diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c index 46297e41..9f0d8c17 100644 --- a/examples/models/models_skybox.c +++ b/examples/models/models_skybox.c @@ -62,7 +62,7 @@ int main() Begin3dMode(camera); - DrawModel(skybox, Vector3Zero(), 1.0f, WHITE); + DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE); DrawGrid(10, 1.0f); diff --git a/src/core.c b/src/core.c index 137c0b61..0382aacd 100644 --- a/src/core.c +++ b/src/core.c @@ -98,13 +98,12 @@ #define _POSIX_C_SOURCE 199309L // Required for CLOCK_MONOTONIC if compiled with c99 without gnu ext. #endif +#define RAYMATH_IMPLEMENTATION // Define external out-of-line implementation of raymath here +#include "raymath.h" // Required for: Vector3 and Matrix functions + #include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2 #include "utils.h" // Required for: fopen() Android mapping -#define RAYMATH_IMPLEMENTATION // Use raymath as a header-only library (includes implementation) -#define RAYMATH_EXTERN_INLINE // Compile raymath functions as static inline (remember, it's a compiler hint) -#include "raymath.h" // Required for: Vector3 and Matrix functions - #if defined(SUPPORT_GESTURES_SYSTEM) #define GESTURES_IMPLEMENTATION #include "gestures.h" // Gestures detection functionality diff --git a/src/raylib.h b/src/raylib.h index a740e234..66598b27 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -338,14 +338,6 @@ typedef struct Matrix { float m3, m7, m11, m15; } Matrix; -typedef struct Float3 { - float f[3]; -} Float3; - -typedef struct Float16 { - float f[16]; -} Float16; - // Color type, RGBA (32bit) typedef struct Color { unsigned char r; @@ -750,19 +742,6 @@ RLAPI Vector3 ColorToHSV(Color color); // Returns HSV 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 -// Math useful functions (available from raymath.h) -RLAPI Vector3 Vector3Zero(void); // Vector with components value 0.0f -RLAPI Vector3 Vector3One(void); // Vector with components value 1.0f -RLAPI Matrix MatrixIdentity(void); // Returns identity matrix -#ifndef Vector3ToFloat -#define Vector3ToFloat(vec) (Vector3ToFloat_(vec).f) // Returns Vector3 as float array -RLAPI Float3 Vector3ToFloat_(Vector3 vec); // don't use, use above -#endif -#ifndef MatrixToFloat -#define MatrixToFloat(mat) (MatrixToFloat_(mat).f) // Returns Matrix as float array -RLAPI Float16 MatrixToFloat_(Matrix mat); // don't use, use above -#endif - // Misc. functions RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags) RLAPI void SetConfigFlags(unsigned char flags); // Setup window configuration flags (view FLAGS) diff --git a/src/raymath.h b/src/raymath.h index 0eb010f1..a781ec80 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -9,8 +9,9 @@ * If not defined, the library is in header only mode and can be included in other headers * or source files without problems. But only ONE file should hold the implementation. * -* #define RAYMATH_EXTERN_INLINE -* Inlines all functions code, so it runs faster. This requires lots of memory on system. +* #define RAYMATH_HEADER_ONLY +* Define static inline functions code, so #include header suffices for use. +* This may use up lots of memory. * * #define RAYMATH_STANDALONE * Avoid raylib.h header inclusion in this file. @@ -41,8 +42,8 @@ #ifndef RAYMATH_H #define RAYMATH_H -//#define RAYMATH_STANDALONE // NOTE: To use raymath as standalone lib, just uncomment this line -//#define RAYMATH_EXTERN_INLINE // NOTE: To compile functions as static inline, uncomment this line +//#define RAYMATH_STANDALONE // NOTE: To use raymath as standalone lib, just uncomment this line +//#define RAYMATH_HEADER_ONLY // NOTE: To compile functions as static inline, uncomment this line #ifndef RAYMATH_STANDALONE #include "raylib.h" // Required for structs: Vector3, Matrix @@ -51,15 +52,22 @@ #ifdef __cplusplus #define RMEXTERN extern "C" // Functions visible from other files (no name mangling of functions in C++) #else - #define RMEXTERN extern // Functions visible from other files + #define RMEXTERN // Functions visible from other files #endif -#if defined(RAYMATH_EXTERN_INLINE) - #define RMDEF RMEXTERN inline // Functions are embeded inline (compiler generated code) +#if defined RAYMATH_IMPLEMENTATION && defined RAYMATH_HEADER_ONLY + #error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_HEADER_ONLY is contradictory" +#endif + +#ifdef