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| 1 | /********************************************************************************************** | ||
| 2 | * | ||
| 3 | * raymath v2.0 - Math functions to work with Vector2, Vector3, Matrix and Quaternions | ||
| 4 | * | ||
| 5 | * CONVENTIONS: | ||
| 6 | * - Matrix structure is defined as row-major (memory layout) but parameters naming AND all | ||
| 7 | * math operations performed by the library consider the structure as it was column-major | ||
| 8 | * It is like transposed versions of the matrices are used for all the maths | ||
| 9 | * It benefits some functions making them cache-friendly and also avoids matrix | ||
| 10 | * transpositions sometimes required by OpenGL | ||
| 11 | * Example: In memory order, row0 is [m0 m4 m8 m12] but in semantic math row0 is [m0 m1 m2 m3] | ||
| 12 | * - Functions are always self-contained, no function use another raymath function inside, | ||
| 13 | * required code is directly re-implemented inside | ||
| 14 | * - Functions input parameters are always received by value (2 unavoidable exceptions) | ||
| 15 | * - Functions use always a "result" variable for return (except C++ operators) | ||
| 16 | * - Functions are always defined inline | ||
| 17 | * - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience) | ||
| 18 | * - No compound literals used to make sure libray is compatible with C++ | ||
| 19 | * | ||
| 20 | * CONFIGURATION: | ||
| 21 | * #define RAYMATH_IMPLEMENTATION | ||
| 22 | * Generates the implementation of the library into the included file. | ||
| 23 | * If not defined, the library is in header only mode and can be included in other headers | ||
| 24 | * or source files without problems. But only ONE file should hold the implementation. | ||
| 25 | * | ||
| 26 | * #define RAYMATH_STATIC_INLINE | ||
| 27 | * Define static inline functions code, so #include header suffices for use. | ||
| 28 | * This may use up lots of memory. | ||
| 29 | * | ||
| 30 | * #define RAYMATH_DISABLE_CPP_OPERATORS | ||
| 31 | * Disables C++ operator overloads for raymath types. | ||
| 32 | * | ||
| 33 | * LICENSE: zlib/libpng | ||
| 34 | * | ||
| 35 | * Copyright (c) 2015-2024 Ramon Santamaria (@raysan5) | ||
| 36 | * | ||
| 37 | * This software is provided "as-is", without any express or implied warranty. In no event | ||
| 38 | * will the authors be held liable for any damages arising from the use of this software. | ||
| 39 | * | ||
| 40 | * Permission is granted to anyone to use this software for any purpose, including commercial | ||
| 41 | * applications, and to alter it and redistribute it freely, subject to the following restrictions: | ||
| 42 | * | ||
| 43 | * 1. The origin of this software must not be misrepresented; you must not claim that you | ||
| 44 | * wrote the original software. If you use this software in a product, an acknowledgment | ||
| 45 | * in the product documentation would be appreciated but is not required. | ||
| 46 | * | ||
| 47 | * 2. Altered source versions must be plainly marked as such, and must not be misrepresented | ||
| 48 | * as being the original software. | ||
| 49 | * | ||
| 50 | * 3. This notice may not be removed or altered from any source distribution. | ||
| 51 | * | ||
| 52 | **********************************************************************************************/ | ||
| 53 | |||
| 54 | #ifndef RAYMATH_H | ||
| 55 | #define RAYMATH_H | ||
| 56 | |||
| 57 | #if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_STATIC_INLINE) | ||
| 58 | #error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_STATIC_INLINE is contradictory" | ||
| 59 | #endif | ||
| 60 | |||
| 61 | // Function specifiers definition | ||
| 62 | #if defined(RAYMATH_IMPLEMENTATION) | ||
| 63 | #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED) | ||
| 64 | #define RMAPI __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll) | ||
| 65 | #elif defined(BUILD_LIBTYPE_SHARED) | ||
| 66 | #define RMAPI __attribute__((visibility("default"))) // We are building raylib as a Unix shared library (.so/.dylib) | ||
| 67 | #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED) | ||
| 68 | #define RMAPI __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll) | ||
| 69 | #else | ||
| 70 | #define RMAPI extern inline // Provide external definition | ||
| 71 | #endif | ||
| 72 | #elif defined(RAYMATH_STATIC_INLINE) | ||
| 73 | #define RMAPI static inline // Functions may be inlined, no external out-of-line definition | ||
| 74 | #else | ||
| 75 | #if defined(__TINYC__) | ||
| 76 | #define RMAPI static inline // plain inline not supported by tinycc (See issue #435) | ||
| 77 | #else | ||
| 78 | #define RMAPI inline // Functions may be inlined or external definition used | ||
| 79 | #endif | ||
| 80 | #endif | ||
| 81 | |||
| 82 | |||
| 83 | //---------------------------------------------------------------------------------- | ||
| 84 | // Defines and Macros | ||
| 85 | //---------------------------------------------------------------------------------- | ||
| 86 | #ifndef PI | ||
| 87 | #define PI 3.14159265358979323846f | ||
| 88 | #endif | ||
| 89 | |||
| 90 | #ifndef EPSILON | ||
| 91 | #define EPSILON 0.000001f | ||
| 92 | #endif | ||
| 93 | |||
| 94 | #ifndef DEG2RAD | ||
| 95 | #define DEG2RAD (PI/180.0f) | ||
| 96 | #endif | ||
| 97 | |||
| 98 | #ifndef RAD2DEG | ||
| 99 | #define RAD2DEG (180.0f/PI) | ||
| 100 | #endif | ||
| 101 | |||
| 102 | // Get float vector for Matrix | ||
| 103 | #ifndef MatrixToFloat | ||
| 104 | #define MatrixToFloat(mat) (MatrixToFloatV(mat).v) | ||
| 105 | #endif | ||
| 106 | |||
| 107 | // Get float vector for Vector3 | ||
| 108 | #ifndef Vector3ToFloat | ||
| 109 | #define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v) | ||
| 110 | #endif | ||
| 111 | |||
| 112 | //---------------------------------------------------------------------------------- | ||
| 113 | // Types and Structures Definition | ||
| 114 | //---------------------------------------------------------------------------------- | ||
| 115 | #if !defined(RL_VECTOR2_TYPE) | ||
| 116 | // Vector2 type | ||
| 117 | typedef struct Vector2 { | ||
| 118 | float x; | ||
| 119 | float y; | ||
| 120 | } Vector2; | ||
| 121 | #define RL_VECTOR2_TYPE | ||
| 122 | #endif | ||
| 123 | |||
| 124 | #if !defined(RL_VECTOR3_TYPE) | ||
| 125 | // Vector3 type | ||
| 126 | typedef struct Vector3 { | ||
| 127 | float x; | ||
| 128 | float y; | ||
| 129 | float z; | ||
| 130 | } Vector3; | ||
| 131 | #define RL_VECTOR3_TYPE | ||
| 132 | #endif | ||
| 133 | |||
| 134 | #if !defined(RL_VECTOR4_TYPE) | ||
| 135 | // Vector4 type | ||
| 136 | typedef struct Vector4 { | ||
| 137 | float x; | ||
| 138 | float y; | ||
| 139 | float z; | ||
| 140 | float w; | ||
| 141 | } Vector4; | ||
| 142 | #define RL_VECTOR4_TYPE | ||
| 143 | #endif | ||
| 144 | |||
| 145 | #if !defined(RL_QUATERNION_TYPE) | ||
| 146 | // Quaternion type | ||
| 147 | typedef Vector4 Quaternion; | ||
| 148 | #define RL_QUATERNION_TYPE | ||
| 149 | #endif | ||
| 150 | |||
| 151 | #if !defined(RL_MATRIX_TYPE) | ||
| 152 | // Matrix type (OpenGL style 4x4 - right handed, column major) | ||
| 153 | typedef struct Matrix { | ||
| 154 | float m0, m4, m8, m12; // Matrix first row (4 components) | ||
| 155 | float m1, m5, m9, m13; // Matrix second row (4 components) | ||
| 156 | float m2, m6, m10, m14; // Matrix third row (4 components) | ||
| 157 | float m3, m7, m11, m15; // Matrix fourth row (4 components) | ||
| 158 | } Matrix; | ||
| 159 | #define RL_MATRIX_TYPE | ||
| 160 | #endif | ||
| 161 | |||
| 162 | // NOTE: Helper types to be used instead of array return types for *ToFloat functions | ||
| 163 | typedef struct float3 { | ||
| 164 | float v[3]; | ||
| 165 | } float3; | ||
| 166 | |||
| 167 | typedef struct float16 { | ||
| 168 | float v[16]; | ||
| 169 | } float16; | ||
| 170 | |||
| 171 | #include <math.h> // Required for: sinf(), cosf(), tan(), atan2f(), sqrtf(), floor(), fminf(), fmaxf(), fabsf() | ||
| 172 | |||
| 173 | //---------------------------------------------------------------------------------- | ||
| 174 | // Module Functions Definition - Utils math | ||
| 175 | //---------------------------------------------------------------------------------- | ||
| 176 | |||
| 177 | // Clamp float value | ||
| 178 | RMAPI float Clamp(float value, float min, float max) | ||
| 179 | { | ||
| 180 | float result = (value < min)? min : value; | ||
| 181 | |||
| 182 | if (result > max) result = max; | ||
| 183 | |||
| 184 | return result; | ||
| 185 | } | ||
| 186 | |||
| 187 | // Calculate linear interpolation between two floats | ||
| 188 | RMAPI float Lerp(float start, float end, float amount) | ||
| 189 | { | ||
| 190 | float result = start + amount*(end - start); | ||
| 191 | |||
| 192 | return result; | ||
| 193 | } | ||
| 194 | |||
| 195 | // Normalize input value within input range | ||
| 196 | RMAPI float Normalize(float value, float start, float end) | ||
| 197 | { | ||
| 198 | float result = (value - start)/(end - start); | ||
| 199 | |||
| 200 | return result; | ||
| 201 | } | ||
| 202 | |||
| 203 | // Remap input value within input range to output range | ||
| 204 | RMAPI float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd) | ||
| 205 | { | ||
| 206 | float result = (value - inputStart)/(inputEnd - inputStart)*(outputEnd - outputStart) + outputStart; | ||
| 207 | |||
| 208 | return result; | ||
| 209 | } | ||
| 210 | |||
| 211 | // Wrap input value from min to max | ||
| 212 | RMAPI float Wrap(float value, float min, float max) | ||
| 213 | { | ||
| 214 | float result = value - (max - min)*floorf((value - min)/(max - min)); | ||
| 215 | |||
| 216 | return result; | ||
| 217 | } | ||
| 218 | |||
| 219 | // Check whether two given floats are almost equal | ||
| 220 | RMAPI int FloatEquals(float x, float y) | ||
| 221 | { | ||
| 222 | #if !defined(EPSILON) | ||
| 223 | #define EPSILON 0.000001f | ||
| 224 | #endif | ||
| 225 | |||
| 226 | int result = (fabsf(x - y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(x), fabsf(y)))); | ||
| 227 | |||
| 228 | return result; | ||
| 229 | } | ||
| 230 | |||
| 231 | //---------------------------------------------------------------------------------- | ||
| 232 | // Module Functions Definition - Vector2 math | ||
| 233 | //---------------------------------------------------------------------------------- | ||
| 234 | |||
| 235 | // Vector with components value 0.0f | ||
| 236 | RMAPI Vector2 Vector2Zero(void) | ||
| 237 | { | ||
| 238 | Vector2 result = { 0.0f, 0.0f }; | ||
| 239 | |||
| 240 | return result; | ||
| 241 | } | ||
| 242 | |||
| 243 | // Vector with components value 1.0f | ||
| 244 | RMAPI Vector2 Vector2One(void) | ||
| 245 | { | ||
| 246 | Vector2 result = { 1.0f, 1.0f }; | ||
| 247 | |||
| 248 | return result; | ||
| 249 | } | ||
| 250 | |||
| 251 | // Add two vectors (v1 + v2) | ||
| 252 | RMAPI Vector2 Vector2Add(Vector2 v1, Vector2 v2) | ||
| 253 | { | ||
| 254 | Vector2 result = { v1.x + v2.x, v1.y + v2.y }; | ||
| 255 | |||
| 256 | return result; | ||
| 257 | } | ||
| 258 | |||
| 259 | // Add vector and float value | ||
| 260 | RMAPI Vector2 Vector2AddValue(Vector2 v, float add) | ||
| 261 | { | ||
| 262 | Vector2 result = { v.x + add, v.y + add }; | ||
| 263 | |||
| 264 | return result; | ||
| 265 | } | ||
| 266 | |||
| 267 | // Subtract two vectors (v1 - v2) | ||
| 268 | RMAPI Vector2 Vector2Subtract(Vector2 v1, Vector2 v2) | ||
| 269 | { | ||
| 270 | Vector2 result = { v1.x - v2.x, v1.y - v2.y }; | ||
| 271 | |||
| 272 | return result; | ||
| 273 | } | ||
| 274 | |||
| 275 | // Subtract vector by float value | ||
| 276 | RMAPI Vector2 Vector2SubtractValue(Vector2 v, float sub) | ||
| 277 | { | ||
| 278 | Vector2 result = { v.x - sub, v.y - sub }; | ||
| 279 | |||
| 280 | return result; | ||
| 281 | } | ||
| 282 | |||
| 283 | // Calculate vector length | ||
| 284 | RMAPI float Vector2Length(Vector2 v) | ||
| 285 | { | ||
| 286 | float result = sqrtf((v.x*v.x) + (v.y*v.y)); | ||
| 287 | |||
| 288 | return result; | ||
| 289 | } | ||
| 290 | |||
| 291 | // Calculate vector square length | ||
| 292 | RMAPI float Vector2LengthSqr(Vector2 v) | ||
| 293 | { | ||
| 294 | float result = (v.x*v.x) + (v.y*v.y); | ||
| 295 | |||
| 296 | return result; | ||
| 297 | } | ||
| 298 | |||
| 299 | // Calculate two vectors dot product | ||
| 300 | RMAPI float Vector2DotProduct(Vector2 v1, Vector2 v2) | ||
| 301 | { | ||
| 302 | float result = (v1.x*v2.x + v1.y*v2.y); | ||
| 303 | |||
| 304 | return result; | ||
| 305 | } | ||
| 306 | |||
| 307 | // Calculate distance between two vectors | ||
| 308 | RMAPI float Vector2Distance(Vector2 v1, Vector2 v2) | ||
| 309 | { | ||
| 310 | float result = sqrtf((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y)); | ||
| 311 | |||
| 312 | return result; | ||
| 313 | } | ||
| 314 | |||
| 315 | // Calculate square distance between two vectors | ||
| 316 | RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2) | ||
| 317 | { | ||
| 318 | float result = ((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y)); | ||
| 319 | |||
| 320 | return result; | ||
| 321 | } | ||
| 322 | |||
| 323 | // Calculate angle between two vectors | ||
| 324 | // NOTE: Angle is calculated from origin point (0, 0) | ||
| 325 | RMAPI float Vector2Angle(Vector2 v1, Vector2 v2) | ||
| 326 | { | ||
| 327 | float result = 0.0f; | ||
| 328 | |||
| 329 | float dot = v1.x*v2.x + v1.y*v2.y; | ||
| 330 | float det = v1.x*v2.y - v1.y*v2.x; | ||
| 331 | |||
