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Remove CoglVector3 type and use float * instead

It proved to be inconvenient that we had a special CoglVector3 typedef
for vectors instead of just accepting pointers to float arrays because
you'd so often end up having to make awkward casts from another vector
type into a CoglVector3 and then cast back again. We're hoping that
taking float pointers instead will lead to less unnecessary casting.
This commit is contained in:
Robert Bragg 2012-01-13 18:23:11 +00:00
parent 2b351af46a
commit e163f1ca1a
5 changed files with 182 additions and 213 deletions

View file

@ -2085,41 +2085,41 @@ cogl_matrix_look_at (CoglMatrix *matrix,
float world_up_z)
{
CoglMatrix tmp;
CoglVector3 forward;
CoglVector3 side;
CoglVector3 up;
float forward[3];
float side[3];
float up[3];
/* Get a unit viewing direction vector */
cogl_vector3_init (&forward,
cogl_vector3_init (forward,
object_x - eye_position_x,
object_y - eye_position_y,
object_z - eye_position_z);
cogl_vector3_normalize (&forward);
cogl_vector3_normalize (forward);
cogl_vector3_init (&up, world_up_x, world_up_y, world_up_z);
cogl_vector3_init (up, world_up_x, world_up_y, world_up_z);
/* Take the sideways direction as being perpendicular to the viewing
* direction and the word up vector. */
cogl_vector3_cross_product (&side, &forward, &up);
cogl_vector3_normalize (&side);
cogl_vector3_cross_product (side, forward, up);
cogl_vector3_normalize (side);
/* Now we have unit sideways and forward-direction vectors calculate
* a new mutually perpendicular up vector. */
cogl_vector3_cross_product (&up, &side, &forward);
cogl_vector3_cross_product (up, side, forward);
tmp.xx = side.x;
tmp.yx = side.y;
tmp.zx = side.z;
tmp.xx = side[0];
tmp.yx = side[1];
tmp.zx = side[2];
tmp.wx = 0;
tmp.xy = up.x;
tmp.yy = up.y;
tmp.zy = up.z;
tmp.xy = up[0];
tmp.yy = up[1];
tmp.zy = up[2];
tmp.wy = 0;
tmp.xz = -forward.x;
tmp.yz = -forward.y;
tmp.zz = -forward.z;
tmp.xz = -forward[0];
tmp.yz = -forward[1];
tmp.zz = -forward[2];
tmp.wz = 0;
tmp.xw = 0;

View file

@ -74,36 +74,38 @@ cogl_quaternion_init (CoglQuaternion *quaternion,
float y,
float z)
{
CoglVector3 axis = { x, y, z};
cogl_quaternion_init_from_angle_vector (quaternion, angle, &axis);
float axis[3] = { x, y, z};
cogl_quaternion_init_from_angle_vector (quaternion, angle, axis);
}
void
cogl_quaternion_init_from_angle_vector (CoglQuaternion *quaternion,
float angle,
const CoglVector3 *axis_in)
const float *axis3f_in)
{
/* NB: We are using quaternions to represent an axis (a), angle (𝜃) pair
* in this form:
* [w=cos(𝜃/2) ( x=sin(𝜃/2)*a.x, y=sin(𝜃/2)*a.y, z=sin(𝜃/2)*a.x )]
*/
CoglVector3 axis;
float axis[3];
float half_angle;
float sin_half_angle;
/* XXX: Should we make cogl_vector3_normalize have separate in and
* out args? */
axis = *axis_in;
cogl_vector3_normalize (&axis);
axis[0] = axis3f_in[0];
axis[1] = axis3f_in[1];
axis[2] = axis3f_in[2];
cogl_vector3_normalize (axis);
half_angle = angle * _COGL_QUATERNION_DEGREES_TO_RADIANS * 0.5f;
sin_half_angle = sinf (half_angle);
quaternion->w = cosf (half_angle);
quaternion->x = axis.x * sin_half_angle;
quaternion->y = axis.y * sin_half_angle;
quaternion->z = axis.z * sin_half_angle;
quaternion->x = axis[0] * sin_half_angle;
quaternion->y = axis[1] * sin_half_angle;
quaternion->z = axis[2] * sin_half_angle;
cogl_quaternion_normalize (quaternion);
}
@ -365,7 +367,7 @@ cogl_quaternion_get_rotation_angle (const CoglQuaternion *quaternion)
void
cogl_quaternion_get_rotation_axis (const CoglQuaternion *quaternion,
CoglVector3 *vector)
float *vector3)
{
float sin_half_angle_sqr;
float one_over_sin_angle_over_2;
@ -383,18 +385,18 @@ cogl_quaternion_get_rotation_axis (const CoglQuaternion *quaternion,
{
/* Either an identity quaternion or numerical imprecision.
* Either way we return an arbitrary vector. */
vector->x = 1;
vector->y = 0;
vector->z = 0;
vector3[0] = 1;
vector3[1] = 0;
vector3[2] = 0;
return;
}
/* Calculate 1 / sin(𝜃/2) */
one_over_sin_angle_over_2 = 1.0f / sqrtf (sin_half_angle_sqr);
vector->x = quaternion->x * one_over_sin_angle_over_2;
vector->y = quaternion->y * one_over_sin_angle_over_2;
vector->z = quaternion->z * one_over_sin_angle_over_2;
vector3[0] = quaternion->x * one_over_sin_angle_over_2;
vector3[1] = quaternion->y * one_over_sin_angle_over_2;
vector3[2] = quaternion->z * one_over_sin_angle_over_2;
}
void