RAYMATH_IMPLEMENTATION + #define RMDEF extern inline // Provide external definition +#elif defined RAYMATH_HEADER_ONLY + #define RMDEF static inline // Functions may be inlined, no external out-of-line definition #else - #define RMDEF RMEXTERN + #define RMDEF inline // Functions may be inlined or external definition used #endif + //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- @@ -100,14 +108,16 @@ float m2, m6, m10, m14; float m3, m7, m11, m15; } Matrix; - typedef struct Float3 { - float f[3]; - } Float3; - typedef struct Float16 { - float f[16]; - } Float16; #endif +// Helper types to be used instead of array return types for *ToFloat functions +typedef struct Float3 { + float f[3]; +} Float3; +typedef struct Float16 { + float f[16]; +} Float16; + // Quaternion type typedef struct Quaternion { float x; @@ -116,105 +126,6 @@ typedef struct Quaternion { float w; } Quaternion; -#ifndef RAYMATH_EXTERN_INLINE - -//------------------------------------------------------------------------------------ -// Functions Declaration - math utils -//------------------------------------------------------------------------------------ -RMDEF float Clamp(float value, float min, float max); // Clamp float value - -//------------------------------------------------------------------------------------ -// Functions Declaration to work with Vector2 -//------------------------------------------------------------------------------------ -RMDEF Vector2 Vector2Zero(void); // Vector with components value 0.0f -RMDEF Vector2 Vector2One(void); // Vector with components value 1.0f -RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2); // Add two vectors (v1 + v2) -RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2); // Subtract two vectors (v1 - v2) -RMDEF float Vector2Length(Vector2 v); // Calculate vector length -RMDEF float Vector2DotProduct(Vector2 v1, Vector2 v2); // Calculate two vectors dot product -RMDEF float Vector2Distance(Vector2 v1, Vector2 v2); // Calculate distance between two vectors -RMDEF float Vector2Angle(Vector2 v1, Vector2 v2); // Calculate angle between two vectors in X-axis -RMDEF void Vector2Scale(Vector2 *v, float scale); // Scale vector (multiply by value) -RMDEF void Vector2Negate(Vector2 *v); // Negate vector -RMDEF void Vector2Divide(Vector2 *v, float div); // Divide vector by a float value -RMDEF void Vector2Normalize(Vector2 *v); // Normalize provided vector - -//------------------------------------------------------------------------------------ -// Functions Declaration to work with Vector3 -//------------------------------------------------------------------------------------ -RMDEF Vector3 Vector3Zero(void); // Vector with components value 0.0f -RMDEF Vector3 Vector3One(void); // Vector with components value 1.0f -RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2); // Add two vectors -RMDEF Vector3 Vector3Multiply(Vector3 v, float scalar); // Multiply vector by scalar -RMDEF Vector3 Vector3MultiplyV(Vector3 v1, Vector3 v2); // Multiply vector by vector -RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2); // Substract two vectors -RMDEF Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2); // Calculate two vectors cross product -RMDEF Vector3 Vector3Perpendicular(Vector3 v); // Calculate one vector perpendicular vector -RMDEF float Vector3Length(const Vector3 v); // Calculate vector length -RMDEF float Vector3DotProduct(Vector3 v1, Vector3 v2); // Calculate two vectors dot product -RMDEF float Vector3Distance(Vector3 v1, Vector3 v2); // Calculate distance between two points -RMDEF void Vector3Scale(Vector3 *v, float scale); // Scale provided vector -RMDEF void Vector3Negate(Vector3 *v); // Negate provided vector (invert direction) -RMDEF void Vector3Normalize(Vector3 *v); // Normalize provided vector -RMDEF void Vector3Transform(Vector3 *v, Matrix mat); // Transforms a Vector3 by a given Matrix -RMDEF Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount); // Calculate linear interpolation between two vectors -RMDEF Vector3 Vector3Reflect(Vector3 vector, Vector3 normal); // Calculate reflected vector to normal -RMDEF Vector3 Vector3Min(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components -RMDEF Vector3 Vector3Max(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components -RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycenter coords for p in triangle abc -RMDEF Float3 Vector3ToFloat_(Vector3 vec); // Returns Vector3 as float array - -//------------------------------------------------------------------------------------ -// Functions Declaration to work with Matrix -//------------------------------------------------------------------------------------ -RMDEF float MatrixDeterminant(Matrix mat); // Compute matrix determinant -RMDEF float MatrixTrace(Matrix mat); // Returns the trace of the matrix (sum of the values along the diagonal) -RMDEF void MatrixTranspose(Matrix *mat); // Transposes provided matrix -RMDEF void MatrixInvert(Matrix *mat); // Invert provided matrix -RMDEF void MatrixNormalize(Matrix *mat); // Normalize provided matrix -RMDEF Matrix MatrixIdentity(void); // Returns identity matrix -RMDEF Matrix MatrixAdd(Matrix left, Matrix right); // Add two matrices -RMDEF Matrix MatrixSubstract(Matrix left, Matrix right); // Substract two matrices (left - right) -RMDEF Matrix MatrixTranslate(float x, float y, float z); // Returns translation matrix -RMDEF Matrix MatrixRotate(Vector3 axis, float angle); // Returns rotation matrix for an angle around an specified axis (angle in radians) -RMDEF Matrix MatrixRotateX(float angle); // Returns x-rotation matrix (angle in radians) -RMDEF Matrix MatrixRotateY(float angle); // Returns y-rotation matrix (angle in radians) -RMDEF Matrix MatrixRotateZ(float angle); // Returns z-rotation matrix (angle in radians) -RMDEF Matrix MatrixScale(float x, float y, float z); // Returns scaling matrix -RMDEF Matrix MatrixMultiply(Matrix left, Matrix right); // Returns two matrix multiplication -RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far); // Returns perspective projection matrix -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 Float16 MatrixToFloat_(Matrix mat); // Returns float array of Matrix data - -//------------------------------------------------------------------------------------ -// Functions Declaration to work with Quaternions -//------------------------------------------------------------------------------------ -RMDEF Quaternion QuaternionIdentity(void); // Returns identity quaternion -RMDEF float QuaternionLength(Quaternion quat); // Compute the length of a quaternion -RMDEF void QuaternionNormalize(Quaternion *q); // Normalize provided quaternion -RMDEF void QuaternionInvert(Quaternion *quat); // Invert provided quaternion -RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); // Calculate two quaternion multiplication -RMDEF Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount); // Calculate linear interpolation between two quaternions -RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount); // Calculate slerp-optimized interpolation between two quaternions -RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount); // Calculates spherical linear interpolation between two quaternions -RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to); // Calculate quaternion based on the rotation from one vector to another -RMDEF Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion for a given rotation matrix -RMDEF Matrix QuaternionToMatrix(Quaternion q); // Returns a matrix for a given quaternion -RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle); // Returns rotation quaternion for an angle and axis -RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); // Returns the rotation angle and axis for a given quaternion -RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw); // Returns he quaternion equivalent to Euler angles -RMDEF Vector3 QuaternionToEuler(Quaternion q); // Return the Euler angles equivalent to quaternion (roll, pitch, yaw) -RMDEF void QuaternionTransform(Quaternion *q, Matrix mat); // Transform a quaternion given a transformation matrix - -#endif // notdef RAYMATH_EXTERN_INLINE - -#endif // RAYMATH_H -//////////////////////////////////////////////////////////////////// end of header file - -#if defined(RAYMATH_IMPLEMENTATION) || defined(RAYMATH_EXTERN_INLINE) - #include // Required for: sinf(), cosf(), tan(), fabs() //---------------------------------------------------------------------------------- @@ -1390,4 +1301,4 @@ RMDEF void QuaternionTransform(Quaternion *q, Matrix mat) q->w = mat.m3*x + mat.m7*y + mat.m11*z + mat.m15*w; } -#endif // RAYMATH_IMPLEMENTATION +#endif // RAYMATH_H