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authorraysan5 <raysan5@gmail.com>2017-04-16 13:48:46 +0200
committerraysan5 <raysan5@gmail.com>2017-04-16 13:48:46 +0200
commitf5894278b74df34d7850438c36f9d7202ea08091 (patch)
treedc7d70f10ecdb971d51de03fb1ea995a68e3d1eb /src
parent7e65c300b6927bff3fb9cfa84e98fd662941fc20 (diff)
downloadraylib-f5894278b74df34d7850438c36f9d7202ea08091.tar.gz
raylib-f5894278b74df34d7850438c36f9d7202ea08091.zip
Added Vector2 math functions
Reviewed some Vector3 functions Added auxiliary Clamp() function
Diffstat (limited to 'src')
-rw-r--r--src/gestures.h12
-rw-r--r--src/raymath.h312
2 files changed, 183 insertions, 141 deletions
diff --git a/src/gestures.h b/src/gestures.h
index c97871e5..f04bf091 100644
--- a/src/gestures.h
+++ b/src/gestures.h
@@ -213,8 +213,11 @@ static unsigned int enabledGestures = 0b0000001111111111;
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
+#if defined(GESTURES_STANDALONE)
+// Some required math functions provided by raymath.h
static float Vector2Angle(Vector2 initialPosition, Vector2 finalPosition);
static float Vector2Distance(Vector2 v1, Vector2 v2);
+#endif
static double GetCurrentTime(void);
//----------------------------------------------------------------------------------
@@ -477,13 +480,11 @@ float GetGesturePinchAngle(void)
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
-
+#if defined(GESTURES_STANDALONE)
// Returns angle from two-points vector with X-axis
-static float Vector2Angle(Vector2 initialPosition, Vector2 finalPosition)
+static float Vector2Angle(Vector2 v1, Vector2 v2)
{
- float angle;
-
- angle = atan2f(finalPosition.y - initialPosition.y, finalPosition.x - initialPosition.x)*(180.0f/PI);
+ float angle = angle = atan2f(v2.y - v1.y, v2.x - v1.x)*(180.0f/PI);
if (angle < 0) angle += 360.0f;
@@ -502,6 +503,7 @@ static float Vector2Distance(Vector2 v1, Vector2 v2)
return result;
}
+#endif
// Time measure returned are milliseconds
static double GetCurrentTime(void)
diff --git a/src/raymath.h b/src/raymath.h
index 7e760957..3bde10fc 100644
--- a/src/raymath.h
+++ b/src/raymath.h
@@ -113,44 +113,66 @@ typedef struct 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 Vector2Lenght(Vector2 v); // Calculate vector lenght
+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 VectorAdd(Vector3 v1, Vector3 v2); // Add two vectors
-RMDEF Vector3 VectorSubtract(Vector3 v1, Vector3 v2); // Substract two vectors
-RMDEF Vector3 VectorCrossProduct(Vector3 v1, Vector3 v2); // Calculate two vectors cross product
-RMDEF Vector3 VectorPerpendicular(Vector3 v); // Calculate one vector perpendicular vector
-RMDEF float VectorDotProduct(Vector3 v1, Vector3 v2); // Calculate two vectors dot product
-RMDEF float VectorLength(const Vector3 v); // Calculate vector lenght
-RMDEF void VectorScale(Vector3 *v, float scale); // Scale provided vector
-RMDEF void VectorNegate(Vector3 *v); // Negate provided vector (invert direction)
-RMDEF void VectorNormalize(Vector3 *v); // Normalize provided vector
-RMDEF float VectorDistance(Vector3 v1, Vector3 v2); // Calculate distance between two points
+RMDEF Vector3 VectorZero(void); // Vector with components value 0.0f
+RMDEF Vector3 VectorOne(void); // Vector with components value 1.0f
+RMDEF Vector3 VectorAdd(Vector3 v1, Vector3 v2); // Add two vectors
+RMDEF Vector3 VectorSubtract(Vector3 v1, Vector3 v2); // Substract two vectors
+RMDEF Vector3 VectorCrossProduct(Vector3 v1, Vector3 v2); // Calculate two vectors cross product
+RMDEF Vector3 VectorPerpendicular(Vector3 v); // Calculate one vector perpendicular vector
