination
void glm_vec3_minv(vec3 v1, vec3 v2, vec3 dest)

min values of vectors

Parameters:
[in] v1 vector1
[in] v2 vector2
[out] dest destination
void glm_vec3_ortho(vec3 v, vec3 dest)

possible orthogonal/perpendicular vector

Parameters:
[in] mat vector
[out] dest orthogonal/perpendicular vector
void glm_vec3_clamp(vec3 v, float minVal, float maxVal)

constrain a value to lie between two further values

Parameters:
[in, out] v vector
[in] minVal minimum value
[in] maxVal maximum value
void glm_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest)

linear interpolation between two vector

formula: from + s * (to - from)
Parameters:
[in] from from value
[in] to to value
[in] t interpolant (amount) clamped between 0 and 1
[out] dest destination