diff --git a/README.md b/README.md index 17b7027c9..add9d4cd8 100644 --- a/README.md +++ b/README.md @@ -66,7 +66,7 @@ you have the latest version - **[major change]** by starting v0.5.0, vec3 functions use **glm_vec3_** namespace, it was **glm_vec_** until v0.5.0 - **[major change]** by starting v0.5.1, built-in alignment is removed from **vec3** and **mat3** types - **[major change]** by starting v0.7.3, inline print functions are disabled in release/production mode to eliminate print costs (see options in documentation). Print output also improved. You can disable colors if you need (see documentation) -- **[major change]** by starting v0.8.3, **cglm** supports alternative clipspace configuations e.g. Left Handed, Zero-to-One (_zo)... `CGLM_FORCE_DEPTH_ZERO_TO_ONE` and `CGLM_FORCE_LEFT_HANDED` is provided to control clipspace. You should be able to use **cglm** with Vulkan, DirectX and Metal now... see https://cglm.readthedocs.io/en/latest/opt.html#clipspace-option-s +- **[major change]** by starting v0.8.3, **cglm** supports alternative clipspace configurations e.g. Left Handed, Zero-to-One (_zo)... `CGLM_FORCE_DEPTH_ZERO_TO_ONE` and `CGLM_FORCE_LEFT_HANDED` is provided to control clipspace. You should be able to use **cglm** with Vulkan, DirectX and Metal now... see https://cglm.readthedocs.io/en/latest/opt.html#clipspace-option-s #### 📌 Note for C++ developers: If you are not aware of the original GLM library yet, you may also want to look at: @@ -108,7 +108,7 @@ https://github.com/g-truc/glm ## 🚀 Features - **scalar** and **simd** (sse, avx, neon...) optimizations -- option to use different clipspaces e.g. Left Handed, Zero-to-One... (currrently right handed negative-one is default) +- option to use different clipspaces e.g. Left Handed, Zero-to-One... (currently right handed negative-one is default) - array api and struct api, you can use arrays or structs. - general purpose matrix operations (mat4, mat3) - chain matrix multiplication (square only) @@ -148,7 +148,7 @@ To call pre-compiled versions, just use `glmc_` (c stands for 'call') instead of glm_mul(trans, rot, rt); /* inline */ glmc_mul(trans, rot, rt); /* call from library */ ``` -Most of math functions are optimized manualy with SSE2 if available, if not? Dont worry there are non-sse versions of all operations +Most of math functions are optimized manually with SSE2 if available, if not? Dont worry there are non-sse versions of all operations You can pass matrices and vectors as array to functions rather than get address. diff --git a/docs/source/aabb2d.rst b/docs/source/aabb2d.rst index d7ecdbb37..26de1b872 100644 --- a/docs/source/aabb2d.rst +++ b/docs/source/aabb2d.rst @@ -89,7 +89,7 @@ Functions documentation Parameters: | *[in]* **aabb** bounding box | *[in]* **cropAabb** crop box - | *[in]* **clampAabb** miniumum box + | *[in]* **clampAabb** minimum box | *[out]* **dest** cropped bounding box .. c:function:: void glm_aabb2d_invalidate(vec2 aabb[2]) diff --git a/docs/source/affine-common.rst b/docs/source/affine-common.rst index b66352cd6..562e612dc 100644 --- a/docs/source/affine-common.rst +++ b/docs/source/affine-common.rst @@ -3,7 +3,7 @@ 3D Affine Transforms (common) ================================================================================ -Common transfrom functions. +Common transform functions. Table of contents (click to go): ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ @@ -30,7 +30,7 @@ Functions documentation creates NEW translate transform matrix by *v* vector. Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **v** translate vector [x, y, z] .. c:function:: void glm_scale_to(mat4 m, vec3 v, mat4 dest) @@ -38,7 +38,7 @@ Functions documentation scale existing transform matrix by *v* vector and store result in dest Parameters: - | *[in]* **m** affine transfrom + | *[in]* **m** affine transform | *[in]* **v** scale vector [x, y, z] | *[out]* **dest** scaled matrix @@ -47,7 +47,7 @@ Functions documentation creates NEW scale matrix by v vector Parameters: - | *[out]* **m** affine transfrom + | *[out]* **m** affine transform | *[in]* **v** scale vector [x, y, z] .. c:function:: void glm_scale(mat4 m, vec3 v) @@ -56,7 +56,7 @@ Functions documentation and stores result in same matrix Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **v** scale vector [x, y, z] .. c:function:: void glm_scale_uni(mat4 m, float s) @@ -65,7 +65,7 @@ Functions documentation and stores result in same matrix Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **v** scale factor .. c:function:: void glm_rotate_make(mat4 m, float angle, vec3 axis) @@ -74,7 +74,7 @@ Functions documentation axis will be normalized so you don't need to normalize it Parameters: - | *[out]* **m** affine transfrom + | *[out]* **m** affine transform | *[in]* **axis** angle (radians) | *[in]* **axis** axis @@ -86,7 +86,7 @@ Functions documentation | this should work faster than glm_rotate_at because it reduces one glm_translate. Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **pivot** pivot, anchor point, rotation center | *[in]* **angle** angle (radians) | *[in]* **axis** axis @@ -123,7 +123,7 @@ Functions documentation DON'T pass projected matrix here Parameters: - | *[in]* **m** affine transfrom + | *[in]* **m** affine transform | *[out]* **t** translation vector | *[out]* **r** rotation matrix (mat4) | *[out]* **s** scaling vector [X, Y, Z] diff --git a/docs/source/affine-mat.rst b/docs/source/affine-mat.rst index d0065e923..7c0721cf8 100644 --- a/docs/source/affine-mat.rst +++ b/docs/source/affine-mat.rst @@ -25,7 +25,7 @@ You cannot use :c:func:`glm_mul` anymore. Same is also true for :c:func:`glm_inv_tr` if you only have rotation and translation then it will work as expected, otherwise you cannot use that. -In the future it may accept scale factors too but currectly it does not. +In the future it may accept scale factors too but currently it does not. Table of contents (click func go): ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ diff --git a/docs/source/affine-post.rst b/docs/source/affine-post.rst index b1d268db5..f298e79ec 100644 --- a/docs/source/affine-post.rst +++ b/docs/source/affine-post.rst @@ -3,10 +3,8 @@ 3D Affine Transforms (post) ================================================================================ -Post transfrom functions are similar to pre transform functions except order of application is reversed. -Post transform functions are applied after the object is transformed with given (model matrix) transfrom. - -Ther are named af +Post transform functions are similar to pre transform functions except order of application is reversed. +Post transform functions are applied after the object is transformed with given (model matrix) transform. Table of contents (click to go): ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ @@ -33,7 +31,7 @@ Functions documentation translate existing transform matrix by *v* vector and store result in dest Parameters: - | *[in]* **m** affine transfrom + | *[in]* **m** affine transform | *[in]* **v** translate vector [x, y, z] | *[out]* **dest** translated matrix @@ -43,7 +41,7 @@ Functions documentation and stores result in same matrix Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **v** translate vector [x, y, z] .. c:function:: void glm_translated_x(mat4 m, float x) @@ -51,7 +49,7 @@ Functions documentation translate existing transform matrix by x factor Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **v** x factor .. c:function:: void glm_translated_y(mat4 m, float y) @@ -59,7 +57,7 @@ Functions documentation translate existing transform matrix by *y* factor Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **v** y factor .. c:function:: void glm_translated_z(mat4 m, float z) @@ -67,7 +65,7 @@ Functions documentation translate existing transform matrix by *z* factor Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **v** z factor .. c:function:: void glm_rotated_x(mat4 m, float angle, mat4 dest) @@ -76,7 +74,7 @@ Functions documentation and store result in dest Parameters: - | *[in]* **m** affine transfrom + | *[in]* **m** affine transform | *[in]* **angle** angle (radians) | *[out]* **dest** rotated matrix @@ -86,7 +84,7 @@ Functions documentation and store result in dest Parameters: - | *[in]* **m** affine transfrom + | *[in]* **m** affine transform | *[in]* **angle** angle (radians) | *[out]* **dest** rotated matrix @@ -96,7 +94,7 @@ Functions documentation and store result in dest Parameters: - | *[in]* **m** affine transfrom + | *[in]* **m** affine transform | *[in]* **angle** angle (radians) | *[out]* **dest** rotated matrix @@ -105,7 +103,7 @@ Functions documentation rotate existing transform matrix around Z axis by angle and axis Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **angle** angle (radians) | *[in]* **axis** axis @@ -114,7 +112,7 @@ Functions documentation rotate existing transform around given axis by angle at given pivot point (rotation center) Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **pivot** pivot, anchor point, rotation center | *[in]* **angle** angle (radians) | *[in]* **axis** axis @@ -124,6 +122,6 @@ Functions documentation | rotate existing transform matrix around given axis by angle around self (doesn't affected by position) Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **angle** angle (radians) | *[in]* **axis** axis diff --git a/docs/source/affine-pre.rst b/docs/source/affine-pre.rst index fe1020559..5c0de54cb 100644 --- a/docs/source/affine-pre.rst +++ b/docs/source/affine-pre.rst @@ -3,7 +3,7 @@ 3D Affine Transforms (pre) ================================================================================ -Pre transfrom functions which are regular transfrom functions. +Pre transform functions which are regular transform functions. Table of contents (click to go): ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ @@ -41,7 +41,7 @@ Functions documentation translate existing transform matrix by *v* vector and store result in dest Parameters: - | *[in]* **m** affine transfrom + | *[in]* **m** affine transform | *[in]* **v** translate vector [x, y, z] | *[out]* **dest** translated matrix @@ -51,7 +51,7 @@ Functions documentation and stores result in same matrix Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **v** translate vector [x, y, z] .. c:function:: void glm_translate_x(mat4 m, float x) @@ -59,7 +59,7 @@ Functions documentation translate existing transform matrix by x factor Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **v** x factor .. c:function:: void glm_translate_y(mat4 m, float y) @@ -67,7 +67,7 @@ Functions documentation translate existing transform matrix by *y* factor Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **v** y factor .. c:function:: void glm_translate_z(mat4 m, float z) @@ -75,7 +75,7 @@ Functions documentation translate existing transform matrix by *z* factor Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **v** z factor .. c:function:: void glm_translate_make(mat4 m, vec3 v) @@ -83,7 +83,7 @@ Functions documentation creates NEW translate transform matrix by *v* vector. Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **v** translate vector [x, y, z] .. c:function:: void glm_scale_to(mat4 m, vec3 v, mat4 dest) @@ -91,7 +91,7 @@ Functions documentation scale existing transform matrix by *v* vector and store result in dest Parameters: - | *[in]* **m** affine transfrom + | *[in]* **m** affine transform | *[in]* **v** scale vector [x, y, z] | *[out]* **dest** scaled matrix @@ -100,7 +100,7 @@ Functions documentation creates NEW scale matrix by v vector Parameters: - | *[out]* **m** affine transfrom + | *[out]* **m** affine transform | *[in]* **v** scale vector [x, y, z] .. c:function:: void glm_scale(mat4 m, vec3 v) @@ -109,7 +109,7 @@ Functions documentation and stores result in same matrix Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **v** scale vector [x, y, z] .. c:function:: void glm_scale_uni(mat4 m, float s) @@ -118,7 +118,7 @@ Functions documentation and stores result in same matrix Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **v** scale factor .. c:function:: void glm_rotate_x(mat4 m, float angle, mat4 dest) @@ -127,7 +127,7 @@ Functions documentation and store result in dest Parameters: - | *[in]* **m** affine transfrom + | *[in]* **m** affine transform | *[in]* **angle** angle (radians) | *[out]* **dest** rotated matrix @@ -137,7 +137,7 @@ Functions documentation and store result in dest Parameters: - | *[in]* **m** affine transfrom + | *[in]* **m** affine transform | *[in]* **angle** angle (radians) | *[out]* **dest** rotated matrix @@ -147,7 +147,7 @@ Functions documentation and store result in dest Parameters: - | *[in]* **m** affine transfrom + | *[in]* **m** affine transform | *[in]* **angle** angle (radians) | *[out]* **dest** rotated matrix @@ -157,7 +157,7 @@ Functions documentation axis will be normalized so you don't need to normalize it Parameters: - | *[out]* **m** affine transfrom + | *[out]* **m** affine transform | *[in]* **axis** angle (radians) | *[in]* **axis** axis @@ -166,7 +166,7 @@ Functions documentation rotate existing transform matrix around Z axis by angle and axis Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **angle** angle (radians) | *[in]* **axis** axis @@ -175,7 +175,7 @@ Functions documentation rotate existing transform around given axis by angle at given pivot point (rotation center) Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **pivot** pivot, anchor point, rotation center | *[in]* **angle** angle (radians) | *[in]* **axis** axis @@ -188,7 +188,7 @@ Functions documentation | this should work faster than glm_rotate_at because it reduces one glm_translate. Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **pivot** pivot, anchor point, rotation center | *[in]* **angle** angle (radians) | *[in]* **axis** axis @@ -225,7 +225,7 @@ Functions documentation DON'T pass projected matrix here Parameters: - | *[in]* **m** affine transfrom + | *[in]* **m** affine transform | *[out]* **t** translation vector | *[out]* **r** rotation matrix (mat4) | *[out]* **s** scaling vector [X, Y, Z] @@ -235,6 +235,6 @@ Functions documentation | rotate existing transform matrix around given axis by angle around self (doesn't affected by position) Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **angle** angle (radians) | *[in]* **axis** axis diff --git a/docs/source/affine.rst b/docs/source/affine.rst index 722373c53..ed08ece46 100644 --- a/docs/source/affine.rst +++ b/docs/source/affine.rst @@ -13,7 +13,7 @@ Post functions (`T' = T * Tnew`) are like `glm_translated`, `glm_rotated` which `glm_translate`, `glm_rotate` are pre functions and are similar to C++ **glm** which you are familiar with. In new versions of **cglm** we added `glm_translated`, `glm_rotated`... which are post functions, -they are useful in some cases, e.g. append transform to existing transform (apply/append transform as last transfrom T' = T * Tnew). +they are useful in some cases, e.g. append transform to existing transform (apply/append transform as last transform T' = T * Tnew). Post functions are named after pre functions with `ed` suffix, e.g. `glm_translate` -> `glm_translated`. So don't mix them up. @@ -24,7 +24,7 @@ a matrix for you. You don't need to pass identity matrix. But other functions expect you have a matrix and you want to transform them. If you didn't have any existing matrix you have to initialize matrix to identity -before sending to transfrom functions. +before sending to transform functions. There are also functions to decompose transform matrix. These functions can't decompose matrix after projected. @@ -35,7 +35,7 @@ Rotation Center Rotating functions uses origin as rotation center (pivot/anchor point), since scale factors are stored in rotation matrix, same may also true for scalling. cglm provides some functions for rotating around at given point e.g. -**glm_rotate_at**, **glm_quat_rotate_at**. Use them or follow next section for algorihm ("Rotate or Scale around specific Point (Pivot Point / Anchor Point)"). +**glm_rotate_at**, **glm_quat_rotate_at**. Use them or follow next section for algorithm ("Rotate or Scale around specific Point (Pivot Point / Anchor Point)"). Also **cglm** provides :c:func:`glm_spin` and :c:func:`glm_spinned` functions to rotate around itself. No need to give pivot. These functions are useful for rotating around center of object. @@ -43,7 +43,7 @@ These functions are useful for rotating around center of object. Rotate or Scale around specific Point (Anchor Point) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -If you want to rotate model around arbibtrary point follow these steps: +If you want to rotate model around arbitrary point follow these steps: 1. Move model from pivot point to origin: **translate(-pivot.x, -pivot.y, -pivot.z)** 2. Apply rotation (or scaling maybe) @@ -82,11 +82,11 @@ helpers functions works like this (cglm provides reverse order as `ed` suffix e. .. code-block:: c :linenos: - TransformMatrix = TransformMatrix * TraslateMatrix; // glm_translate() + TransformMatrix = TransformMatrix * TranslateMatrix; // glm_translate() TransformMatrix = TransformMatrix * RotateMatrix; // glm_rotate(), glm_quat_rotate() TransformMatrix = TransformMatrix * ScaleMatrix; // glm_scale() -As you can see it is multipled as right matrix. For instance what will happen if you call `glm_translate` twice? +As you can see it is multiplied as right matrix. For instance what will happen if you call `glm_translate` twice? .. code-block:: c :linenos: diff --git a/docs/source/affine2d.rst b/docs/source/affine2d.rst index f12cd597c..7f72aa202 100644 --- a/docs/source/affine2d.rst +++ b/docs/source/affine2d.rst @@ -14,7 +14,7 @@ a matrix for you. You don't need to pass identity matrix. But other functions expect you have a matrix and you want to transform them. If you didn't have any existing matrix you have to initialize matrix to identity -before sending to transfrom functions. +before sending to transform functions. Transforms Order ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ @@ -45,7 +45,7 @@ Functions: translate existing 2d transform matrix by *v* vector and stores result in same matrix Parameters: - | *[in, out]* **m** 2d affine transfrom + | *[in, out]* **m** 2d affine transform | *[in]* **v** translate vector [x, y] .. c:function:: void glm_translate2d_to(mat3 m, vec2 v, mat3 dest) @@ -53,7 +53,7 @@ Functions: translate existing 2d transform matrix by *v* vector and store result in dest Parameters: - | *[in]* **m** 2d affine transfrom + | *[in]* **m** 2d affine transform | *[in]* **v** translate vector [x, y] | *[out]* **dest** translated matrix @@ -62,7 +62,7 @@ Functions: translate existing 2d transform matrix by x factor Parameters: - | *[in, out]* **m** 2d affine transfrom + | *[in, out]* **m** 2d affine transform | *[in]* **x** x factor .. c:function:: void glm_translate2d_y(mat3 m, float y) @@ -70,7 +70,7 @@ Functions: translate existing 2d transform matrix by y factor Parameters: - | *[in, out]* **m** 2d affine transfrom + | *[in, out]* **m** 2d affine transform | *[in]* **y** y factor .. c:function:: void glm_translate2d_make(mat3 m, vec2 v) @@ -78,7 +78,7 @@ Functions: creates NEW translate 2d transform matrix by *v* vector Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **v** translate