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authorYilun Lin <yllin@google.com>2018-09-08 00:08:36 +0800
committerchrome-bot <chrome-bot@chromium.org>2018-09-13 06:13:48 -0700
commit4c1de11ed14cff24335b370f022bee598cd20ee8 (patch)
tree39c3e847a3b7ee03488048ca1190bd1762c2712d /common/vec3.c
parentc4a842a78c778e7c15cd3f78ae354e4d21a85ae9 (diff)
downloadchrome-ec-4c1de11ed14cff24335b370f022bee598cd20ee8.tar.gz
type: Rename vec3_t to floatv3_t.
Naming of many vector types and matrix types are not clear enough. For example, we have: vector_3_t, which is a vector of three int. vec3_t, which is a vector of three float. size4_t, which is a vector of four size_t. mat33_t, which is a 3x3 matrix of float. matrix_3x3_t, which is a 3x3 matrix of fixed point. Besides, we have types like int8_t, uint16_t types. To clearly distinguished types, the CL propose to, For vector types, naming should be `$type + 'v' + $num + '_t'`: vector_3_t becomes intv3_t vec3_t becomes floatv3_t vector 4 of uint16_t becomes uint16v4_t (which doesn't exist yet) For matrix types, naming should be `mat$N$N_` + $type + '_t', where $N is the matrix size: matrix_3x3_t becomes mat33_fp_t # fp: fixed point mat33_t becomes mat33_float_t TEST=make buildall -j BUG=b:114662791 Change-Id: I8cac6a7c0abe3d462326291b76b1ed44ce6c9a9c Signed-off-by: Yilun Lin <yllin@google.com> Reviewed-on: https://chromium-review.googlesource.com/1215443 Commit-Ready: Yilun Lin <yllin@chromium.org> Tested-by: Yilun Lin <yllin@chromium.org> Reviewed-by: Nicolas Boichat <drinkcat@chromium.org>
Diffstat (limited to 'common/vec3.c')
-rw-r--r--common/vec3.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/common/vec3.c b/common/vec3.c
index 12c33179c2..4c157467c1 100644
--- a/common/vec3.c
+++ b/common/vec3.c
@@ -9,25 +9,25 @@
#include "vec3.h"
#include "util.h"
-void vec3_scalar_mul(vec3_t v, float c)
+void floatv3_scalar_mul(floatv3_t v, float c)
{
v[X] *= c;
v[Y] *= c;
v[Z] *= c;
}
-float vec3_dot(const vec3_t v, const vec3_t w)
+float floatv3_dot(const floatv3_t v, const floatv3_t w)
{
return v[X] * w[X] + v[Y] * w[Y] + v[Z] * w[Z];
}
-float vec3_norm_squared(const vec3_t v)
+float floatv3_norm_squared(const floatv3_t v)
{
- return vec3_dot(v, v);
+ return floatv3_dot(v, v);
}
-float vec3_norm(const vec3_t v)
+float floatv3_norm(const floatv3_t v)
{
- return sqrtf(vec3_norm_squared(v));
+ return sqrtf(floatv3_norm_squared(v));
}