| 332 | result = atan2f(det, dot); | ||
| 333 | |||
| 334 | return result; | ||
| 335 | } | ||
| 336 | |||
| 337 | // Calculate angle defined by a two vectors line | ||
| 338 | // NOTE: Parameters need to be normalized | ||
| 339 | // Current implementation should be aligned with glm::angle | ||
| 340 | RMAPI float Vector2LineAngle(Vector2 start, Vector2 end) | ||
| 341 | { | ||
| 342 | float result = 0.0f; | ||
| 343 | |||
| 344 | // TODO(10/9/2023): Currently angles move clockwise, determine if this is wanted behavior | ||
| 345 | result = -atan2f(end.y - start.y, end.x - start.x); | ||
| 346 | |||
| 347 | return result; | ||
| 348 | } | ||
| 349 | |||
| 350 | // Scale vector (multiply by value) | ||
| 351 | RMAPI Vector2 Vector2Scale(Vector2 v, float scale) | ||
| 352 | { | ||
| 353 | Vector2 result = { v.x*scale, v.y*scale }; | ||
| 354 | |||
| 355 | return result; | ||
| 356 | } | ||
| 357 | |||
| 358 | // Multiply vector by vector | ||
| 359 | RMAPI Vector2 Vector2Multiply(Vector2 v1, Vector2 v2) | ||
| 360 | { | ||
| 361 | Vector2 result = { v1.x*v2.x, v1.y*v2.y }; | ||
| 362 | |||
| 363 | return result; | ||
| 364 | } | ||
| 365 | |||
| 366 | // Negate vector | ||
| 367 | RMAPI Vector2 Vector2Negate(Vector2 v) | ||
| 368 | { | ||
| 369 | Vector2 result = { -v.x, -v.y }; | ||
| 370 | |||
| 371 | return result; | ||
| 372 | } | ||
| 373 | |||
| 374 | // Divide vector by vector | ||
| 375 | RMAPI Vector2 Vector2Divide(Vector2 v1, Vector2 v2) | ||
| 376 | { | ||
| 377 | Vector2 result = { v1.x/v2.x, v1.y/v2.y }; | ||
| 378 | |||
| 379 | return result; | ||
| 380 | } | ||
| 381 | |||
| 382 | // Normalize provided vector | ||
| 383 | RMAPI Vector2 Vector2Normalize(Vector2 v) | ||
| 384 | { | ||
| 385 | Vector2 result = { 0 }; | ||
| 386 | float length = sqrtf((v.x*v.x) + (v.y*v.y)); | ||
| 387 | |||
| 388 | if (length > 0) | ||
| 389 | { | ||
| 390 | float ilength = 1.0f/length; | ||
| 391 | result.x = v.x*ilength; | ||
| 392 | result.y = v.y*ilength; | ||
| 393 | } | ||
| 394 | |||
| 395 | return result; | ||
| 396 | } | ||
| 397 | |||
| 398 | // Transforms a Vector2 by a given Matrix | ||
| 399 | RMAPI Vector2 Vector2Transform(Vector2 v, Matrix mat) | ||
| 400 | { | ||
| 401 | Vector2 result = { 0 }; | ||
| 402 | |||
| 403 | float x = v.x; | ||
| 404 | float y = v.y; | ||
| 405 | float z = 0; | ||
| 406 | |||
| 407 | result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12; | ||
| 408 | result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13; | ||
| 409 | |||
| 410 | return result; | ||
| 411 | } | ||
| 412 | |||
| 413 | // Calculate linear interpolation between two vectors | ||
| 414 | RMAPI Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount) | ||
| 415 | { | ||
| 416 | Vector2 result = { 0 }; | ||
| 417 | |||
| 418 | result.x = v1.x + amount*(v2.x - v1.x); | ||
| 419 | result.y = v1.y + amount*(v2.y - v1.y); | ||
| 420 | |||
| 421 | return result; | ||
| 422 | } | ||
| 423 | |||
| 424 | // Calculate reflected vector to normal | ||
| 425 | RMAPI Vector2 Vector2Reflect(Vector2 v, Vector2 normal) | ||
| 426 | { | ||
| 427 | Vector2 result = { 0 }; | ||
| 428 | |||
| 429 | float dotProduct = (v.x*normal.x + v.y*normal.y); // Dot product | ||
| 430 | |||
| 431 | result.x = v.x - (2.0f*normal.x)*dotProduct; | ||
| 432 | result.y = v.y - (2.0f*normal.y)*dotProduct; | ||
| 433 | |||
| 434 | return result; | ||
| 435 | } | ||
| 436 | |||
| 437 | // Get min value for each pair of components | ||
| 438 | RMAPI Vector2 Vector2Min(Vector2 v1, Vector2 v2) | ||
| 439 | { | ||
| 440 | Vector2 result = { 0 }; | ||
| 441 | |||
| 442 | result.x = fminf(v1.x, v2.x); | ||
| 443 | result.y = fminf(v1.y, v2.y); | ||
| 444 | |||
| 445 | return result; | ||
| 446 | } | ||
| 447 | |||
| 448 | // Get max value for each pair of components | ||
| 449 | RMAPI Vector2 Vector2Max(Vector2 v1, Vector2 v2) | ||
| 450 | { | ||
| 451 | Vector2 result = { 0 }; | ||
| 452 | |||
| 453 | result.x = fmaxf(v1.x, v2.x); | ||
| 454 | result.y = fmaxf(v1.y, v2.y); | ||
| 455 | |||
| 456 | return result; | ||
| 457 | } | ||
| 458 | |||
| 459 | // Rotate vector by angle | ||
| 460 | RMAPI Vector2 Vector2Rotate(Vector2 v, float angle) | ||
| 461 | { | ||
| 462 | Vector2 result = { 0 }; | ||
| 463 | |||
| 464 | float cosres = cosf(angle); | ||
| 465 | float sinres = sinf(angle); | ||
| 466 | |||
| 467 | result.x = v.x*cosres - v.y*sinres; | ||
| 468 | result.y = v.x*sinres + v.y*cosres; | ||
| 469 | |||
| 470 | return result; | ||
| 471 | } | ||
| 472 | |||
| 473 | // Move Vector towards target | ||
| 474 | RMAPI Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance) | ||
| 475 | { | ||
| 476 | Vector2 result = { 0 }; | ||
| 477 | |||
| 478 | float dx = target.x - v.x; | ||
| 479 | float dy = target.y - v.y; | ||
| 480 | float value = (dx*dx) + (dy*dy); | ||
| 481 | |||
| 482 | if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target; | ||
| 483 | |||
| 484 | float dist = sqrtf(value); | ||
| 485 | |||
| 486 | result.x = v.x + dx/dist*maxDistance; | ||
| 487 | result.y = v.y + dy/dist*maxDistance; | ||
| 488 | |||
| 489 | return result; | ||
| 490 | } | ||
| 491 | |||
| 492 | // Invert the given vector | ||
| 493 | RMAPI Vector2 Vector2Invert(Vector2 v) | ||
| 494 | { | ||
| 495 | Vector2 result = { 1.0f/v.x, 1.0f/v.y }; | ||
| 496 | |||
| 497 | return result; | ||
| 498 | } | ||
| 499 | |||
| 500 | // Clamp the components of the vector between | ||
| 501 | // min and max values specified by the given vectors | ||
| 502 | RMAPI Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max) | ||
| 503 | { | ||
| 504 | Vector2 result = { 0 }; | ||
| 505 | |||
| 506 | result.x = fminf(max.x, fmaxf(min.x, v.x)); | ||
| 507 | result.y = fminf(max.y, fmaxf(min.y, v.y)); | ||
| 508 | |||
| 509 | return result; | ||
| 510 | } | ||
| 511 | |||
| 512 | // Clamp the magnitude of the vector between two min and max values | ||
| 513 | RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max) | ||
| 514 | { | ||
| 515 | Vector2 result = v; | ||
| 516 | |||
| 517 | float length = (v.x*v.x) + (v.y*v.y); | ||
| 518 | if (length > 0.0f) | ||
| 519 | { | ||
| 520 | length = sqrtf(length); | ||
| 521 | |||
| 522 | float scale = 1; // By default, 1 as the neutral element. | ||
| 523 | if (length < min) | ||
| 524 | { | ||
| 525 | scale = min/length; | ||
| 526 | } | ||
| 527 | else if (length > max) | ||
| 528 | { | ||
| 529 | scale = max/length; | ||
| 530 | } | ||
| 531 | |||
| 532 | result.x = v.x*scale; | ||
| 533 | result.y = v.y*scale; | ||
| 534 | } | ||
| 535 | |||
| 536 | return result; | ||
| 537 | } | ||
| 538 | |||
| 539 | // Check whether two given vectors are almost equal | ||
| 540 | RMAPI int Vector2Equals(Vector2 p, Vector2 q) | ||
| 541 | { | ||
| 542 | #if !defined(EPSILON) | ||
| 543 | #define EPSILON 0.000001f | ||
| 544 | #endif | ||
| 545 | |||
| 546 | int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && | ||
| 547 | ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))); | ||
| 548 | |||
| 549 | return result; | ||
| 550 | } | ||
| 551 | |||
| 552 | // Compute the direction of a refracted ray | ||
| 553 | // v: normalized direction of the incoming ray | ||
| 554 | // n: normalized normal vector of the interface of two optical media | ||
| 555 | // r: ratio of the refractive index of the medium from where the ray comes | ||
| 556 | // to the refractive index of the medium on the other side of the surface | ||
| 557 | RMAPI Vector2 Vector2Refract(Vector2 v, Vector2 n, float r) | ||
| 558 | { | ||
| 559 | Vector2 result = { 0 }; | ||
| 560 | |||
| 561 | float dot = v.x*n.x + v.y*n.y; | ||
| 562 | float d = 1.0f - r*r*(1.0f - dot*dot); | ||
| 563 | |||
| 564 | if (d >= 0.0f) | ||
| 565 | { | ||
| 566 | d = sqrtf(d); | ||
| 567 | v.x = r*v.x - (r*dot + d)*n.x; | ||
| 568 | v.y = r*v.y - (r*dot + d)*n.y; | ||
| 569 | |||
| 570 | result = v; | ||
| 571 | } | ||
| 572 | |||
| 573 | return result; | ||
| 574 | } | ||
| 575 | |||
| 576 | |||
| 577 | //---------------------------------------------------------------------------------- | ||
| 578 | // Module Functions Definition - Vector3 math | ||
| 579 | //---------------------------------------------------------------------------------- | ||
| 580 | |||
| 581 | // Vector with components value 0.0f | ||
| 582 | RMAPI Vector3 Vector3Zero(void) | ||
| 583 | { | ||
| 584 | Vector3 result = { 0.0f, 0.0f, 0.0f }; | ||
| 585 | |||
| 586 | return result; | ||
| 587 | } | ||
| 588 | |||
| 589 | // Vector with components value 1.0f | ||
| 590 | RMAPI Vector3 Vector3One(void) | ||
| 591 | { | ||
| 592 | Vector3 result = { 1.0f, 1.0f, 1.0f }; | ||
| 593 | |||
| 594 | return result; | ||
| 595 | } | ||
| 596 | |||
| 597 | // Add two vectors | ||
| 598 | RMAPI Vector3 Vector3Add(Vector3 v1, Vector3 v2) | ||
| 599 | { | ||
| 600 | Vector3 result = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z }; | ||
| 601 | |||
| 602 | return result; | ||
| 603 | } | ||
| 604 | |||
| 605 | // Add vector and float value | ||
| 606 | RMAPI Vector3 Vector3AddValue(Vector3 v, float add) | ||
| 607 | { | ||
| 608 | Vector3 result = { v.x + add, v.y + add, v.z + add }; | ||
| 609 | |||
| 610 | return result; | ||
| 611 | } | ||
| 612 | |||
| 613 | // Subtract two vectors | ||
| 614 | RMAPI Vector3 Vector3Subtract(Vector3 v1, Vector3 v2) | ||
| 615 | { | ||
| 616 | Vector3 result = { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z }; | ||
| 617 | |||
| 618 | return result; | ||
| 619 | } | ||
| 620 | |||
| 621 | // Subtract vector by float value | ||
| 622 | RMAPI Vector3 Vector3SubtractValue(Vector3 v, float sub) | ||
| 623 | { | ||
| 624 | Vector3 result = { v.x - sub, v.y - sub, v.z - sub }; | ||
| 625 | |||
| 626 | return result; | ||
| 627 | } | ||
| 628 | |||
| 629 | // Multiply vector by scalar | ||
| 630 | RMAPI Vector3 Vector3Scale(Vector3 v, float scalar) | ||
| 631 | { | ||
| 632 | Vector3 result = { v.x*scalar, v.y*scalar, v.z*scalar }; | ||
| 633 | |||
| 634 | return result; | ||
| 635 | } | ||
| 636 | |||
| 637 | // Multiply vector by vector | ||
| 638 | RMAPI Vector3 Vector3Multiply(Vector3 v1, Vector3 v2) | ||
| 639 | { | ||
| 640 | Vector3 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z }; | ||
| 641 | |||
| 642 | return result; | ||
| 643 | } | ||
| 644 | |||
| 645 | // Calculate two vectors cross product | ||
| 646 | RMAPI Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2) | ||
| 647 | { | ||
| 648 | Vector3 result = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x }; | ||
| 649 | |||
| 650 | return result; | ||
| 651 | } | ||
| 652 | |||
| 653 | // Calculate one vector perpendicular vector | ||
| 654 | RMAPI Vector3 Vector3Perpendicular(Vector3 v) | ||
| 655 | { | ||
| 656 | Vector3 result = { 0 }; | ||
| 657 | |||
| 658 | float min = fabsf(v.x); | ||
| 659 | Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f}; | ||
| 660 | |||
| 661 | if (fabsf(v.y) < min) | ||
| 662 | { | ||
| 663 | min = fabsf(v.y); | ||
| 664 | Vector3 tmp = {0.0f, 1.0f, 0.0f}; | ||
| 665 | cardinalAxis = tmp; | ||
| 666 | } | ||
| 667 | |||
| 668 | if (fabsf(v.z) < min) | ||
| 669 | { | ||
| 670 | Vector3 tmp = {0.0f, 0.0f, 1.0f}; | ||
| 671 | cardinalAxis = tmp; | ||
| 672 | } | ||
| 673 | |||
| 674 | // Cross product between vectors | ||
| 675 | result.x = v.y*cardinalAxis.z - v.z*cardinalAxis.y; | ||
| 676 | result.y = v.z*cardinalAxis.x - v.x*cardinalAxis.z; | ||
| 677 | result.z = v.x*cardinalAxis.y - v.y*cardinalAxis.x; | ||
| 678 | |||
| 679 | return result; | ||
| 680 | } | ||
| 681 | |||
| 682 | // Calculate vector length | ||
| 683 | RMAPI float Vector3Length(const Vector3 v) | ||
| 684 | { | ||
| 685 | float result = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); | ||
| 686 | |||
| 687 | return result; | ||
| 688 | } | ||
| 689 | |||
| 690 | // Calculate vector square length | ||
| 691 | RMAPI float Vector3LengthSqr(const Vector3 v) | ||
| 692 | { | ||
| 693 | float result = v.x*v.x + v.y*v.y + v.z*v.z; | ||
| 694 | |||
| 695 | return result; | ||
| 696 | } | ||
| 697 | |||
| 698 | // Calculate two vectors dot product | ||
| 699 | RMAPI float Vector3DotProduct(Vector3 v1, Vector3 v2) | ||
| 700 | { | ||
| 701 | float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); | ||
| 702 | |||
| 703 | return result; | ||
| 704 | } | ||
| 705 | |||
| 706 | // Calculate distance between two vectors | ||
| 707 | RMAPI float Vector3Distance(Vector3 v1, Vector3 v2) | ||
| 708 | { | ||
| 709 | float result = 0.0f; | ||
| 710 | |||
| 711 | float dx = v2.x - v1.x; | ||
| 712 | float dy = v2.y - v1.y; | ||
| 713 | float dz = v2.z - v1.z; | ||
| 714 | result = sqrtf(dx*dx + dy*dy + dz*dz); | ||
| 715 | |||
| 716 | return result; | ||
| 717 | } | ||
| 718 | |||
| 719 | // Calculate square distance between two vectors | ||
| 720 | RMAPI float Vector3DistanceSqr(Vector3 v1, Vector3 v2) | ||
| 721 | { | ||
| 722 | float result = 0.0f; | ||
| 723 | |||
| 724 | float dx = v2.x - v1.x; | ||
| 725 | float dy = v2.y - v1.y; | ||
| 726 | float dz = v2.z - v1.z; | ||
| 727 | result = dx*dx + dy*dy + dz*dz; | ||
| 728 | |||
| 729 | return result; | ||
| 730 | } | ||
| 731 | |||
| 732 | // Calculate angle between two vectors | ||
| 733 | RMAPI float Vector3Angle(Vector3 v1, Vector3 v2) | ||
| 734 | { | ||
| 735 | float result = 0.0f; | ||
| 736 | |||
| 737 | Vector3 cross = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x }; | ||
| 738 | float len = sqrtf(cross.x*cross.x + cross.y*cross.y + cross.z*cross.z); | ||
| 739 | float dot = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); | ||