vector [x, y] .. c:function:: void glm_scale2d_to(mat3 m, vec2 v, mat3 dest) @@ -86,7 +86,7 @@ Functions: scale existing 2d transform matrix by *v* vector and store result in dest Parameters: - | *[in]* **m** affine transfrom + | *[in]* **m** affine transform | *[in]* **v** scale vector [x, y] | *[out]* **dest** scaled matrix @@ -95,7 +95,7 @@ Functions: creates NEW 2d scale matrix by *v* vector Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **v** scale vector [x, y] .. c:function:: void glm_scale2d(mat3 m, vec2 v) @@ -103,7 +103,7 @@ Functions: scales existing 2d transform matrix by *v* vector and stores result in same matrix Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **v** translate vector [x, y] .. c:function:: void glm_scale2d_uni(mat3 m, float s) @@ -111,7 +111,7 @@ Functions: applies uniform scale to existing 2d transform matrix v = [s, s] and stores result in same matrix Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **s** scale factor .. c:function:: void glm_rotate2d_make(mat3 m, float angle) @@ -119,7 +119,7 @@ Functions: creates NEW rotation matrix by angle around *Z* axis Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **angle** angle (radians) .. c:function:: void glm_rotate2d(mat3 m, float angle) @@ -127,7 +127,7 @@ Functions: rotate existing 2d transform matrix around *Z* axis by angle and store result in same matrix Parameters: - | *[in, out]* **m** affine transfrom + | *[in, out]* **m** affine transform | *[in]* **angle** angle (radians) .. c:function:: void glm_rotate2d_to(mat3 m, float angle, mat3 dest) @@ -135,6 +135,6 @@ Functions: rotate existing 2d transform matrix around *Z* axis by angle and store result in dest Parameters: - | *[in]* **m** affine transfrom + | *[in]* **m** affine transform | *[in]* **angle** angle (radians) | *[out]* **dest** rotated matrix \ No newline at end of file diff --git a/docs/source/api_struct.rst b/docs/source/api_struct.rst index c2dc305e5..9ecf5fc10 100644 --- a/docs/source/api_struct.rst +++ b/docs/source/api_struct.rst @@ -10,7 +10,7 @@ Also struct api `s` suffix to namespace e.g. `glms_vec3_add`, `glms_mat4_mul` et By starting v0.9.0, struct api namespace is configurable. We can omit **glms_** namespace or even change it with custom name to move existing api integrations to **cglm** more easliy... -We can also add **s** to functin names if we want e.g. `glms_vec3_add()` -> `vec3_add()` or `vec3s_add()`. +We can also add **s** to function names if we want e.g. `glms_vec3_add()` -> `vec3_add()` or `vec3s_add()`. By including **cglm/struct.h** header you will include all struct api. It will also include **cglm/cglm.h** too. Since struct apis are inline you don't need to build or link *cglm* against diff --git a/docs/source/box.rst b/docs/source/box.rst index 7a388e2c6..76e0822b6 100644 --- a/docs/source/box.rst +++ b/docs/source/box.rst @@ -82,7 +82,7 @@ Functions documentation Parameters: | *[in]* **box** bounding box | *[in]* **cropBox** crop box - | *[in]* **clampBox** miniumum box + | *[in]* **clampBox** minimum box | *[out]* **dest** cropped bounding box .. c:function:: bool glm_aabb_frustum(vec3 box[2], vec4 planes[6]) diff --git a/docs/source/call.rst b/docs/source/call.rst index f7765a741..9b473fd9c 100644 --- a/docs/source/call.rst +++ b/docs/source/call.rst @@ -3,17 +3,17 @@ precompiled functions (call) ================================================================================ -All funcitons in **glm_** namespace are forced to **inline**. +All functions in **glm_** namespace are forced to **inline**. Most functions also have pre-compiled version. Precompiled versions are in **glmc_** namespace. *c* in the namespace stands for "call". -Since precompiled functions are just wrapper for inline verisons, +Since precompiled functions are just wrapper for inline versions, these functions are not documented individually. It would be duplicate documentation also it -would be hard to sync documentation between inline and call verison for me. +would be hard to sync documentation between inline and call version for me. -By including **clgm/cglm.h** you include all inline verisons. To get precompiled +By including **clgm/cglm.h** you include all inline versions. To get precompiled versions you need to include **cglm/call.h** header it also includes all -call versions plus *clgm/cglm.h* (inline verisons) +call versions plus *clgm/cglm.h* (inline versions) diff --git a/docs/source/cam.rst b/docs/source/cam.rst index bbaea807b..ca8716beb 100644 --- a/docs/source/cam.rst +++ b/docs/source/cam.rst @@ -250,7 +250,7 @@ Functions documentation .. c:function:: void glm_persp_decomp_y(mat4 proj, float *top, float *bottom) | decomposes top and bottom values of perspective projection. - | y stands for y axis (top / botom axis) + | y stands for y axis (top / bottom axis) Parameters: | *[in]* **proj** perspective projection matrix diff --git a/docs/source/features.rst b/docs/source/features.rst index 865a63c53..f3dee7104 100644 --- a/docs/source/features.rst +++ b/docs/source/features.rst @@ -2,7 +2,7 @@ Features ================================================================================ * **scalar** and **simd** (sse, avx, neon, wasm...) optimizations -* option to use different clipspaces e.g. Left Handed, Zero-to-One... (currrently right handed negative-one is default) +* option to use different clipspaces e.g. Left Handed, Zero-to-One... (currently right handed negative-one is default) * array api and struct api, you can use arrays or structs. * general purpose matrix operations (mat4, mat3) * chain matrix multiplication (square only) diff --git a/docs/source/frustum.rst b/docs/source/frustum.rst index b58913c95..956f48c93 100644 --- a/docs/source/frustum.rst +++ b/docs/source/frustum.rst @@ -11,9 +11,9 @@ not **vec3**. If you want to store them to save space you msut convert them yourself. **vec4** is used to speed up functions need to corners. This is why frustum -fucntions use *vec4* instead of *vec3* +functions use *vec4* instead of *vec3* -Currenty related-functions use [-1, 1] clip space configuration to extract +Currently related-functions use [-1, 1] clip space configuration to extract corners but you can override it by prodiving **GLM_CUSTOM_CLIPSPACE** macro. If you provide it then you have to all bottom macros as *vec4* diff --git a/docs/source/getting_started.rst b/docs/source/getting_started.rst index bf2b8f31b..f76472094 100644 --- a/docs/source/getting_started.rst +++ b/docs/source/getting_started.rst @@ -22,7 +22,7 @@ Types: typedef CGLM_ALIGN_IF(16) vec4 mat4[4]; #endif -As you can see types don't store extra informations in favor of space. +As you can see types don't store extra information in favor of space. You can send these values e.g. matrix to OpenGL directly without casting or calling a function like *value_ptr* Alignment Is Required: @@ -35,7 +35,7 @@ Alignment Is Required: | Check :doc:`opt` page for more details - Also alignment is disabled for older msvc verisons as default. Now alignment is only required in Visual Studio 2017 version 15.6+ if CGLM_ALL_UNALIGNED macro is not defined. + Also alignment is disabled for older msvc versions as default. Now alignment is only required in Visual Studio 2017 version 15.6+ if CGLM_ALL_UNALIGNED macro is not defined. Allocations: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ diff --git a/docs/source/io.rst b/docs/source/io.rst index cddaa2f95..5fad5b1a6 100644 --- a/docs/source/io.rst +++ b/docs/source/io.rst @@ -29,7 +29,7 @@ Example to print mat4 matrix: cglm may provide precision parameter in the future Changes since **v0.7.3**: -* Now mis-alignment of columns are fixed: larger numbers are printed via %g and others are printed via %f. Column withs are calculated before print. +* Now mis-alignment of columns are fixed: larger numbers are printed via %g and others are printed via %f. Column widths are calculated before print. * Now values are colorful ;) * Some print improvements * New options with default values: @@ -143,5 +143,5 @@ Functions documentation Parameters: | *[in]* **vec** aabb (axis-aligned bounding box) - | *[in]* **tag** tag to find it more easly in logs + | *[in]* **tag** tag to find it more easily in logs | *[in]* **ostream** FILE to write diff --git a/docs/source/ivec3.rst b/docs/source/ivec3.rst index 460e94ebe..26be5fa06 100644 --- a/docs/source/ivec3.rst +++ b/docs/source/ivec3.rst @@ -92,7 +92,7 @@ Functions documentation norm * norm (magnitude) of vector we can use this func instead of calling norm * norm, because it would call - sqrtf fuction twice but with this func we can avoid func call, maybe this is + sqrtf function twice but with this func we can avoid func call, maybe this is not good name for this func Parameters: diff --git a/docs/source/mat2.rst b/docs/source/mat2.rst index 268d09843..e532e79a8 100644 --- a/docs/source/mat2.rst +++ b/docs/source/mat2.rst @@ -47,7 +47,7 @@ Functions documentation .. c:function:: void glm_mat2_identity(mat2 mat) - copy identity mat2 to mat, or makes mat to identiy + copy identity mat2 to mat, or makes mat to identity Parameters: | *[out]* **mat** matrix @@ -94,7 +94,7 @@ Functions documentation .. c:function:: void glm_mat2_transpose(mat2 m) - tranpose mat2 and store result in same matrix + transpose mat2 and store result in same matrix Parameters: | *[in]* **mat** source diff --git a/docs/source/mat3.rst b/docs/source/mat3.rst index a14e773e9..646c90596 100644 --- a/docs/source/mat3.rst +++ b/docs/source/mat3.rst @@ -49,7 +49,7 @@ Functions documentation .. c:function:: void glm_mat3_identity(mat3 mat) - copy identity mat3 to mat, or makes mat to identiy + copy identity mat3 