aboutsummaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
authorAhmad Fatoum <ahmad@a3f.at>2018-02-24 15:38:54 +0100
committerAhmad Fatoum <ahmad@a3f.at>2018-02-24 15:40:08 +0100
commita5881fb9ccaf60ea0ff4f6afd7f3925e24330cac (patch)
tree921de9f9e5e2d376069ff39c53a18d53918de1d3 /src
parentc9043b5a872015bab4dc1b0606504341e9ce5b2b (diff)
downloadraylib-a5881fb9ccaf60ea0ff4f6afd7f3925e24330cac.tar.gz
raylib-a5881fb9ccaf60ea0ff4f6afd7f3925e24330cac.zip
Revert "raymath.h: Use C99 inline semantics"
This reverts commit 6ffc8cb7990fb4ff40f205cb53bec797b10e48a2. and commit e4d7bbec1ef08279495ac41f5f8c4be359c58cf0. which I pushed by mistake...
Diffstat (limited to 'src')
-rw-r--r--src/core.c7
-rw-r--r--src/raylib.h7
-rw-r--r--src/raymath.h189
3 files changed, 144 insertions, 59 deletions
diff --git a/src/core.c b/src/core.c
index 0382aacd..137c0b61 100644
--- a/src/core.c
+++ b/src/core.c
@@ -98,12 +98,13 @@
#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 66598b27..41755dc3 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -742,6 +742,13 @@ 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 float *Vector3ToFloat(Vector3 vec); // Returns Vector3 as float array
+RLAPI float *MatrixToFloat(Matrix mat); // Returns Matrix as float array
+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
+
// 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 a781ec80..c29c6b95 100644
--- a/src/raymath.h
+++ b/src/raymath.h
@@ -9,9 +9,8 @@
* 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_HEADER_ONLY
-* Define static inline functions code, so #include header suffices for use.
-* This may use up lots of memory.
+* #define RAYMATH_EXTERN_INLINE
+* Inlines all functions code, so it runs faster. This requires lots of memory on system.
*
* #define RAYMATH_STANDALONE
* Avoid raylib.h header inclusion in this file.
@@ -42,8 +41,8 @@
#ifndef RAYMATH_H
#define RAYMATH_H
-//#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
+//#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
#ifndef RAYMATH_STANDALONE
#include "raylib.h" // Required for structs: Vector3, Matrix
@@ -52,22 +51,15 @@
#ifdef __cplusplus
#define RMEXTERN extern "C" // Functions visible from other files (no name mangling of functions in C++)
#else
- #define RMEXTERN // Functions visible from other files
+ #define RMEXTERN extern // Functions visible from other files
#endif
-#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
+#if defined(RAYMATH_EXTERN_INLINE)
+ #define RMDEF RMEXTERN inline // Functions are embeded inline (compiler generated code)
#else
- #define RMDEF inline // Functions may be inlined or external definition used
+ #define RMDEF RMEXTERN
#endif
-
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
@@ -110,14 +102,6 @@
} 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;
@@ -126,6 +110,105 @@ 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()
//----------------------------------------------------------------------------------
@@ -465,19 +548,16 @@ RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
}
// Returns Vector3 as float array
-RMDEF Float3 Vector3ToFloat_(Vector3 vec)
+RMDEF float *Vector3ToFloat(Vector3 vec)
{
- Float3 buffer;
+ static float buffer[3];
- buffer.f[0] = vec.x;
- buffer.f[1] = vec.y;
- buffer.f[2] = vec.z;
+ buffer[0] = vec.x;
+ buffer[1] = vec.y;
+ buffer[2] = vec.z;
return buffer;
}
-#ifndef Vector3ToFloat
-#define Vector3ToFloat(vec) (Vector3ToFloat_(vec).f)
-#endif
//----------------------------------------------------------------------------------
// Module Functions Definition - Matrix math
@@ -913,32 +993,29 @@ RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
}
// Returns float array of matrix data
-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;
+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;
return buffer;
}
-#ifndef MatrixToFloat
-#define MatrixToFloat(mat) (MatrixToFloat_(mat).f)
-#endif
//----------------------------------------------------------------------------------
// Module Functions Definition - Quaternion math
@@ -1301,4 +1378,4 @@ RMDEF void QuaternionTransform(Quaternion *q, Matrix mat)
q->w = mat.m3*x + mat.m7*y + mat.m11*z + mat.m15*w;
}
-#endif // RAYMATH_H
+#endif // RAYMATH_IMPLEMENTATION