View file

@ -164,7 +164,7 @@ cogl_quaternion_init (CoglQuaternion *quaternion,
/**
* cogl_quaternion_init_from_angle_vector:
* @quaternion: An uninitialized #CoglQuaternion
* @axis: your axis vector about which you want to rotate.
* @axis: your 3 component axis vector about which you want to rotate.
*
* Initializes a quaternion that rotates @angle degrees around the
* given @axis vector. The axis vector does not need to be
@ -178,7 +178,7 @@ cogl_quaternion_init (CoglQuaternion *quaternion,
void
cogl_quaternion_init_from_angle_vector (CoglQuaternion *quaternion,
float angle,
const CoglVector3 *axis);
const float *axis3f);
/**
* cogl_quaternion_init_identity:
@ -316,7 +316,7 @@ cogl_quaternion_get_rotation_angle (const CoglQuaternion *quaternion);
*/
void
cogl_quaternion_get_rotation_axis (const CoglQuaternion *quaternion,
CoglVector3 *vector);
float *vector3);
/**
* cogl_quaternion_normalize:

View file

@ -32,25 +32,30 @@
#include <math.h>
#include <string.h>
#define X 0
#define Y 1
#define Z 2
#define W 3
void
cogl_vector3_init (CoglVector3 *vector, float x, float y, float z)
cogl_vector3_init (float *vector, float x, float y, float z)
{
vector->x = x;
vector->y = y;
vector->z = z;
vector[X] = x;
vector[Y] = y;
vector[Z] = z;
}
void
cogl_vector3_init_zero (CoglVector3 *vector)
cogl_vector3_init_zero (float *vector)
{
memset (vector, 0, sizeof (CoglVector3));
memset (vector, 0, sizeof (float) * 3);
}
gboolean
cogl_vector3_equal (gconstpointer v1, gconstpointer v2)
{
CoglVector3 *vector0 = (CoglVector3 *)v1;
CoglVector3 *vector1 = (CoglVector3 *)v2;
float *vector0 = (float *)v1;
float *vector1 = (float *)v2;
_COGL_RETURN_VAL_IF_FAIL (v1 != NULL, FALSE);
_COGL_RETURN_VAL_IF_FAIL (v2 != NULL, FALSE);
@ -59,160 +64,162 @@ cogl_vector3_equal (gconstpointer v1, gconstpointer v2)
* for comparing the components so we just use == that will at least
* consider -0 and 0 to be equal. */
return
vector0->x == vector1->x &&
vector0->y == vector1->y &&
vector0->z == vector1->z;
vector0[X] == vector1[X] &&
vector0[Y] == vector1[Y] &&
vector0[Z] == vector1[Z];
}
gboolean
cogl_vector3_equal_with_epsilon (const CoglVector3 *vector0,
const CoglVector3 *vector1,
cogl_vector3_equal_with_epsilon (const float *vector0,
const float *vector1,
float epsilon)
{
_COGL_RETURN_VAL_IF_FAIL (vector0 != NULL, FALSE);
_COGL_RETURN_VAL_IF_FAIL (vector1 != NULL, FALSE);
if (fabsf (vector0->x - vector1->x) < epsilon &&
fabsf (vector0->y - vector1->y) < epsilon &&
fabsf (vector0->z - vector1->z) < epsilon)
if (fabsf (vector0[X] - vector1[X]) < epsilon &&
fabsf (vector0[Y] - vector1[Y]) < epsilon &&
fabsf (vector0[Z] - vector1[Z]) < epsilon)
return TRUE;
else
return FALSE;
}
CoglVector3 *
cogl_vector3_copy (const CoglVector3 *vector)
