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-rw-r--r--src/linear.h48
1 files changed, 24 insertions, 24 deletions
diff --git a/src/linear.h b/src/linear.h
index c5f40aa..4ed2298 100644
--- a/src/linear.h
+++ b/src/linear.h
@@ -7,34 +7,34 @@
typedef struct {
float matrix[4][4];
-} mat4;
+} Mat4;
typedef struct {
float vector[3];
-} vec3;
+} Vec3;
-mat4 linearTranslatev(vec3 translate_vector);
-mat4 linearRotatev(float degree, vec3 rotation_axis);
-mat4 linearScalev(vec3 scale_vector);
-mat4 linearTranslate(float translate_x, float translate_y, float translate_z);
-mat4 linearScale(float scale_x, float scale_y, float scale_z);
-mat4 linearRotate(float degree, float rotate_x, float rotate_y, float rotate_z);
-mat4 linearPerspective(float FoV, float ratio, float near, float far);
-mat4 linearLookAt(vec3 position, vec3 target, vec3 up);
+Mat4 linearTranslatev(Vec3 translate_vector);
+Mat4 linearRotatev(float degree, Vec3 rotation_axis);
+Mat4 linearScalev(Vec3 scale_vector);
+Mat4 linearTranslate(float translate_x, float translate_y, float translate_z);
+Mat4 linearScale(float scale_x, float scale_y, float scale_z);
+Mat4 linearRotate(float degree, float rotate_x, float rotate_y, float rotate_z);
+Mat4 linearPerspective(float FoV, float ratio, float near, float far);
+Mat4 linearLookAt(Vec3 position, Vec3 target, Vec3 up);
-mat4 linearMat4Fill(float value);
-mat4 linearMat4Identity(float value);
-mat4 linearMat4Mul(mat4 x1, mat4 x2);
-mat4 linearMat4Muln(int n, ...);
-mat4 linearMat4Transpose(mat4 x);
-mat4 linearMat4Inv(mat4 x); //TODO
-mat4 linearMat4Add(mat4 x1, mat4 x2); //TODO
-float linearMat4Det(mat4 x); //TODO
+Mat4 linearMat4Fill(float value);
+Mat4 linearMat4Identity(float value);
+Mat4 linearMat4Mul(Mat4 x1, Mat4 x2);
+Mat4 linearMat4Muln(int n, ...);
+Mat4 linearMat4Transpose(Mat4 x);
+Mat4 linearMat4Inv(Mat4 x); //TODO
+Mat4 linearMat4Add(Mat4 x1, Mat4 x2); //TODO
+float linearMat4Det(Mat4 x); //TODO
-vec3 linearVec3(float x, float y, float z);
-vec3 linearVec3Normalize(vec3 vector);
-vec3 linearVec3Add(vec3 vector1, vec3 vector2);
-vec3 linearVec3ScalarMulp(vec3 vector, float scalar);
-vec3 linearVec3CrossProduct(vec3 vector1, vec3 vector2);
-float linearVec3DotProduct(vec3 vector1, vec3 vector2);
+Vec3 linearVec3(float x, float y, float z);
+Vec3 linearVec3Normalize(Vec3 vector);
+Vec3 linearVec3Add(Vec3 vector1, Vec3 vector2);
+Vec3 linearVec3ScalarMulp(Vec3 vector, float scalar);
+Vec3 linearVec3CrossProduct(Vec3 vector1, Vec3 vector2);
+float linearVec3DotProduct(Vec3 vector1, Vec3 vector2);
#endif
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