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@ -1,6 +1,6 @@ |
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/********************************************************************************************** |
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* |
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* raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions |
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* raymath v2.0 - Math functions to work with Vector2, Vector3, Matrix and Quaternions |
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* |
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* CONVENTIONS: |
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* - Matrix structure is defined as row-major (memory layout) but parameters naming AND all |
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@ -12,7 +12,7 @@ |
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* - Functions are always self-contained, no function use another raymath function inside, |
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* required code is directly re-implemented inside |
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* - Functions input parameters are always received by value (2 unavoidable exceptions) |
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* - Functions use always a "result" variable for return |
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* - Functions use always a "result" variable for return (except C++ operators) |
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* - Functions are always defined inline |
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* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience) |
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* - No compound literals used to make sure libray is compatible with C++ |
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@ -27,7 +27,7 @@ |
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* Define static inline functions code, so #include header suffices for use. |
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* This may use up lots of memory. |
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* |
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* #define RAYMATH_DISABLE_OPERATORS |
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* #define RAYMATH_DISABLE_CPP_OPERATORS |
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* Disables C++ operator overloads for raymath types. |
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* |
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* LICENSE: zlib/libpng |
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@ -2582,12 +2582,12 @@ RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotatio |
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} |
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} |
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#if defined(__cplusplus) && !defined(RAYMATH_DISABLE_CPP_OPERATORS) |
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// optional C++ math operators |
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// define RAYLIB_DISABLE_VECTOR_OPERATORS to disable |
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#if defined(__cplusplus) && !defined(RAYMATH_DISABLE_OPERATORS) |
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// Optional C++ math operators |
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//------------------------------------------------------------------------------- |
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//------------------Vector2-----------------// |
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// Vector2 operators |
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static constexpr Vector2 Vector2Zeros = { 0, 0 }; |
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static constexpr Vector2 Vector2Ones = { 1, 1 }; |
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static constexpr Vector2 Vector2UnitX = { 1, 0 }; |
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@ -2595,92 +2595,92 @@ static constexpr Vector2 Vector2UnitY = { 0, 1 }; |
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inline Vector2 operator + (const Vector2& lhs, const Vector2& rhs) |
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{ |
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return Vector2Add(lhs, rhs); |
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return Vector2Add(lhs, rhs); |
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} |
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inline const Vector2& operator += (Vector2& lhs, const Vector2& rhs) |
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{ |
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lhs = Vector2Add(lhs, rhs); |
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return lhs; |
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lhs = Vector2Add(lhs, rhs); |
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return lhs; |
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} |
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inline Vector2 operator - (const Vector2& lhs, const Vector2& rhs) |
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{ |
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return Vector2Subtract(lhs, rhs); |
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return Vector2Subtract(lhs, rhs); |
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} |
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inline const Vector2& operator -= (Vector2& lhs, const Vector2& rhs) |
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{ |
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lhs = Vector2Subtract(lhs, rhs); |
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return lhs; |
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lhs = Vector2Subtract(lhs, rhs); |
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return lhs; |
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} |
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inline Vector2 operator * (const Vector2& lhs, const float& rhs) |
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{ |
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return Vector2Scale(lhs, rhs); |
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return Vector2Scale(lhs, rhs); |
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} |
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inline const Vector2& operator *= (Vector2& lhs, const float& rhs) |
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{ |
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lhs = Vector2Scale(lhs, rhs); |
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return lhs; |
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lhs = Vector2Scale(lhs, rhs); |
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return lhs; |
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} |
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inline Vector2 operator * (const Vector2& lhs, const Vector2& rhs) |
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{ |
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return Vector2Multiply(lhs, rhs); |
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return Vector2Multiply(lhs, rhs); |
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} |
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inline const Vector2& operator *= (Vector2& lhs, const Vector2& rhs) |
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{ |
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lhs = Vector2Multiply(lhs, rhs); |
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return lhs; |
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lhs = Vector2Multiply(lhs, rhs); |