| 740 | result = atan2f(len, dot); | ||
| 741 | |||
| 742 | return result; | ||
| 743 | } | ||
| 744 | |||
| 745 | // Negate provided vector (invert direction) | ||
| 746 | RMAPI Vector3 Vector3Negate(Vector3 v) | ||
| 747 | { | ||
| 748 | Vector3 result = { -v.x, -v.y, -v.z }; | ||
| 749 | |||
| 750 | return result; | ||
| 751 | } | ||
| 752 | |||
| 753 | // Divide vector by vector | ||
| 754 | RMAPI Vector3 Vector3Divide(Vector3 v1, Vector3 v2) | ||
| 755 | { | ||
| 756 | Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z }; | ||
| 757 | |||
| 758 | return result; | ||
| 759 | } | ||
| 760 | |||
| 761 | // Normalize provided vector | ||
| 762 | RMAPI Vector3 Vector3Normalize(Vector3 v) | ||
| 763 | { | ||
| 764 | Vector3 result = v; | ||
| 765 | |||
| 766 | float length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); | ||
| 767 | if (length != 0.0f) | ||
| 768 | { | ||
| 769 | float ilength = 1.0f/length; | ||
| 770 | |||
| 771 | result.x *= ilength; | ||
| 772 | result.y *= ilength; | ||
| 773 | result.z *= ilength; | ||
| 774 | } | ||
| 775 | |||
| 776 | return result; | ||
| 777 | } | ||
| 778 | |||
| 779 | //Calculate the projection of the vector v1 on to v2 | ||
| 780 | RMAPI Vector3 Vector3Project(Vector3 v1, Vector3 v2) | ||
| 781 | { | ||
| 782 | Vector3 result = { 0 }; | ||
| 783 | |||
| 784 | float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); | ||
| 785 | float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z); | ||
| 786 | |||
| 787 | float mag = v1dv2/v2dv2; | ||
| 788 | |||
| 789 | result.x = v2.x*mag; | ||
| 790 | result.y = v2.y*mag; | ||
| 791 | result.z = v2.z*mag; | ||
| 792 | |||
| 793 | return result; | ||
| 794 | } | ||
| 795 | |||
| 796 | //Calculate the rejection of the vector v1 on to v2 | ||
| 797 | RMAPI Vector3 Vector3Reject(Vector3 v1, Vector3 v2) | ||
| 798 | { | ||
| 799 | Vector3 result = { 0 }; | ||
| 800 | |||
| 801 | float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); | ||
| 802 | float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z); | ||
| 803 | |||
| 804 | float mag = v1dv2/v2dv2; | ||
| 805 | |||
| 806 | result.x = v1.x - (v2.x*mag); | ||
| 807 | result.y = v1.y - (v2.y*mag); | ||
| 808 | result.z = v1.z - (v2.z*mag); | ||
| 809 | |||
| 810 | return result; | ||
| 811 | } | ||
| 812 | |||
| 813 | // Orthonormalize provided vectors | ||
| 814 | // Makes vectors normalized and orthogonal to each other | ||
| 815 | // Gram-Schmidt function implementation | ||
| 816 | RMAPI void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2) | ||
| 817 | { | ||
| 818 | float length = 0.0f; | ||
| 819 | float ilength = 0.0f; | ||
| 820 | |||
| 821 | // Vector3Normalize(*v1); | ||
| 822 | Vector3 v = *v1; | ||
| 823 | length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); | ||
| 824 | if (length == 0.0f) length = 1.0f; | ||
| 825 | ilength = 1.0f/length; | ||
| 826 | v1->x *= ilength; | ||
| 827 | v1->y *= ilength; | ||
| 828 | v1->z *= ilength; | ||
| 829 | |||
| 830 | // Vector3CrossProduct(*v1, *v2) | ||
| 831 | Vector3 vn1 = { v1->y*v2->z - v1->z*v2->y, v1->z*v2->x - v1->x*v2->z, v1->x*v2->y - v1->y*v2->x }; | ||
| 832 | |||
| 833 | // Vector3Normalize(vn1); | ||
| 834 | v = vn1; | ||
| 835 | length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); | ||
| 836 | if (length == 0.0f) length = 1.0f; | ||
| 837 | ilength = 1.0f/length; | ||
| 838 | vn1.x *= ilength; | ||
| 839 | vn1.y *= ilength; | ||
| 840 | vn1.z *= ilength; | ||
| 841 | |||
| 842 | // Vector3CrossProduct(vn1, *v1) | ||
| 843 | Vector3 vn2 = { vn1.y*v1->z - vn1.z*v1->y, vn1.z*v1->x - vn1.x*v1->z, vn1.x*v1->y - vn1.y*v1->x }; | ||
| 844 | |||
| 845 | *v2 = vn2; | ||
| 846 | } | ||
| 847 | |||
| 848 | // Transforms a Vector3 by a given Matrix | ||
| 849 | RMAPI Vector3 Vector3Transform(Vector3 v, Matrix mat) | ||
| 850 | { | ||
| 851 | Vector3 result = { 0 }; | ||
| 852 | |||
| 853 | float x = v.x; | ||
| 854 | float y = v.y; | ||
| 855 | float z = v.z; | ||
| 856 | |||
| 857 | result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12; | ||
| 858 | result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13; | ||
| 859 | result.z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14; | ||
| 860 | |||
| 861 | return result; | ||
| 862 | } | ||
| 863 | |||
| 864 | // Transform a vector by quaternion rotation | ||
| 865 | RMAPI Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q) | ||
| 866 | { | ||
| 867 | Vector3 result = { 0 }; | ||
| 868 | |||
| 869 | result.x = v.x*(q.x*q.x + q.w*q.w - q.y*q.y - q.z*q.z) + v.y*(2*q.x*q.y - 2*q.w*q.z) + v.z*(2*q.x*q.z + 2*q.w*q.y); | ||
| 870 | result.y = v.x*(2*q.w*q.z + 2*q.x*q.y) + v.y*(q.w*q.w - q.x*q.x + q.y*q.y - q.z*q.z) + v.z*(-2*q.w*q.x + 2*q.y*q.z); | ||
| 871 | result.z = v.x*(-2*q.w*q.y + 2*q.x*q.z) + v.y*(2*q.w*q.x + 2*q.y*q.z)+ v.z*(q.w*q.w - q.x*q.x - q.y*q.y + q.z*q.z); | ||
| 872 | |||
| 873 | return result; | ||
| 874 | } | ||
| 875 | |||
| 876 | // Rotates a vector around an axis | ||
| 877 | RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle) | ||
| 878 | { | ||
| 879 | // Using Euler-Rodrigues Formula | ||
| 880 | // Ref.: https://en.wikipedia.org/w/index.php?title=Euler%E2%80%93Rodrigues_formula | ||
| 881 | |||
| 882 | Vector3 result = v; | ||
| 883 | |||
| 884 | // Vector3Normalize(axis); | ||
| 885 | float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z); | ||
| 886 | if (length == 0.0f) length = 1.0f; | ||
| 887 | float ilength = 1.0f/length; | ||
| 888 | axis.x *= ilength; | ||
| 889 | axis.y *= ilength; | ||
| 890 | axis.z *= ilength; | ||
| 891 | |||
| 892 | angle /= 2.0f; | ||
| 893 | float a = sinf(angle); | ||
| 894 | float b = axis.x*a; | ||
| 895 | float c = axis.y*a; | ||
| 896 | float d = axis.z*a; | ||
| 897 | a = cosf(angle); | ||
| 898 | Vector3 w = { b, c, d }; | ||
| 899 | |||
| 900 | // Vector3CrossProduct(w, v) | ||
| 901 | Vector3 wv = { w.y*v.z - w.z*v.y, w.z*v.x - w.x*v.z, w.x*v.y - w.y*v.x }; | ||
| 902 | |||
| 903 | // Vector3CrossProduct(w, wv) | ||
| 904 | Vector3 wwv = { w.y*wv.z - w.z*wv.y, w.z*wv.x - w.x*wv.z, w.x*wv.y - w.y*wv.x }; | ||
| 905 | |||
| 906 | // Vector3Scale(wv, 2*a) | ||
| 907 | a *= 2; | ||
| 908 | wv.x *= a; | ||
| 909 | wv.y *= a; | ||
| 910 | wv.z *= a; | ||
| 911 | |||
| 912 | // Vector3Scale(wwv, 2) | ||
| 913 | wwv.x *= 2; | ||
| 914 | wwv.y *= 2; | ||
| 915 | wwv.z *= 2; | ||
| 916 | |||
| 917 | result.x += wv.x; | ||
| 918 | result.y += wv.y; | ||
| 919 | result.z += wv.z; | ||
| 920 | |||
| 921 | result.x += wwv.x; | ||
| 922 | result.y += wwv.y; | ||
| 923 | result.z += wwv.z; | ||
| 924 | |||
| 925 | return result; | ||
| 926 | } | ||
| 927 | |||
| 928 | // Move Vector towards target | ||
| 929 | RMAPI Vector3 Vector3MoveTowards(Vector3 v, Vector3 target, float maxDistance) | ||
| 930 | { | ||
| 931 | Vector3 result = { 0 }; | ||
| 932 | |||
| 933 | float dx = target.x - v.x; | ||
| 934 | float dy = target.y - v.y; | ||
| 935 | float dz = target.z - v.z; | ||
| 936 | float value = (dx*dx) + (dy*dy) + (dz*dz); | ||
| 937 | |||
| 938 | if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target; | ||
| 939 | |||
| 940 | float dist = sqrtf(value); | ||
| 941 | |||
| 942 | result.x = v.x + dx/dist*maxDistance; | ||
| 943 | result.y = v.y + dy/dist*maxDistance; | ||
| 944 | result.z = v.z + dz/dist*maxDistance; | ||
| 945 | |||
| 946 | return result; | ||
| 947 | } | ||
| 948 | |||
| 949 | // Calculate linear interpolation between two vectors | ||
| 950 | RMAPI Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount) | ||
| 951 | { | ||
| 952 | Vector3 result = { 0 }; | ||
| 953 | |||
| 954 | result.x = v1.x + amount*(v2.x - v1.x); | ||
| 955 | result.y = v1.y + amount*(v2.y - v1.y); | ||
| 956 | result.z = v1.z + amount*(v2.z - v1.z); | ||
| 957 | |||
| 958 | return result; | ||
| 959 | } | ||
| 960 | |||
| 961 | // Calculate cubic hermite interpolation between two vectors and their tangents | ||
| 962 | // as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic | ||
| 963 | RMAPI Vector3 Vector3CubicHermite(Vector3 v1, Vector3 tangent1, Vector3 v2, Vector3 tangent2, float amount) | ||
| 964 | { | ||
| 965 | Vector3 result = { 0 }; | ||
| 966 | |||
| 967 | float amountPow2 = amount*amount; | ||
| 968 | float amountPow3 = amount*amount*amount; | ||
| 969 | |||
| 970 | result.x = (2*amountPow3 - 3*amountPow2 + 1)*v1.x + (amountPow3 - 2*amountPow2 + amount)*tangent1.x + (-2*amountPow3 + 3*amountPow2)*v2.x + (amountPow3 - amountPow2)*tangent2.x; | ||
| 971 | result.y = (2*amountPow3 - 3*amountPow2 + 1)*v1.y + (amountPow3 - 2*amountPow2 + amount)*tangent1.y + (-2*amountPow3 + 3*amountPow2)*v2.y + (amountPow3 - amountPow2)*tangent2.y; | ||
| 972 | result.z = (2*amountPow3 - 3*amountPow2 + 1)*v1.z + (amountPow3 - 2*amountPow2 + amount)*tangent1.z + (-2*amountPow3 + 3*amountPow2)*v2.z + (amountPow3 - amountPow2)*tangent2.z; | ||
| 973 | |||
| 974 | return result; | ||
| 975 | } | ||
| 976 | |||
| 977 | // Calculate reflected vector to normal | ||
| 978 | RMAPI Vector3 Vector3Reflect(Vector3 v, Vector3 normal) | ||
| 979 | { | ||
| 980 | Vector3 result = { 0 }; | ||
| 981 | |||
| 982 | // I is the original vector | ||
| 983 | // N is the normal of the incident plane | ||
| 984 | // R = I - (2*N*(DotProduct[I, N])) | ||
| 985 | |||
| 986 | float dotProduct = (v.x*normal.x + v.y*normal.y + v.z*normal.z); | ||
| 987 | |||
| 988 | result.x = v.x - (2.0f*normal.x)*dotProduct; | ||
| 989 | result.y = v.y - (2.0f*normal.y)*dotProduct; | ||
| 990 | result.z = v.z - (2.0f*normal.z)*dotProduct; | ||
| 991 | |||
| 992 | return result; | ||
| 993 | } | ||
| 994 | |||
| 995 | // Get min value for each pair of components | ||
| 996 | RMAPI Vector3 Vector3Min(Vector3 v1, Vector3 v2) | ||
| 997 | { | ||
| 998 | Vector3 result = { 0 }; | ||
| 999 | |||
| 1000 | result.x = fminf(v1.x, v2.x); | ||
| 1001 | result.y = fminf(v1.y, v2.y); | ||
| 1002 | result.z = fminf(v1.z, v2.z); | ||
| 1003 | |||
| 1004 | return result; | ||
| 1005 | } | ||
| 1006 | |||
| 1007 | // Get max value for each pair of components | ||
| 1008 | RMAPI Vector3 Vector3Max(Vector3 v1, Vector3 v2) | ||
| 1009 | { | ||
| 1010 | Vector3 result = { 0 }; | ||
| 1011 | |||
| 1012 | result.x = fmaxf(v1.x, v2.x); | ||
| 1013 | result.y = fmaxf(v1.y, v2.y); | ||
| 1014 | result.z = fmaxf(v1.z, v2.z); | ||
| 1015 | |||
| 1016 | return result; | ||
| 1017 | } | ||
| 1018 | |||
| 1019 | // Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c) | ||
| 1020 | // NOTE: Assumes P is on the plane of the triangle | ||
| 1021 | RMAPI Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c) | ||
| 1022 | { | ||
| 1023 | Vector3 result = { 0 }; | ||
| 1024 | |||
| 1025 | Vector3 v0 = { b.x - a.x, b.y - a.y, b.z - a.z }; // Vector3Subtract(b, a) | ||
| 1026 | Vector3 v1 = { c.x - a.x, c.y - a.y, c.z - a.z }; // Vector3Subtract(c, a) | ||
| 1027 | Vector3 v2 = { p.x - a.x, p.y - a.y, p.z - a.z }; // Vector3Subtract(p, a) | ||
| 1028 | float d00 = (v0.x*v0.x + v0.y*v0.y + v0.z*v0.z); // Vector3DotProduct(v0, v0) | ||
| 1029 | float d01 = (v0.x*v1.x + v0.y*v1.y + v0.z*v1.z); // Vector3DotProduct(v0, v1) | ||
| 1030 | float d11 = (v1.x*v1.x + v1.y*v1.y + v1.z*v1.z); // Vector3DotProduct(v1, v1) | ||
| 1031 | float d20 = (v2.x*v0.x + v2.y*v0.y + v2.z*v0.z); // Vector3DotProduct(v2, v0) | ||
| 1032 | float d21 = (v2.x*v1.x + v2.y*v1.y + v2.z*v1.z); // Vector3DotProduct(v2, v1) | ||
| 1033 | |||
| 1034 | float denom = d00*d11 - d01*d01; | ||
| 1035 | |||
| 1036 | result.y = (d11*d20 - d01*d21)/denom; | ||
| 1037 | result.z = (d00*d21 - d01*d20)/denom; | ||
| 1038 | result.x = 1.0f - (result.z + result.y); | ||
| 1039 | |||
| 1040 | return result; | ||
| 1041 | } | ||
| 1042 | |||
| 1043 | // Projects a Vector3 from screen space into object space | ||
| 1044 | // NOTE: We are avoiding calling other raymath functions despite available | ||
| 1045 | RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view) | ||
| 1046 | { | ||
| 1047 | Vector3 result = { 0 }; | ||
| 1048 | |||
| 1049 | // Calculate unprojected matrix (multiply view matrix by projection matrix) and invert it | ||
| 1050 | Matrix matViewProj = { // MatrixMultiply(view, projection); | ||
| 1051 | view.m0*projection.m0 + view.m1*projection.m4 + view.m2*projection.m8 + view.m3*projection.m12, | ||
| 1052 | view.m0*projection.m1 + view.m1*projection.m5 + view.m2*projection.m9 + view.m3*projection.m13, | ||
| 1053 | view.m0*projection.m2 + view.m1*projection.m6 + view.m2*projection.m10 + view.m3*projection.m14, | ||
| 1054 | view.m0*projection.m3 + view.m1*projection.m7 + view.m2*projection.m11 + view.m3*projection.m15, | ||
| 1055 | view.m4*projection.m0 + view.m5*projection.m4 + view.m6*projection.m8 + view.m7*projection.m12, | ||
| 1056 | view.m4*projection.m1 + view.m5*projection.m5 + view.m6*projection.m9 + view.m7*projection.m13, | ||
| 1057 | view.m4*projection.m2 + view.m5*projection.m6 + view.m6*projection.m10 + view.m7*projection.m14, | ||
| 1058 | view.m4*projection.m3 + view.m5*projection.m7 + view.m6*projection.m11 + view.m7*projection.m15, | ||
| 1059 | view.m8*projection.m0 + view.m9*projection.m4 + view.m10*projection.m8 + view.m11*projection.m12, | ||
| 1060 | view.m8*projection.m1 + view.m9*projection.m5 + view.m10*projection.m9 + view.m11*projection.m13, | ||
| 1061 | view.m8*projection.m2 + view.m9*projection.m6 + view.m10*projection.m10 + view.m11*projection.m14, | ||
| 1062 | view.m8*projection.m3 + view.m9*projection.m7 + view.m10*projection.m11 + view.m11*projection.m15, | ||