to mat, or makes mat to identity Parameters: | *[out]* **mat** matrix @@ -96,7 +96,7 @@ Functions documentation .. c:function:: void glm_mat3_transpose(mat3 m) - tranpose mat3 and store result in same matrix + transpose mat3 and store result in same matrix Parameters: | *[in]* **mat** source diff --git a/docs/source/mat4.rst b/docs/source/mat4.rst index 34c39be8a..bab45a872 100644 --- a/docs/source/mat4.rst +++ b/docs/source/mat4.rst @@ -70,7 +70,7 @@ Functions documentation .. c:function:: void glm_mat4_identity(mat4 mat) - copy identity mat4 to mat, or makes mat to identiy + copy identity mat4 to mat, or makes mat to identity Parameters: | *[out]* **mat** matrix @@ -214,7 +214,7 @@ Functions documentation .. c:function:: void glm_mat4_transpose(mat4 m) - tranpose mat4 and store result in same matrix + transpose mat4 and store result in same matrix Parameters: | *[in]* **m** source diff --git a/docs/source/opengl.rst b/docs/source/opengl.rst index 2cebae093..d7fb8cc66 100644 --- a/docs/source/opengl.rst +++ b/docs/source/opengl.rst @@ -43,14 +43,14 @@ array of matrices: /* ... */ glUniformMatrix4fv(location, count, GL_FALSE, (float *)matrix); -in this way, passing aray of matrices is same +in this way, passing array of matrices is same Passing / Uniforming Vectors to OpenGL: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You don't need to do extra thing when passing cglm vectors to OpengL or other APIs. Because a function like **glUniform4fv** accepts vector as pointer. cglm's vectors -are array of floats. So you can pass it directly ot those functions: +are array of floats. So you can pass it directly to those functions: .. code-block:: c diff --git a/docs/source/opt.rst b/docs/source/opt.rst index 6abd8ec91..6f90e1828 100644 --- a/docs/source/opt.rst +++ b/docs/source/opt.rst @@ -29,7 +29,7 @@ have to compile cglm with **CGLM_ALL_UNALIGNED** macro. if you do not know what you are doing. Because a cglm header included via 'project A' may force types to be aligned and another cglm header included via 'project B' may not require alignment. In this case - cglm functions will read from and write to **INVALID MEMORY LOCATIONs**. + cglm functions will read from and write to **INVALID MEMORY LOCATIONSNs**. ALWAYS USE SAME CONFIGURATION / OPTION for **cglm** if you have multiple projects. @@ -43,7 +43,7 @@ By starting **v0.8.3** cglm provides options to switch between clipspace configu Clipspace related files are located at `include/cglm/[struct]/clipspace.h` but these are included in related files like `cam.h`. If you don't want to change your existing clipspace configuration and want to use different clipspace function like `glm_lookat_zo` or `glm_lookat_lh_zo`... -then you can include individual headers or just define `CGLM_CLIPSPACE_INCLUDE_ALL` which will iclude all headers for you. +then you can include individual headers or just define `CGLM_CLIPSPACE_INCLUDE_ALL` which will include all headers for you. 1. **CGLM_CLIPSPACE_INCLUDE_ALL** 2. **CGLM_FORCE_DEPTH_ZERO_TO_ONE** diff --git a/docs/source/sphere.rst b/docs/source/sphere.rst index db238f456..d4f57b6b5 100644 --- a/docs/source/sphere.rst +++ b/docs/source/sphere.rst @@ -9,7 +9,7 @@ Header: cglm/sphere.h Sphere Representation in cglm is *vec4*: **[center.x, center.y, center.z, radii]** -You can call any vec3 function by pasing sphere. Because first three elements +You can call any vec3 function by passing sphere. Because first three elements defines center of sphere. Table of contents (click to go): diff --git a/docs/source/util.rst b/docs/source/util.rst index 02495f4f2..ca7715f04 100644 --- a/docs/source/util.rst +++ b/docs/source/util.rst @@ -68,14 +68,14 @@ Functions documentation .. c:function:: void glm_make_rad(float *degm) - | convert exsisting degree to radians. this will override degrees value + | convert existing degree to radians. this will override degrees value Parameters: | *[in, out]* **deg** pointer to angle in degrees .. c:function:: void glm_make_deg(float *rad) - | convert exsisting radians to degree. this will override radians value + | convert existing radians to degree. this will override radians value Parameters: | *[in, out]* **rad** pointer to angle in radians diff --git a/docs/source/vec2.rst b/docs/source/vec2.rst index f5b992e8f..928471c20 100644 --- a/docs/source/vec2.rst +++ b/docs/source/vec2.rst @@ -117,7 +117,7 @@ Functions documentation norm * norm (magnitude) of vector we can use this func instead of calling norm * norm, because it would call - sqrtf fuction twice but with this func we can avoid func call, maybe this is + sqrtf function twice but with this func we can avoid func call, maybe this is not good name for this func Parameters: diff --git a/docs/source/vec3.rst b/docs/source/vec3.rst index 51063d9d3..892b66b29 100644 --- a/docs/source/vec3.rst +++ b/docs/source/vec3.rst @@ -13,7 +13,7 @@ Header: cglm/vec3.h We mostly use vectors in graphics math, to make writing code faster and easy to read, some *vec3* functions are aliased in global namespace. For instance :c:func:`glm_dot` is alias of :c:func:`glm_vec3_dot`, -alias means inline wrapper here. There is no call verison of alias functions +alias means inline wrapper here. There is no call version of alias functions There are also functions for rotating *vec3* vector. **_m4**, **_m3** prefixes rotate *vec3* with matrix. @@ -148,7 +148,7 @@ Functions documentation norm * norm (magnitude) of vector we can use this func instead of calling norm * norm, because it would call - sqrtf fuction twice but with this func we can avoid func call, maybe this is + sqrtf function twice but with this func we can avoid func call, maybe this is not good name for this func Parameters: @@ -309,7 +309,7 @@ Functions documentation .. c:function:: void glm_vec3_flipsign(vec3 v) - **DEPRACATED!** + **DEPRECATED!** use :c:func:`glm_vec3_negate` @@ -318,7 +318,7 @@ Functions documentation .. c:function:: void glm_vec3_flipsign_to(vec3 v, vec3 dest) - **DEPRACATED!** + **DEPRECATED!** use :c:func:`glm_vec3_negate_to` @@ -328,7 +328,7 @@ Functions documentation .. c:function:: void glm_vec3_inv(vec3 v) - **DEPRACATED!** + **DEPRECATED!** use :c:func:`glm_vec3_negate` @@ -337,7 +337,7 @@ Functions documentation .. c:function:: void glm_vec3_inv_to(vec3 v, vec3 dest) - **DEPRACATED!** + **DEPRECATED!** use :c:func:`glm_vec3_negate_to` @@ -377,7 +377,7 @@ Functions documentation .. c:function:: float glm_vec3_angle(vec3 v1, vec3 v2) - angle betwen two vector + angle between two vector Parameters: | *[in]* **v1** vector1 diff --git a/docs/source/vec4.rst b/docs/source/vec4.rst index 687a10fba..2b7da9ee2 100644 --- a/docs/source/vec4.rst +++ b/docs/source/vec4.rst @@ -124,7 +124,7 @@ Functions documentation norm * norm (magnitude) of vector we can use this func instead of calling norm * norm, because it would call - sqrtf fuction twice but with this func we can avoid func call, maybe this is + sqrtf function twice but with this func we can avoid func call, maybe this is not good name for this func Parameters: @@ -284,7 +284,7 @@ Functions documentation .. c:function:: void glm_vec4_flipsign(vec4 v) - **DEPRACATED!** + **DEPRECATED!** use :c:func:`glm_vec4_negate` @@ -293,7 +293,7 @@ Functions documentation .. c:function:: void glm_vec4_flipsign_to(vec4 v, vec4 dest) - **DEPRACATED!** + **DEPRECATED!** use :c:func:`glm_vec4_negate_to` @@ -303,7 +303,7 @@ Functions documentation .. c:function:: void glm_vec4_inv(vec4 v) - **DEPRACATED!** + **DEPRECATED!** use :c:func:`glm_vec4_negate` @@ -312,7 +312,7 @@ Functions documentation .. c:function:: void glm_vec4_inv_to(vec4 v, vec4 dest) - **DEPRACATED!** + **DEPRECATED!** use :c:func:`glm_vec4_negate_to` diff --git a/include/cglm/aabb2d.h b/include/cglm/aabb2d.h index 7d8be613a..94a1d44a8 100644 --- a/include/cglm/aabb2d.h +++ b/include/cglm/aabb2d.h @@ -108,7 +108,7 @@ glm_aabb2d_crop(vec2 aabb[2], vec2 cropAabb[2], vec2 dest[2]) { * * @param[in] aabb bounding aabb * @param[in] cropAabb crop aabb - * @param[in] clampAabb miniumum aabb + * @param[in] clampAabb minimum aabb * @param[out] dest cropped bounding aabb */ CGLM_INLINE diff --git a/include/cglm/affine-post.h b/include/cglm/affine-post.h index d32cd1a42..3e297e61a 100644 --- a/include/cglm/affine-post.h +++ b/include/cglm/affine-post.h @@ -34,9 +34,9 @@ * @brief translate existing transform matrix by v vector * and stores result in same matrix * - * this is POST transform, applies to existing transform as last transfrom + * this is POST transform, applies to existing transform as last transform * - * @param[in, out] m affine transfrom + * @param[in, out] m affine transform * @param[in] v translate vector [x, y, z] */ CGLM_INLINE @@ -51,9 +51,9 @@ glm_translated(mat4 m, vec3 v) { * * source matrix will remain same * - * this is POST transform, applies to existing transform as last transfrom + * this is POST transform, applies to existing transform as last transform * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] v translate vector [x, y, z] * @param[out] dest translated matrix */ @@ -67,9 +67,9 @@ glm_translated_to(mat4 m, vec3 v, mat4 dest) { /*! * @brief translate existing transform matrix by x factor * - * this is POST transform, applies to existing transform as last transfrom + * this is POST transform, applies to existing transform as last transform * - * @param[in, out] m affine transfrom + * @param[in, out] m affine transform * @param[in] x x factor */ CGLM_INLINE @@ -81,9 +81,9 @@ glm_translated_x(mat4 m, float x) { /*! * @brief translate existing transform matrix by y factor * - * this is POST transform, applies to existing transform as last transfrom + * this is POST