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130 lines
4.1 KiB
C
130 lines
4.1 KiB
C
#ifndef VEC3_H
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#define VEC3_H
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typedef struct {
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float x, y, z;
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} Vec3;
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/**
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* @brief Creates a new 3D vector.
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* @param x X-axis coordinate.
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* @param y Y-axis coordinate.
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* @param z Z-axis coordinate.
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* @return A 3D vector with the specified coordinates.
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*/
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Vec3 vec3(float x, float y, float z);
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/**
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* @brief Adds two 3D vectors and returns a new 3D vector.
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* @param v1 First vector.
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* @param v2 Second vector.
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* @return A 3D vector representing the sum of v1 and v2.
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*/
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Vec3 vec3Add(Vec3 v1, Vec3 v2);
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/**
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* @brief Subtracts two 3D vectors and returns a new 3D vector.
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* @param v1 First vector.
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* @param v2 Second vector.
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* @return A 3D vector representing the result of v1 minus v2.
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*/
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Vec3 vec3Sub(Vec3 v1, Vec3 v2);
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/**
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* @brief Scales a 3D vector by a constant scalar and returns a new 3D vector.
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* @param v 3D vector.
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* @param scalar Scalar value.
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* @return A 3D vector representing the multiplication of v by the scalar.
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*/
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Vec3 vec3Scale(Vec3 v, float scalar);
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/**
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* @brief Computes the dot product of two 3D vectors.
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* @param a First vector.
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* @param b Second vector.
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* @return A scalar value representing the dot product of a and b.
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* - scalar > 0: Both vectors have the same orientation (the angle between them is acute).
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* - scalar = 0: Vectors are orthogonal (the angle between them is 90 degrees).
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* - scalar < 0: Vectors have opposite orientations (the angle between them is obtuse).
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*/
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float vec3Dot(Vec3 a, Vec3 b);
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/**
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* @brief Computes the length (magnitude) of a 3D vector.
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* @param v 3D vector.
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* @return A scalar value representing the length (magnitude) of the vector v.
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*/
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float vec3Len(Vec3 v);
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/**
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* @brief Normalizes a 3D vector (scales it to unit length).
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* @param v 3D vector.
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* @return A 3D vector representing the normalized version of v.
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* Returns a zero vector (0, 0, 0) if the input vector is a zero vector.
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*/
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Vec3 vec3Norm(Vec3 v);
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/**
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* @brief Performs linear interpolation between two 3D vectors.
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* @param a Start vector.
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* @param b End vector.
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* @param t Interpolation factor (0.0 to 1.0).
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* - t = 0 returns the vector a.
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* - t = 1 returns the vector b.
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* - t between 0 and 1 returns a point between a and b.
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* @return A 3D vector representing the interpolated result between a and b.
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*/
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Vec3 vec3Lerp(Vec3 a, Vec3 b, float t);
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/**
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* @brief Computes the cross product of two 3D vectors.
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* The cross product produces a new vector that is orthogonal (perpendicular) to both input vectors.
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* The direction of the resulting vector follows the right-hand rule.
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* @param a First vector.
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* @param b Second vector.
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* @return A 3D vector representing the cross product of vectors a and b.
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*/
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Vec3 vec3Cross(Vec3 a, Vec3 b);
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/**
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* @brief Computes the angle between two 3D vectors.
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* @param a First vector.
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* @param b Second vector.
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* @return The angle between vectors a and b in radians.
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*/
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float vec3Angle(Vec3 a, Vec3 b);
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/**
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* @brief Computes the projection of vector a onto vector b.
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* @param a The vector to be projected.
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* @param b The vector onto which a is projected.
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* @return A 3D vector representing the projection of a onto b.
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*/
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Vec3 vec3Proj(Vec3 a, Vec3 b);
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/**
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* @brief Computes the reflection of a vector v against a normal.
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* @param v The incident vector.
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* @param normal The normal vector of the surface.
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* @return A 3D vector representing the reflection of v across normal.
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*/
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Vec3 vec3Refl(Vec3 v, Vec3 normal);
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/**
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* @brief Computes the Euclidean distance between two 3D vectors.
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* @param a The first vector.
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* @param b The second vector.
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* @return The scalar distance between a and b.
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*/
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float vec3Dist(Vec3 a, Vec3 b);
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/**
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* @brief Rotates a 3D vector around a given axis by a specified angle.
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* @param v The vector to rotate.
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* @param axis The rotation axis (must be normalized).
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* @param angle Rotation angle in radians.
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* @return A 3D vector representing the rotated vector.
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*/
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Vec3 vec3Rotate(Vec3 v, Vec3 axis, float angle);
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#endif // VEC3_H
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