vec4

Header: cglm/vec4.h

Functions documentation

void glm_vec4(vec3 v3, float last, vec4 dest)

init vec4 using vec3, since you are initializing vec4 with vec3 you need to set last item. cglm could set it zero but making it parameter gives more control

Parameters:
[in] v3 vector4
[in] last last item of vec4
[out] dest destination
void glm_vec4_copy3(vec4 a, vec3 dest)

copy first 3 members of [a] to [dest]

Parameters:
[in] a source
[out] dest destination
void glm_vec4_copy(vec4 v, vec4 dest)

copy all members of [a] to [dest]

Parameters:
[in] v source
[in] dest destination
void glm_vec4_ucopy(vec4 v, vec4 dest)

copy all members of [a] to [dest]

alignment is not required
Parameters:
[in] v source
[in] dest destination
void glm_vec4_zero(vec4 v)

makes all members zero

Parameters:
[in, out] v vector
float glm_vec4_dot(vec4 a, vec4 b)

dot product of vec4

Parameters:
[in] a vector1
[in] b vector2
Returns:
dot product
float glm_vec4_norm2(vec4 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_vec4_norm(vec4 vec)

norm (magnitude) of vec4

Parameters:
[in] vec vector
void glm_vec4_add(vec4 a, vec4 b, vec4 dest)

add a vector to b vector store result in dest

Parameters:
[in] a vector1
[in] b vector2
[out] dest destination vector
void glm_vec4_adds(vec4 v, float s, vec4 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_vec4_sub(vec4 a, vec4 b, vec4 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_vec4_subs(vec4 v, float s, vec4 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_vec4_mul(vec4 a, vec4 b, vec4 d)

multiply two vector (component-wise multiplication)

Parameters:
[in] a vector1
[in] b vector2
[out] dest result = (a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3])
void glm_vec4_scale(vec4 v, float s, vec4 dest)
multiply/scale vec4 vector with scalar: result = v * s
Parameters:
[in] v vector
[in] s scalar
[out] dest destination vector
void glm_vec4_scale_as(vec4 v, float s, vec4 dest)

make vec4 vector scale as specified: result = unit(v) * s

Parameters:
[in] v vector
[in] s scalar
[out] dest destination vector
void glm_vec4_div(vec4 a, vec4 b, vec4 dest)

div vector with another component-wise division: d = v1 / v2

Parameters:
[in] a vector1
[in] b vector2
[out] dest result = (a[0] / b[0], a[1] / b[1], a[2] / b[2], a[3] / b[3])
void glm_vec4_divs(vec4 v, float s, vec4 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, a[3] / s)
void glm_vec4_addadd(vec4 a, vec4 b, vec4 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_vec4_subadd(vec4 a, vec4 b, vec4 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_vec4_muladd(vec4 a, vec4 b, vec4 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_vec4_muladds(vec4 a, float s, vec4 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_vec4_maxadd(vec4 a, vec4 b, vec4 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_vec4_minadd(vec4 a, vec4 b, vec4 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_vec4_flipsign(vec4 v)

DEPRACATED!

use glm_vec4_negate()

Parameters: | [in, out] v vector

void glm_vec4_flipsign_to(vec4 v, vec4 dest)

DEPRACATED!

use glm_vec4_negate_to()

Parameters:
[in] v vector
[out] dest negated vector
void glm_vec4_inv(vec4 v)

DEPRACATED!

use glm_vec4_negate()

Parameters:
[in, out] v vector
void glm_vec4_inv_to(vec4 v, vec4 dest)

DEPRACATED!

use glm_vec4_negate_to()

Parameters:
[in] v source
[out] dest destination
void glm_vec4_negate(vec4 v)

negate vector components

Parameters: | [in, out] v vector

void glm_vec4_negate_to(vec4 v, vec4 dest)

negate vector components and store result in dest

Parameters:
[in] v vector
[out] dest negated vector
void glm_vec4_normalize(vec4 v)

normalize vec4 and store result in same vec

Parameters:
[in, out] v vector
void glm_vec4_normalize_to(vec4 vec, vec4 dest)

normalize vec4 to dest

Parameters:
[in] vec source
[out] dest destination
float glm_vec4_distance(vec4 v1, vec4 v2)

distance between two vectors

Parameters:
[in] mat vector1
[in] row1 vector2
Returns:
distance
void glm_vec4_maxv(vec4 v1, vec4 v2, vec4 dest)

max values of vectors

Parameters:
[in] v1 vector1
[in] v2 vector2
[out] dest destination
void glm_vec4_minv(vec4 v1, vec4 v2, vec4 dest)

min values of vectors

Parameters:
[in] v1 vector1
[in] v2 vector2
[out] dest destination
void glm_vec4_clamp(vec4 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_vec4_lerp(vec4 from, vec4 to, float t, vec4 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