transform, applies to existing transform as last transform * - * @param[in, out] m affine transfrom + * @param[in, out] m affine transform * @param[in] y y factor */ CGLM_INLINE @@ -95,9 +95,9 @@ glm_translated_y(mat4 m, float y) { /*! * @brief translate existing transform matrix by z factor * - * this is POST transform, applies to existing transform as last transfrom + * this is POST transform, applies to existing transform as last transform * - * @param[in, out] m affine transfrom + * @param[in, out] m affine transform * @param[in] z z factor */ CGLM_INLINE @@ -110,9 +110,9 @@ glm_translated_z(mat4 m, float z) { * @brief rotate existing transform matrix around X axis by angle * and store result in dest * - * this is POST transform, applies to existing transform as last transfrom + * this is POST transform, applies to existing transform as last transform * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] angle angle (radians) * @param[out] dest rotated matrix */ @@ -137,9 +137,9 @@ glm_rotated_x(mat4 m, float angle, mat4 dest) { * @brief rotate existing transform matrix around Y axis by angle * and store result in dest * - * this is POST transform, applies to existing transform as last transfrom + * this is POST transform, applies to existing transform as last transform * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] angle angle (radians) * @param[out] dest rotated matrix */ @@ -164,9 +164,9 @@ glm_rotated_y(mat4 m, float angle, mat4 dest) { * @brief rotate existing transform matrix around Z axis by angle * and store result in dest * - * this is POST transform, applies to existing transform as last transfrom + * this is POST transform, applies to existing transform as last transform * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] angle angle (radians) * @param[out] dest rotated matrix */ @@ -190,9 +190,9 @@ glm_rotated_z(mat4 m, float angle, mat4 dest) { /*! * @brief rotate existing transform matrix around given axis by angle * - * this is POST transform, applies to existing transform as last transfrom + * this is POST transform, applies to existing transform as last transform * - * @param[in, out] m affine transfrom + * @param[in, out] m affine transform * @param[in] angle angle (radians) * @param[in] axis axis */ @@ -208,9 +208,9 @@ glm_rotated(mat4 m, float angle, vec3 axis) { * @brief rotate existing transform * around given axis by angle at given pivot point (rotation center) * - * this is POST transform, applies to existing transform as last transfrom + * this is POST transform, applies to existing transform as last transform * - * @param[in, out] m affine transfrom + * @param[in, out] m affine transform * @param[in] pivot rotation center * @param[in] angle angle (radians) * @param[in] axis axis @@ -230,9 +230,9 @@ glm_rotated_at(mat4 m, vec3 pivot, float angle, vec3 axis) { /*! * @brief rotate existing transform matrix around given axis by angle around self (doesn't affected by position) * - * this is POST transform, applies to existing transform as last transfrom + * this is POST transform, applies to existing transform as last transform * - * @param[in, out] m affine transfrom + * @param[in, out] m affine transform * @param[in] angle angle (radians) * @param[in] axis axis */ diff --git a/include/cglm/affine-pre.h b/include/cglm/affine-pre.h index 43652ffb1..12f981c1b 100644 --- a/include/cglm/affine-pre.h +++ b/include/cglm/affine-pre.h @@ -35,7 +35,7 @@ * @brief translate existing transform matrix by v vector * and stores result in same matrix * - * @param[in, out] m affine transfrom + * @param[in, out] m affine transform * @param[in] v translate vector [x, y, z] */ CGLM_INLINE @@ -66,7 +66,7 @@ glm_translate(mat4 m, vec3 v) { * * source matrix will remain same * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] v translate vector [x, y, z] * @param[out] dest translated matrix */ @@ -80,7 +80,7 @@ glm_translate_to(mat4 m, vec3 v, mat4 dest) { /*! * @brief translate existing transform matrix by x factor * - * @param[in, out] m affine transfrom + * @param[in, out] m affine transform * @param[in] x x factor */ CGLM_INLINE @@ -98,7 +98,7 @@ glm_translate_x(mat4 m, float x) { /*! * @brief translate existing transform matrix by y factor * - * @param[in, out] m affine transfrom + * @param[in, out] m affine transform * @param[in] y y factor */ CGLM_INLINE @@ -116,7 +116,7 @@ glm_translate_y(mat4 m, float y) { /*! * @brief translate existing transform matrix by z factor * - * @param[in, out] m affine transfrom + * @param[in, out] m affine transform * @param[in] z z factor */ CGLM_INLINE @@ -135,7 +135,7 @@ glm_translate_z(mat4 m, float z) { * @brief rotate existing transform matrix around X axis by angle * and store result in dest * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] angle angle (radians) * @param[out] dest rotated matrix */ @@ -160,7 +160,7 @@ glm_rotate_x(mat4 m, float angle, mat4 dest) { * @brief rotate existing transform matrix around Y axis by angle * and store result in dest * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] angle angle (radians) * @param[out] dest rotated matrix */ @@ -185,7 +185,7 @@ glm_rotate_y(mat4 m, float angle, mat4 dest) { * @brief rotate existing transform matrix around Z axis by angle * and store result in dest * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] angle angle (radians) * @param[out] dest rotated matrix */ @@ -209,7 +209,7 @@ glm_rotate_z(mat4 m, float angle, mat4 dest) { /*! * @brief rotate existing transform matrix around given axis by angle * - * @param[in, out] m affine transfrom + * @param[in, out] m affine transform * @param[in] angle angle (radians) * @param[in] axis axis */ @@ -225,7 +225,7 @@ glm_rotate(mat4 m, float angle, vec3 axis) { * @brief rotate existing transform * around given axis by angle at given pivot point (rotation center) * - * @param[in, out] m affine transfrom + * @param[in, out] m affine transform * @param[in] pivot rotation center * @param[in] angle angle (radians) * @param[in] axis axis @@ -250,7 +250,7 @@ glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) { * this should work faster than glm_rotate_at because it reduces * one glm_translate. * - * @param[out] m affine transfrom + * @param[out] m affine transform * @param[in] pivot rotation center * @param[in] angle angle (radians) * @param[in] axis axis @@ -270,7 +270,7 @@ glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) { /*! * @brief rotate existing transform matrix around given axis by angle around self (doesn't affected by position) * - * @param[in, out] m affine transfrom + * @param[in, out] m affine transform * @param[in] angle angle (radians) * @param[in] axis axis */ diff --git a/include/cglm/affine.h b/include/cglm/affine.h index 78d7dbf65..2c608f798 100644 --- a/include/cglm/affine.h +++ b/include/cglm/affine.h @@ -44,7 +44,7 @@ /*! * @brief creates NEW translate transform matrix by v vector * - * @param[out] m affine transfrom + * @param[out] m affine transform * @param[in] v translate vector [x, y, z] */ CGLM_INLINE @@ -58,7 +58,7 @@ glm_translate_make(mat4 m, vec3 v) { * @brief scale existing transform matrix by v vector * and store result in dest * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] v scale vector [x, y, z] * @param[out] dest scaled matrix */ @@ -75,7 +75,7 @@ glm_scale_to(mat4 m, vec3 v, mat4 dest) { /*! * @brief creates NEW scale matrix by v vector * - * @param[out] m affine transfrom + * @param[out] m affine transform * @param[in] v scale vector [x, y, z] */ CGLM_INLINE @@ -91,7 +91,7 @@ glm_scale_make(mat4 m, vec3 v) { * @brief scales existing transform matrix by v vector * and stores result in same matrix * - * @param[in, out] m affine transfrom + * @param[in, out] m affine transform * @param[in] v scale vector [x, y, z] */ CGLM_INLINE @@ -104,7 +104,7 @@ glm_scale(mat4 m, vec3 v) { * @brief applies uniform scale to existing transform matrix v = [s, s, s] * and stores result in same matrix * - * @param[in, out] m affine transfrom + * @param[in, out] m affine transform * @param[in] s scale factor */ CGLM_INLINE @@ -119,7 +119,7 @@ glm_scale_uni(mat4 m, float s) { * * axis will be normalized so you don't need to normalize it * - * @param[out] m affine transfrom + * @param[out] m affine transform * @param[in] angle angle (radians) * @param[in] axis axis */ @@ -220,7 +220,7 @@ glm_decompose_rs(mat4 m, mat4 r, vec3 s) { * @brief decompose affine transform, TODO: extract shear factors. * DON'T pass projected matrix here * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[out] t translation vector * @param[out] r rotation matrix (mat4) * @param[out] s scaling vector [X, Y, Z] diff --git a/include/cglm/affine2d.h b/include/cglm/affine2d.h index bb66289c6..0dcf50a00 100644 --- a/include/cglm/affine2d.h +++ b/include/cglm/affine2d.h @@ -33,7 +33,7 @@ * @brief translate existing 2d transform matrix by v vector * and stores result in same matrix * - * @param[in, out] m affine transfrom + * @param[in, out] m affine transform * @param[in] v translate vector [x, y] */ CGLM_INLINE @@ -50,7 +50,7 @@ glm_translate2d(mat3 m, vec2 v) { * * source matrix will remain same * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] v translate vector [x, y] * @param[out] dest translated matrix */ @@ -64,7 +64,7 @@ glm_translate2d_to(mat3 m, vec2 v, mat3 dest) { /*! * @brief translate existing 2d transform matrix by x factor * - * @param[in, out] m affine transfrom + * @param[in, out] m affine transform * @param[in] x x factor */ CGLM_INLINE @@ -78,7 +78,7 @@ glm_translate2d_x(mat3 m, float x) { /*! * @brief translate existing 2d transform matrix by y factor * - * @param[in, out] m affine transfrom + * @param[in, out] m affine transform * @param[in] y y factor */ CGLM_INLINE @@ -92,7 +92,7 @@ glm_translate2d_y(mat3 m, float y) { /*! * @brief creates NEW translate 2d transform matrix by v vector * - * @param[out] m affine transfrom + * @param[out] m affine transform * @param[in] v translate vector [x, y] */ CGLM_INLINE @@ -107,7 +107,7 @@ glm_translate2d_make(mat3 m, vec2 v) { * @brief scale existing 2d transform matrix by v vector * and store result in dest * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] v scale vector [x, y] * @param[out] dest scaled matrix */ @@ -130,7 +130,7 @@ glm_scale2d_to(mat3 m, vec2 v, mat3 dest) { /*! * @brief creates NEW 2d scale matrix by v vector * - * @param[out] m affine transfrom + * @param[out] m affine transform * @param[in] v scale vector [x, y] */ CGLM_INLINE @@ -145,7 +145,7 @@ glm_scale2d_make(mat3 m, vec2 v) { * @brief scales existing 2d transform matrix by v vector * and stores result in same matrix * - * @param[in, out] m affine transfrom + * @param[in, out] m affine transform * @param[in] v scale vector [x, y] */ CGLM_INLINE @@ -164,7 +164,7 @@ glm_scale2d(mat3 m, vec2 v) { * @brief applies uniform scale to existing 2d transform matrix v = [s, s] * and stores result in same matrix * - * @param[in, out] m affine transfrom + * @param[in, out] m affine transform * @param[in] s scale factor */ CGLM_INLINE @@ -182,7 +182,7 @@ glm_scale2d_uni(mat3 m, float s) { /*! * @brief creates NEW rotation matrix by angle around Z axis * - * @param[out] m affine transfrom + * @param[out] m affine transform * @param[in] angle angle (radians) */ CGLM_INLINE @@ -210,7 +210,7 @@ glm_rotate2d_make(mat3 m, float angle) { * @brief rotate existing 2d transform matrix around Z axis by angle * and store result in same matrix * - * @param[in, out] m affine transfrom + * @param[in, out] m affine transform * @param[in] angle angle (radians) */ CGLM_INLINE @@ -237,7 +237,7 @@ glm_rotate2d(mat3 m, float angle) { * @brief rotate existing 2d transform matrix around Z axis by angle * and store result in dest * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] angle angle (radians) * @param[out] dest destination */ diff --git a/include/cglm/box.h b/include/cglm/box.h index 440079777..8da24f0f9 100644 --- a/include/cglm/box.h +++ b/include/cglm/box.h @@ -104,7 +104,7 @@ glm_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]) { * * @param[in] box bounding box * @param[in] cropBox crop box - * @param[in] clampBox miniumum box + * @param[in] clampBox minimum box * @param[out] dest cropped bounding box */ CGLM_INLINE diff --git a/include/cglm/cam.h b/include/cglm/cam.h index c8cfd427e..816cb5ead 100644 --- a/include/cglm/cam.h +++ b/include/cglm/cam.h @@ -474,7 +474,7 @@ glm_persp_decomp_x(mat4 proj, /*! * @brief decomposes top and bottom values of perspective projection. - * y stands for y axis (top / botom axis) + * y stands for y axis (top / bottom axis) * * @param[in] proj perspective projection matrix * @param[out] top top diff --git a/include/cglm/clipspace/persp_lh_no.h b/include/cglm/clipspace/persp_lh_no.h index 703530ec9..d28923a11 100644 --- a/include/cglm/clipspace/persp_lh_no.h +++ b/include/cglm/clipspace/persp_lh_no.h @@ -266,7 +266,7 @@ glm_persp_decomp_x_lh_no(mat4 proj, * @brief decomposes top and bottom values of perspective projection * with a left-hand coordinate system and a * clip-space of [-1, 1]. - * y stands for y axis (top / botom axis) + * y stands for y axis (top / bottom axis) * * @param[in] proj perspective projection matrix * @param[out] top top diff --git a/include/cglm/clipspace/persp_rh_no.h b/include/cglm/clipspace/persp_rh_no.h index 021b7d85a..925233202 100644 --- a/include/cglm/clipspace/persp_rh_no.h +++ b/include/cglm/clipspace/persp_rh_no.h @@ -266,7 +266,7 @@ glm_persp_decomp_x_rh_no(mat4 proj, * @brief decomposes top and bottom values of perspective projection * with a right-hand coordinate system and a * clip-space of [-1, 1]. - * y stands for y axis (top / botom axis) + * y stands for y axis (top / bottom axis) * * @param[in] proj perspective projection matrix * @param[out] top top diff --git a/include/cglm/euler.h b/include/cglm/euler.h index d069f10f6..8fae039bc 100644 --- a/include/cglm/euler.h +++ b/include/cglm/euler.h @@ -9,7 +9,7 @@ NOTE: angles must be passed as [X-Angle, Y-Angle, Z-angle] order For instance you don't pass angles as [Z-Angle, X-Angle, Y-angle] to - glm_euler_zxy funciton, All RELATED functions accept angles same order + glm_euler_zxy function, All RELATED functions accept angles same order which is [X, Y, Z]. */ diff --git a/include/cglm/ivec2.h b/include/cglm/ivec2.h index 12b3b6caa..8d5ad88bc 100644 --- a/include/cglm/ivec2.h +++ b/include/cglm/ivec2.h @@ -204,7 +204,7 @@ glm_ivec2_subs(ivec2 v, int s, ivec2 dest) { /*! * @brief multiply vector [a] with vector [b] and store result in [dest] * - * @param[in] a frist vector + * @param[in] a first vector * @param[in] b second vector * @param[out] dest destination */ diff --git a/include/cglm/ivec3.h b/include/cglm/ivec3.h index a73a5cc77..ffaf62e65 100644 --- a/include/cglm/ivec3.h +++ b/include/cglm/ivec3.h @@ -136,7 +136,7 @@ glm_ivec3_dot(ivec3 a, ivec3 b) { * @brief norm * norm (magnitude) of vec * * we can use this func instead of calling norm * norm, because it would call - * sqrtf fuction twice but with this func we can avoid func call, maybe this is + * sqrtf function twice but with this func we can avoid func call, maybe this is * not good name for this func * * @param[in] v vector @@ -226,7 +226,7 @@ glm_ivec3_subs(ivec3 v, int s, ivec3 dest) { /*! * @brief multiply vector [a] with vector [b] and store result in [dest] * - * @param[in] a frist vector + * @param[in] a first vector * @param[in] b second vector * @param[out] dest destination */ diff --git a/include/cglm/ivec4.h b/include/cglm/ivec4.h index 2cc034552..6357599e2 100644 --- a/include/cglm/ivec4.h +++ b/include/cglm/ivec4.h @@ -179,7 +179,7 @@ glm_ivec4_subs(ivec4 v, int s, ivec4 dest) { /*! * @brief multiply vector [a] with vector [b] and store result in [dest] * - * @param[in] a frist vector + * @param[in] a first vector * @param[in] b second vector * @param[out] dest destination */ diff --git a/include/cglm/mat2.h b/include/cglm/mat2.h index c427f3265..3773f93d7 100644 --- a/include/cglm/mat2.h +++ b/include/cglm/mat2.h @@ -180,7 +180,7 @@ glm_mat2_transpose_to(mat2 m, mat2 dest) { } /*! - * @brief tranpose mat2 and store result in same matrix + * @brief transpose mat2 and store result in same matrix * * @param[in, out] m source and dest */ diff --git a/include/cglm/mat3.h b/include/cglm/mat3.h index c09dc296b..2c83fed1d 100644 --- a/include/cglm/mat3.h +++ b/include/cglm/mat3.h @@ -201,7 +201,7 @@ glm_mat3_transpose_to(mat3 m, mat3 dest) { } /*! - * @brief tranpose mat3 and store result in same matrix + * @brief transpose mat3 and store result in same matrix * * @param[in, out] m source and dest */ diff --git a/include/cglm/mat4.h b/include/cglm/mat4.h index 32ecdf2d8..7f181d192 100644 --- a/include/cglm/mat4.h +++ b/include/cglm/mat4.h @@ -537,7 +537,7 @@ glm_mat4_transpose_to(mat4 m, mat4 dest) { } /*! - * @brief tranpose mat4 and store result in same matrix + * @brief transpose mat4 and store result in same matrix * * @param[in, out] m source and dest */ diff --git a/include/cglm/quat.h b/include/cglm/quat.h index ab0c5902b..8807e6e67 100644 --- a/include/cglm/quat.h +++ b/include/cglm/quat.h @@ -703,7 +703,7 @@ glm_quat_nlerp(versor from, versor to, float t, versor dest) { * * @param[in] from from * @param[in] to to - * @param[in] t amout + * @param[in] t amount * @param[out] dest result quaternion */ CGLM_INLINE diff --git a/include/cglm/struct/aabb2d.h b/include/cglm/struct/aabb2d.h index 091e3a1c1..91be405c8 100644 --- a/include/cglm/struct/aabb2d.h +++ b/include/cglm/struct/aabb2d.h @@ -92,7 +92,7 @@ glms_aabb2d_(crop)(vec2s aabb[2], vec2s cropAabb[2], vec2s dest[2]) { * * @param[in] aabb bounding box * @param[in] cropAabb crop box - * @param[in] clampAabb miniumum box + * @param[in] clampAabb minimum box * @param[out] dest cropped bounding box */ CGLM_INLINE diff --git a/include/cglm/struct/affine-post.h b/include/cglm/struct/affine-post.h index 5b6a93aa8..e155660ce 100644 --- a/include/cglm/struct/affine-post.h +++ b/include/cglm/struct/affine-post.h @@ -33,9 +33,9 @@ * @brief translate existing transform matrix by v vector * and stores result in same matrix * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] v translate vector [x, y, z] - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat4s @@ -47,9 +47,9 @@ glms_translated(mat4s m, vec3s v) { /*! * @brief translate existing transform matrix by x factor * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] x x factor - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat4s @@ -61,9 +61,9 @@ glms_translated_x(mat4s m, float x) { /*! * @brief translate existing transform matrix by y factor * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] y y factor - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat4s @@ -75,9 +75,9 @@ glms_translated_y(mat4s m, float y) { /*! * @brief translate existing transform matrix by z factor * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] z z factor - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat4s @@ -90,7 +90,7 @@ glms_translated_z(mat4s m, float z) { * @brief rotate existing transform matrix around X axis by angle * and store result in dest * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] angle angle (radians) * @returns rotated matrix */ @@ -106,7 +106,7 @@ glms_rotated_x(mat4s m, float angle) { * @brief rotate existing transform matrix around Y axis by