| 1063 | view.m12*projection.m0 + view.m13*projection.m4 + view.m14*projection.m8 + view.m15*projection.m12, | ||
| 1064 | view.m12*projection.m1 + view.m13*projection.m5 + view.m14*projection.m9 + view.m15*projection.m13, | ||
| 1065 | view.m12*projection.m2 + view.m13*projection.m6 + view.m14*projection.m10 + view.m15*projection.m14, | ||
| 1066 | view.m12*projection.m3 + view.m13*projection.m7 + view.m14*projection.m11 + view.m15*projection.m15 }; | ||
| 1067 | |||
| 1068 | // Calculate inverted matrix -> MatrixInvert(matViewProj); | ||
| 1069 | // Cache the matrix values (speed optimization) | ||
| 1070 | float a00 = matViewProj.m0, a01 = matViewProj.m1, a02 = matViewProj.m2, a03 = matViewProj.m3; | ||
| 1071 | float a10 = matViewProj.m4, a11 = matViewProj.m5, a12 = matViewProj.m6, a13 = matViewProj.m7; | ||
| 1072 | float a20 = matViewProj.m8, a21 = matViewProj.m9, a22 = matViewProj.m10, a23 = matViewProj.m11; | ||
| 1073 | float a30 = matViewProj.m12, a31 = matViewProj.m13, a32 = matViewProj.m14, a33 = matViewProj.m15; | ||
| 1074 | |||
| 1075 | float b00 = a00*a11 - a01*a10; | ||
| 1076 | float b01 = a00*a12 - a02*a10; | ||
| 1077 | float b02 = a00*a13 - a03*a10; | ||
| 1078 | float b03 = a01*a12 - a02*a11; | ||
| 1079 | float b04 = a01*a13 - a03*a11; | ||
| 1080 | float b05 = a02*a13 - a03*a12; | ||
| 1081 | float b06 = a20*a31 - a21*a30; | ||
| 1082 | float b07 = a20*a32 - a22*a30; | ||
| 1083 | float b08 = a20*a33 - a23*a30; | ||
| 1084 | float b09 = a21*a32 - a22*a31; | ||
| 1085 | float b10 = a21*a33 - a23*a31; | ||
| 1086 | float b11 = a22*a33 - a23*a32; | ||
| 1087 | |||
| 1088 | // Calculate the invert determinant (inlined to avoid double-caching) | ||
| 1089 | float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06); | ||
| 1090 | |||
| 1091 | Matrix matViewProjInv = { | ||
| 1092 | (a11*b11 - a12*b10 + a13*b09)*invDet, | ||
| 1093 | (-a01*b11 + a02*b10 - a03*b09)*invDet, | ||
| 1094 | (a31*b05 - a32*b04 + a33*b03)*invDet, | ||
| 1095 | (-a21*b05 + a22*b04 - a23*b03)*invDet, | ||
| 1096 | (-a10*b11 + a12*b08 - a13*b07)*invDet, | ||
| 1097 | (a00*b11 - a02*b08 + a03*b07)*invDet, | ||
| 1098 | (-a30*b05 + a32*b02 - a33*b01)*invDet, | ||
| 1099 | (a20*b05 - a22*b02 + a23*b01)*invDet, | ||
| 1100 | (a10*b10 - a11*b08 + a13*b06)*invDet, | ||
| 1101 | (-a00*b10 + a01*b08 - a03*b06)*invDet, | ||
| 1102 | (a30*b04 - a31*b02 + a33*b00)*invDet, | ||
| 1103 | (-a20*b04 + a21*b02 - a23*b00)*invDet, | ||
| 1104 | (-a10*b09 + a11*b07 - a12*b06)*invDet, | ||
| 1105 | (a00*b09 - a01*b07 + a02*b06)*invDet, | ||
| 1106 | (-a30*b03 + a31*b01 - a32*b00)*invDet, | ||
| 1107 | (a20*b03 - a21*b01 + a22*b00)*invDet }; | ||
| 1108 | |||
| 1109 | // Create quaternion from source point | ||
| 1110 | Quaternion quat = { source.x, source.y, source.z, 1.0f }; | ||
| 1111 | |||
| 1112 | // Multiply quat point by unprojecte matrix | ||
| 1113 | Quaternion qtransformed = { // QuaternionTransform(quat, matViewProjInv) | ||
| 1114 | matViewProjInv.m0*quat.x + matViewProjInv.m4*quat.y + matViewProjInv.m8*quat.z + matViewProjInv.m12*quat.w, | ||
| 1115 | matViewProjInv.m1*quat.x + matViewProjInv.m5*quat.y + matViewProjInv.m9*quat.z + matViewProjInv.m13*quat.w, | ||
| 1116 | matViewProjInv.m2*quat.x + matViewProjInv.m6*quat.y + matViewProjInv.m10*quat.z + matViewProjInv.m14*quat.w, | ||
| 1117 | matViewProjInv.m3*quat.x + matViewProjInv.m7*quat.y + matViewProjInv.m11*quat.z + matViewProjInv.m15*quat.w }; | ||
| 1118 | |||
| 1119 | // Normalized world points in vectors | ||
| 1120 | result.x = qtransformed.x/qtransformed.w; | ||
| 1121 | result.y = qtransformed.y/qtransformed.w; | ||
| 1122 | result.z = qtransformed.z/qtransformed.w; | ||
| 1123 | |||
| 1124 | return result; | ||
| 1125 | } | ||
| 1126 | |||
| 1127 | // Get Vector3 as float array | ||
| 1128 | RMAPI float3 Vector3ToFloatV(Vector3 v) | ||
| 1129 | { | ||
| 1130 | float3 buffer = { 0 }; | ||
| 1131 | |||
| 1132 | buffer.v[0] = v.x; | ||
| 1133 | buffer.v[1] = v.y; | ||
| 1134 | buffer.v[2] = v.z; | ||
| 1135 | |||
| 1136 | return buffer; | ||
| 1137 | } | ||
| 1138 | |||
| 1139 | // Invert the given vector | ||
| 1140 | RMAPI Vector3 Vector3Invert(Vector3 v) | ||
| 1141 | { | ||
| 1142 | Vector3 result = { 1.0f/v.x, 1.0f/v.y, 1.0f/v.z }; | ||
| 1143 | |||
| 1144 | return result; | ||
| 1145 | } | ||
| 1146 | |||
| 1147 | // Clamp the components of the vector between | ||
| 1148 | // min and max values specified by the given vectors | ||
| 1149 | RMAPI Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max) | ||
| 1150 | { | ||
| 1151 | Vector3 result = { 0 }; | ||
| 1152 | |||
| 1153 | result.x = fminf(max.x, fmaxf(min.x, v.x)); | ||
| 1154 | result.y = fminf(max.y, fmaxf(min.y, v.y)); | ||
| 1155 | result.z = fminf(max.z, fmaxf(min.z, v.z)); | ||
| 1156 | |||
| 1157 | return result; | ||
| 1158 | } | ||
| 1159 | |||
| 1160 | // Clamp the magnitude of the vector between two values | ||
| 1161 | RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max) | ||
| 1162 | { | ||
| 1163 | Vector3 result = v; | ||
| 1164 | |||
| 1165 | float length = (v.x*v.x) + (v.y*v.y) + (v.z*v.z); | ||
| 1166 | if (length > 0.0f) | ||
| 1167 | { | ||
| 1168 | length = sqrtf(length); | ||
| 1169 | |||
| 1170 | float scale = 1; // By default, 1 as the neutral element. | ||
| 1171 | if (length < min) | ||
| 1172 | { | ||
| 1173 | scale = min/length; | ||
| 1174 | } | ||
| 1175 | else if (length > max) | ||
| 1176 | { | ||
| 1177 | scale = max/length; | ||
| 1178 | } | ||
| 1179 | |||
| 1180 | result.x = v.x*scale; | ||
| 1181 | result.y = v.y*scale; | ||
| 1182 | result.z = v.z*scale; | ||
| 1183 | } | ||
| 1184 | |||
| 1185 | return result; | ||
| 1186 | } | ||
| 1187 | |||
| 1188 | // Check whether two given vectors are almost equal | ||
| 1189 | RMAPI int Vector3Equals(Vector3 p, Vector3 q) | ||
| 1190 | { | ||
| 1191 | #if !defined(EPSILON) | ||
| 1192 | #define EPSILON 0.000001f | ||
| 1193 | #endif | ||
| 1194 | |||
| 1195 | int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && | ||
| 1196 | ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) && | ||
| 1197 | ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))); | ||
| 1198 | |||
| 1199 | return result; | ||
| 1200 | } | ||
| 1201 | |||
| 1202 | // Compute the direction of a refracted ray | ||
| 1203 | // v: normalized direction of the incoming ray | ||
| 1204 | // n: normalized normal vector of the interface of two optical media | ||
| 1205 | // r: ratio of the refractive index of the medium from where the ray comes | ||
| 1206 | // to the refractive index of the medium on the other side of the surface | ||
| 1207 | RMAPI Vector3 Vector3Refract(Vector3 v, Vector3 n, float r) | ||
| 1208 | { | ||
| 1209 | Vector3 result = { 0 }; | ||
| 1210 | |||
| 1211 | float dot = v.x*n.x + v.y*n.y + v.z*n.z; | ||
| 1212 | float d = 1.0f - r*r*(1.0f - dot*dot); | ||
| 1213 | |||
| 1214 | if (d >= 0.0f) | ||
| 1215 | { | ||
| 1216 | d = sqrtf(d); | ||
| 1217 | v.x = r*v.x - (r*dot + d)*n.x; | ||
| 1218 | v.y = r*v.y - (r*dot + d)*n.y; | ||
| 1219 | v.z = r*v.z - (r*dot + d)*n.z; | ||
| 1220 | |||
| 1221 | result = v; | ||
| 1222 | } | ||
| 1223 | |||
| 1224 | return result; | ||
| 1225 | } | ||
| 1226 | |||
| 1227 | |||
| 1228 | //---------------------------------------------------------------------------------- | ||
| 1229 | // Module Functions Definition - Vector4 math | ||
| 1230 | //---------------------------------------------------------------------------------- | ||
| 1231 | |||
| 1232 | RMAPI Vector4 Vector4Zero(void) | ||
| 1233 | { | ||
| 1234 | Vector4 result = { 0.0f, 0.0f, 0.0f, 0.0f }; | ||
| 1235 | return result; | ||
| 1236 | } | ||
| 1237 | |||
| 1238 | RMAPI Vector4 Vector4One(void) | ||
| 1239 | { | ||
| 1240 | Vector4 result = { 1.0f, 1.0f, 1.0f, 1.0f }; | ||
| 1241 | return result; | ||
| 1242 | } | ||
| 1243 | |||
| 1244 | RMAPI Vector4 Vector4Add(Vector4 v1, Vector4 v2) | ||
| 1245 | { | ||
| 1246 | Vector4 result = { | ||
| 1247 | v1.x + v2.x, | ||
| 1248 | v1.y + v2.y, | ||
| 1249 | v1.z + v2.z, | ||
| 1250 | v1.w + v2.w | ||
| 1251 | }; | ||
| 1252 | return result; | ||
| 1253 | } | ||
| 1254 | |||
| 1255 | RMAPI Vector4 Vector4AddValue(Vector4 v, float add) | ||
| 1256 | { | ||
| 1257 | Vector4 result = { | ||
| 1258 | v.x + add, | ||
| 1259 | v.y + add, | ||
| 1260 | v.z + add, | ||
| 1261 | v.w + add | ||
| 1262 | }; | ||
| 1263 | return result; | ||
| 1264 | } | ||
| 1265 | |||
| 1266 | RMAPI Vector4 Vector4Subtract(Vector4 v1, Vector4 v2) | ||
| 1267 | { | ||
| 1268 | Vector4 result = { | ||
| 1269 | v1.x - v2.x, | ||
| 1270 | v1.y - v2.y, | ||
| 1271 | v1.z - v2.z, | ||
| 1272 | v1.w - v2.w | ||
| 1273 | }; | ||
| 1274 | return result; | ||
| 1275 | } | ||
| 1276 | |||
| 1277 | RMAPI Vector4 Vector4SubtractValue(Vector4 v, float add) | ||
| 1278 | { | ||
| 1279 | Vector4 result = { | ||
| 1280 | v.x - add, | ||
| 1281 | v.y - add, | ||
| 1282 | v.z - add, | ||
| 1283 | v.w - add | ||
| 1284 | }; | ||
| 1285 | return result; | ||
| 1286 | } | ||
| 1287 | |||
| 1288 | RMAPI float Vector4Length(Vector4 v) | ||
| 1289 | { | ||
| 1290 | float result = sqrtf((v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w)); | ||
| 1291 | return result; | ||
| 1292 | } | ||
| 1293 | |||
| 1294 | RMAPI float Vector4LengthSqr(Vector4 v) | ||
| 1295 | { | ||
| 1296 | float result = (v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w); | ||
| 1297 | return result; | ||
| 1298 | } | ||
| 1299 | |||
| 1300 | RMAPI float Vector4DotProduct(Vector4 v1, Vector4 v2) | ||
| 1301 | { | ||
| 1302 | float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z + v1.w*v2.w); | ||
| 1303 | return result; | ||
| 1304 | } | ||
| 1305 | |||
| 1306 | // Calculate distance between two vectors | ||
| 1307 | RMAPI float Vector4Distance(Vector4 v1, Vector4 v2) | ||
| 1308 | { | ||
| 1309 | float result = sqrtf( | ||
| 1310 | (v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y) + | ||
| 1311 | (v1.z - v2.z)*(v1.z - v2.z) + (v1.w - v2.w)*(v1.w - v2.w)); | ||
| 1312 | return result; | ||
| 1313 | } | ||
| 1314 | |||
| 1315 | // Calculate square distance between two vectors | ||
| 1316 | RMAPI float Vector4DistanceSqr(Vector4 v1, Vector4 v2) | ||
| 1317 | { | ||
| 1318 | float result = | ||
| 1319 | (v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y) + | ||
| 1320 | (v1.z - v2.z)*(v1.z - v2.z) + (v1.w - v2.w)*(v1.w - v2.w); | ||
| 1321 | |||
| 1322 | return result; | ||
| 1323 | } | ||
| 1324 | |||
| 1325 | RMAPI Vector4 Vector4Scale(Vector4 v, float scale) | ||
| 1326 | { | ||
| 1327 | Vector4 result = { v.x*scale, v.y*scale, v.z*scale, v.w*scale }; | ||
| 1328 | return result; | ||
| 1329 | } | ||
| 1330 | |||
| 1331 | // Multiply vector by vector | ||
| 1332 | RMAPI Vector4 Vector4Multiply(Vector4 v1, Vector4 v2) | ||
| 1333 | { | ||
| 1334 | Vector4 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z, v1.w*v2.w }; | ||
| 1335 | return result; | ||
| 1336 | } | ||
| 1337 | |||
| 1338 | // Negate vector | ||
| 1339 | RMAPI Vector4 Vector4Negate(Vector4 v) | ||
| 1340 | { | ||
| 1341 | Vector4 result = { -v.x, -v.y, -v.z, -v.w }; | ||
| 1342 | return result; | ||
| 1343 | } | ||
| 1344 | |||
| 1345 | // Divide vector by vector | ||
| 1346 | RMAPI Vector4 Vector4Divide(Vector4 v1, Vector4 v2) | ||
| 1347 | { | ||
| 1348 | Vector4 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z, v1.w/v2.w }; | ||
| 1349 | return result; | ||
| 1350 | } | ||
| 1351 | |||
| 1352 | // Normalize provided vector | ||
| 1353 | RMAPI Vector4 Vector4Normalize(Vector4 v) | ||
| 1354 | { | ||
| 1355 | Vector4 result = { 0 }; | ||
| 1356 | float length = sqrtf((v.x*v.x) + (v.y*v.y) + (v.z*v.z) + (v.w*v.w)); | ||
| 1357 | |||
| 1358 | if (length > 0) | ||
| 1359 | { | ||
| 1360 | float ilength = 1.0f/length; | ||
| 1361 | result.x = v.x*ilength; | ||
| 1362 | result.y = v.y*ilength; | ||
| 1363 | result.z = v.z*ilength; | ||
| 1364 | result.w = v.w*ilength; | ||
| 1365 | } | ||
| 1366 | |||
| 1367 | return result; | ||
| 1368 | } | ||
| 1369 | |||
| 1370 | // Get min value for each pair of components | ||
| 1371 | RMAPI Vector4 Vector4Min(Vector4 v1, Vector4 v2) | ||
| 1372 | { | ||
| 1373 | Vector4 result = { 0 }; | ||
| 1374 | |||
| 1375 | result.x = fminf(v1.x, v2.x); | ||
| 1376 | result.y = fminf(v1.y, v2.y); | ||
| 1377 | result.z = fminf(v1.z, v2.z); | ||
| 1378 | result.w = fminf(v1.w, v2.w); | ||
| 1379 | |||
| 1380 | return result; | ||
| 1381 | } | ||
| 1382 | |||
| 1383 | // Get max value for each pair of components | ||
| 1384 | RMAPI Vector4 Vector4Max(Vector4 v1, Vector4 v2) | ||
| 1385 | { | ||
| 1386 | Vector4 result = { 0 }; | ||
| 1387 | |||
| 1388 | result.x = fmaxf(v1.x, v2.x); | ||
| 1389 | result.y = fmaxf(v1.y, v2.y); | ||
| 1390 | result.z = fmaxf(v1.z, v2.z); | ||
| 1391 | result.w = fmaxf(v1.w, v2.w); | ||
| 1392 | |||
| 1393 | return result; | ||
| 1394 | } | ||
| 1395 | |||
| 1396 | // Calculate linear interpolation between two vectors | ||
| 1397 | RMAPI Vector4 Vector4Lerp(Vector4 v1, Vector4 v2, float amount) | ||
| 1398 | { | ||
| 1399 | Vector4 result = { 0 }; | ||
| 1400 | |||
| 1401 | result.x = v1.x + amount*(v2.x - v1.x); | ||
| 1402 | result.y = v1.y + amount*(v2.y - v1.y); | ||
| 1403 | result.z = v1.z + amount*(v2.z - v1.z); | ||
| 1404 | result.w = v1.w + amount*(v2.w - v1.w); | ||
| 1405 | |||
| 1406 | return result; | ||
| 1407 | } | ||
| 1408 | |||
| 1409 | // Move Vector towards target | ||
| 1410 | RMAPI Vector4 Vector4MoveTowards(Vector4 v, Vector4 target, float maxDistance) | ||
| 1411 | { | ||
| 1412 | Vector4 result = { 0 }; | ||