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return lhs; |
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} |
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inline Vector2 operator * (const Vector2& lhs, const Matrix& rhs) |
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{ |
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return Vector2Transform(lhs, rhs); |
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return Vector2Transform(lhs, rhs); |
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} |
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inline const Vector2& operator -= (Vector2& lhs, const Matrix& rhs) |
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{ |
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lhs = Vector2Transform(lhs, rhs); |
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return lhs; |
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lhs = Vector2Transform(lhs, rhs); |
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return lhs; |
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} |
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inline Vector2 operator / (const Vector2& lhs, const float& rhs) |
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{ |
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return Vector2Scale(lhs, 1.0f / rhs); |
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return Vector2Scale(lhs, 1.0f / rhs); |
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} |
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inline const Vector2& operator /= (Vector2& lhs, const float& rhs) |
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{ |
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lhs = Vector2Scale(lhs, rhs); |
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return lhs; |
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lhs = Vector2Scale(lhs, rhs); |
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return lhs; |
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} |
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inline Vector2 operator / (const Vector2& lhs, const Vector2& rhs) |
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{ |
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return Vector2Divide(lhs, rhs); |
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return Vector2Divide(lhs, rhs); |
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} |
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inline const Vector2& operator /= (Vector2& lhs, const Vector2& rhs) |
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{ |
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lhs = Vector2Divide(lhs, rhs); |
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return lhs; |
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lhs = Vector2Divide(lhs, rhs); |
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return lhs; |
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} |
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inline bool operator == (const Vector2& lhs, const Vector2& rhs) |
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{ |
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return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y); |
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return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y); |
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} |
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inline bool operator != (const Vector2& lhs, const Vector2& rhs) |
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{ |
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return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y); |
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return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y); |
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} |
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//------------------Vector3-----------------// |
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// Vector3 operators |
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static constexpr Vector3 Vector3Zeros = { 0, 0, 0 }; |
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static constexpr Vector3 Vector3Ones = { 1, 1, 1 }; |
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static constexpr Vector3 Vector3UnitX = { 1, 0, 0 }; |
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@ -2689,92 +2689,92 @@ static constexpr Vector3 Vector3UnitZ = { 0, 0, 1 }; |
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inline Vector3 operator + (const Vector3& lhs, const Vector3& rhs) |
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{ |
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return Vector3Add(lhs, rhs); |
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return Vector3Add(lhs, rhs); |
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} |
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inline const Vector3& operator += (Vector3& lhs, const Vector3& rhs) |
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{ |
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lhs = Vector3Add(lhs, rhs); |
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return lhs; |
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lhs = Vector3Add(lhs, rhs); |
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return lhs; |
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} |
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inline Vector3 operator - (const Vector3& lhs, const Vector3& rhs) |
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{ |
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return Vector3Subtract(lhs, rhs); |
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return Vector3Subtract(lhs, rhs); |
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} |
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inline const Vector3& operator -= (Vector3& lhs, const Vector3& rhs) |
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{ |
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lhs = Vector3Subtract(lhs, rhs); |
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return lhs; |
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lhs = Vector3Subtract(lhs, rhs); |
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return lhs; |
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} |
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inline Vector3 operator * (const Vector3& lhs, const float& rhs) |
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{ |
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return Vector3Scale(lhs, rhs); |
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return Vector3Scale(lhs, rhs); |
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} |
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inline const Vector3& operator *= (Vector3& lhs, const float& rhs) |
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{ |
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lhs = Vector3Scale(lhs, rhs); |
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return lhs; |
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lhs = Vector3Scale(lhs, rhs); |
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return lhs; |
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} |
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inline Vector3 operator * (const Vector3& lhs, const Vector3& rhs) |
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{ |
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return Vector3Multiply(lhs, rhs); |
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return Vector3Multiply(lhs, rhs); |
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} |
