/usr/include/g3d/vector.h is in libg3d-dev 0.0.8-22.
This file is owned by root:root, with mode 0o644.
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/*
libg3d - 3D object loading library
Copyright (C) 2005-2009 Markus Dahms <mad@automagically.de>
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifndef __G3D_VECTOR_H__
#define __G3D_VECTOR_H__
/**
* SECTION:vector
* @short_description: Vector manipulation and calculation
* @include: g3d/vector.h
*
* A vector is a one-dimensional array of floating point data.
*
* Declare it as statically as:
*
* G3DVector vector[3];
*
* or allocate it dynamically with:
*
* G3DVector *vector = g3d_vector_new(3, 1);
*/
#include <g3d/types.h>
G_BEGIN_DECLS
/**
* g3d_vector_new:
* @size: number of items in one vector
* @n: number of vectors to allocate
*
* Allocate memory for a number of vectors.
*
* Returns: newly allocated vectors
*/
_G3D_STATIC_INLINE G3DVector *g3d_vector_new(guint32 size, guint32 n) {
return g_new0(G3DVector, size * n);
}
/**
* g3d_vector_free:
* @vector: vector to free
*
* Free memory allocated for vector.
*/
_G3D_STATIC_INLINE void g3d_vector_free(G3DVector *vector) {
g_free(vector);
}
/**
* g3d_vector_normal:
* @ax: x component first vector
* @ay: y component first vector
* @az: z component first vector
* @bx: x component second vector
* @by: y component second vector
* @bz: z component second vector
* @nx: x component resulting normal
* @ny: y component resulting normal
* @nz: z component resulting normal
*
* calculate the normal from a plane defined by two vectors
*
* Returns: TRUE on success, FALSE else
*/
gboolean g3d_vector_normal(G3DFloat ax, G3DFloat ay, G3DFloat az,
G3DFloat bx, G3DFloat by, G3DFloat bz,
G3DFloat *nx, G3DFloat *ny, G3DFloat *nz);
/**
* g3d_vector_unify:
* @nx: x component of vector
* @ny: y component of vector
* @nz: z component of vector
*
* Transforms the given vector to the unit vector.
*
* Returns: TRUE on success, FALSE else
*/
gboolean g3d_vector_unify(G3DFloat *nx, G3DFloat *ny, G3DFloat *nz);
/**
* g3d_vector_transform:
* @x: x component of vector
* @y: y component of vector
* @z: z component of vector
* @matrix: transformation matrix (4x4)
*
* Transforms the given vector corresponding to the given matrix
*
* Returns: TRUE on success, FALSE else
*/
gboolean g3d_vector_transform(G3DFloat *x, G3DFloat *y, G3DFloat *z,
G3DMatrix *matrix);
G_END_DECLS
#endif /* __G3D_VECTOR_H__ */
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