| 1413 | |||
| 1414 | float dx = target.x - v.x; | ||
| 1415 | float dy = target.y - v.y; | ||
| 1416 | float dz = target.z - v.z; | ||
| 1417 | float dw = target.w - v.w; | ||
| 1418 | float value = (dx*dx) + (dy*dy) + (dz*dz) + (dw*dw); | ||
| 1419 | |||
| 1420 | if ((value == 0) || ((maxDistance >= 0) && (value <= maxDistance*maxDistance))) return target; | ||
| 1421 | |||
| 1422 | float dist = sqrtf(value); | ||
| 1423 | |||
| 1424 | result.x = v.x + dx/dist*maxDistance; | ||
| 1425 | result.y = v.y + dy/dist*maxDistance; | ||
| 1426 | result.z = v.z + dz/dist*maxDistance; | ||
| 1427 | result.w = v.w + dw/dist*maxDistance; | ||
| 1428 | |||
| 1429 | return result; | ||
| 1430 | } | ||
| 1431 | |||
| 1432 | // Invert the given vector | ||
| 1433 | RMAPI Vector4 Vector4Invert(Vector4 v) | ||
| 1434 | { | ||
| 1435 | Vector4 result = { 1.0f/v.x, 1.0f/v.y, 1.0f/v.z, 1.0f/v.w }; | ||
| 1436 | return result; | ||
| 1437 | } | ||
| 1438 | |||
| 1439 | // Check whether two given vectors are almost equal | ||
| 1440 | RMAPI int Vector4Equals(Vector4 p, Vector4 q) | ||
| 1441 | { | ||
| 1442 | #if !defined(EPSILON) | ||
| 1443 | #define EPSILON 0.000001f | ||
| 1444 | #endif | ||
| 1445 | |||
| 1446 | int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && | ||
| 1447 | ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) && | ||
| 1448 | ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) && | ||
| 1449 | ((fabsf(p.w - q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w))))); | ||
| 1450 | return result; | ||
| 1451 | } | ||
| 1452 | |||
| 1453 | |||
| 1454 | //---------------------------------------------------------------------------------- | ||
| 1455 | // Module Functions Definition - Matrix math | ||
| 1456 | //---------------------------------------------------------------------------------- | ||
| 1457 | |||
| 1458 | // Compute matrix determinant | ||
| 1459 | RMAPI float MatrixDeterminant(Matrix mat) | ||
| 1460 | { | ||
| 1461 | float result = 0.0f; | ||
| 1462 | |||
| 1463 | // Cache the matrix values (speed optimization) | ||
| 1464 | float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; | ||
| 1465 | float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; | ||
| 1466 | float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; | ||
| 1467 | float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; | ||
| 1468 | |||
| 1469 | result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 + | ||
| 1470 | a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 + | ||
| 1471 | a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 + | ||
| 1472 | a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 + | ||
| 1473 | a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 + | ||
| 1474 | a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33; | ||
| 1475 | |||
| 1476 | return result; | ||
| 1477 | } | ||
| 1478 | |||
| 1479 | // Get the trace of the matrix (sum of the values along the diagonal) | ||
| 1480 | RMAPI float MatrixTrace(Matrix mat) | ||
| 1481 | { | ||
| 1482 | float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15); | ||
| 1483 | |||
| 1484 | return result; | ||
| 1485 | } | ||
| 1486 | |||
| 1487 | // Transposes provided matrix | ||
| 1488 | RMAPI Matrix MatrixTranspose(Matrix mat) | ||
| 1489 | { | ||
| 1490 | Matrix result = { 0 }; | ||
| 1491 | |||
| 1492 | result.m0 = mat.m0; | ||
| 1493 | result.m1 = mat.m4; | ||
| 1494 | result.m2 = mat.m8; | ||
| 1495 | result.m3 = mat.m12; | ||
| 1496 | result.m4 = mat.m1; | ||
| 1497 | result.m5 = mat.m5; | ||
| 1498 | result.m6 = mat.m9; | ||
| 1499 | result.m7 = mat.m13; | ||
| 1500 | result.m8 = mat.m2; | ||
| 1501 | result.m9 = mat.m6; | ||
| 1502 | result.m10 = mat.m10; | ||
| 1503 | result.m11 = mat.m14; | ||
| 1504 | result.m12 = mat.m3; | ||
| 1505 | result.m13 = mat.m7; | ||
| 1506 | result.m14 = mat.m11; | ||
| 1507 | result.m15 = mat.m15; | ||
| 1508 | |||
| 1509 | return result; | ||
| 1510 | } | ||
| 1511 | |||
| 1512 | // Invert provided matrix | ||
| 1513 | RMAPI Matrix MatrixInvert(Matrix mat) | ||
| 1514 | { | ||
| 1515 | Matrix result = { 0 }; | ||
| 1516 | |||
| 1517 | // Cache the matrix values (speed optimization) | ||
| 1518 | float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3; | ||
| 1519 | float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7; | ||
| 1520 | float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11; | ||
| 1521 | float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15; | ||
| 1522 | |||
| 1523 | float b00 = a00*a11 - a01*a10; | ||
| 1524 | float b01 = a00*a12 - a02*a10; | ||
| 1525 | float b02 = a00*a13 - a03*a10; | ||
| 1526 | float b03 = a01*a12 - a02*a11; | ||
| 1527 | float b04 = a01*a13 - a03*a11; | ||
| 1528 | float b05 = a02*a13 - a03*a12; | ||
| 1529 | float b06 = a20*a31 - a21*a30; | ||
| 1530 | float b07 = a20*a32 - a22*a30; | ||
| 1531 | float b08 = a20*a33 - a23*a30; | ||
| 1532 | float b09 = a21*a32 - a22*a31; | ||
| 1533 | float b10 = a21*a33 - a23*a31; | ||
| 1534 | float b11 = a22*a33 - a23*a32; | ||
| 1535 | |||
| 1536 | // Calculate the invert determinant (inlined to avoid double-caching) | ||
| 1537 | float invDet = 1.0f/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06); | ||
| 1538 | |||
| 1539 | result.m0 = (a11*b11 - a12*b10 + a13*b09)*invDet; | ||
| 1540 | result.m1 = (-a01*b11 + a02*b10 - a03*b09)*invDet; | ||
| 1541 | result.m2 = (a31*b05 - a32*b04 + a33*b03)*invDet; | ||
| 1542 | result.m3 = (-a21*b05 + a22*b04 - a23*b03)*invDet; | ||
| 1543 | result.m4 = (-a10*b11 + a12*b08 - a13*b07)*invDet; | ||
| 1544 | result.m5 = (a00*b11 - a02*b08 + a03*b07)*invDet; | ||
| 1545 | result.m6 = (-a30*b05 + a32*b02 - a33*b01)*invDet; | ||
| 1546 | result.m7 = (a20*b05 - a22*b02 + a23*b01)*invDet; | ||
| 1547 | result.m8 = (a10*b10 - a11*b08 + a13*b06)*invDet; | ||
| 1548 | result.m9 = (-a00*b10 + a01*b08 - a03*b06)*invDet; | ||
| 1549 | result.m10 = (a30*b04 - a31*b02 + a33*b00)*invDet; | ||
| 1550 | result.m11 = (-a20*b04 + a21*b02 - a23*b00)*invDet; | ||
| 1551 | result.m12 = (-a10*b09 + a11*b07 - a12*b06)*invDet; | ||
| 1552 | result.m13 = (a00*b09 - a01*b07 + a02*b06)*invDet; | ||
| 1553 | result.m14 = (-a30*b03 + a31*b01 - a32*b00)*invDet; | ||
| 1554 | result.m15 = (a20*b03 - a21*b01 + a22*b00)*invDet; | ||
| 1555 | |||
| 1556 | return result; | ||
| 1557 | } | ||
| 1558 | |||
| 1559 | // Get identity matrix | ||
| 1560 | RMAPI Matrix MatrixIdentity(void) | ||
| 1561 | { | ||
| 1562 | Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, | ||
| 1563 | 0.0f, 1.0f, 0.0f, 0.0f, | ||
| 1564 | 0.0f, 0.0f, 1.0f, 0.0f, | ||
| 1565 | 0.0f, 0.0f, 0.0f, 1.0f }; | ||
| 1566 | |||
| 1567 | return result; | ||
| 1568 | } | ||
| 1569 | |||
| 1570 | // Add two matrices | ||
| 1571 | RMAPI Matrix MatrixAdd(Matrix left, Matrix right) | ||
| 1572 | { | ||
| 1573 | Matrix result = { 0 }; | ||
| 1574 | |||
| 1575 | result.m0 = left.m0 + right.m0; | ||
| 1576 | result.m1 = left.m1 + right.m1; | ||
| 1577 | result.m2 = left.m2 + right.m2; | ||
| 1578 | result.m3 = left.m3 + right.m3; | ||
| 1579 | result.m4 = left.m4 + right.m4; | ||
| 1580 | result.m5 = left.m5 + right.m5; | ||
| 1581 | result.m6 = left.m6 + right.m6; | ||
| 1582 | result.m7 = left.m7 + right.m7; | ||
| 1583 | result.m8 = left.m8 + right.m8; | ||
| 1584 | result.m9 = left.m9 + right.m9; | ||
| 1585 | result.m10 = left.m10 + right.m10; | ||
| 1586 | result.m11 = left.m11 + right.m11; | ||
| 1587 | result.m12 = left.m12 + right.m12; | ||
| 1588 | result.m13 = left.m13 + right.m13; | ||
| 1589 | result.m14 = left.m14 + right.m14; | ||
| 1590 | result.m15 = left.m15 + right.m15; | ||
| 1591 | |||
| 1592 | return result; | ||
| 1593 | } | ||
| 1594 | |||
| 1595 | // Subtract two matrices (left - right) | ||
| 1596 | RMAPI Matrix MatrixSubtract(Matrix left, Matrix right) | ||
| 1597 | { | ||
| 1598 | Matrix result = { 0 }; | ||
| 1599 | |||
| 1600 | result.m0 = left.m0 - right.m0; | ||
| 1601 | result.m1 = left.m1 - right.m1; | ||
| 1602 | result.m2 = left.m2 - right.m2; | ||
| 1603 | result.m3 = left.m3 - right.m3; | ||
| 1604 | result.m4 = left.m4 - right.m4; | ||
| 1605 | result.m5 = left.m5 - right.m5; | ||
| 1606 | result.m6 = left.m6 - right.m6; | ||
| 1607 | result.m7 = left.m7 - right.m7; | ||
| 1608 | result.m8 = left.m8 - right.m8; | ||
| 1609 | result.m9 = left.m9 - right.m9; | ||
| 1610 | result.m10 = left.m10 - right.m10; | ||
| 1611 | result.m11 = left.m11 - right.m11; | ||
| 1612 | result.m12 = left.m12 - right.m12; | ||
| 1613 | result.m13 = left.m13 - right.m13; | ||
| 1614 | result.m14 = left.m14 - right.m14; | ||
| 1615 | result.m15 = left.m15 - right.m15; | ||
| 1616 | |||
| 1617 | return result; | ||
| 1618 | } | ||
| 1619 | |||
| 1620 | // Get two matrix multiplication | ||
| 1621 | // NOTE: When multiplying matrices... the order matters! | ||
| 1622 | RMAPI Matrix MatrixMultiply(Matrix left, Matrix right) | ||
| 1623 | { | ||
| 1624 | Matrix result = { 0 }; | ||
| 1625 | |||
| 1626 | result.m0 = left.m0*right.m0 + left.m1*right.m4 + left.m2*right.m8 + left.m3*right.m12; | ||
| 1627 | result.m1 = left.m0*right.m1 + left.m1*right.m5 + left.m2*right.m9 + left.m3*right.m13; | ||
| 1628 | result.m2 = left.m0*right.m2 + left.m1*right.m6 + left.m2*right.m10 + left.m3*right.m14; | ||
| 1629 | result.m3 = left.m0*right.m3 + left.m1*right.m7 + left.m2*right.m11 + left.m3*right.m15; | ||
| 1630 | result.m4 = left.m4*right.m0 + left.m5*right.m4 + left.m6*right.m8 + left.m7*right.m12; | ||
| 1631 | result.m5 = left.m4*right.m1 + left.m5*right.m5 + left.m6*right.m9 + left.m7*right.m13; | ||
| 1632 | result.m6 = left.m4*right.m2 + left.m5*right.m6 + left.m6*right.m10 + left.m7*right.m14; | ||
| 1633 | result.m7 = left.m4*right.m3 + left.m5*right.m7 + left.m6*right.m11 + left.m7*right.m15; | ||
| 1634 | result.m8 = left.m8*right.m0 + left.m9*right.m4 + left.m10*right.m8 + left.m11*right.m12; | ||
| 1635 | result.m9 = left.m8*right.m1 + left.m9*right.m5 + left.m10*right.m9 + left.m11*right.m13; | ||
| 1636 | result.m10 = left.m8*right.m2 + left.m9*right.m6 + left.m10*right.m10 + left.m11*right.m14; | ||
| 1637 | result.m11 = left.m8*right.m3 + left.m9*right.m7 + left.m10*right.m11 + left.m11*right.m15; | ||
| 1638 | result.m12 = left.m12*right.m0 + left.m13*right.m4 + left.m14*right.m8 + left.m15*right.m12; | ||
| 1639 | result.m13 = left.m12*right.m1 + left.m13*right.m5 + left.m14*right.m9 + left.m15*right.m13; | ||
| 1640 | result.m14 = left.m12*right.m2 + left.m13*right.m6 + left.m14*right.m10 + left.m15*right.m14; | ||
| 1641 | result.m15 = left.m12*right.m3 + left.m13*right.m7 + left.m14*right.m11 + left.m15*right.m15; | ||
| 1642 | |||
| 1643 | return result; | ||
| 1644 | } | ||
| 1645 | |||
| 1646 | // Get translation matrix | ||
| 1647 | RMAPI Matrix MatrixTranslate(float x, float y, float z) | ||
| 1648 | { | ||
| 1649 | Matrix result = { 1.0f, 0.0f, 0.0f, x, | ||
| 1650 | 0.0f, 1.0f, 0.0f, y, | ||
| 1651 | 0.0f, 0.0f, 1.0f, z, | ||
| 1652 | 0.0f, 0.0f, 0.0f, 1.0f }; | ||
| 1653 | |||
| 1654 | return result; | ||
| 1655 | } | ||
| 1656 | |||
| 1657 | // Create rotation matrix from axis and angle | ||
| 1658 | // NOTE: Angle should be provided in radians | ||
| 1659 | RMAPI Matrix MatrixRotate(Vector3 axis, float angle) | ||
| 1660 | { | ||
| 1661 | Matrix result = { 0 }; | ||
| 1662 | |||
| 1663 | float x = axis.x, y = axis.y, z = axis.z; | ||
| 1664 | |||
| 1665 | float lengthSquared = x*x + y*y + z*z; | ||
| 1666 | |||
| 1667 | if ((lengthSquared != 1.0f) && (lengthSquared != 0.0f)) | ||
| 1668 | { | ||
| 1669 | float ilength = 1.0f/sqrtf(lengthSquared); | ||
| 1670 | x *= ilength; | ||
| 1671 | y *= ilength; | ||
| 1672 | z *= ilength; | ||
| 1673 | } | ||
| 1674 | |||
| 1675 | float sinres = sinf(angle); | ||
| 1676 | float cosres = cosf(angle); | ||
| 1677 | float t = 1.0f - cosres; | ||
| 1678 | |||
| 1679 | result.m0 = x*x*t + cosres; | ||
| 1680 | result.m1 = y*x*t + z*sinres; | ||
| 1681 | result.m2 = z*x*t - y*sinres; | ||
| 1682 | result.m3 = 0.0f; | ||
| 1683 | |||
| 1684 | result.m4 = x*y*t - z*sinres; | ||
| 1685 | result.m5 = y*y*t + cosres; | ||
| 1686 | result.m6 = z*y*t + x*sinres; | ||
| 1687 | result.m7 = 0.0f; | ||
| 1688 | |||
| 1689 | result.m8 = x*z*t + y*sinres; | ||
| 1690 | result.m9 = y*z*t - x*sinres; | ||
| 1691 | result.m10 = z*z*t + cosres; | ||
| 1692 | result.m11 = 0.0f; | ||
| 1693 | |||
| 1694 | result.m12 = 0.0f; | ||
| 1695 | result.m13 = 0.0f; | ||
| 1696 | result.m14 = 0.0f; | ||
| 1697 | result.m15 = 1.0f; | ||
| 1698 | |||
| 1699 | return result; | ||
| 1700 | } | ||
| 1701 | |||
| 1702 | // Get x-rotation matrix | ||
| 1703 | // NOTE: Angle must be provided in radians | ||
| 1704 | RMAPI Matrix MatrixRotateX(float angle) | ||
| 1705 | { | ||
| 1706 | Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, | ||
| 1707 | 0.0f, 1.0f, 0.0f, 0.0f, | ||
| 1708 | 0.0f, 0.0f, 1.0f, 0.0f, | ||
| 1709 | 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity() | ||
| 1710 | |||
| 1711 | float cosres = cosf(angle); | ||
| 1712 | float sinres = sinf(angle); | ||
| 1713 | |||
| 1714 | result.m5 = cosres; | ||
| 1715 | result.m6 = sinres; | ||
| 1716 | result.m9 = -sinres; | ||
| 1717 | result.m10 = cosres; | ||
| 1718 | |||
| 1719 | return result; | ||
| 1720 | } | ||
| 1721 | |||
| 1722 | // Get y-rotation matrix | ||
| 1723 | // NOTE: Angle must be provided in radians | ||
| 1724 | RMAPI Matrix MatrixRotateY(float angle) | ||
| 1725 | { | ||
| 1726 | Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, | ||
