cglm
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📽 Highly Optimized 2D / 3D Graphics Math (glm) for C
Using CMake 3.28.1, GNU Make 3.81 (This program built for i386-pc-mingw32), gcc (x86_64-posix-seh-rev1, Built by MinGW-Builds project) 13.2.0 After running it and using `MinGW Makefiles` generator, I can't `make` since:...
hi, now that swift has support for cpp interoperability, I am curious if anybody knows of a swift package version of the https://github.com/g-truc/glm?
https://developer.apple.com/documentation/accelerate/working_with_quaternions We already have `glm_quat_rotatev()` ( which is similar to `simd_act()` I guess ), `glm_quat_rotate()` , `glm_quat_rotate_at()` ... but 1. `glm_quat_spline()` 2. `glm_quat_bezier()` 3. `glm_quat_slerp_longest()` would be nice to have.
I want to get a quaternion based on roll, pitch, and yaw, but as far as I can tell there is no function for this. The only functions I could...
While a `typedef vec3[2] box` would already be nice to have in array API since it's more explicit about meaning of a value, struct API would benefit from this change...
all I know this is lerp's twin, just another useful utility function.
I work hexagon maps, and I store everything with ivec3 because most operations are cheaper with integers. It's common for when calculating from hexagon space to world/screen space, convert the...
I want to mirror the screen along the X axis. Right now I've implemented this by hand using the following code: ```c glm_lookat_lh(cameraPosition, cameraFront, cameraUp, cameraViewMat); cameraViewMat[0][0] *= -1.f; cameraViewMat[0][1]...
The current implementation of `quat_conjugate` is quite slow when compiled with SSE. For reference, here is clang's [output](https://godbolt.org/z/rG6G7e64o). Included in this link are alternate implementations, one of which can be...
Multiple PR's are merge to allow creating matrices and vectors given a pointer to an array of floats. All suffixed with name `_make` * `glm_vec2_make` * `glm_vec3_make` * `glm_vec4_make` *...