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Simple C library for OpenGL math aimed at readability

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yatima1460/CGLMath

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MembersDescriptions
public floatfloat_min(float a,float b)
public floatfloat_max(float a,float b)
public floatfloat_clamp(float value,float value_min,float value_max)
public floatfloat_rad(float degree)
public Matrix4fmatrix4f_identity()
public Matrix4fmatrix4f_mul(Matrix4f m1,Matrix4f m2)
public Matrix4fmatrix4f_scale(Matrix4f m,Vector3f v)
public Matrix4fmatrix4f_mul_scalar(Matrix4f m,float scalar)
public Matrix4fmatrix4f_perspective(float fov,float ratio,float near,float far)
public Matrix4fmatrix4f_lookat(Vector3f eye,Vector3f target,Vector3f axis)
public Matrix4fmatrix4f_translate(Matrix4f m,Vector3f v)
public Matrix4fmatrix4f_translate_make(Vector3f position)
public Matrix4fmatrix4f_rotate(Matrix4f m,float angle,Vector3f axis)
public Matrix4fmatrix4f_mul_rot(Matrix4f m1,Matrix4f m2)
public Matrix4fmatrix4f_rotate_make(float angle,Vector3f axis)
public Matrix4fmatrix4f_inv(Matrix4f mat)
public Matrix4fmatrix4f_ortho(float left,float right,float bottom,float top,float near,float far)
public Quaternionquaternion_identity()Identity
public Quaternionquaternion_normalize(Quaternion q)Normalizes the quaternion
public Matrix4fquaternion_to_matrix4f(Quaternion q)
public Vector3fquaternion_imaginary(Quaternion q)
public floatquaternion_real(Quaternion q)Returns the real part of the quaternion
public Quaternionquaternion_mul(Quaternion q1,Quaternion q2)
public Quaternionquaternion_make(float angle,Vector3f axis)
public Vector3fquaternion_forward(Quaternion q)Gets the forward vector of the quaternion
public Vector3fquaternion_right(Quaternion q)
public floatquaternion_magnitude(Quaternion q)
public Transformtransform_identity()
public Matrix4ftransform_to_matrix(struct transform transform)
public Vector3fvector3f_add(Vector3f a,Vector3f b)
public Vector3fvector3f_sub(Vector3f a,Vector3f b)
public Vector3fvector3f_mul(Vector3f a,Vector3f b)
public Vector3fvector3f_make(float x,float y,float z)
public Vector3fvector3f_scale(Vector3f v,float f)
public floatvector3f_dot(Vector3f v1,Vector3f v2)
public Vector3fvector3f_cross(Vector3f v1,Vector3f v2)
public Vector3fvector3f_div_scalar(Vector3f v,float s)
public Vector3fvector3f_normalize(Vector3f v)
public floatvector3f_magnitude(Vector3f v)
public Vector3fvector3f_negate(Vector3f v)
public Vector3fvector3f_zero()
public Vector3fvector3f_one()
public Vector3fvector3f_mul_scalar(Vector3f v,float s)
public Vector3fvector3f_rotate(Vector3f v,Quaternion q)Rotates a vector using a quaternion
public Vector4fvector4f_one()

Members

public floatfloat_min(float a,float b)

public floatfloat_max(float a,float b)

public floatfloat_clamp(float value,float value_min,float value_max)

public floatfloat_rad(float degree)

public Matrix4fmatrix4f_identity()

public Matrix4fmatrix4f_mul(Matrix4f m1,Matrix4f m2)

public Matrix4fmatrix4f_scale(Matrix4f m,Vector3f v)

public Matrix4fmatrix4f_mul_scalar(Matrix4f m,float scalar)

public Matrix4fmatrix4f_perspective(float fov,float ratio,float near,float far)

public Matrix4fmatrix4f_lookat(Vector3f eye,Vector3f target,Vector3f axis)

public Matrix4fmatrix4f_translate(Matrix4f m,Vector3f v)

public Matrix4fmatrix4f_translate_make(Vector3f position)

public Matrix4fmatrix4f_rotate(Matrix4f m,float angle,Vector3f axis)

public Matrix4fmatrix4f_mul_rot(Matrix4f m1,Matrix4f m2)

public Matrix4fmatrix4f_rotate_make(float angle,Vector3f axis)

public Matrix4fmatrix4f_inv(Matrix4f mat)

public Matrix4fmatrix4f_ortho(float left,float right,float bottom,float top,float near,float far)

public Quaternionquaternion_identity()

Identity

Returns

the identity quaternion

public Quaternionquaternion_normalize(Quaternion q)

Normalizes the quaternion

Parameters

  • q

Returns

public Matrix4fquaternion_to_matrix4f(Quaternion q)

public Vector3fquaternion_imaginary(Quaternion q)

public floatquaternion_real(Quaternion q)

Returns the real part of the quaternion

Parameters

  • q

Returns

public Quaternionquaternion_mul(Quaternion q1,Quaternion q2)

public Quaternionquaternion_make(float angle,Vector3f axis)

public Vector3fquaternion_forward(Quaternion q)

Gets the forward vector of the quaternion

Parameters

  • q

Returns

public Vector3fquaternion_right(Quaternion q)

public floatquaternion_magnitude(Quaternion q)

public Transformtransform_identity()

public Matrix4ftransform_to_matrix(struct transform transform)

public Vector3fvector3f_add(Vector3f a,Vector3f b)

public Vector3fvector3f_sub(Vector3f a,Vector3f b)

public Vector3fvector3f_mul(Vector3f a,Vector3f b)

public Vector3fvector3f_make(float x,float y,float z)

public Vector3fvector3f_scale(Vector3f v,float f)

public floatvector3f_dot(Vector3f v1,Vector3f v2)

public Vector3fvector3f_cross(Vector3f v1,Vector3f v2)

public Vector3fvector3f_div_scalar(Vector3f v,float s)

public Vector3fvector3f_normalize(Vector3f v)

public floatvector3f_magnitude(Vector3f v)

public Vector3fvector3f_negate(Vector3f v)

public Vector3fvector3f_zero()

public Vector3fvector3f_one()

public Vector3fvector3f_mul_scalar(Vector3f v,float s)

public Vector3fvector3f_rotate(Vector3f v,Quaternion q)

Rotates a vector using a quaternion

Parameters

  • vA the vector to rotate

  • qA the quaternion as rotation

Returns

the vector rotated

public Vector4fvector4f_one()

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Simple C library for OpenGL math aimed at readability

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