| 1727 | 0.0f, 1.0f, 0.0f, 0.0f, | ||
| 1728 | 0.0f, 0.0f, 1.0f, 0.0f, | ||
| 1729 | 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity() | ||
| 1730 | |||
| 1731 | float cosres = cosf(angle); | ||
| 1732 | float sinres = sinf(angle); | ||
| 1733 | |||
| 1734 | result.m0 = cosres; | ||
| 1735 | result.m2 = -sinres; | ||
| 1736 | result.m8 = sinres; | ||
| 1737 | result.m10 = cosres; | ||
| 1738 | |||
| 1739 | return result; | ||
| 1740 | } | ||
| 1741 | |||
| 1742 | // Get z-rotation matrix | ||
| 1743 | // NOTE: Angle must be provided in radians | ||
| 1744 | RMAPI Matrix MatrixRotateZ(float angle) | ||
| 1745 | { | ||
| 1746 | Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, | ||
| 1747 | 0.0f, 1.0f, 0.0f, 0.0f, | ||
| 1748 | 0.0f, 0.0f, 1.0f, 0.0f, | ||
| 1749 | 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity() | ||
| 1750 | |||
| 1751 | float cosres = cosf(angle); | ||
| 1752 | float sinres = sinf(angle); | ||
| 1753 | |||
| 1754 | result.m0 = cosres; | ||
| 1755 | result.m1 = sinres; | ||
| 1756 | result.m4 = -sinres; | ||
| 1757 | result.m5 = cosres; | ||
| 1758 | |||
| 1759 | return result; | ||
| 1760 | } | ||
| 1761 | |||
| 1762 | |||
| 1763 | // Get xyz-rotation matrix | ||
| 1764 | // NOTE: Angle must be provided in radians | ||
| 1765 | RMAPI Matrix MatrixRotateXYZ(Vector3 angle) | ||
| 1766 | { | ||
| 1767 | Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, | ||
| 1768 | 0.0f, 1.0f, 0.0f, 0.0f, | ||
| 1769 | 0.0f, 0.0f, 1.0f, 0.0f, | ||
| 1770 | 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity() | ||
| 1771 | |||
| 1772 | float cosz = cosf(-angle.z); | ||
| 1773 | float sinz = sinf(-angle.z); | ||
| 1774 | float cosy = cosf(-angle.y); | ||
| 1775 | float siny = sinf(-angle.y); | ||
| 1776 | float cosx = cosf(-angle.x); | ||
| 1777 | float sinx = sinf(-angle.x); | ||
| 1778 | |||
| 1779 | result.m0 = cosz*cosy; | ||
| 1780 | result.m1 = (cosz*siny*sinx) - (sinz*cosx); | ||
| 1781 | result.m2 = (cosz*siny*cosx) + (sinz*sinx); | ||
| 1782 | |||
| 1783 | result.m4 = sinz*cosy; | ||
| 1784 | result.m5 = (sinz*siny*sinx) + (cosz*cosx); | ||
| 1785 | result.m6 = (sinz*siny*cosx) - (cosz*sinx); | ||
| 1786 | |||
| 1787 | result.m8 = -siny; | ||
| 1788 | result.m9 = cosy*sinx; | ||
| 1789 | result.m10= cosy*cosx; | ||
| 1790 | |||
| 1791 | return result; | ||
| 1792 | } | ||
| 1793 | |||
| 1794 | // Get zyx-rotation matrix | ||
| 1795 | // NOTE: Angle must be provided in radians | ||
| 1796 | RMAPI Matrix MatrixRotateZYX(Vector3 angle) | ||
| 1797 | { | ||
| 1798 | Matrix result = { 0 }; | ||
| 1799 | |||
| 1800 | float cz = cosf(angle.z); | ||
| 1801 | float sz = sinf(angle.z); | ||
| 1802 | float cy = cosf(angle.y); | ||
| 1803 | float sy = sinf(angle.y); | ||
| 1804 | float cx = cosf(angle.x); | ||
| 1805 | float sx = sinf(angle.x); | ||
| 1806 | |||
| 1807 | result.m0 = cz*cy; | ||
| 1808 | result.m4 = cz*sy*sx - cx*sz; | ||
| 1809 | result.m8 = sz*sx + cz*cx*sy; | ||
| 1810 | result.m12 = 0; | ||
| 1811 | |||
| 1812 | result.m1 = cy*sz; | ||
| 1813 | result.m5 = cz*cx + sz*sy*sx; | ||
| 1814 | result.m9 = cx*sz*sy - cz*sx; | ||
| 1815 | result.m13 = 0; | ||
| 1816 | |||
| 1817 | result.m2 = -sy; | ||
| 1818 | result.m6 = cy*sx; | ||
| 1819 | result.m10 = cy*cx; | ||
| 1820 | result.m14 = 0; | ||
| 1821 | |||
| 1822 | result.m3 = 0; | ||
| 1823 | result.m7 = 0; | ||
| 1824 | result.m11 = 0; | ||
| 1825 | result.m15 = 1; | ||
| 1826 | |||
| 1827 | return result; | ||
| 1828 | } | ||
| 1829 | |||
| 1830 | // Get scaling matrix | ||
| 1831 | RMAPI Matrix MatrixScale(float x, float y, float z) | ||
| 1832 | { | ||
| 1833 | Matrix result = { x, 0.0f, 0.0f, 0.0f, | ||
| 1834 | 0.0f, y, 0.0f, 0.0f, | ||
| 1835 | 0.0f, 0.0f, z, 0.0f, | ||
| 1836 | 0.0f, 0.0f, 0.0f, 1.0f }; | ||
| 1837 | |||
| 1838 | return result; | ||
| 1839 | } | ||
| 1840 | |||
| 1841 | // Get perspective projection matrix | ||
| 1842 | RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double nearPlane, double farPlane) | ||
| 1843 | { | ||
| 1844 | Matrix result = { 0 }; | ||
| 1845 | |||
| 1846 | float rl = (float)(right - left); | ||
| 1847 | float tb = (float)(top - bottom); | ||
| 1848 | float fn = (float)(farPlane - nearPlane); | ||
| 1849 | |||
| 1850 | result.m0 = ((float)nearPlane*2.0f)/rl; | ||
| 1851 | result.m1 = 0.0f; | ||
| 1852 | result.m2 = 0.0f; | ||
| 1853 | result.m3 = 0.0f; | ||
| 1854 | |||
| 1855 | result.m4 = 0.0f; | ||
| 1856 | result.m5 = ((float)nearPlane*2.0f)/tb; | ||
| 1857 | result.m6 = 0.0f; | ||
| 1858 | result.m7 = 0.0f; | ||
| 1859 | |||
| 1860 | result.m8 = ((float)right + (float)left)/rl; | ||
| 1861 | result.m9 = ((float)top + (float)bottom)/tb; | ||
| 1862 | result.m10 = -((float)farPlane + (float)nearPlane)/fn; | ||
| 1863 | result.m11 = -1.0f; | ||
| 1864 | |||
| 1865 | result.m12 = 0.0f; | ||
| 1866 | result.m13 = 0.0f; | ||
| 1867 | result.m14 = -((float)farPlane*(float)nearPlane*2.0f)/fn; | ||
| 1868 | result.m15 = 0.0f; | ||
| 1869 | |||
| 1870 | return result; | ||
| 1871 | } | ||
| 1872 | |||
| 1873 | // Get perspective projection matrix | ||
| 1874 | // NOTE: Fovy angle must be provided in radians | ||
| 1875 | RMAPI Matrix MatrixPerspective(double fovY, double aspect, double nearPlane, double farPlane) | ||
| 1876 | { | ||
| 1877 | Matrix result = { 0 }; | ||
| 1878 | |||
| 1879 | double top = nearPlane*tan(fovY*0.5); | ||
| 1880 | double bottom = -top; | ||
| 1881 | double right = top*aspect; | ||
| 1882 | double left = -right; | ||
| 1883 | |||
| 1884 | // MatrixFrustum(-right, right, -top, top, near, far); | ||
| 1885 | float rl = (float)(right - left); | ||
| 1886 | float tb = (float)(top - bottom); | ||
| 1887 | float fn = (float)(farPlane - nearPlane); | ||
| 1888 | |||
| 1889 | result.m0 = ((float)nearPlane*2.0f)/rl; | ||
| 1890 | result.m5 = ((float)nearPlane*2.0f)/tb; | ||
| 1891 | result.m8 = ((float)right + (float)left)/rl; | ||
| 1892 | result.m9 = ((float)top + (float)bottom)/tb; | ||
| 1893 | result.m10 = -((float)farPlane + (float)nearPlane)/fn; | ||
| 1894 | result.m11 = -1.0f; | ||
| 1895 | result.m14 = -((float)farPlane*(float)nearPlane*2.0f)/fn; | ||
| 1896 | |||
| 1897 | return result; | ||
| 1898 | } | ||
| 1899 | |||
| 1900 | // Get orthographic projection matrix | ||
| 1901 | RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, double nearPlane, double farPlane) | ||
| 1902 | { | ||
| 1903 | Matrix result = { 0 }; | ||
| 1904 | |||
| 1905 | float rl = (float)(right - left); | ||
| 1906 | float tb = (float)(top - bottom); | ||
| 1907 | float fn = (float)(farPlane - nearPlane); | ||
| 1908 | |||
| 1909 | result.m0 = 2.0f/rl; | ||
| 1910 | result.m1 = 0.0f; | ||
| 1911 | result.m2 = 0.0f; | ||
| 1912 | result.m3 = 0.0f; | ||
| 1913 | result.m4 = 0.0f; | ||
| 1914 | result.m5 = 2.0f/tb; | ||
| 1915 | result.m6 = 0.0f; | ||
| 1916 | result.m7 = 0.0f; | ||
| 1917 | result.m8 = 0.0f; | ||
| 1918 | result.m9 = 0.0f; | ||
| 1919 | result.m10 = -2.0f/fn; | ||
| 1920 | result.m11 = 0.0f; | ||
| 1921 | result.m12 = -((float)left + (float)right)/rl; | ||
| 1922 | result.m13 = -((float)top + (float)bottom)/tb; | ||
| 1923 | result.m14 = -((float)farPlane + (float)nearPlane)/fn; | ||
| 1924 | result.m15 = 1.0f; | ||
| 1925 | |||
| 1926 | return result; | ||
| 1927 | } | ||
| 1928 | |||
| 1929 | // Get camera look-at matrix (view matrix) | ||
| 1930 | RMAPI Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up) | ||
| 1931 | { | ||
| 1932 | Matrix result = { 0 }; | ||
| 1933 | |||
| 1934 | float length = 0.0f; | ||
| 1935 | float ilength = 0.0f; | ||
| 1936 | |||
| 1937 | // Vector3Subtract(eye, target) | ||
| 1938 | Vector3 vz = { eye.x - target.x, eye.y - target.y, eye.z - target.z }; | ||
| 1939 | |||
| 1940 | // Vector3Normalize(vz) | ||
| 1941 | Vector3 v = vz; | ||
| 1942 | length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); | ||
| 1943 | if (length == 0.0f) length = 1.0f; | ||
| 1944 | ilength = 1.0f/length; | ||
| 1945 | vz.x *= ilength; | ||
| 1946 | vz.y *= ilength; | ||
| 1947 | vz.z *= ilength; | ||
| 1948 | |||
| 1949 | // Vector3CrossProduct(up, vz) | ||
| 1950 | Vector3 vx = { up.y*vz.z - up.z*vz.y, up.z*vz.x - up.x*vz.z, up.x*vz.y - up.y*vz.x }; | ||
| 1951 | |||
| 1952 | // Vector3Normalize(x) | ||
| 1953 | v = vx; | ||
| 1954 | length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); | ||
| 1955 | if (length == 0.0f) length = 1.0f; | ||
| 1956 | ilength = 1.0f/length; | ||
| 1957 | vx.x *= ilength; | ||
| 1958 | vx.y *= ilength; | ||
| 1959 | vx.z *= ilength; | ||
| 1960 | |||
| 1961 | // Vector3CrossProduct(vz, vx) | ||
| 1962 | Vector3 vy = { vz.y*vx.z - vz.z*vx.y, vz.z*vx.x - vz.x*vx.z, vz.x*vx.y - vz.y*vx.x }; | ||
| 1963 | |||
| 1964 | result.m0 = vx.x; | ||
| 1965 | result.m1 = vy.x; | ||
| 1966 | result.m2 = vz.x; | ||
| 1967 | result.m3 = 0.0f; | ||
| 1968 | result.m4 = vx.y; | ||
| 1969 | result.m5 = vy.y; | ||
| 1970 | result.m6 = vz.y; | ||
| 1971 | result.m7 = 0.0f; | ||
| 1972 | result.m8 = vx.z; | ||
| 1973 | result.m9 = vy.z; | ||
| 1974 | result.m10 = vz.z; | ||
| 1975 | result.m11 = 0.0f; | ||
| 1976 | result.m12 = -(vx.x*eye.x + vx.y*eye.y + vx.z*eye.z); // Vector3DotProduct(vx, eye) | ||
| 1977 | result.m13 = -(vy.x*eye.x + vy.y*eye.y + vy.z*eye.z); // Vector3DotProduct(vy, eye) | ||
| 1978 | result.m14 = -(vz.x*eye.x + vz.y*eye.y + vz.z*eye.z); // Vector3DotProduct(vz, eye) | ||
| 1979 | result.m15 = 1.0f; | ||
| 1980 | |||
| 1981 | return result; | ||
| 1982 | } | ||
| 1983 | |||
| 1984 | // Get float array of matrix data | ||
| 1985 | RMAPI float16 MatrixToFloatV(Matrix mat) | ||
| 1986 | { | ||
| 1987 | float16 result = { 0 }; | ||
| 1988 | |||
| 1989 | result.v[0] = mat.m0; | ||
| 1990 | result.v[1] = mat.m1; | ||
| 1991 | result.v[2] = mat.m2; | ||
| 1992 | result.v[3] = mat.m3; | ||
| 1993 | result.v[4] = mat.m4; | ||
| 1994 | result.v[5] = mat.m5; | ||
| 1995 | result.v[6] = mat.m6; | ||
| 1996 | result.v[7] = mat.m7; | ||
| 1997 | result.v[8] = mat.m8; | ||
| 1998 | result.v[9] = mat.m9; | ||
| 1999 | result.v[10] = mat.m10; | ||
| 2000 | result.v[11] = mat.m11; | ||
| 2001 | result.v[12] = mat.m12; | ||
| 2002 | result.v[13] = mat.m13; | ||
| 2003 | result.v[14] = mat.m14; | ||
| 2004 | result.v[15] = mat.m15; | ||
| 2005 | |||
| 2006 | return result; | ||
| 2007 | } | ||
| 2008 | |||
| 2009 | //---------------------------------------------------------------------------------- | ||
| 2010 | // Module Functions Definition - Quaternion math | ||
| 2011 | //---------------------------------------------------------------------------------- | ||
| 2012 | |||
| 2013 | // Add two quaternions | ||
| 2014 | RMAPI Quaternion QuaternionAdd(Quaternion q1, Quaternion q2) | ||
| 2015 | { | ||
| 2016 | Quaternion result = {q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w}; | ||
| 2017 | |||
| 2018 | return result; | ||
| 2019 | } | ||
| 2020 | |||
| 2021 | // Add quaternion and float value | ||
| 2022 | RMAPI Quaternion QuaternionAddValue(Quaternion q, float add) | ||
| 2023 | { | ||
| 2024 | Quaternion result = {q.x + add, q.y + add, q.z + add, q.w + add}; | ||
| 2025 | |||
| 2026 | return result; | ||
| 2027 | } | ||
| 2028 | |||
| 2029 | // Subtract two quaternions | ||
| 2030 | RMAPI Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2) | ||
| 2031 | { | ||
| 2032 | Quaternion result = {q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w}; | ||
| 2033 | |||
| 2034 | return result; | ||
| 2035 | } | ||
| 2036 | |||
| 2037 | // Subtract quaternion and float value | ||
| 2038 | RMAPI Quaternion QuaternionSubtractValue(Quaternion q, float sub) | ||
| 2039 | { | ||
| 2040 | Quaternion result = {q.x - sub, q.y - sub, q.z - sub, q.w - sub}; | ||
| 2041 | |||
| 2042 | return result; | ||
| 2043 | } | ||
| 2044 | |||
| 2045 | // Get identity quaternion | ||
| 2046 | RMAPI Quaternion QuaternionIdentity(void) | ||
| 2047 | { | ||
| 2048 | Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; | ||
| 2049 | |||
| 2050 | return result; | ||
| 2051 | } | ||
| 2052 | |||
| 2053 | // Computes the length of a quaternion | ||
| 2054 | RMAPI float QuaternionLength(Quaternion q) | ||
| 2055 | { | ||
| 2056 | float result = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); | ||
| 2057 | |||
| 2058 | return result; | ||
| 2059 | } | ||
| 2060 | |||
| 2061 | // Normalize provided quaternion | ||
| 2062 | RMAPI Quaternion QuaternionNormalize(Quaternion q) | ||
| 2063 | { | ||
| 2064 | Quaternion result = { 0 }; | ||
| 2065 | |||
| 2066 | float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); | ||
| 2067 | if (length == 0.0f) length = 1.0f; | ||
| 2068 | float ilength = 1.0f/length; | ||
| 2069 | |||
| 2070 | result.x = q.x*ilength; | ||
| 2071 | result.y = q.y*ilength; | ||
| 2072 | result.z = q.z*ilength; | ||
| 2073 | result.w = q.w*ilength; | ||
| 2074 | |||
| 2075 | return result; | ||
| 2076 | } | ||
| 2077 | |||
| 2078 | // Invert provided quaternion | ||
| 2079 | RMAPI Quaternion QuaternionInvert(Quaternion q) | ||
| 2080 | { | ||
| 2081 | Quaternion result = q; | ||
| 2082 | |||
| 2083 | float lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w; | ||
| 2084 | |||
| 2085 | if (lengthSq != 0.0f) | ||
| 2086 | { | ||
| 2087 | float invLength = 1.0f/lengthSq; | ||
| 2088 | |||
| 2089 | result.x *= -invLength; | ||
| 2090 | result.y *= -invLength; | ||
| 2091 | result.z *= -invLength; | ||
| 2092 | result.w *= invLength; | ||
| 2093 | } | ||
| 2094 | |||
| 2095 | return result; | ||
| 2096 | } | ||
| 2097 | |||
| 2098 | // Calculate two quaternion multiplication | ||