angle * and store result in dest * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] angle angle (radians) * @returns rotated matrix */ @@ -122,7 +122,7 @@ glms_rotated_y(mat4s m, float angle) { * @brief rotate existing transform matrix around Z axis by angle * and store result in dest * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] angle angle (radians) * @returns rotated matrix */ @@ -137,10 +137,10 @@ glms_rotated_z(mat4s m, float angle) { /*! * @brief rotate existing transform matrix around given axis by angle * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] angle angle (radians) * @param[in] axis axis - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat4s @@ -153,11 +153,11 @@ glms_rotated(mat4s m, float angle, vec3s axis) { * @brief rotate existing transform * around given axis by angle at given pivot point (rotation center) * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] pivot rotation center * @param[in] angle angle (radians) * @param[in] axis axis - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat4s @@ -169,10 +169,10 @@ glms_rotated_at(mat4s m, vec3s pivot, float angle, vec3s axis) { /*! * @brief rotate existing transform matrix around given axis by angle around self (doesn't affected by position) * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] angle angle (radians) * @param[in] axis axis - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat4s diff --git a/include/cglm/struct/affine-pre.h b/include/cglm/struct/affine-pre.h index f55dc2984..e323ffaa0 100644 --- a/include/cglm/struct/affine-pre.h +++ b/include/cglm/struct/affine-pre.h @@ -33,9 +33,9 @@ * @brief translate existing transform matrix by v vector * and stores result in same matrix * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] v translate vector [x, y, z] - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat4s @@ -47,9 +47,9 @@ glms_translate(mat4s m, vec3s v) { /*! * @brief translate existing transform matrix by x factor * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] x x factor - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat4s @@ -61,9 +61,9 @@ glms_translate_x(mat4s m, float x) { /*! * @brief translate existing transform matrix by y factor * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] y y factor - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat4s @@ -75,9 +75,9 @@ glms_translate_y(mat4s m, float y) { /*! * @brief translate existing transform matrix by z factor * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] z z factor - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat4s @@ -90,7 +90,7 @@ glms_translate_z(mat4s m, float z) { * @brief rotate existing transform matrix around X axis by angle * and store result in dest * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] angle angle (radians) * @returns rotated matrix */ @@ -106,7 +106,7 @@ glms_rotate_x(mat4s m, float angle) { * @brief rotate existing transform matrix around Y axis by angle * and store result in dest * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] angle angle (radians) * @returns rotated matrix */ @@ -122,7 +122,7 @@ glms_rotate_y(mat4s m, float angle) { * @brief rotate existing transform matrix around Z axis by angle * and store result in dest * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] angle angle (radians) * @returns rotated matrix */ @@ -137,10 +137,10 @@ glms_rotate_z(mat4s m, float angle) { /*! * @brief rotate existing transform matrix around given axis by angle * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] angle angle (radians) * @param[in] axis axis - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat4s @@ -153,11 +153,11 @@ glms_rotate(mat4s m, float angle, vec3s axis) { * @brief rotate existing transform * around given axis by angle at given pivot point (rotation center) * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] pivot rotation center * @param[in] angle angle (radians) * @param[in] axis axis - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat4s @@ -169,10 +169,10 @@ glms_rotate_at(mat4s m, vec3s pivot, float angle, vec3s axis) { /*! * @brief rotate existing transform matrix around given axis by angle around self (doesn't affected by position) * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] angle angle (radians) * @param[in] axis axis - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat4s diff --git a/include/cglm/struct/affine.h b/include/cglm/struct/affine.h index 2e24fd50a..37f11beb6 100644 --- a/include/cglm/struct/affine.h +++ b/include/cglm/struct/affine.h @@ -45,7 +45,7 @@ * @brief creates NEW translate transform matrix by v vector * * @param[in] v translate vector [x, y, z] - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat4s @@ -59,7 +59,7 @@ glms_translate_make(vec3s v) { * @brief creates NEW scale matrix by v vector * * @param[in] v scale vector [x, y, z] - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat4s @@ -73,9 +73,9 @@ glms_scale_make(vec3s v) { * @brief scales existing transform matrix by v vector * and stores result in same matrix * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] v scale vector [x, y, z] - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat4s @@ -89,9 +89,9 @@ glms_scale(mat4s m, vec3s v) { * @brief applies uniform scale to existing transform matrix v = [s, s, s] * and stores result in same matrix * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] s scale factor - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat4s @@ -107,7 +107,7 @@ glms_scale_uni(mat4s m, float s) { * * @param[in] angle angle (radians) * @param[in] axis axis - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat4s @@ -128,7 +128,7 @@ glms_rotate_make(float angle, vec3s axis) { * @param[in] pivot rotation center * @param[in] angle angle (radians) * @param[in] axis axis - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat4s @@ -184,7 +184,7 @@ glms_decompose_rs(mat4s m, mat4s * __restrict r, vec3s * __restrict s) { * @brief decompose affine transform, TODO: extract shear factors. * DON'T pass projected matrix here * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[out] t translation vector * @param[out] r rotation matrix (mat4) * @param[out] s scaling vector [X, Y, Z] diff --git a/include/cglm/struct/affine2d.h b/include/cglm/struct/affine2d.h index 412bd4748..ade7c328b 100644 --- a/include/cglm/struct/affine2d.h +++ b/include/cglm/struct/affine2d.h @@ -32,9 +32,9 @@ * @brief translate existing 2d transform matrix by v vector * and stores result in same matrix * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] v translate vector [x, y] - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat3s @@ -46,9 +46,9 @@ glms_translate2d(mat3s m, vec2s v) { /*! * @brief translate existing 2d transform matrix by x factor * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] x x factor - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat3s @@ -60,9 +60,9 @@ glms_translate2d_x(mat3s m, float x) { /*! * @brief translate existing 2d transform matrix by y factor * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] y y factor - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat3s @@ -75,7 +75,7 @@ glms_translate2d_y(mat3s m, float y) { * @brief creates NEW translate 2d transform matrix by v vector * * @param[in] v translate vector [x, y] - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat3s @@ -89,7 +89,7 @@ glms_translate2d_make(vec2s v) { * @brief creates NEW 2d scale matrix by v vector * * @param[in] v scale vector [x, y] - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat3s @@ -103,9 +103,9 @@ glms_scale2d_make(vec2s v) { * @brief scales existing 2d transform matrix by v vector * and stores result in same matrix * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] v scale vector [x, y, z] - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat3s @@ -119,9 +119,9 @@ glms_scale2d(mat3s m, vec2s v) { * @brief applies uniform scale to existing 2d transform matrix v = [s, s, s] * and stores result in same matrix * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] s scale factor - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat3s @@ -136,7 +136,7 @@ glms_scale2d_uni(mat3s m, float s) { * axis will be normalized so you don't need to normalize it * * @param[in] angle angle (radians) - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat3s @@ -149,9 +149,9 @@ glms_rotate2d_make(float angle) { /*! * @brief rotate existing 2d transform matrix around given axis by angle * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] angle angle (radians) - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat3s @@ -163,9 +163,9 @@ glms_rotate2d(mat3s m, float angle) { /*! * @brief rotate existing 2d transform matrix around given axis by angle * - * @param[in] m affine transfrom + * @param[in] m affine transform * @param[in] angle angle (radians) - * @returns affine transfrom + * @returns affine transform */ CGLM_INLINE mat3s diff --git a/include/cglm/struct/box.h b/include/cglm/struct/box.h index 674caa9cb..96ae03bb7 100644 --- a/include/cglm/struct/box.h +++ b/include/cglm/struct/box.h @@ -92,7 +92,7 @@ glms_aabb_(crop)(vec3s box[2], vec3s cropBox[2], vec3s dest[2]) { * * @param[in] box bounding box * @param[in] cropBox crop box - * @param[in] clampBox miniumum box + * @param[in] clampBox minimum box * @param[out] dest cropped bounding box */ CGLM_INLINE diff --git a/include/cglm/struct/cam.h b/include/cglm/struct/cam.h index 2a92af73a..ab6cbbb8f 100644 --- a/include/cglm/struct/cam.h +++ b/include/cglm/struct/cam.h @@ -495,7 +495,7 @@ glms_persp_decomp_x(mat4s proj, /*! * @brief decomposes top and bottom values of perspective