+RMDEF float VectorLength(const Vector3 v); // Calculate vector lenght
+RMDEF float VectorDotProduct(Vector3 v1, Vector3 v2); // Calculate two vectors dot product
+RMDEF float VectorDistance(Vector3 v1, Vector3 v2); // Calculate distance between two points
+RMDEF void VectorScale(Vector3 *v, float scale); // Scale provided vector
+RMDEF void VectorNegate(Vector3 *v); // Negate provided vector (invert direction)
+RMDEF void VectorNormalize(Vector3 *v); // Normalize provided vector
+RMDEF void VectorTransform(Vector3 *v, Matrix mat); // Transforms a Vector3 by a given Matrix
RMDEF Vector3 VectorLerp(Vector3 v1, Vector3 v2, float amount); // Calculate linear interpolation between two vectors
-RMDEF Vector3 VectorReflect(Vector3 vector, Vector3 normal); // Calculate reflected vector to normal
-RMDEF void VectorTransform(Vector3 *v, Matrix mat); // Transforms a Vector3 by a given Matrix
-RMDEF Vector3 VectorZero(void); // Return a Vector3 init to zero
-RMDEF Vector3 VectorMin(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components
-RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components
-RMDEF Vector3 Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycenter coords for p in triangle abc
+RMDEF Vector3 VectorReflect(Vector3 vector, Vector3 normal); // Calculate reflected vector to normal
+RMDEF Vector3 VectorMin(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components
+RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components
+RMDEF Vector3 VectorBarycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycenter coords for p in triangle abc
//------------------------------------------------------------------------------------
// 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 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
@@ -159,9 +181,9 @@ RMDEF Matrix MatrixLookAt(Vector3 position, Vector3 target, Vector3 up); // Ret
//------------------------------------------------------------------------------------
// Functions Declaration to work with Quaternions
//------------------------------------------------------------------------------------
-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 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 QuaternionSlerp(Quaternion q1, Quaternion q2, float slerp); // Calculates spherical linear interpolation between two quaternions
RMDEF Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion for a given rotation matrix
@@ -180,31 +202,112 @@ RMDEF void QuaternionTransform(Quaternion *q, Matrix mat); // Transfo
#include <math.h> // Required for: sinf(), cosf(), tan(), fabs()
//----------------------------------------------------------------------------------
+// Module Functions Definition - Utils math
+//----------------------------------------------------------------------------------
+
+// Clamp float value
+RMDEF float Clamp(float value, float min, float max)
+{
+ const float res = value < min ? min : value;
+ return res > max ? max : res;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Vector2 math
+//----------------------------------------------------------------------------------
+
+// Vector with components value 0.0f
+RMDEF Vector2 Vector2Zero(void) { return (Vector2){ 0.0f, 0.0f }; }
+
+// Vector with components value 1.0f
+RMDEF Vector2 Vector2One(void) { return (Vector2){ 1.0f, 1.0f }; }
+
+// Add two vectors (v1 + v2)
+RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2)
+{
+ return (Vector2){ v1.x + v2.x, v1.y + v2.y };
+}
+
+// Subtract two vectors (v1 - v2)
+RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
+{
+ return (Vector2){ v1.x - v2.x, v1.y - v2.y };
+}
+
+// Calculate vector lenght
+RMDEF float Vector2Lenght(Vector2 v)
+{
+ return sqrtf((v.x*v.x) + (v.y*v.y));
+}
+
+// Calculate two vectors dot product
+RMDEF float Vector2DotProduct(Vector2 v1, Vector2 v2)
+{
+ return (v1.x*v2.x + v1.y*v2.y);
+}
+
+// Calculate distance between two vectors
+RMDEF float Vector2Distance(Vector2 v1, Vector2 v2)
+{
+ return sqrtf((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y));
+}
+
+// Calculate angle from two vectors in X-axis
+RMDEF float Vector2Angle(Vector2 v1, Vector2 v2)
+{
+ float angle = atan2f(v2.y - v1.y, v2.x - v1.x)*(180.0f/PI);
+
+ if (angle < 0) angle += 360.0f;
+
+ return angle;
+}
+
+// Scale vector (multiply by value)
+RMDEF void Vector2Scale(Vector2 *v, float scale)
+{
+ v->x *= scale;
+ v->y *= scale;
+}
+
+// Negate vector
+RMDEF void Vector2Negate(Vector2 *v)
+{
+ v->x = -v->x;
+ v->y = -v->y;
+}
+
+// Divide vector by a float value
+RMDEF void Vector2Divide(Vector2 *v, float div)
+{
+ *v = (Vector2){v->x/div, v->y/div};
+}
+
+// Normalize provided vector
+RMDEF void Vector2Normalize(Vector2 *v)
+{
+ Vector2Divide(v, Vector2Lenght(*v));
+}
+
+//----------------------------------------------------------------------------------
// Module Functions Definition - Vector3 math
//----------------------------------------------------------------------------------
+// Vector with components value 0.0f
+RMDEF Vector3 VectorZero(void) { return (Vector3){ 0.0f, 0.0f, 0.0f }; }
+
+// Vector with components value 1.0f
+RMDEF Vector3 VectorOne(void) { return (Vector3){ 1.0f, 1.0f, 1.0f }; }
+
// Add two vectors
RMDEF Vector3 VectorAdd(Vector3 v1, Vector3 v2)
{
- Vector3 result;
-
- result.x = v1.x + v2.x;
- result.y = v1.y + v2.y;
- result.z = v1.z + v2.z;
-
- return result;
+ return (Vector3){ v1.x + v2.x, v1.y + v2.y, v1.z + v2.z };
}
// Substract two vectors
RMDEF Vector3 VectorSubtract(Vector3 v1, Vector3 v2)
{
- Vector3 result;
-
- result.x = v1.x - v2.x;
- result.y = v1.y - v2.y;
- result.z = v1.z - v2.z;
-
- return result;
+ return (Vector3){ v1.x - v2.x, v1.y - v2.y, v1.z - v2.z };
}
// Calculate two vectors cross product
@@ -233,7 +336,7 @@ RMDEF Vector3 VectorPerpendicular(Vector3 v)
cardinalAxis = (Vector3){0.0f, 1.0f, 0.0f};
}
- if(fabsf(v.z) < min)
+ if (fabsf(v.z) < min)
{
cardinalAxis = (Vector3){0.0f, 0.0f, 1.0f};
}
@@ -243,24 +346,26 @@ RMDEF Vector3 VectorPerpendicular(Vector3 v)
return result;
}
+// Calculate vector lenght
+RMDEF float VectorLength(const Vector3 v)
+{
+ return sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
+}
+
// Calculate two vectors dot product
RMDEF float VectorDotProduct(Vector3 v1, Vector3 v2)
{
- float result;
-
- result = v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
-
- return result;
+ return (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
}
-// Calculate vector lenght
-RMDEF float VectorLength(const Vector3 v)
+// Calculate distance between two vectors
+RMDEF float VectorDistance(Vector3 v1, Vector3 v2)
{
- float length;
-
- length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
+ float dx = v2.x - v1.x;
+ float dy = v2.y - v1.y;
+ float dz = v2.z - v1.z;
- return length;
+ return sqrtf(dx*dx + dy*dy + dz*dz);
}
// Scale provided vector
@@ -295,19 +400,18 @@ RMDEF void VectorNormalize(Vector3 *v)
v->z *= ilength;
}
-// Calculate distance between two points
-RMDEF float VectorDistance(Vector3 v1, Vector3 v2)
+// Transforms a Vector3 by a given Matrix
+// TODO: Review math (matrix transpose required?)
