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Moved some functions to raymath

Exposed some raymath useful functions to raylib API
pull/333/head
raysan5 7 years ago
parent
commit
38d9fcb08e
5 changed files with 52 additions and 77 deletions
  1. +0
    -39
      src/core.c
  2. +7
    -2
      src/raylib.h
  3. +42
    -0
      src/raymath.h
  4. +3
    -35
      src/rlgl.c
  5. +0
    -1
      src/rlgl.h

+ 0
- 39
src/core.c View File

@ -1098,45 +1098,6 @@ float *ColorToFloat(Color color)
return buffer;
}
// Converts Vector3 to float array
float *VectorToFloat(Vector3 vec)
{
static float buffer[3];
buffer[0] = vec.x;
buffer[1] = vec.y;
buffer[2] = vec.z;
return buffer;
}
// NOTE: Returned vector is a transposed version of the Matrix struct,
// it should be this way because, despite raymath use OpenGL column-major convention,
// Matrix struct memory alignment and variables naming are not coherent
float *MatrixToFloat(Matrix mat)
{
static float buffer[16];
buffer[0] = mat.m0;
buffer[1] = mat.m4;
buffer[2] = mat.m8;
buffer[3] = mat.m12;
buffer[4] = mat.m1;
buffer[5] = mat.m5;
buffer[6] = mat.m9;
buffer[7] = mat.m13;
buffer[8] = mat.m2;
buffer[9] = mat.m6;
buffer[10] = mat.m10;
buffer[11] = mat.m14;
buffer[12] = mat.m3;
buffer[13] = mat.m7;
buffer[14] = mat.m11;
buffer[15] = mat.m15;
return buffer;
}
// Returns a Color struct from hexadecimal value
Color GetColor(int hexValue)
{

+ 7
- 2
src/raylib.h View File

@ -742,8 +742,13 @@ RLAPI int GetHexValue(Color color); // Returns hex
RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
RLAPI float *ColorToFloat(Color color); // Converts Color to float array and normalizes
RLAPI float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array
RLAPI float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
// Math useful functions (available from raymath.h)
RLAPI float *VectorToFloat(Vector3 vec); // Returns Vector3 as float array
RLAPI float *MatrixToFloat(Matrix mat); // Returns Matrix as float array
RLAPI Vector3 VectorZero(void); // Vector with components value 0.0f
RLAPI Vector3 VectorOne(void); // Vector with components value 1.0f
RLAPI Matrix MatrixIdentity(void); // Returns identity matrix
// Misc. functions
RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags)

+ 42
- 0
src/raymath.h View File

@ -154,6 +154,7 @@ RMDEF Vector3 VectorReflect(Vector3 vector, Vector3 normal); // Calculate ref
RMDEF Vector3 VectorMin(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components
RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components
RMDEF Vector3 VectorBarycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycenter coords for p in triangle abc
RMDEF float *VectorToFloat(Vector3 vec); // Returns Vector3 as float array
//------------------------------------------------------------------------------------
// Functions Declaration to work with Matrix
@ -177,6 +178,7 @@ RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top,
RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Returns perspective projection matrix
RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far); // Returns orthographic projection matrix
RMDEF Matrix MatrixLookAt(Vector3 position, Vector3 target, Vector3 up); // Returns camera look-at matrix (view matrix)
RMDEF float *MatrixToFloat(Matrix mat); // Returns float array of Matrix data
//------------------------------------------------------------------------------------
// Functions Declaration to work with Quaternions
@ -502,6 +504,18 @@ RMDEF Vector3 VectorBarycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
return result;
}
// Returns Vector3 as float array
RMDEF float *VectorToFloat(Vector3 vec)
{
static float buffer[3];
buffer[0] = vec.x;
buffer[1] = vec.y;
buffer[2] = vec.z;
return buffer;
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Matrix math
//----------------------------------------------------------------------------------
@ -943,6 +957,34 @@ RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
return result;
}
// Returns float array of matrix data
// NOTE: Returned vector is a transposed version of the Matrix struct,
// it should be this way because, despite raymath use OpenGL column-major convention,
// Matrix struct memory alignment and variables naming are not coherent
RMDEF float *MatrixToFloat(Matrix mat)
{
static float buffer[16];
buffer[0] = mat.m0;
buffer[1] = mat.m4;
buffer[2] = mat.m8;
buffer[3] = mat.m12;
buffer[4] = mat.m1;
buffer[5] = mat.m5;
buffer[6] = mat.m9;
buffer[7] = mat.m13;
buffer[8] = mat.m2;
buffer[9] = mat.m6;
buffer[10] = mat.m10;
buffer[11] = mat.m14;
buffer[12] = mat.m3;
buffer[13] = mat.m7;
buffer[14] = mat.m11;
buffer[15] = mat.m15;
return buffer;
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Quaternion math
//----------------------------------------------------------------------------------

+ 3
- 35
src/rlgl.c View File

@ -360,10 +360,6 @@ static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
#endif
#if defined(RLGL_STANDALONE)
float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
#endif
//----------------------------------------------------------------------------------
// Module Functions Definition - Matrix operations
//----------------------------------------------------------------------------------
@ -477,15 +473,15 @@ void rlScalef(float x, float y, float z)
}
// Multiply the current matrix by another matrix
void rlMultMatrixf(float *m)
void rlMultMatrixf(float *mat)
{
// Matrix creation from array
Matrix mat = { m[0], m[1], m[2], m[3],
Matrix mat2 = { m[0], m[1], m[2], m[3],
m[4], m[5], m[6], m[7],
m[8], m[9], m[10], m[11],
m[12], m[13], m[14], m[15] };
*currentMatrix = MatrixMultiply(*currentMatrix, mat);
*currentMatrix = MatrixMultiply(*currentMatrix, mat2);
}
// Multiply the current matrix by a perspective matrix generated by parameters
@ -4176,32 +4172,4 @@ void TraceLog(int msgType, const char *text, ...)
if (msgType == LOG_ERROR) exit(1);
}
// Converts Matrix to float array
// NOTE: Returned vector is a transposed version of the Matrix struct,
// it should be this way because, despite raymath use OpenGL column-major convention,
// Matrix struct memory alignment and variables naming are not coherent
float *MatrixToFloat(Matrix mat)
{
static float buffer[16];
buffer[0] = mat.m0;
buffer[1] = mat.m4;
buffer[2] = mat.m8;
buffer[3] = mat.m12;
buffer[4] = mat.m1;
buffer[5] = mat.m5;
buffer[6] = mat.m9;
buffer[7] = mat.m13;
buffer[8] = mat.m2;
buffer[9] = mat.m6;
buffer[10] = mat.m10;
buffer[11] = mat.m14;
buffer[12] = mat.m3;
buffer[13] = mat.m7;
buffer[14] = mat.m11;
buffer[15] = mat.m15;
return buffer;
}
#endif

+ 0
- 1
src/rlgl.h View File

@ -465,7 +465,6 @@ void BeginVrDrawing(void); // Begin VR stereo rende
void EndVrDrawing(void); // End VR stereo rendering
void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
#endif
#ifdef __cplusplus

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