float *
cogl_vector3_copy (const float *vector)
{
if (vector)
return g_slice_dup (CoglVector3, vector);
return g_slice_copy (sizeof (float) * 3, vector);
return NULL;
}
void
cogl_vector3_free (CoglVector3 *vector)
cogl_vector3_free (float *vector)
{
g_slice_free (CoglVector3, vector);
g_slice_free1 (sizeof (float) * 3, vector);
}
void
cogl_vector3_invert (CoglVector3 *vector)
cogl_vector3_invert (float *vector)
{
vector->x = -vector->x;
vector->y = -vector->y;
vector->z = -vector->z;
vector[X] = -vector[X];
vector[Y] = -vector[Y];
vector[Z] = -vector[Z];
}
void
cogl_vector3_add (CoglVector3 *result,
const CoglVector3 *a,
const CoglVector3 *b)
cogl_vector3_add (float *result,
const float *a,
const float *b)
{
result->x = a->x + b->x;
result->y = a->y + b->y;
result->z = a->z + b->z;
result[X] = a[X] + b[X];
result[Y] = a[Y] + b[Y];
result[Z] = a[Z] + b[Z];
}
void
cogl_vector3_subtract (CoglVector3 *result,
const CoglVector3 *a,
const CoglVector3 *b)
cogl_vector3_subtract (float *result,
const float *a,
const float *b)
{
result->x = a->x - b->x;
result->y = a->y - b->y;
result->z = a->z - b->z;
result[X] = a[X] - b[X];
result[Y] = a[Y] - b[Y];
result[Z] = a[Z] - b[Z];
}
void
cogl_vector3_multiply_scalar (CoglVector3 *vector,
cogl_vector3_multiply_scalar (float *vector,
float scalar)
{
vector->x *= scalar;
vector->y *= scalar;
vector->z *= scalar;
vector[X] *= scalar;
vector[Y] *= scalar;
vector[Z] *= scalar;
}
void
cogl_vector3_divide_scalar (CoglVector3 *vector,
cogl_vector3_divide_scalar (float *vector,
float scalar)
{
float one_over_scalar = 1.0f / scalar;
vector->x *= one_over_scalar;
vector->y *= one_over_scalar;
vector->z *= one_over_scalar;
vector[X] *= one_over_scalar;
vector[Y] *= one_over_scalar;
vector[Z] *= one_over_scalar;
}
void
cogl_vector3_normalize (CoglVector3 *vector)
cogl_vector3_normalize (float *vector)
{
float mag_squared =
vector->x * vector->x +
vector->y * vector->y +
vector->z * vector->z;
vector[X] * vector[X] +
vector[Y] * vector[Y] +
vector[Z] * vector[Z];
if (mag_squared > 0.0f)
{
float one_over_mag = 1.0f / sqrtf (mag_squared);
vector->x *= one_over_mag;
vector->y *= one_over_mag;
vector->z *= one_over_mag;
vector[X] *= one_over_mag;
vector[Y] *= one_over_mag;
vector[Z] *= one_over_mag;
}
}
float
cogl_vector3_magnitude (const CoglVector3 *vector)
cogl_vector3_magnitude (const float *vector)
{
return sqrtf (vector->x * vector->x +
vector->y * vector->y +
vector->z * vector->z);
return sqrtf (vector[X] * vector[X] +
vector[Y] * vector[Y] +
vector[Z] * vector[Z]);
}
void
cogl_vector3_cross_product (CoglVector3 *result,
const CoglVector3 *a,
const CoglVector3 *b)
cogl_vector3_cross_product (float *result,
const float *a,
const float *b)
