diff options
| author | Thomas Guillermo Albers Raviola <thomas@thomaslabs.org> | 2026-01-16 23:02:32 +0100 |
|---|---|---|
| committer | Thomas Guillermo Albers Raviola <thomas@thomaslabs.org> | 2026-01-16 23:02:32 +0100 |
| commit | 6b8af9cf83851c075c6c9514b1deaa931c2b19a4 (patch) | |
| tree | 428986b49c32e21d3f7a3c2dfa41858ae0153209 /09-september/tomcat/math/vector.c | |
Initial commit
Diffstat (limited to '09-september/tomcat/math/vector.c')
| -rw-r--r-- | 09-september/tomcat/math/vector.c | 177 |
1 files changed, 177 insertions, 0 deletions
diff --git a/09-september/tomcat/math/vector.c b/09-september/tomcat/math/vector.c new file mode 100644 index 0000000..230de51 --- /dev/null +++ b/09-september/tomcat/math/vector.c @@ -0,0 +1,177 @@ +#include "vector.h" +#include <SDL2/SDL.h> + +Vec4 vec4_add(const Vec4 *a, const Vec4 *b) +{ + Vec4 c; + c.x = a->x + b->x; + c.y = a->y + b->y; + c.z = a->z + b->z; + c.w = a->w + b->w; + return c; +} + +Vec4 vec4_sub(const Vec4 *a, const Vec4 *b) +{ + Vec4 c; + c.x = a->x - b->x; + c.y = a->y - b->y; + c.z = a->z - b->z; + c.w = a->w - b->w; + return c; +} + +Vec4 vec4_scalar_mul(const Vec4 *a, GLfloat scalar) +{ + Vec4 c; + c.x = a->x * scalar; + c.y = a->y * scalar; + c.z = a->z * scalar; + c.w = a->w * scalar; + return c; +} + +GLfloat vec4_dot_mul(const Vec4 *a, const Vec4 *b) +{ + return ( (a->x * b->x) + (a->y * b->y) + (a->z * b->z) + (a->w * b->w) ); +} + +GLfloat vec4_length(Vec4 *a) +{ + return SDL_sqrtf(SDL_pow(a->x, 2.0f) + SDL_pow(a->y, 2.0f) + SDL_pow(a->z, 2.0f) + SDL_pow(a->w, 2.0f) ); +} + +GLfloat vec4_length2(Vec4 *a) +{ + return ( SDL_pow(a->x, 2.0f) + SDL_pow(a->y, 2.0f) + SDL_pow(a->z, 2.0f) + SDL_pow(a->w, 2.0f) ); +} + +Vec4 vec4_normalize(Vec4 *a) +{ + Vec4 b; + GLfloat length = vec4_length(a); + b.x = a->x / length; + b.y = a->y / length; + b.z = a->z / length; + b.w = a->w / length; + return b; +} + +Vec3 vec3_add(const Vec3 *a, const Vec3 *b) +{ + Vec3 c; + c.x = a->x + b->x; + c.y = a->y + b->y; + c.z = a->z + b->z; + return c; +} + +Vec3 vec3_sub(const Vec3 *a, const Vec3 *b) +{ + Vec3 c; + c.x = a->x - b->x; + c.y = a->y - b->y; + c.z = a->z - b->z; + return c; +} + +Vec3 vec3_scalar_mul(const Vec3 *a, GLfloat scalar) +{ + Vec3 c; + c.x = a->x * scalar; + c.y = a->y * scalar; + c.z = a->z * scalar; + return c; +} + +GLfloat vec3_dot_mul(const Vec3 *a, const Vec3 *b) +{ + return ( (a->x * b->x) + (a->y * b->y) + (a->z * b->z) ); +} + + +Vec3 vec3_cross_mul(const Vec3 *a, const Vec3 *b) +{ + Vec3 c; + c.x = (a->y * b->z) - (a->z * b->y); + c.y = (a->z * b->x) - (a->x * b->z); + c.z = (a->x * b->y) - (a->y * b->x); + return c; +} + +GLfloat vec3_length(Vec3 *a) +{ + return SDL_sqrtf(SDL_pow(a->x, 2.0f) + SDL_pow(a->y, 2.0f) + SDL_pow(a->z, 2.0f)); +} + +GLfloat vec3_length2(Vec3 *a) +{ + return ( SDL_pow(a->x, 2.0f) + SDL_pow(a->y, 2.0f) + SDL_pow(a->z, 2.0f) ); +} + +Vec3 vec3_normalize(Vec3 *a) +{ + Vec3 b; + GLfloat length = vec3_length(a); + b.x = a->x / length; + b.y = a->y / length; + b.z = a->z / length; + return b; +} + +Vec2 vec2_add(const Vec2 *a, const Vec2 *b) +{ + Vec2 c; + c.x = a->x + b->x; + c.y = a->y + b->y; + return c; +} + +Vec2 vec2_sub(const Vec2 *a, const Vec2 *b) +{ + Vec2 c; + c.x = a->x - b->x; + c.y = a->y - b->y; + return c; +} + +Vec2 vec2_scalar_mul(const Vec2 *a, GLfloat scalar) +{ + Vec2 c; + c.x = a->x * scalar; + c.y = a->y * scalar; + return c; +} + +GLfloat vec2_dot_mul(const Vec2 *a, const Vec2 *b) +{ + return ( (a->x * b->x) + (a->y * b->y) ); +} + + +Vec2 vec2_cross_mul(const Vec2 *a, const Vec2 *b) +{ + Vec2 c; + c.x = (a->x * b->y) - (a->y * b->x); + c.y = (a->y * b->x) - (a->x * b->y); + return c; +} + +GLfloat vec2_length(Vec2 *a) +{ + return SDL_sqrtf(SDL_pow(a->x, 2.0f) + SDL_pow(a->y, 2.0f) ); +} + +GLfloat vec2_length2(Vec2 *a) +{ + return ( SDL_pow(a->x, 2.0f) + SDL_pow(a->y, 2.0f) ); +} + +Vec2 vec2_normalize(Vec2 *a) +{ + Vec2 b; + GLfloat length = vec2_length(a); + b.x = a->x / length; + b.y = a->y / length; + return b; +} |