projection. - * y stands for y axis (top / botom axis) + * y stands for y axis (top / bottom axis) * * @param[in] proj perspective projection matrix * @param[out] top top diff --git a/include/cglm/struct/clipspace/persp_lh_no.h b/include/cglm/struct/clipspace/persp_lh_no.h index fd3128c74..bc35ca000 100644 --- a/include/cglm/struct/clipspace/persp_lh_no.h +++ b/include/cglm/struct/clipspace/persp_lh_no.h @@ -203,7 +203,7 @@ glms_persp_decomp_x_lh_no(mat4s proj, * @brief decomposes top and bottom values of perspective projection * with a left-hand coordinate system and a * clip-space of [-1, 1]. - * y stands for y axis (top / botom axis) + * y stands for y axis (top / bottom axis) * * @param[in] proj perspective projection matrix * @param[out] top top diff --git a/include/cglm/struct/clipspace/persp_lh_zo.h b/include/cglm/struct/clipspace/persp_lh_zo.h index c3ade3da0..29af065fa 100644 --- a/include/cglm/struct/clipspace/persp_lh_zo.h +++ b/include/cglm/struct/clipspace/persp_lh_zo.h @@ -203,7 +203,7 @@ glms_persp_decomp_x_lh_zo(mat4s proj, * @brief decomposes top and bottom values of perspective projection * with a left-hand coordinate system and a * clip-space of [0, 1]. - * y stands for y axis (top / botom axis) + * y stands for y axis (top / bottom axis) * * @param[in] proj perspective projection matrix * @param[out] top top diff --git a/include/cglm/struct/clipspace/persp_rh_no.h b/include/cglm/struct/clipspace/persp_rh_no.h index 5d34b9050..7120fdf34 100644 --- a/include/cglm/struct/clipspace/persp_rh_no.h +++ b/include/cglm/struct/clipspace/persp_rh_no.h @@ -203,7 +203,7 @@ glms_persp_decomp_x_rh_no(mat4s proj, * @brief decomposes top and bottom values of perspective projection * with a right-hand coordinate system and a * clip-space of [-1, 1]. - * y stands for y axis (top / botom axis) + * y stands for y axis (top / bottom axis) * * @param[in] proj perspective projection matrix * @param[out] top top diff --git a/include/cglm/struct/clipspace/persp_rh_zo.h b/include/cglm/struct/clipspace/persp_rh_zo.h index 2f98a319f..e3585a2e5 100644 --- a/include/cglm/struct/clipspace/persp_rh_zo.h +++ b/include/cglm/struct/clipspace/persp_rh_zo.h @@ -203,7 +203,7 @@ glms_persp_decomp_x_rh_zo(mat4s proj, * @brief decomposes top and bottom values of perspective projection * with a right-hand coordinate system and a * clip-space of [0, 1]. - * y stands for y axis (top / botom axis) + * y stands for y axis (top / bottom axis) * * @param[in] proj perspective projection matrix * @param[out] top top diff --git a/include/cglm/struct/euler.h b/include/cglm/struct/euler.h index f7a7e1db7..19697f7e3 100644 --- a/include/cglm/struct/euler.h +++ b/include/cglm/struct/euler.h @@ -9,7 +9,7 @@ NOTE: angles must be passed as [X-Angle, Y-Angle, Z-angle] order For instance you don't pass angles as [Z-Angle, X-Angle, Y-angle] to - glm_euler_zxy funciton, All RELATED functions accept angles same order + glm_euler_zxy function, All RELATED functions accept angles same order which is [X, Y, Z]. */ diff --git a/include/cglm/struct/mat3.h b/include/cglm/struct/mat3.h index 3064bfd48..3df5d72a2 100644 --- a/include/cglm/struct/mat3.h +++ b/include/cglm/struct/mat3.h @@ -140,7 +140,7 @@ glms_mat3_(mul)(mat3s m1, mat3s m2) { } /*! - * @brief tranpose mat3 and store result in same matrix + * @brief transpose mat3 and store result in same matrix * * @param[in, out] m source and dest */ diff --git a/include/cglm/struct/mat4.h b/include/cglm/struct/mat4.h index d6407b108..77e60b542 100644 --- a/include/cglm/struct/mat4.h +++ b/include/cglm/struct/mat4.h @@ -107,7 +107,7 @@ glms_mat4_(copy)(mat4s mat) { * mat4 mat = GLM_MAT4_IDENTITY_INIT; * @endcode * - * @retuns destination + * @returns destination */ CGLM_INLINE mat4s @@ -319,7 +319,7 @@ glms_mat4_(mulv3)(mat4s m, vec3s v, float last) { } /*! - * @brief tranpose mat4 and store result in same matrix + * @brief transpose mat4 and store result in same matrix * * @param[in] m source * @returns result diff --git a/include/cglm/struct/quat.h b/include/cglm/struct/quat.h index a37cdc561..1a56daf15 100644 --- a/include/cglm/struct/quat.h +++ b/include/cglm/struct/quat.h @@ -446,7 +446,7 @@ glms_quat_(nlerp)(versors from, versors to, float t) { * * @param[in] from from * @param[in] to to - * @param[in] t amout + * @param[in] t amount * @returns result quaternion */ CGLM_INLINE diff --git a/include/cglm/struct/vec2.h b/include/cglm/struct/vec2.h index 33bdd9b90..d9fe6a34f 100644 --- a/include/cglm/struct/vec2.h +++ b/include/cglm/struct/vec2.h @@ -179,7 +179,7 @@ glms_vec2_(cross)(vec2s a, vec2s b) { * @brief norm * norm (magnitude) of vec * * we can use this func instead of calling norm * norm, because it would call - * sqrtf fuction twice but with this func we can avoid func call, maybe this is + * sqrtf function twice but with this func we can avoid func call, maybe this is * not good name for this func * * @param[in] v vector diff --git a/include/cglm/struct/vec3.h b/include/cglm/struct/vec3.h index 6e04023f0..bb3951d62 100644 --- a/include/cglm/struct/vec3.h +++ b/include/cglm/struct/vec3.h @@ -194,7 +194,7 @@ glms_vec3_(dot)(vec3s a, vec3s b) { * @brief norm * norm (magnitude) of vec * * we can use this func instead of calling norm * norm, because it would call - * sqrtf fuction twice but with this func we can avoid func call, maybe this is + * sqrtf function twice but with this func we can avoid func call, maybe this is * not good name for this func * * @param[in] v vector @@ -656,7 +656,7 @@ glms_vec3_(crossn)(vec3s a, vec3s b) { } /*! - * @brief angle betwen two vector + * @brief angle between two vector * * @param[in] a vector1 * @param[in] b vector2 @@ -1055,7 +1055,7 @@ glms_normalize(vec3s v) { /*! * @brief swizzle vector components * - * you can use existin masks e.g. GLM_XXX, GLM_ZYX + * you can use existing masks e.g. GLM_XXX, GLM_ZYX * * @param[in] v source * @param[in] mask mask diff --git a/include/cglm/struct/vec4.h b/include/cglm/struct/vec4.h index aef09c7d6..25dc87043 100644 --- a/include/cglm/struct/vec4.h +++ b/include/cglm/struct/vec4.h @@ -223,7 +223,7 @@ glms_vec4_(dot)(vec4s a, vec4s b) { * @brief norm * norm (magnitude) of vec * * we can use this func instead of calling norm * norm, because it would call - * sqrtf fuction twice but with this func we can avoid func call, maybe this is + * sqrtf function twice but with this func we can avoid func call, maybe this is * not good name for this func * * @param[in] v vec4 @@ -899,7 +899,7 @@ glms_vec4_(cubic)(float s) { /*! * @brief swizzle vector components * - * you can use existin masks e.g. GLM_XXXX, GLM_WZYX + * you can use existing masks e.g. GLM_XXXX, GLM_WZYX * * @param[in] v source * @param[in] mask mask diff --git a/include/cglm/util.h b/include/cglm/util.h index dbba8efb7..8c5f2cbcc 100644 --- a/include/cglm/util.h +++ b/include/cglm/util.h @@ -87,7 +87,7 @@ glm_deg(float rad) { } /*! - * @brief convert exsisting degree to radians. this will override degrees value + * @brief convert existing degree to radians. this will override degrees value * * @param[in, out] deg pointer to angle in degrees */ @@ -98,7 +98,7 @@ glm_make_rad(float *deg) { } /*! - * @brief convert exsisting radians to degree. this will override radians value + * @brief convert existing radians to degree. this will override radians value * * @param[in, out] rad pointer to angle in radians */ diff --git a/include/cglm/vec2.h b/include/cglm/vec2.h index ee5a8de9b..4b53a33f8 100644 --- a/include/cglm/vec2.h +++ b/include/cglm/vec2.h @@ -154,7 +154,7 @@ glm_vec2_cross(vec2 a, vec2 b) { * @brief norm * norm (magnitude) of vec * * we can use this func instead of calling norm * norm, because it would call - * sqrtf fuction twice but with this func we can avoid func call, maybe this is + * sqrtf function twice but with this func we can avoid func call, maybe this is * not good name for this func * * @param[in] v vector diff --git a/include/cglm/vec3.h b/include/cglm/vec3.h index 569c3d2e2..59ff1469c 100644 --- a/include/cglm/vec3.h +++ b/include/cglm/vec3.h @@ -196,7 +196,7 @@ glm_vec3_dot(vec3 a, vec3 b) { * @brief norm * norm (magnitude) of vec * * we can use this func instead of calling norm * norm, because it would call - * sqrtf fuction twice but with this func we can avoid func call, maybe this is + * sqrtf function twice but with this func we can avoid func call, maybe this is * not good name for this func * * @param[in] v vector @@ -710,7 +710,7 @@ glm_vec3_crossn(vec3 a, vec3 b, vec3 dest) { } /*! - * @brief angle betwen two vector + * @brief angle between two vector * * @param[in] a vector1 * @param[in] b vector2 @@ -1112,7 +1112,7 @@ glm_vec3_smoothinterpc(vec3 from, vec3 to, float t, vec3 dest) { /*! * @brief swizzle vector components * - * you can use existin masks e.g. GLM_XXX, GLM_ZYX + * you can use existing masks e.g. GLM_XXX, GLM_ZYX * * @param[in] v source * @param[in] mask mask diff --git a/include/cglm/vec4.h b/include/cglm/vec4.h index 6588c9e7d..b7e79dbdb 100644 --- a/include/cglm/vec4.h +++ b/include/cglm/vec4.h @@ -246,7 +246,7 @@ glm_vec4_dot(vec4 a, vec4 b) { * @brief norm * norm (magnitude) of vec * * we can use this func instead of calling norm * norm, because it would call - * sqrtf fuction twice but with this func we can avoid func call, maybe this is + * sqrtf function twice but with this func we can avoid func call, maybe this is * not good name for this func * * @param[in] v vec4 @@ -1272,7 +1272,7 @@ glm_vec4_cubic(float s, vec4 dest) { /*! * @brief swizzle vector components * - * you can use existin masks e.g. GLM_XXXX, GLM_WZYX + * you can use existing masks e.g. GLM_XXXX, GLM_WZYX * * @param[in] v source * @param[in] mask mask