{
CoglVector3 tmp;
float tmp[3];
tmp.x = a->y * b->z - a->z * b->y;
tmp.y = a->z * b->x - a->x * b->z;
tmp.z = a->x * b->y - a->y * b->x;
*result = tmp;
tmp[X] = a[Y] * b[Z] - a[Z] * b[Y];
tmp[Y] = a[Z] * b[X] - a[X] * b[Z];
tmp[Z] = a[X] * b[Y] - a[Y] * b[X];
result[X] = tmp[X];
result[Y] = tmp[Y];
result[Z] = tmp[Z];
}
float
cogl_vector3_dot_product (const CoglVector3 *a, const CoglVector3 *b)
cogl_vector3_dot_product (const float *a, const float *b)
{
return a->x * b->x + a->y * b->y + a->z * b->z;
return a[X] * b[X] + a[Y] * b[Y] + a[Z] * b[Z];
}
float
cogl_vector3_distance (const CoglVector3 *a, const CoglVector3 *b)
cogl_vector3_distance (const float *a, const float *b)
{
float dx = b->x - a->x;
float dy = b->y - a->y;
float dz = b->z - a->z;
float dx = b[X] - a[X];
float dy = b[Y] - a[Y];
float dz = b[Z] - a[Z];
return sqrtf (dx * dx + dy * dy + dz * dz);
}
#if 0
void
cogl_vector4_init (CoglVector4 *vector, float x, float y, float z)
cogl_vector4_init (float *vector, float x, float y, float z)
{
vector->x = x;
vector->y = y;
vector->z = z;
vector->w = w;
vector[X] = x;
vector[Y] = y;
vector[Z] = z;
vector[W] = w;
}
void
cogl_vector4_init_zero (CoglVector4 *vector)
cogl_vector4_init_zero (float *vector)
{
memset (vector, 0, sizeof (CoglVector4));
}
void
cogl_vector4_init_from_vector4 (CoglVector4 *vector, CoglVector4 *src)
cogl_vector4_init_from_vector4 (float *vector, float *src)
{
*vector4 = *src;
}
@ -226,8 +233,8 @@ cogl_vector4_equal (gconstpointer *v0, gconstpointer *v1)
return memcmp (v1, v2, sizeof (float) * 4) == 0 ? TRUE : FALSE;
}
CoglVector4 *
cogl_vector4_copy (CoglVector4 *vector)
float *
cogl_vector4_copy (float *vector)
{
if (vector)
return g_slice_dup (CoglVector4, vector);
@ -235,13 +242,13 @@ cogl_vector4_copy (CoglVector4 *vector)
}
void
cogl_vector4_free (CoglVector4 *vector)
cogl_vector4_free (float *vector)
{
g_slice_free (CoglVector4, vector);
}
void
cogl_vector4_invert (CoglVector4 *vector)
cogl_vector4_invert (float *vector)
{
vector.x = -vector.x;
vector.y = -vector.y;
@ -250,9 +257,9 @@ cogl_vector4_invert (CoglVector4 *vector)
}
void
cogl_vector4_add (CoglVector4 *result,
CoglVector4 *a,
CoglVector4 *b)
cogl_vector4_add (float *result,
float *a,
float *b)
{
result.x = a.x + b.x;
result.y = a.y + b.y;
@ -261,9 +268,9 @@ cogl_vector4_add (CoglVector4 *result,
}
void
cogl_vector4_subtract (CoglVector4 *result,
CoglVector4 *a,
CoglVector4 *b)
cogl_vector4_subtract (float *result,
float *a,
float *b)
{
result.x = a.x - b.x;
result.y = a.y - b.y;
@ -272,7 +279,7 @@ cogl_vector4_subtract (CoglVector4 *result,
}
void
cogl_vector4_divide (CoglVector4 *vector,
cogl_vector4_divide (float *vector,
float scalar)
{
float one_over_scalar = 1.0f / scalar;