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inline const Vector3& operator *= (Vector3& lhs, const Vector3& rhs) |
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{ |
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lhs = Vector3Multiply(lhs, rhs); |
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return lhs; |
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lhs = Vector3Multiply(lhs, rhs); |
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return lhs; |
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} |
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inline Vector3 operator * (const Vector3& lhs, const Matrix& rhs) |
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{ |
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return Vector3Transform(lhs, rhs); |
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return Vector3Transform(lhs, rhs); |
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} |
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inline const Vector3& operator -= (Vector3& lhs, const Matrix& rhs) |
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{ |
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lhs = Vector3Transform(lhs, rhs); |
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return lhs; |
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lhs = Vector3Transform(lhs, rhs); |
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return lhs; |
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} |
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inline Vector3 operator / (const Vector3& lhs, const float& rhs) |
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{ |
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return Vector3Scale(lhs, 1.0f / rhs); |
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return Vector3Scale(lhs, 1.0f / rhs); |
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} |
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inline const Vector3& operator /= (Vector3& lhs, const float& rhs) |
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{ |
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lhs = Vector3Scale(lhs, rhs); |
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return lhs; |
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lhs = Vector3Scale(lhs, rhs); |
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return lhs; |
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} |
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inline Vector3 operator / (const Vector3& lhs, const Vector3& rhs) |
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{ |
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return Vector3Divide(lhs, rhs); |
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return Vector3Divide(lhs, rhs); |
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} |
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inline const Vector3& operator /= (Vector3& lhs, const Vector3& rhs) |
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{ |
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lhs = Vector3Divide(lhs, rhs); |
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return lhs; |
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lhs = Vector3Divide(lhs, rhs); |
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return lhs; |
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} |
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inline bool operator == (const Vector3& lhs, const Vector3& rhs) |
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{ |
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return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z); |
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return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z); |
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} |
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inline bool operator != (const Vector3& lhs, const Vector3& rhs) |
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{ |
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return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z); |
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return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z); |
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} |
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//------------------Vector4-----------------// |
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// Vector4 operators |
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static constexpr Vector4 Vector4Zeros = { 0, 0, 0, 0 }; |
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static constexpr Vector4 Vector4Ones = { 1, 1, 1, 1 }; |
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static constexpr Vector4 Vector4UnitX = { 1, 0, 0, 0 }; |
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@ -2784,117 +2784,119 @@ static constexpr Vector4 Vector4UnitW = { 0, 0, 0, 1 }; |
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inline Vector4 operator + (const Vector4& lhs, const Vector4& rhs) |
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{ |
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return Vector4Add(lhs, rhs); |
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return Vector4Add(lhs, rhs); |
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} |
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inline const Vector4& operator += (Vector4& lhs, const Vector4& rhs) |
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{ |
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lhs = Vector4Add(lhs, rhs); |
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return lhs; |
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lhs = Vector4Add(lhs, rhs); |
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return lhs; |
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} |
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inline Vector4 operator - (const Vector4& lhs, const Vector4& rhs) |
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{ |
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return Vector4Subtract(lhs, rhs); |
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return Vector4Subtract(lhs, rhs); |
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} |
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inline const Vector4& operator -= (Vector4& lhs, const Vector4& rhs) |
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{ |
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lhs = Vector4Subtract(lhs, rhs); |
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return lhs; |
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lhs = Vector4Subtract(lhs, rhs); |
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return lhs; |
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} |
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inline Vector4 operator * (const Vector4& lhs, const float& rhs) |
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{ |
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return Vector4Scale(lhs, rhs); |
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return Vector4Scale(lhs, rhs); |
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} |
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inline const Vector4& operator *= (Vector4& lhs, const float& rhs) |
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{ |
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lhs = Vector4Scale(lhs, rhs); |
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return lhs; |
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lhs = Vector4Scale(lhs, rhs); |
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return lhs; |