| 2099 | RMAPI Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2) | ||
| 2100 | { | ||
| 2101 | Quaternion result = { 0 }; | ||
| 2102 | |||
| 2103 | float qax = q1.x, qay = q1.y, qaz = q1.z, qaw = q1.w; | ||
| 2104 | float qbx = q2.x, qby = q2.y, qbz = q2.z, qbw = q2.w; | ||
| 2105 | |||
| 2106 | result.x = qax*qbw + qaw*qbx + qay*qbz - qaz*qby; | ||
| 2107 | result.y = qay*qbw + qaw*qby + qaz*qbx - qax*qbz; | ||
| 2108 | result.z = qaz*qbw + qaw*qbz + qax*qby - qay*qbx; | ||
| 2109 | result.w = qaw*qbw - qax*qbx - qay*qby - qaz*qbz; | ||
| 2110 | |||
| 2111 | return result; | ||
| 2112 | } | ||
| 2113 | |||
| 2114 | // Scale quaternion by float value | ||
| 2115 | RMAPI Quaternion QuaternionScale(Quaternion q, float mul) | ||
| 2116 | { | ||
| 2117 | Quaternion result = { 0 }; | ||
| 2118 | |||
| 2119 | result.x = q.x*mul; | ||
| 2120 | result.y = q.y*mul; | ||
| 2121 | result.z = q.z*mul; | ||
| 2122 | result.w = q.w*mul; | ||
| 2123 | |||
| 2124 | return result; | ||
| 2125 | } | ||
| 2126 | |||
| 2127 | // Divide two quaternions | ||
| 2128 | RMAPI Quaternion QuaternionDivide(Quaternion q1, Quaternion q2) | ||
| 2129 | { | ||
| 2130 | Quaternion result = { q1.x/q2.x, q1.y/q2.y, q1.z/q2.z, q1.w/q2.w }; | ||
| 2131 | |||
| 2132 | return result; | ||
| 2133 | } | ||
| 2134 | |||
| 2135 | // Calculate linear interpolation between two quaternions | ||
| 2136 | RMAPI Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount) | ||
| 2137 | { | ||
| 2138 | Quaternion result = { 0 }; | ||
| 2139 | |||
| 2140 | result.x = q1.x + amount*(q2.x - q1.x); | ||
| 2141 | result.y = q1.y + amount*(q2.y - q1.y); | ||
| 2142 | result.z = q1.z + amount*(q2.z - q1.z); | ||
| 2143 | result.w = q1.w + amount*(q2.w - q1.w); | ||
| 2144 | |||
| 2145 | return result; | ||
| 2146 | } | ||
| 2147 | |||
| 2148 | // Calculate slerp-optimized interpolation between two quaternions | ||
| 2149 | RMAPI Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount) | ||
| 2150 | { | ||
| 2151 | Quaternion result = { 0 }; | ||
| 2152 | |||
| 2153 | // QuaternionLerp(q1, q2, amount) | ||
| 2154 | result.x = q1.x + amount*(q2.x - q1.x); | ||
| 2155 | result.y = q1.y + amount*(q2.y - q1.y); | ||
| 2156 | result.z = q1.z + amount*(q2.z - q1.z); | ||
| 2157 | result.w = q1.w + amount*(q2.w - q1.w); | ||
| 2158 | |||
| 2159 | // QuaternionNormalize(q); | ||
| 2160 | Quaternion q = result; | ||
| 2161 | float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); | ||
| 2162 | if (length == 0.0f) length = 1.0f; | ||
| 2163 | float ilength = 1.0f/length; | ||
| 2164 | |||
| 2165 | result.x = q.x*ilength; | ||
| 2166 | result.y = q.y*ilength; | ||
| 2167 | result.z = q.z*ilength; | ||
| 2168 | result.w = q.w*ilength; | ||
| 2169 | |||
| 2170 | return result; | ||
| 2171 | } | ||
| 2172 | |||
| 2173 | // Calculates spherical linear interpolation between two quaternions | ||
| 2174 | RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount) | ||
| 2175 | { | ||
| 2176 | Quaternion result = { 0 }; | ||
| 2177 | |||
| 2178 | #if !defined(EPSILON) | ||
| 2179 | #define EPSILON 0.000001f | ||
| 2180 | #endif | ||
| 2181 | |||
| 2182 | float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w; | ||
| 2183 | |||
| 2184 | if (cosHalfTheta < 0) | ||
| 2185 | { | ||
| 2186 | q2.x = -q2.x; q2.y = -q2.y; q2.z = -q2.z; q2.w = -q2.w; | ||
| 2187 | cosHalfTheta = -cosHalfTheta; | ||
| 2188 | } | ||
| 2189 | |||
| 2190 | if (fabsf(cosHalfTheta) >= 1.0f) result = q1; | ||
| 2191 | else if (cosHalfTheta > 0.95f) result = QuaternionNlerp(q1, q2, amount); | ||
| 2192 | else | ||
| 2193 | { | ||
| 2194 | float halfTheta = acosf(cosHalfTheta); | ||
| 2195 | float sinHalfTheta = sqrtf(1.0f - cosHalfTheta*cosHalfTheta); | ||
| 2196 | |||
| 2197 | if (fabsf(sinHalfTheta) < EPSILON) | ||
| 2198 | { | ||
| 2199 | result.x = (q1.x*0.5f + q2.x*0.5f); | ||
| 2200 | result.y = (q1.y*0.5f + q2.y*0.5f); | ||
| 2201 | result.z = (q1.z*0.5f + q2.z*0.5f); | ||
| 2202 | result.w = (q1.w*0.5f + q2.w*0.5f); | ||
| 2203 | } | ||
| 2204 | else | ||
| 2205 | { | ||
| 2206 | float ratioA = sinf((1 - amount)*halfTheta)/sinHalfTheta; | ||
| 2207 | float ratioB = sinf(amount*halfTheta)/sinHalfTheta; | ||
| 2208 | |||
| 2209 | result.x = (q1.x*ratioA + q2.x*ratioB); | ||
| 2210 | result.y = (q1.y*ratioA + q2.y*ratioB); | ||
| 2211 | result.z = (q1.z*ratioA + q2.z*ratioB); | ||
| 2212 | result.w = (q1.w*ratioA + q2.w*ratioB); | ||
| 2213 | } | ||
| 2214 | } | ||
| 2215 | |||
| 2216 | return result; | ||
| 2217 | } | ||
| 2218 | |||
| 2219 | // Calculate quaternion cubic spline interpolation using Cubic Hermite Spline algorithm | ||
| 2220 | // as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic | ||
| 2221 | RMAPI Quaternion QuaternionCubicHermiteSpline(Quaternion q1, Quaternion outTangent1, Quaternion q2, Quaternion inTangent2, float t) | ||
| 2222 | { | ||
| 2223 | float t2 = t*t; | ||
| 2224 | float t3 = t2*t; | ||
| 2225 | float h00 = 2*t3 - 3*t2 + 1; | ||
| 2226 | float h10 = t3 - 2*t2 + t; | ||
| 2227 | float h01 = -2*t3 + 3*t2; | ||
| 2228 | float h11 = t3 - t2; | ||
| 2229 | |||
| 2230 | Quaternion p0 = QuaternionScale(q1, h00); | ||
| 2231 | Quaternion m0 = QuaternionScale(outTangent1, h10); | ||
| 2232 | Quaternion p1 = QuaternionScale(q2, h01); | ||
| 2233 | Quaternion m1 = QuaternionScale(inTangent2, h11); | ||
| 2234 | |||
| 2235 | Quaternion result = { 0 }; | ||
| 2236 | |||
| 2237 | result = QuaternionAdd(p0, m0); | ||
| 2238 | result = QuaternionAdd(result, p1); | ||
| 2239 | result = QuaternionAdd(result, m1); | ||
| 2240 | result = QuaternionNormalize(result); | ||
| 2241 | |||
| 2242 | return result; | ||
| 2243 | } | ||
| 2244 | |||
| 2245 | // Calculate quaternion based on the rotation from one vector to another | ||
| 2246 | RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to) | ||
| 2247 | { | ||
| 2248 | Quaternion result = { 0 }; | ||
| 2249 | |||
| 2250 | float cos2Theta = (from.x*to.x + from.y*to.y + from.z*to.z); // Vector3DotProduct(from, to) | ||
| 2251 | Vector3 cross = { from.y*to.z - from.z*to.y, from.z*to.x - from.x*to.z, from.x*to.y - from.y*to.x }; // Vector3CrossProduct(from, to) | ||
| 2252 | |||
| 2253 | result.x = cross.x; | ||
| 2254 | result.y = cross.y; | ||
| 2255 | result.z = cross.z; | ||
| 2256 | result.w = 1.0f + cos2Theta; | ||
| 2257 | |||
| 2258 | // QuaternionNormalize(q); | ||
| 2259 | // NOTE: Normalize to essentially nlerp the original and identity to 0.5 | ||
| 2260 | Quaternion q = result; | ||
| 2261 | float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); | ||
| 2262 | if (length == 0.0f) length = 1.0f; | ||
| 2263 | float ilength = 1.0f/length; | ||
| 2264 | |||
| 2265 | result.x = q.x*ilength; | ||
| 2266 | result.y = q.y*ilength; | ||
| 2267 | result.z = q.z*ilength; | ||
| 2268 | result.w = q.w*ilength; | ||
| 2269 | |||
| 2270 | return result; | ||
| 2271 | } | ||
| 2272 | |||
| 2273 | // Get a quaternion for a given rotation matrix | ||
| 2274 | RMAPI Quaternion QuaternionFromMatrix(Matrix mat) | ||
| 2275 | { | ||
| 2276 | Quaternion result = { 0 }; | ||
| 2277 | |||
| 2278 | float fourWSquaredMinus1 = mat.m0 + mat.m5 + mat.m10; | ||
| 2279 | float fourXSquaredMinus1 = mat.m0 - mat.m5 - mat.m10; | ||
| 2280 | float fourYSquaredMinus1 = mat.m5 - mat.m0 - mat.m10; | ||
| 2281 | float fourZSquaredMinus1 = mat.m10 - mat.m0 - mat.m5; | ||
| 2282 | |||
| 2283 | int biggestIndex = 0; | ||
| 2284 | float fourBiggestSquaredMinus1 = fourWSquaredMinus1; | ||
| 2285 | if (fourXSquaredMinus1 > fourBiggestSquaredMinus1) | ||
| 2286 | { | ||
| 2287 | fourBiggestSquaredMinus1 = fourXSquaredMinus1; | ||
| 2288 | biggestIndex = 1; | ||
| 2289 | } | ||
| 2290 | |||
| 2291 | if (fourYSquaredMinus1 > fourBiggestSquaredMinus1) | ||
| 2292 | { | ||
| 2293 | fourBiggestSquaredMinus1 = fourYSquaredMinus1; | ||
| 2294 | biggestIndex = 2; | ||
| 2295 | } | ||
| 2296 | |||
| 2297 | if (fourZSquaredMinus1 > fourBiggestSquaredMinus1) | ||
| 2298 | { | ||
| 2299 | fourBiggestSquaredMinus1 = fourZSquaredMinus1; | ||
| 2300 | biggestIndex = 3; | ||
| 2301 | } | ||
| 2302 | |||
| 2303 | float biggestVal = sqrtf(fourBiggestSquaredMinus1 + 1.0f)*0.5f; | ||
| 2304 | float mult = 0.25f/biggestVal; | ||
| 2305 | |||
| 2306 | switch (biggestIndex) | ||
| 2307 | { | ||
| 2308 | case 0: | ||
| 2309 | result.w = biggestVal; | ||
| 2310 | result.x = (mat.m6 - mat.m9)*mult; | ||
| 2311 | result.y = (mat.m8 - mat.m2)*mult; | ||
| 2312 | result.z = (mat.m1 - mat.m4)*mult; | ||
| 2313 | break; | ||
| 2314 | case 1: | ||
| 2315 | result.x = biggestVal; | ||
| 2316 | result.w = (mat.m6 - mat.m9)*mult; | ||
| 2317 | result.y = (mat.m1 + mat.m4)*mult; | ||
| 2318 | result.z = (mat.m8 + mat.m2)*mult; | ||
| 2319 | break; | ||
| 2320 | case 2: | ||
| 2321 | result.y = biggestVal; | ||
| 2322 | result.w = (mat.m8 - mat.m2)*mult; | ||
| 2323 | result.x = (mat.m1 + mat.m4)*mult; | ||
| 2324 | result.z = (mat.m6 + mat.m9)*mult; | ||
| 2325 | break; | ||
| 2326 | case 3: | ||
| 2327 | result.z = biggestVal; | ||
| 2328 | result.w = (mat.m1 - mat.m4)*mult; | ||
| 2329 | result.x = (mat.m8 + mat.m2)*mult; | ||
| 2330 | result.y = (mat.m6 + mat.m9)*mult; | ||
| 2331 | break; | ||
| 2332 | } | ||
| 2333 | |||
| 2334 | return result; | ||
| 2335 | } | ||
| 2336 | |||
| 2337 | // Get a matrix for a given quaternion | ||
| 2338 | RMAPI Matrix QuaternionToMatrix(Quaternion q) | ||
| 2339 | { | ||
| 2340 | Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, | ||
| 2341 | 0.0f, 1.0f, 0.0f, 0.0f, | ||
| 2342 | 0.0f, 0.0f, 1.0f, 0.0f, | ||
| 2343 | 0.0f, 0.0f, 0.0f, 1.0f }; // MatrixIdentity() | ||
| 2344 | |||
| 2345 | float a2 = q.x*q.x; | ||
| 2346 | float b2 = q.y*q.y; | ||
| 2347 | float c2 = q.z*q.z; | ||
| 2348 | float ac = q.x*q.z; | ||
| 2349 | float ab = q.x*q.y; | ||
| 2350 | float bc = q.y*q.z; | ||
| 2351 | float ad = q.w*q.x; | ||
| 2352 | float bd = q.w*q.y; | ||
| 2353 | float cd = q.w*q.z; | ||
| 2354 | |||
| 2355 | result.m0 = 1 - 2*(b2 + c2); | ||
| 2356 | result.m1 = 2*(ab + cd); | ||
| 2357 | result.m2 = 2*(ac - bd); | ||
| 2358 | |||
| 2359 | result.m4 = 2*(ab - cd); | ||
| 2360 | result.m5 = 1 - 2*(a2 + c2); | ||
| 2361 | result.m6 = 2*(bc + ad); | ||
| 2362 | |||
| 2363 | result.m8 = 2*(ac + bd); | ||
| 2364 | result.m9 = 2*(bc - ad); | ||
| 2365 | result.m10 = 1 - 2*(a2 + b2); | ||
| 2366 | |||
| 2367 | return result; | ||
| 2368 | } | ||
| 2369 | |||
| 2370 | // Get rotation quaternion for an angle and axis | ||
| 2371 | // NOTE: Angle must be provided in radians | ||
| 2372 | RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle) | ||
| 2373 | { | ||
| 2374 | Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; | ||
| 2375 | |||
| 2376 | float axisLength = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z); | ||
| 2377 | |||
| 2378 | if (axisLength != 0.0f) | ||
| 2379 | { | ||
| 2380 | angle *= 0.5f; | ||
| 2381 | |||
| 2382 | float length = 0.0f; | ||
| 2383 | float ilength = 0.0f; | ||
| 2384 | |||
| 2385 | // Vector3Normalize(axis) | ||
| 2386 | length = axisLength; | ||
| 2387 | if (length == 0.0f) length = 1.0f; | ||
| 2388 | ilength = 1.0f/length; | ||
| 2389 | axis.x *= ilength; | ||
| 2390 | axis.y *= ilength; | ||
| 2391 | axis.z *= ilength; | ||
| 2392 | |||
| 2393 | float sinres = sinf(angle); | ||
| 2394 | float cosres = cosf(angle); | ||
| 2395 | |||
| 2396 | result.x = axis.x*sinres; | ||
| 2397 | result.y = axis.y*sinres; | ||
| 2398 | result.z = axis.z*sinres; | ||
| 2399 | result.w = cosres; | ||
| 2400 | |||
| 2401 | // QuaternionNormalize(q); | ||
| 2402 | Quaternion q = result; | ||
| 2403 | length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); | ||
| 2404 | if (length == 0.0f) length = 1.0f; | ||
| 2405 | ilength = 1.0f/length; | ||
| 2406 | result.x = q.x*ilength; | ||
| 2407 | result.y = q.y*ilength; | ||
| 2408 | result.z = q.z*ilength; | ||
| 2409 | result.w = q.w*ilength; | ||
| 2410 | } | ||
| 2411 | |||
| 2412 | return result; | ||
| 2413 | } | ||
| 2414 | |||
| 2415 | // Get the rotation angle and axis for a given quaternion | ||
| 2416 | RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle) | ||
| 2417 | { | ||
| 2418 | if (fabsf(q.w) > 1.0f) | ||
| 2419 | { | ||
| 2420 | // QuaternionNormalize(q); | ||
| 2421 | float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); | ||
| 2422 | if (length == 0.0f) length = 1.0f; | ||
| 2423 | float ilength = 1.0f/length; | ||
| 2424 | |||
| 2425 | q.x = q.x*ilength; | ||
| 2426 | q.y = q.y*ilength; | ||
| 2427 | q.z = q.z*ilength; | ||
| 2428 | q.w = q.w*ilength; | ||
| 2429 | } | ||
| 2430 | |||
| 2431 | Vector3 resAxis = { 0.0f, 0.0f, 0.0f }; | ||
| 2432 | float resAngle = 2.0f*acosf(q.w); | ||
| 2433 | float den = sqrtf(1.0f - q.w*q.w); | ||
| 2434 | |||
| 2435 | if (den > EPSILON) | ||
| 2436 | { | ||
| 2437 | resAxis.x = q.x/den; | ||
| 2438 | resAxis.y = q.y/den; | ||
| 2439 | resAxis.z = q.z/den; | ||
| 2440 | } | ||
| 2441 | else | ||
| 2442 | { | ||
| 2443 | // This occurs when the angle is zero. | ||
| 2444 | // Not a problem: just set an arbitrary normalized axis. | ||
| 2445 | resAxis.x = 1.0f; | ||
| 2446 | } | ||
| 2447 | |||
| 2448 | *outAxis = resAxis; | ||
| 2449 | *outAngle = resAngle; | ||
| 2450 | } | ||
| 2451 | |||
| 2452 | // Get the quaternion equivalent to Euler angles | ||
| 2453 | // NOTE: Rotation order is ZYX | ||
| 2454 | RMAPI Quaternion QuaternionFromEuler(float pitch, float yaw, float roll) | ||
| 2455 | { | ||
| 2456 | Quaternion result = { 0 }; | ||
| 2457 | |||
| 2458 | float x0 = cosf(pitch*0.5f); | ||
| 2459 | float x1 = sinf(pitch*0.5f); | ||