View file

@ -44,50 +44,9 @@ G_BEGIN_DECLS
* component float vectors.
*/
/* All of the cogl-vector API is currently experimental so we
* suffix the actual symbols with _EXP so if somone is monitoring for
* ABI changes it will hopefully be clearer to them what's going on if
* any of the symbols dissapear at a later date.
*/
#define cogl_vector3_init cogl_vector3_init_EXP
#define cogl_vector3_init_zero cogl_vector3_init_zero_EXP
#define cogl_vector3_equal cogl_vector3_equal_EXP
#define cogl_vector3_equal_with_epsilon cogl_vector3_equal_with_epsilon_EXP
#define cogl_vector3_copy cogl_vector3_copy_EXP
#define cogl_vector3_free cogl_vector3_free_EXP
#define cogl_vector3_invert cogl_vector3_invert_EXP
#define cogl_vector3_add cogl_vector3_add_EXP
#define cogl_vector3_subtract cogl_vector3_subtract_EXP
#define cogl_vector3_multiply_scalar cogl_vector3_multiply_scalar_EXP
#define cogl_vector3_divide_scalar cogl_vector3_divide_scalar_EXP
#define cogl_vector3_normalize cogl_vector3_normalize_EXP
#define cogl_vector3_magnitude cogl_vector3_magnitude_EXP
#define cogl_vector3_cross_product cogl_vector3_cross_product_EXP
#define cogl_vector3_dot_product cogl_vector3_dot_product_EXP
#define cogl_vector3_distance cogl_vector3_distance_EXP
typedef struct
{
/* FIXME: add sse alignment constraint? */
float x;
float y;
float z;
} CoglVector3;
#if 0
typedef struct
{
/* FIXME: add sse alignment constraint? */
float x;
float y;
float z;
float w;
} CoglVector4;
#endif
/**
* cogl_vector3_init:
* @vector: The CoglVector3 you want to initialize
* @vector: The 3 component vector you want to initialize
* @x: The x component
* @y: The y component
* @z: The z component
@ -100,11 +59,11 @@ typedef struct
* Stability: Unstable
*/
void
cogl_vector3_init (CoglVector3 *vector, float x, float y, float z);
cogl_vector3_init (float *vector, float x, float y, float z);
/**
* cogl_vector3_init_zero:
* @vector: The CoglVector3 you want to initialize
* @vector: The 3 component vector you want to initialize
*
* Initializes a 3 component, single precision float vector with zero
* for each component.
@ -113,12 +72,12 @@ cogl_vector3_init (CoglVector3 *vector, float x, float y, float z);
* Stability: Unstable
*/
void
cogl_vector3_init_zero (CoglVector3 *vector);
cogl_vector3_init_zero (float *vector);
/**
* cogl_vector3_equal:
* @v1: The first CoglVector3 you want to compare
* @v2: The second CoglVector3 you want to compare
* @v1: The first 3 component vector you want to compare
* @v2: The second 3 component vector you want to compare
*
* Compares the components of two vectors and returns TRUE if they are
* the same.
@ -139,8 +98,8 @@ cogl_vector3_equal (gconstpointer v1, gconstpointer v2);
/**
* cogl_vector3_equal_with_epsilon:
* @vector0: The first CoglVector3 you want to compare
* @vector1: The second CoglVector3 you want to compare
* @vector0: The first 3 component vector you want to compare
* @vector1: The second 3 component vector you want to compare
* @epsilon: The allowable difference between components to still be
* considered equal
*
@ -159,43 +118,43 @@ cogl_vector3_equal (gconstpointer v1, gconstpointer v2);
* Stability: Unstable
*/
gboolean
cogl_vector3_equal_with_epsilon (const CoglVector3 *vector0,
const CoglVector3 *vector1,
cogl_vector3_equal_with_epsilon (const float *vector0,
const float *vector1,
float epsilon);
/**
* cogl_vector3_copy:
* @vector: The CoglVector3 you want to copy
* @vector: The 3 component vector you want to copy
*
* Allocates a new #CoglVector3 structure on the heap initializing the
* components from the given @vector and returns a pointer to the newly
* allocated vector. You should free the memory using
* Allocates a new 3 component float vector on the heap initializing
* the components from the given @vector and returns a pointer to the
* newly allocated vector. You should free the memory using
* cogl_vector3_free()
*
* Returns: A newly allocated #CoglVector3.
* Returns: A newly allocated 3 component float vector
*
* Since: 1.4
* Stability: Unstable
*/
CoglVector3 *
cogl_vector3_copy (const CoglVector3 *vector);
float *
cogl_vector3_copy (const float *vector);
/**
* cogl_vector3_free:
* @vector: The CoglVector3 you want to free
* @vector: The 3 component you want to free
*
* Frees a #CoglVector3 that was previously allocated with
* Frees a 3 component vector that was previously allocated with
* cogl_vector_copy()
*
* Since: 1.4
* Stability: Unstable
*/
void
cogl_vector3_free (CoglVector3 *vector);
cogl_vector3_free (float *vector);