+RMDEF void VectorTransform(Vector3 *v, Matrix mat)
{
- float result;
-
- float dx = v2.x - v1.x;
- float dy = v2.y - v1.y;
- float dz = v2.z - v1.z;
-
- result = sqrtf(dx*dx + dy*dy + dz*dz);
+ float x = v->x;
+ float y = v->y;
+ float z = v->z;
- return result;
-}
+ v->x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12;
+ v->y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13;
+ v->z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14;
+};
// Calculate linear interpolation between two vectors
RMDEF Vector3 VectorLerp(Vector3 v1, Vector3 v2, float amount)
@@ -339,27 +443,6 @@ RMDEF Vector3 VectorReflect(Vector3 vector, Vector3 normal)
return result;
}
-// Transforms a Vector3 by a given Matrix
-// TODO: Review math (matrix transpose required?)
-RMDEF void VectorTransform(Vector3 *v, Matrix mat)
-{
- float x = v->x;
- float y = v->y;
- float z = v->z;
-
- v->x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12;
- v->y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13;
- v->z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14;
-};
-
-// Return a Vector3 init to zero
-RMDEF Vector3 VectorZero(void)
-{
- Vector3 zero = { 0.0f, 0.0f, 0.0f };
-
- return zero;
-}
-
// Return min value for each pair of components
RMDEF Vector3 VectorMin(Vector3 vec1, Vector3 vec2)
{
@@ -386,7 +469,7 @@ RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2)
// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c)
// NOTE: Assumes P is on the plane of the triangle
-RMDEF Vector3 Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
+RMDEF Vector3 VectorBarycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
{
//Vector v0 = b - a, v1 = c - a, v2 = p - a;
@@ -663,49 +746,6 @@ RMDEF Matrix MatrixRotate(Vector3 axis, float angle)
return result;
}
-/*
-// Another implementation for MatrixRotate...
-RMDEF Matrix MatrixRotate(float angle, float x, float y, float z)
-{
- Matrix result = MatrixIdentity();
-
- float c = cosf(angle); // cosine
- float s = sinf(angle); // sine
- float c1 = 1.0f - c; // 1 - c
-
- float m0 = result.m0, m4 = result.m4, m8 = result.m8, m12 = result.m12,
- m1 = result.m1, m5 = result.m5, m9 = result.m9, m13 = result.m13,
- m2 = result.m2, m6 = result.m6, m10 = result.m10, m14 = result.m14;
-
- // build rotation matrix
- float r0 = x*x*c1 + c;
- float r1 = x*y*c1 + z*s;
- float r2 = x*z*c1 - y*s;
- float r4 = x*y*c1 - z*s;
- float r5 = y*y*c1 + c;
- float r6 = y*z*c1 + x*s;
- float r8 = x*z*c1 + y*s;
- float r9 = y*z*c1 - x*s;
- float r10= z*z*c1 + c;
-
- // multiply rotation matrix
- result.m0 = r0*m0 + r4*m1 + r8*m2;
- result.m1 = r1*m0 + r5*m1 + r9*m2;
- result.m2 = r2*m0 + r6*m1 + r10*m2;
- result.m4 = r0*m4 + r4*m5 + r8*m6;
- result.m5 = r1*m4 + r5*m5 + r9*m6;
- result.m6 = r2*m4 + r6*m5 + r10*m6;
- result.m8 = r0*m8 + r4*m9 + r8*m10;
- result.m9 = r1*m8 + r5*m9 + r9*m10;
- result.m10 = r2*m8 + r6*m9 + r10*m10;
- result.m12 = r0*m12+ r4*m13 + r8*m14;
- result.m13 = r1*m12+ r5*m13 + r9*m14;
- result.m14 = r2*m12+ r6*m13 + r10*m14;
-
- return result;
-}
-*/
-
// Returns x-rotation matrix (angle in radians)
RMDEF Matrix MatrixRotateX(float angle)
{