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authorRay <raysan5@gmail.com>2018-03-15 12:27:40 +0100
committerGitHub <noreply@github.com>2018-03-15 12:27:40 +0100
commit6c6d6776c0f3d359f0205e1bea45fb41be4e3c1c (patch)
treeb0deb8277eafece270246324f1494e996268bf7e /src/raymath.h
parent4cae2b8829afb3286da3a5e3b514c4752a332726 (diff)
parentf52d2de582643719814987f7335668b611a4edbd (diff)
downloadraylib-6c6d6776c0f3d359f0205e1bea45fb41be4e3c1c.tar.gz
raylib-6c6d6776c0f3d359f0205e1bea45fb41be4e3c1c.zip
Merge pull request #482 from a3f/master
raymath.h: Use C99 inline semantics
Diffstat (limited to 'src/raymath.h')
-rw-r--r--src/raymath.h189
1 files changed, 56 insertions, 133 deletions
diff --git a/src/raymath.h b/src/raymath.h
index c29c6b95..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
//----------------------------------------------------------------------------------
@@ -102,6 +110,14 @@
} Matrix;
#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;
@@ -110,105 +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 float *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 float *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 <math.h> // Required for: sinf(), cosf(), tan(), fabs()
//----------------------------------------------------------------------------------
@@ -548,16 +465,19 @@ RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
}
// Returns Vector3 as float array
-RMDEF float *Vector3ToFloat(Vector3 vec)
+RMDEF Float3 Vector3ToFloat_(Vector3 vec)
{
- static float buffer[3];
+ Float3 buffer;
- buffer[0] = vec.x;
- buffer[1] = vec.y;
- buffer[2] = vec.z;
+ buffer.f[0] = vec.x;
+ buffer.f[1] = vec.y;
+ buffer.f[2] = vec.z;
return buffer;
}
+#ifndef Vector3ToFloat
+#define Vector3ToFloat(vec) (Vector3ToFloat_(vec).f)
+#endif
//----------------------------------------------------------------------------------
// Module Functions Definition - Matrix math
@@ -993,29 +913,32 @@ RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
}
// Returns float array of matrix data
-RMDEF float *MatrixToFloat(Matrix mat)
-{
- static float buffer[16];
-
- buffer[0] = mat.m0;
- buffer[1] = mat.m1;
- buffer[2] = mat.m2;
- buffer[3] = mat.m3;
- buffer[4] = mat.m4;
- buffer[5] = mat.m5;
- buffer[6] = mat.m6;
- buffer[7] = mat.m7;
- buffer[8] = mat.m8;
- buffer[9] = mat.m9;
- buffer[10] = mat.m10;
- buffer[11] = mat.m11;
- buffer[12] = mat.m12;
- buffer[13] = mat.m13;
- buffer[14] = mat.m14;
- buffer[15] = mat.m15;
+RMDEF Float16 MatrixToFloat_(Matrix mat)
+{
+ Float16 buffer;
+
+ buffer.f[0] = mat.m0;
+ buffer.f[1] = mat.m1;
+ buffer.f[2] = mat.m2;
+ buffer.f[3] = mat.m3;
+ buffer.f[4] = mat.m4;
+ buffer.f[5] = mat.m5;
+ buffer.f[6] = mat.m6;
+ buffer.f[7] = mat.m7;
+ buffer.f[8] = mat.m8;
+ buffer.f[9] = mat.m9;
+ buffer.f[10] = mat.m10;
+ buffer.f[11] = mat.m11;
+ buffer.f[12] = mat.m12;
+ buffer.f[13] = mat.m13;
+ buffer.f[14] = mat.m14;
+ buffer.f[15] = mat.m15;
return buffer;
}
+#ifndef MatrixToFloat
+#define MatrixToFloat(mat) (MatrixToFloat_(mat).f)
+#endif
//----------------------------------------------------------------------------------
// Module Functions Definition - Quaternion math
@@ -1378,4 +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