/**
* cogl_vector3_invert:
* @vector: The CoglVector3 you want to manipulate
* @vector: The 3 component vector you want to manipulate
*
* Inverts/negates all the components of the given @vector.
*
@ -203,7 +162,7 @@ cogl_vector3_free (CoglVector3 *vector);
* Stability: Unstable
*/
void
cogl_vector3_invert (CoglVector3 *vector);
cogl_vector3_invert (float *vector);
/**
* cogl_vector3_add:
@ -218,9 +177,9 @@ cogl_vector3_invert (CoglVector3 *vector);
* Stability: Unstable
*/
void
cogl_vector3_add (CoglVector3 *result,
const CoglVector3 *a,
const CoglVector3 *b);
cogl_vector3_add (float *result,
const float *a,
const float *b);
/**
* cogl_vector3_subtract:
@ -235,13 +194,13 @@ cogl_vector3_add (CoglVector3 *result,
* Stability: Unstable
*/
void
cogl_vector3_subtract (CoglVector3 *result,
const CoglVector3 *a,
const CoglVector3 *b);
cogl_vector3_subtract (float *result,
const float *a,
const float *b);
/**
* cogl_vector3_multiply_scalar:
* @vector: The CoglVector3 you want to manipulate
* @vector: The 3 component vector you want to manipulate
* @scalar: The scalar you want to multiply the vector components by
*
* Multiplies each of the @vector components by the given scalar.
@ -250,12 +209,12 @@ cogl_vector3_subtract (CoglVector3 *result,
* Stability: Unstable
*/
void
cogl_vector3_multiply_scalar (CoglVector3 *vector,
cogl_vector3_multiply_scalar (float *vector,
float scalar);
/**
* cogl_vector3_divide_scalar:
* @vector: The CoglVector3 you want to manipulate
* @vector: The 3 component vector you want to manipulate
* @scalar: The scalar you want to divide the vector components by
*
* Divides each of the @vector components by the given scalar.
@ -264,12 +223,12 @@ cogl_vector3_multiply_scalar (CoglVector3 *vector,
* Stability: Unstable
*/
void
cogl_vector3_divide_scalar (CoglVector3 *vector,
cogl_vector3_divide_scalar (float *vector,
float scalar);
/**
* cogl_vector3_normalize:
* @vector: The CoglVector3 you want to manipulate
* @vector: The 3 component vector you want to manipulate
*
* Updates the vector so it is a "unit vector" such that the
* @vector<!-- -->s magnitude or length is equal to 1.
@ -278,11 +237,11 @@ cogl_vector3_divide_scalar (CoglVector3 *vector,
* Stability: Unstable
*/
void
cogl_vector3_normalize (CoglVector3 *vector);
cogl_vector3_normalize (float *vector);
/**
* cogl_vector3_magnitude:
* @vector: The CoglVector3 you want the magnitude for
* @vector: The 3 component vector you want the magnitude for
*
* Calculates the scalar magnitude or length of @vector.
*
@ -292,13 +251,13 @@ cogl_vector3_normalize (CoglVector3 *vector);
* Stability: Unstable
*/
float
cogl_vector3_magnitude (const CoglVector3 *vector);
cogl_vector3_magnitude (const float *vector);
/**
* cogl_vector3_cross_product:
* @result: Where you want the result written
* @u: Your first CoglVector3
* @v: Your second CoglVector3
* @u: Your first 3 component vector
* @v: Your second 3 component vector
*
* Calculates the cross product between the two vectors @u and @v.
*
@ -322,16 +281,16 @@ cogl_vector3_magnitude (const CoglVector3 *vector);
* Stability: Unstable
*/
void
cogl_vector3_cross_product (CoglVector3 *result,
const CoglVector3 *u,
const CoglVector3 *v);
cogl_vector3_cross_product (float *result,
const float *u,
const float *v);
/**
* cogl_vector3_dot_product:
* @a: Your first CoglVector3
* @b: Your second CoglVector3
* @a: Your first 3 component vector
* @b: Your second 3 component vector
*
* Calculates the dot product of the two #CoglVector3<!-- -->s. This
* Calculates the dot product of the two 3 component vectors. This
* can be used to determine the magnitude of one vector projected onto
* another. (for example a surface normal)
*
@ -365,7 +324,7 @@ cogl_vector3_cross_product (CoglVector3 *result,
* Stability: Unstable
*/
float
cogl_vector3_dot_product (const CoglVector3 *a, const CoglVector3 *b);
cogl_vector3_dot_product (const float *a, const float *b);
/**
* cogl_vector3_distance:
@ -375,13 +334,14 @@ cogl_vector3_dot_product (const CoglVector3 *a, const CoglVector3 *b);
* If you consider the two given vectors as (x,y,z) points instead
* then this will compute the distance between those two points.
*
* Returns: The distance between two points given as @CoglVector3<!-- -->s
* Returns: The distance between two points given as 3 component
* vectors.
*
* Since: 1.4
* Stability: Unstable
*/
float
cogl_vector3_distance (const CoglVector3 *a, const CoglVector3 *b);
cogl_vector3_distance (const float *a, const float *b);
G_END_DECLS