vec4.c
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gl-matrix's vec4, in c, split into smaller pieces
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# gl-vec4
Part of a fork of [@toji](http://github.com/toji)'s
[gl-matrix](http://github.com/toji/gl-matrix) to c, split into smaller pieces: this
package contains `glMatrix.vec4`.
## Usage
__main.c__
```
#include <vec4/create.h>
vec4 v4 = vec4_create();
```
compiled with `gcc main.c -o main -Inode_modules/vec4.c/include`
### with cmake
__CMakeLists.txt__
```
cmake_minimum_required(VERSION 3.2)
project (vec4-test)
file(GLOB CMAKE_INCLUDES "node_modules/*/CMakeLists.txt")
include(${CMAKE_INCLUDES})
add_executable(main main.c)
```
## API
- [vec4_add()](#addoutvec4-avec4-bvec4)
- [vec4_clone()](#cloneavec4)
- [vec4_copy()](#copyoutvec4-avec4)
- [vec4_create()](#create)
- [vec4_distance()](#distanceavec4-bvec4)
- [vec4_divide()](#divideoutvec4-avec4-bvec4)
- [vec4_dot()](#dotavec4-bvec4)
- [vec4_fromValues()](#fromvaluesxnumber-ynumber-znumber-wnumber)
- [vec4_inverse()](#inverseoutvec4-avec4)
- [vec4_length()](#lengthavec4)
- [vec4_lerp()](#lerpoutvec4-avec4-bvec4-tnumber)
- [vec4_max()](#maxoutvec4-avec4-bvec4)
- [vec4_min()](#minoutvec4-avec4-bvec4)
- [vec4_multiply()](#multiplyoutvec4-avec4-bvec4)
- [vec4_negate()](#negateoutvec4-avec4)
- [vec4_normalize()](#normalizeoutvec4-avec4)
- [vec4_random()](#randomoutvec4-scalenumber)
- [vec4_scale()](#scaleoutvec4-avec4-bnumber)
- [vec4_scaleAndAdd()](#scaleandaddoutvec4-avec4-bvec4-scalenumber)
- [vec4_set()](#setoutvec4-xnumber-ynumber-znumber-wnumber)
- [vec4_squaredDistance()](#squareddistanceavec4-bvec4)
- [vec4_squaredLength()](#squaredlengthavec4)
- [vec4_subtract()](#subtractoutvec4-avec4-bvec4)
- [vec4_transformMat4()](#transformmat4outvec4-avec4-mmat4)
- [vec4_transformQuat()](#transformquatoutvec4-avec4-qquat)
## vec4_add(vec4 out:vec4, a:vec4, b:vec4)
Adds two vec4's
## vec4_clone(a:vec4)
Creates a new vec4 initialized with values from an existing vector
## vec4_copy(vec4 out:vec4, a:vec4)
Copy the values from one vec4 to another
## vec4_create()
Creates a new, empty vec4
## vec4_distance(a:vec4, b:vec4)
Calculates the euclidian distance between two vec4's
## vec4_divide(vec4 out:vec4, a:vec4, b:vec4)
Divides two vec4's
## vec4_dot(a:vec4, b:vec4)
Calculates the dot product of two vec4's
## vec4_fromValues(x:Number, y:Number, z:Number, w:Number)
Creates a new vec4 initialized with the given values
## vec4_inverse(vec4 out:vec4, a:vec4)
Returns the inverse of the components of a vec4
## vec4_length(a:vec4)
Calculates the length of a vec4
## vec4_lerp(vec4 out:vec4, a:vec4, b:vec4, t:Number)
Performs a linear interpolation between two vec4's
## vec4_max(vec4 out:vec4, a:vec4, b:vec4)
Returns the maximum of two vec4's
## vec4_min(vec4 out:vec4, a:vec4, b:vec4)
Returns the minimum of two vec4's
## vec4_multiply(vec4 out:vec4, a:vec4, b:vec4)
Multiplies two vec4's
## vec4_negate(vec4 out:vec4, a:vec4)
Negates the components of a vec4
## vec4_normalize(vec4 out:vec4, a:vec4)
Normalize a vec4
## vec4_random(vec4 out:vec4, [scale]:Number)
Generates a random vector with the given scale
## vec4_scale(vec4 out:vec4, a:vec4, b:Number)
Scales a vec4 by a scalar number
## vec4_scaleAndAdd(vec4 out:vec4, a:vec4, b:vec4, scale:Number)
Adds two vec4's after scaling the second operand by a scalar value
## vec4_set(vec4 out:vec4, x:Number, y:Number, z:Number, w:Number)
Set the components of a vec4 to the given values
## vec4_squaredDistance(a:vec4, b:vec4)
Calculates the squared euclidian distance between two vec4's
## vec4_squaredLength(a:vec4)
Calculates the squared length of a vec4
## vec4_subtract(vec4 out:vec4, a:vec4, b:vec4)
Subtracts vector b from vector a
## vec4_transformMat4(vec4 out:vec4, a:vec4, m:mat4)
Transforms the vec4 with a mat4.
## vec4_transformQuat(vec4 out:vec4, a:vec4, q:quat)
Transforms the vec4 with a quat
## License
MIT. See [LICENSE.md](http://github.com/stackgl/gl-vec4/blob/master/LICENSE.md) for details.