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