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} |
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inline Vector4 operator * (const Vector4& lhs, const Vector4& rhs) |
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{ |
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return Vector4Multiply(lhs, rhs); |
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return Vector4Multiply(lhs, rhs); |
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} |
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inline const Vector4& operator *= (Vector4& lhs, const Vector4& rhs) |
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{ |
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lhs = Vector4Multiply(lhs, rhs); |
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return lhs; |
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lhs = Vector4Multiply(lhs, rhs); |
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return lhs; |
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} |
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inline Vector4 operator / (const Vector4& lhs, const float& rhs) |
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{ |
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return Vector4Scale(lhs, 1.0f / rhs); |
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return Vector4Scale(lhs, 1.0f / rhs); |
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} |
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inline const Vector4& operator /= (Vector4& lhs, const float& rhs) |
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{ |
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lhs = Vector4Scale(lhs, rhs); |
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return lhs; |
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lhs = Vector4Scale(lhs, rhs); |
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return lhs; |
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} |
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inline Vector4 operator / (const Vector4& lhs, const Vector4& rhs) |
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{ |
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return Vector4Divide(lhs, rhs); |
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return Vector4Divide(lhs, rhs); |
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} |
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inline const Vector4& operator /= (Vector4& lhs, const Vector4& rhs) |
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{ |
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lhs = Vector4Divide(lhs, rhs); |
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return lhs; |
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lhs = Vector4Divide(lhs, rhs); |
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return lhs; |
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} |
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inline bool operator == (const Vector4& lhs, const Vector4& rhs) |
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{ |
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return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z) && FloatEquals(lhs.w, rhs.w); |
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return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z) && FloatEquals(lhs.w, rhs.w); |
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} |
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inline bool operator != (const Vector4& lhs, const Vector4& rhs) |
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{ |
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return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z) || !FloatEquals(lhs.w, rhs.w); |
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return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z) || !FloatEquals(lhs.w, rhs.w); |
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} |
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//------------------Quaternion-----------------// |
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// Quaternion operators |
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static constexpr Quaternion QuaternionZeros = { 0, 0, 0, 0 }; |
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static constexpr Quaternion QuaternionOnes = { 1, 1, 1, 1 }; |
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static constexpr Quaternion QuaternionUnitX = { 0, 0, 0, 1 }; |
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inline Quaternion operator + (const Quaternion& lhs, const float& rhs) |
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{ |
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return QuaternionAddValue(lhs, rhs); |
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return QuaternionAddValue(lhs, rhs); |
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} |
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inline const Quaternion& operator += (Quaternion& lhs, const float& rhs) |
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{ |
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lhs = QuaternionAddValue(lhs, rhs); |
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return lhs; |
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lhs = QuaternionAddValue(lhs, rhs); |
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return lhs; |
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} |
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inline Quaternion operator - (const Quaternion& lhs, const float& rhs) |
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{ |
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return QuaternionSubtractValue(lhs, rhs); |
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return QuaternionSubtractValue(lhs, rhs); |
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} |
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inline const Quaternion& operator -= (Quaternion& lhs, const float& rhs) |
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{ |
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lhs = QuaternionSubtractValue(lhs, rhs); |
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return lhs; |
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lhs = QuaternionSubtractValue(lhs, rhs); |
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return lhs; |
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} |
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inline Quaternion operator * (const Quaternion& lhs, const Matrix& rhs) |
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{ |
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return QuaternionTransform(lhs, rhs); |
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return QuaternionTransform(lhs, rhs); |
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} |
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inline const Quaternion& operator *= (Quaternion& lhs, const Matrix& rhs) |
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{ |
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lhs = QuaternionTransform(lhs, rhs); |
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return lhs; |
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lhs = QuaternionTransform(lhs, rhs); |
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return lhs; |
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} |
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#endif // C++ operators |
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//------------------------------------------------------------------------------- |
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#endif // C++ operators |
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#endif // RAYMATH_H |