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Revert "updated positioning for mat4_t"
master
author
Matthew Owens
<matthew@owens.tech>
Fri, 20 Nov 2020 08:41:01 +0000
(08:41 +0000)
committer
Matthew Owens
<matthew@owens.tech>
Fri, 20 Nov 2020 08:41:01 +0000
(08:41 +0000)
This reverts commit
af179f3b12fc1f1770bdda63937c0df0e9e9c9f2
.
math_3d.h
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diff --git
a/math_3d.h
b/math_3d.h
index
f174102
..
32873fc
100644
(file)
--- a/
math_3d.h
+++ b/
math_3d.h
@@
-98,19
+98,19
@@
v1.0 2016-02-15 Initial release
typedef struct { float x, y; } vec2_t;
typedef struct { float x, y, z; } vec3_t;
typedef struct { float x, y; } vec2_t;
typedef struct { float x, y, z; } vec3_t;
-typedef struct { float
x, y, z, w
; } vec4_t;
+typedef struct { float
w, x, y, z
; } vec4_t;
typedef struct { int x, y; } vec2i_t;
typedef struct { int x, y, z; } vec3i_t;
typedef struct { int x, y; } vec2i_t;
typedef struct { int x, y, z; } vec3i_t;
-typedef struct { int
x, y, z, w
; } vec4i_t;
+typedef struct { int
w, x, y, z
; } vec4i_t;
static inline vec3_t vec3(float x, float y, float z) { return (vec3_t){ x, y, z }; }
static inline vec2_t vec2(float x, float y) { return (vec2_t){ x, y }; }
static inline vec3_t vec3(float x, float y, float z) { return (vec3_t){ x, y, z }; }
static inline vec2_t vec2(float x, float y) { return (vec2_t){ x, y }; }
-static inline vec4_t vec4(float
x, float y, float z, float w
) { return (vec4_t){ w, x, y, z }; }
+static inline vec4_t vec4(float
w, float x,float y,float z
) { return (vec4_t){ w, x, y, z }; }
static inline vec3i_t vec3i(int x, int y, int z) { return (vec3i_t){ x, y, z }; }
static inline vec2i_t vec2i(int x, int y) { return (vec2i_t){ x, y }; }
static inline vec3i_t vec3i(int x, int y, int z) { return (vec3i_t){ x, y, z }; }
static inline vec2i_t vec2i(int x, int y) { return (vec2i_t){ x, y }; }
-static inline vec4i_t vec4i(int
x, int y, int z, int w)
{ return (vec4i_t){ w, x, y, z }; }
+static inline vec4i_t vec4i(int
w, int x,int y,int z)
{ return (vec4i_t){ w, x, y, z }; }
static inline vec3_t v3_add (vec3_t a, vec3_t b) { return (vec3_t){ a.x + b.x, a.y + b.y, a.z + b.z }; }
static inline vec3_t v3_add (vec3_t a, vec3_t b) { return (vec3_t){ a.x + b.x, a.y + b.y, a.z + b.z }; }