#ifndef VEC3_H #define VEC3_H typedef struct { float x, y, z; } Vec3; /** * @brief Creates a new 3D vector. * @param x X-axis coordinate. * @param y Y-axis coordinate. * @param z Z-axis coordinate. * @return A pointer to the newly allocated 3D vector if * successful, or NULL if the allocation fails. */ Vec3* vec3(float x, float y, float z); /** * @brief Adds two 3D vectors in a new 3D vector. * @param v1 First vector pointer. * @param v2 Second vector pointer. * @return A pointer to a newly allocated 3D vector * representing the sum of v1 and v2. * Returns NULL if the allocation fails. */ Vec3* vec3Add(Vec3* v1, Vec3* v2); /** * @brief Subtracts two 3D vectors in a new 3D * vector. * @param v1 First vector pointer. * @param v2 Second vector pointer. * @return A pointer to a newly allocated 3D vector * representing the subtraction of v1 and v2. * Returns NULL if the allocation fails. */ Vec3* vec3Sub(Vec3* v1, Vec3* v2); /** * @brief Scales a 3D vector by a constant scalar in a * new 3D vector. * @param v 3D vector pointer. * @param scalar Constant. * @return A pointer to a newly allocated 3D vector * representing the multiplication of v1 and a * scalar. Returns NULL if the allocation * fails. */ Vec3* vec3Scale(Vec3* v, float scalar); /** * @brief Computes the dot product of two 3D vectors * @param a First vector pointer. * @param b Second vector pointer. * @return The dot product of a and b as a scalar value. * - scalar value > 0.f: Both vectors have the same orientation * (the angle between them is acute). * - scalar value = 0.f: Both vectors are orthogonal (the angle * between them is 90 degrees). * - scalar value < 0.f: Both vectors have opposite orientations * (the angle between them is obtuse). * Returns NAN if one of the input vectors are * NULL. */ float vec3Dot(Vec3* a, Vec3* b); /** * @brief Computes the Length (magnitude) of a 3D * vector * @param v 3D vector pointer. * @return The length (magnitude) of the vector v as * a scalar value. Returns NAN if input vector * is NULL. */ float vec3Len(Vec3* v); /** * @brief Normalizes the 3D vector. * @param v Pointer to the 3D vector. * @return A pointer to a newly allocated 3D vector that * is normalized. Returns a zero vector (0, 0, 0) * if the input vector is a zero vector. Returns * NULL if the input pointer is invalid. */ Vec3* vec3Norm(Vec3* v); /** * @brief Performs linear interpolation between two 3D * vectors to determine a new 3D vector. * @param a Pointer to the first 3D vector (start vector). * @param b Pointer to the second 3D vector (end vector). * @param t Interpolation factor (0.0 to 1.0): * - t = 0 returns the vector a. * - t = 1 returns the vector b. * - t between 0 and 1 returns a point between * a and b. * @return A pointer to a newly allocated 3D vector * representing the interpolated result between * a and b. Returns NULL if any of the input vectors * is NULL. */ Vec3* vec3Lerp(Vec3* a, Vec3* b, float t); /** * @brief Computes the cross product of two 3D vectors. * The cross product produces a new vector that is * orthogonal (perpendicular) to both input vectors. * The direction of the resulting vector follows the * right-hand rule. * @param a Pointer to the first vector. * @param b Pointer to the second vector. * @return A pointer to a newly allocated 3D vector representing * the cross product of vectors a and b. * Returns NULL if the allocation fails. */ Vec3* vec3Cross(Vec3* a, Vec3* b); float vec3Angle(Vec3* a, Vec3* b); Vec3* vec3Proj(Vec3* a, Vec3* b); Vec3* vec3Refl(Vec3* v, Vec3* normal); float vec3Dist(Vec3* a, Vec3* b); Vec3* vec3Rotate(Vec3* v, Vec3* axis, float angle); void vec3Free(Vec3* v); #endif // VEC3_H