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Cogl Reference Manual | ![]() |
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Top | Description |
void cogl_vector3_init (,
float *vector,
float x,
float y);
float zvoid cogl_vector3_init_zero ();
float *vectorCoglBool cogl_vector3_equal (const
,void *v1const
);void *v2CoglBool cogl_vector3_equal_with_epsilon (const
,float *vector0const
,float *vector1);
float epsilonfloat * cogl_vector3_copy (const
);float *vectorvoid cogl_vector3_free ();
float *vectorvoid cogl_vector3_invert ();
float *vectorvoid cogl_vector3_add (,
float *resultconst
,float *aconst
);float *bvoid cogl_vector3_subtract (,
float *resultconst
,float *aconst
);float *bvoid cogl_vector3_multiply_scalar (,
float *vector);
float scalarvoid cogl_vector3_divide_scalar (,
float *vector);
float scalarvoid cogl_vector3_normalize ();
float *vectorfloat cogl_vector3_magnitude (const
);float *vectorvoid cogl_vector3_cross_product (,
float *resultconst
,float *uconst
);float *vfloat cogl_vector3_dot_product (const
,float *aconst
);float *bfloat cogl_vector3_distance (const
,float *aconst
);float *b
This exposes a utility API that can be used for basic manipulation of 3 component float vectors.
void cogl_vector3_init (,
float *vector,
float x,
float y);
float z
Initializes a 3 component, single precision float vector which can then be manipulated with the cogl_vector convenience APIs. Vectors can also be used in places where a "point" is often desired.
|
The 3 component vector you want to initialize |
|
The x component |
|
The y component |
|
The z component |
Since 1.4
Stability Level: Unstable
void cogl_vector3_init_zero ();
float *vector
Initializes a 3 component, single precision float vector with zero for each component.
|
The 3 component vector you want to initialize |
Since 1.4
Stability Level: Unstable
CoglBool cogl_vector3_equal (const
,void *v1const
);void *v2
Compares the components of two vectors and returns TRUE if they are the same.
The comparison of the components is done with the '==' operator such that -0 is considered equal to 0, but otherwise there is no fuzziness such as an epsilon to consider vectors that are essentially identical except for some minor precision error differences due to the way they have been manipulated.
|
The first 3 component vector you want to compare |
|
The second 3 component vector you want to compare |
Returns : |
TRUE if the vectors are equal else FALSE. |
Since 1.4
Stability Level: Unstable
CoglBool cogl_vector3_equal_with_epsilon (const
,float *vector0const
,float *vector1);
float epsilon
Compares the components of two vectors using the given epsilon and returns TRUE if they are the same, using an internal epsilon for comparing the floats.
Each component is compared against the epsilon value in this way:
if (fabsf (vector0->x - vector1->x) < epsilon)
|
The first 3 component vector you want to compare |
|
The second 3 component vector you want to compare |
|
The allowable difference between components to still be considered equal |
Returns : |
TRUE if the vectors are equal else FALSE. |
Since 1.4
Stability Level: Unstable
float * cogl_vector3_copy (const
);float *vector
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()
|
The 3 component vector you want to copy |
Returns : |
A newly allocated 3 component float vector |
Since 1.4
Stability Level: Unstable
void cogl_vector3_free ();
float *vector
Frees a 3 component vector that was previously allocated with
cogl_vector3_copy()
|
The 3 component you want to free |
Since 1.4
Stability Level: Unstable
void cogl_vector3_invert ();
float *vector
Inverts/negates all the components of the given vector
.
|
The 3 component vector you want to manipulate |
Since 1.4
Stability Level: Unstable
void cogl_vector3_add (,
float *resultconst
,float *aconst
);float *b
Adds each of the corresponding components in vectors a
and b
storing the results in result
.
|
Where you want the result written |
|
The first vector operand |
|
The second vector operand |
Since 1.4
Stability Level: Unstable
void cogl_vector3_subtract (,
float *resultconst
,float *aconst
);float *b
Subtracts each of the corresponding components in vector b
from
a
storing the results in result
.
|
Where you want the result written |
|
The first vector operand |
|
The second vector operand |
Since 1.4
Stability Level: Unstable
void cogl_vector3_multiply_scalar (,
float *vector);
float scalar
Multiplies each of the vector
components by the given scalar.
|
The 3 component vector you want to manipulate |
|
The scalar you want to multiply the vector components by |
Since 1.4
Stability Level: Unstable
void cogl_vector3_divide_scalar (,
float *vector);
float scalar
Divides each of the vector
components by the given scalar.
|
The 3 component vector you want to manipulate |
|
The scalar you want to divide the vector components by |
Since 1.4
Stability Level: Unstable
void cogl_vector3_normalize ();
float *vector
Updates the vector so it is a "unit vector" such that the
vector
s magnitude or length is equal to 1.
|
The 3 component vector you want to manipulate |
Since 1.4
Stability Level: Unstable
float cogl_vector3_magnitude (const
);float *vector
Calculates the scalar magnitude or length of vector
.
|
The 3 component vector you want the magnitude for |
Returns : |
The magnitude of vector . |
Since 1.4
Stability Level: Unstable
void cogl_vector3_cross_product (,
float *resultconst
,float *uconst
);float *v
Calculates the cross product between the two vectors u
and v
.
The cross product is a vector perpendicular to both u
and v
. This
can be useful for calculating the normal of a polygon by creating
two vectors in its plane using the polygons vertices and taking
their cross product.
If the two vectors are parallel then the cross product is 0.
You can use a right hand rule to determine which direction the
perpendicular vector will point: If you place the two vectors tail,
to tail and imagine grabbing the perpendicular line that extends
through the common tail with your right hand such that you fingers
rotate in the direction from u
to v
then the resulting vector
points along your extended thumb.
|
Where you want the result written |
|
Your first 3 component vector |
|
Your second 3 component vector |
Returns : |
The cross product between two vectors u and v . |
Since 1.4
Stability Level: Unstable
float cogl_vector3_dot_product (const
,float *aconst
);float *b
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)
For example if you have a polygon with a given normal vector and some other point for which you want to calculate its distance from the polygon, you can create a vector between one of the polygon vertices and that point and use the dot product to calculate the magnitude for that vector but projected onto the normal of the polygon. This way you don't just get the distance from the point to the edge of the polygon you get the distance from the point to the nearest part of the polygon.
The dot product is calculated as:
(a->x * b->x + a->y * b->y + a->z * b->z)
For reference, the dot product can also be calculated from the angle between two vectors as:
|a||b|cos𝜃
|
Your first 3 component vector |
|
Your second 3 component vector |
Returns : |
The dot product of two vectors. |
Since 1.4
Stability Level: Unstable
float cogl_vector3_distance (const
,float *aconst
);float *b
If you consider the two given vectors as (x,y,z) points instead then this will compute the distance between those two points.
|
The first point |
|
The second point |
Returns : |
The distance between two points given as 3 component vectors. |
Since 1.4
Stability Level: Unstable