| 2460 | float y0 = cosf(yaw*0.5f); | ||
| 2461 | float y1 = sinf(yaw*0.5f); | ||
| 2462 | float z0 = cosf(roll*0.5f); | ||
| 2463 | float z1 = sinf(roll*0.5f); | ||
| 2464 | |||
| 2465 | result.x = x1*y0*z0 - x0*y1*z1; | ||
| 2466 | result.y = x0*y1*z0 + x1*y0*z1; | ||
| 2467 | result.z = x0*y0*z1 - x1*y1*z0; | ||
| 2468 | result.w = x0*y0*z0 + x1*y1*z1; | ||
| 2469 | |||
| 2470 | return result; | ||
| 2471 | } | ||
| 2472 | |||
| 2473 | // Get the Euler angles equivalent to quaternion (roll, pitch, yaw) | ||
| 2474 | // NOTE: Angles are returned in a Vector3 struct in radians | ||
| 2475 | RMAPI Vector3 QuaternionToEuler(Quaternion q) | ||
| 2476 | { | ||
| 2477 | Vector3 result = { 0 }; | ||
| 2478 | |||
| 2479 | // Roll (x-axis rotation) | ||
| 2480 | float x0 = 2.0f*(q.w*q.x + q.y*q.z); | ||
| 2481 | float x1 = 1.0f - 2.0f*(q.x*q.x + q.y*q.y); | ||
| 2482 | result.x = atan2f(x0, x1); | ||
| 2483 | |||
| 2484 | // Pitch (y-axis rotation) | ||
| 2485 | float y0 = 2.0f*(q.w*q.y - q.z*q.x); | ||
| 2486 | y0 = y0 > 1.0f ? 1.0f : y0; | ||
| 2487 | y0 = y0 < -1.0f ? -1.0f : y0; | ||
| 2488 | result.y = asinf(y0); | ||
| 2489 | |||
| 2490 | // Yaw (z-axis rotation) | ||
| 2491 | float z0 = 2.0f*(q.w*q.z + q.x*q.y); | ||
| 2492 | float z1 = 1.0f - 2.0f*(q.y*q.y + q.z*q.z); | ||
| 2493 | result.z = atan2f(z0, z1); | ||
| 2494 | |||
| 2495 | return result; | ||
| 2496 | } | ||
| 2497 | |||
| 2498 | // Transform a quaternion given a transformation matrix | ||
| 2499 | RMAPI Quaternion QuaternionTransform(Quaternion q, Matrix mat) | ||
| 2500 | { | ||
| 2501 | Quaternion result = { 0 }; | ||
| 2502 | |||
| 2503 | result.x = mat.m0*q.x + mat.m4*q.y + mat.m8*q.z + mat.m12*q.w; | ||
| 2504 | result.y = mat.m1*q.x + mat.m5*q.y + mat.m9*q.z + mat.m13*q.w; | ||
| 2505 | result.z = mat.m2*q.x + mat.m6*q.y + mat.m10*q.z + mat.m14*q.w; | ||
| 2506 | result.w = mat.m3*q.x + mat.m7*q.y + mat.m11*q.z + mat.m15*q.w; | ||
| 2507 | |||
| 2508 | return result; | ||
| 2509 | } | ||
| 2510 | |||
| 2511 | // Check whether two given quaternions are almost equal | ||
| 2512 | RMAPI int QuaternionEquals(Quaternion p, Quaternion q) | ||
| 2513 | { | ||
| 2514 | #if !defined(EPSILON) | ||
| 2515 | #define EPSILON 0.000001f | ||
| 2516 | #endif | ||
| 2517 | |||
| 2518 | int result = (((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && | ||
| 2519 | ((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) && | ||
| 2520 | ((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) && | ||
| 2521 | ((fabsf(p.w - q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w)))))) || | ||
| 2522 | (((fabsf(p.x + q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) && | ||
| 2523 | ((fabsf(p.y + q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) && | ||
| 2524 | ((fabsf(p.z + q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) && | ||
| 2525 | ((fabsf(p.w + q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w)))))); | ||
| 2526 | |||
| 2527 | return result; | ||
| 2528 | } | ||
| 2529 | |||
| 2530 | // Decompose a transformation matrix into its rotational, translational and scaling components | ||
| 2531 | RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotation, Vector3 *scale) | ||
| 2532 | { | ||
| 2533 | // Extract translation. | ||
| 2534 | translation->x = mat.m12; | ||
| 2535 | translation->y = mat.m13; | ||
| 2536 | translation->z = mat.m14; | ||
| 2537 | |||
| 2538 | // Extract upper-left for determinant computation | ||
| 2539 | const float a = mat.m0; | ||
| 2540 | const float b = mat.m4; | ||
| 2541 | const float c = mat.m8; | ||
| 2542 | const float d = mat.m1; | ||
| 2543 | const float e = mat.m5; | ||
| 2544 | const float f = mat.m9; | ||
| 2545 | const float g = mat.m2; | ||
| 2546 | const float h = mat.m6; | ||
| 2547 | const float i = mat.m10; | ||
| 2548 | const float A = e*i - f*h; | ||
| 2549 | const float B = f*g - d*i; | ||
| 2550 | const float C = d*h - e*g; | ||
| 2551 | |||
| 2552 | // Extract scale | ||
| 2553 | const float det = a*A + b*B + c*C; | ||
| 2554 | Vector3 abc = { a, b, c }; | ||
| 2555 | Vector3 def = { d, e, f }; | ||
| 2556 | Vector3 ghi = { g, h, i }; | ||
| 2557 | |||
| 2558 | float scalex = Vector3Length(abc); | ||
| 2559 | float scaley = Vector3Length(def); | ||
| 2560 | float scalez = Vector3Length(ghi); | ||
| 2561 | Vector3 s = { scalex, scaley, scalez }; | ||
| 2562 | |||
| 2563 | if (det < 0) s = Vector3Negate(s); | ||
| 2564 | |||
| 2565 | *scale = s; | ||
| 2566 | |||
| 2567 | // Remove scale from the matrix if it is not close to zero | ||
| 2568 | Matrix clone = mat; | ||
| 2569 | if (!FloatEquals(det, 0)) | ||
| 2570 | { | ||
| 2571 | clone.m0 /= s.x; | ||
| 2572 | clone.m4 /= s.x; | ||
| 2573 | clone.m8 /= s.x; | ||
| 2574 | clone.m1 /= s.y; | ||
| 2575 | clone.m5 /= s.y; | ||
| 2576 | clone.m9 /= s.y; | ||
| 2577 | clone.m2 /= s.z; | ||
| 2578 | clone.m6 /= s.z; | ||
| 2579 | clone.m10 /= s.z; | ||
| 2580 | |||
| 2581 | // Extract rotation | ||
| 2582 | *rotation = QuaternionFromMatrix(clone); | ||
| 2583 | } | ||
| 2584 | else | ||
| 2585 | { | ||
| 2586 | // Set to identity if close to zero | ||
| 2587 | *rotation = QuaternionIdentity(); | ||
| 2588 | } | ||
| 2589 | } | ||
| 2590 | |||
| 2591 | #if defined(__cplusplus) && !defined(RAYMATH_DISABLE_CPP_OPERATORS) | ||
| 2592 | |||
| 2593 | // Optional C++ math operators | ||
| 2594 | //------------------------------------------------------------------------------- | ||
| 2595 | |||
| 2596 | // Vector2 operators | ||
| 2597 | static constexpr Vector2 Vector2Zeros = { 0, 0 }; | ||
| 2598 | static constexpr Vector2 Vector2Ones = { 1, 1 }; | ||
| 2599 | static constexpr Vector2 Vector2UnitX = { 1, 0 }; | ||
| 2600 | static constexpr Vector2 Vector2UnitY = { 0, 1 }; | ||
| 2601 | |||
| 2602 | inline Vector2 operator + (const Vector2& lhs, const Vector2& rhs) | ||
| 2603 | { | ||
| 2604 | return Vector2Add(lhs, rhs); | ||
| 2605 | } | ||
| 2606 | |||
| 2607 | inline const Vector2& operator += (Vector2& lhs, const Vector2& rhs) | ||
| 2608 | { | ||
| 2609 | lhs = Vector2Add(lhs, rhs); | ||
| 2610 | return lhs; | ||
| 2611 | } | ||
| 2612 | |||
| 2613 | inline Vector2 operator - (const Vector2& lhs, const Vector2& rhs) | ||
| 2614 | { | ||
| 2615 | return Vector2Subtract(lhs, rhs); | ||
| 2616 | } | ||
| 2617 | |||
| 2618 | inline const Vector2& operator -= (Vector2& lhs, const Vector2& rhs) | ||
| 2619 | { | ||
| 2620 | lhs = Vector2Subtract(lhs, rhs); | ||
| 2621 | return lhs; | ||
| 2622 | } | ||
| 2623 | |||
| 2624 | inline Vector2 operator * (const Vector2& lhs, const float& rhs) | ||
| 2625 | { | ||
| 2626 | return Vector2Scale(lhs, rhs); | ||
| 2627 | } | ||
| 2628 | |||
| 2629 | inline const Vector2& operator *= (Vector2& lhs, const float& rhs) | ||
| 2630 | { | ||
| 2631 | lhs = Vector2Scale(lhs, rhs); | ||
| 2632 | return lhs; | ||
| 2633 | } | ||
| 2634 | |||
| 2635 | inline Vector2 operator * (const Vector2& lhs, const Vector2& rhs) | ||
| 2636 | { | ||
| 2637 | return Vector2Multiply(lhs, rhs); | ||
| 2638 | } | ||
| 2639 | |||
| 2640 | inline const Vector2& operator *= (Vector2& lhs, const Vector2& rhs) | ||
| 2641 | { | ||
| 2642 | lhs = Vector2Multiply(lhs, rhs); | ||
| 2643 | return lhs; | ||
| 2644 | } | ||
| 2645 | |||
| 2646 | inline Vector2 operator * (const Vector2& lhs, const Matrix& rhs) | ||
| 2647 | { | ||
| 2648 | return Vector2Transform(lhs, rhs); | ||
| 2649 | } | ||
| 2650 | |||
| 2651 | inline const Vector2& operator -= (Vector2& lhs, const Matrix& rhs) | ||
| 2652 | { | ||
| 2653 | lhs = Vector2Transform(lhs, rhs); | ||
| 2654 | return lhs; | ||
| 2655 | } | ||
| 2656 | |||
| 2657 | inline Vector2 operator / (const Vector2& lhs, const float& rhs) | ||
| 2658 | { | ||
| 2659 | return Vector2Scale(lhs, 1.0f / rhs); | ||
| 2660 | } | ||
| 2661 | |||
| 2662 | inline const Vector2& operator /= (Vector2& lhs, const float& rhs) | ||
| 2663 | { | ||
| 2664 | lhs = Vector2Scale(lhs, rhs); | ||
| 2665 | return lhs; | ||
| 2666 | } | ||
| 2667 | |||
| 2668 | inline Vector2 operator / (const Vector2& lhs, const Vector2& rhs) | ||
| 2669 | { | ||
| 2670 | return Vector2Divide(lhs, rhs); | ||
| 2671 | } | ||
| 2672 | |||
| 2673 | inline const Vector2& operator /= (Vector2& lhs, const Vector2& rhs) | ||
| 2674 | { | ||
| 2675 | lhs = Vector2Divide(lhs, rhs); | ||
| 2676 | return lhs; | ||
| 2677 | } | ||
| 2678 | |||
| 2679 | inline bool operator == (const Vector2& lhs, const Vector2& rhs) | ||
| 2680 | { | ||
| 2681 | return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y); | ||
| 2682 | } | ||
| 2683 | |||
| 2684 | inline bool operator != (const Vector2& lhs, const Vector2& rhs) | ||
| 2685 | { | ||
| 2686 | return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y); | ||
| 2687 | } | ||
| 2688 | |||
| 2689 | // Vector3 operators | ||
| 2690 | static constexpr Vector3 Vector3Zeros = { 0, 0, 0 }; | ||
| 2691 | static constexpr Vector3 Vector3Ones = { 1, 1, 1 }; | ||
| 2692 | static constexpr Vector3 Vector3UnitX = { 1, 0, 0 }; | ||
| 2693 | static constexpr Vector3 Vector3UnitY = { 0, 1, 0 }; | ||
| 2694 | static constexpr Vector3 Vector3UnitZ = { 0, 0, 1 }; | ||
| 2695 | |||
| 2696 | inline Vector3 operator + (const Vector3& lhs, const Vector3& rhs) | ||
| 2697 | { | ||
| 2698 | return Vector3Add(lhs, rhs); | ||
| 2699 | } | ||
| 2700 | |||
| 2701 | inline const Vector3& operator += (Vector3& lhs, const Vector3& rhs) | ||
| 2702 | { | ||
| 2703 | lhs = Vector3Add(lhs, rhs); | ||
| 2704 | return lhs; | ||
| 2705 | } | ||
| 2706 | |||
| 2707 | inline Vector3 operator - (const Vector3& lhs, const Vector3& rhs) | ||
| 2708 | { | ||
| 2709 | return Vector3Subtract(lhs, rhs); | ||
| 2710 | } | ||
| 2711 | |||
| 2712 | inline const Vector3& operator -= (Vector3& lhs, const Vector3& rhs) | ||
| 2713 | { | ||
| 2714 | lhs = Vector3Subtract(lhs, rhs); | ||
| 2715 | return lhs; | ||
| 2716 | } | ||
| 2717 | |||
| 2718 | inline Vector3 operator * (const Vector3& lhs, const float& rhs) | ||
| 2719 | { | ||
| 2720 | return Vector3Scale(lhs, rhs); | ||
| 2721 | } | ||
| 2722 | |||
| 2723 | inline const Vector3& operator *= (Vector3& lhs, const float& rhs) | ||
| 2724 | { | ||
| 2725 | lhs = Vector3Scale(lhs, rhs); | ||
| 2726 | return lhs; | ||
| 2727 | } | ||
| 2728 | |||
| 2729 | inline Vector3 operator * (const Vector3& lhs, const Vector3& rhs) | ||
| 2730 | { | ||
| 2731 | return Vector3Multiply(lhs, rhs); | ||
| 2732 | } | ||
| 2733 | |||
| 2734 | inline const Vector3& operator *= (Vector3& lhs, const Vector3& rhs) | ||
| 2735 | { | ||
| 2736 | lhs = Vector3Multiply(lhs, rhs); | ||
| 2737 | return lhs; | ||
| 2738 | } | ||
| 2739 | |||
| 2740 | inline Vector3 operator * (const Vector3& lhs, const Matrix& rhs) | ||
| 2741 | { | ||
| 2742 | return Vector3Transform(lhs, rhs); | ||
| 2743 | } | ||
| 2744 | |||
| 2745 | inline const Vector3& operator -= (Vector3& lhs, const Matrix& rhs) | ||
| 2746 | { | ||
| 2747 | lhs = Vector3Transform(lhs, rhs); | ||
| 2748 | return lhs; | ||
| 2749 | } | ||
| 2750 | |||
| 2751 | inline Vector3 operator / (const Vector3& lhs, const float& rhs) | ||
| 2752 | { | ||
| 2753 | return Vector3Scale(lhs, 1.0f / rhs); | ||
| 2754 | } | ||
| 2755 | |||
| 2756 | inline const Vector3& operator /= (Vector3& lhs, const float& rhs) | ||
| 2757 | { | ||
| 2758 | lhs = Vector3Scale(lhs, rhs); | ||
| 2759 | return lhs; | ||
| 2760 | } | ||
| 2761 | |||
| 2762 | inline Vector3 operator / (const Vector3& lhs, const Vector3& rhs) | ||
| 2763 | { | ||
| 2764 | return Vector3Divide(lhs, rhs); | ||
| 2765 | } | ||
| 2766 | |||
| 2767 | inline const Vector3& operator /= (Vector3& lhs, const Vector3& rhs) | ||
| 2768 | { | ||
| 2769 | lhs = Vector3Divide(lhs, rhs); | ||
| 2770 | return lhs; | ||
| 2771 | } | ||
| 2772 | |||
| 2773 | inline bool operator == (const Vector3& lhs, const Vector3& rhs) | ||
| 2774 | { | ||
| 2775 | return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z); | ||
| 2776 | } | ||
| 2777 | |||
| 2778 | inline bool operator != (const Vector3& lhs, const Vector3& rhs) | ||
| 2779 | { | ||
| 2780 | return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z); | ||
| 2781 | } | ||
| 2782 | |||
| 2783 | // Vector4 operators | ||
| 2784 | static constexpr Vector4 Vector4Zeros = { 0, 0, 0, 0 }; | ||
| 2785 | static constexpr Vector4 Vector4Ones = { 1, 1, 1, 1 }; | ||
| 2786 | static constexpr Vector4 Vector4UnitX = { 1, 0, 0, 0 }; | ||
| 2787 | static constexpr Vector4 Vector4UnitY = { 0, 1, 0, 0 }; | ||
| 2788 | static constexpr Vector4 Vector4UnitZ = { 0, 0, 1, 0 }; | ||
| 2789 | static constexpr Vector4 Vector4UnitW = { 0, 0, 0, 1 }; | ||
| 2790 | |||
| 2791 | inline Vector4 operator + (const Vector4& lhs, const Vector4& rhs) | ||
| 2792 | { | ||
| 2793 | return Vector4Add(lhs, rhs); | ||
| 2794 | } | ||
| 2795 | |||
| 2796 | inline const Vector4& operator += (Vector4& lhs, const Vector4& rhs) | ||
| 2797 | { | ||
| 2798 | lhs = Vector4Add(lhs, rhs); | ||
| 2799 | return lhs; | ||
| 2800 | } | ||
| 2801 | |||
| 2802 | inline Vector4 operator - (const Vector4& lhs, const Vector4& rhs) | ||
| 2803 | { | ||
| 2804 | return Vector4Subtract(lhs, rhs); | ||
| 2805 | } | ||
| 2806 | |||
| 2807 | inline const Vector4& operator -= (Vector4& lhs, const Vector4& rhs) | ||
| 2808 | { | ||
| 2809 | lhs = Vector4Subtract(lhs, rhs); | ||
| 2810 | return lhs; | ||
| 2811 | } | ||
| 2812 | |||
| 2813 | inline Vector4 operator * (const Vector4& lhs, const float& rhs) | ||
| 2814 | { | ||
| 2815 | return Vector4Scale(lhs, rhs); | ||
| 2816 | } | ||
| 2817 | |||
| 2818 | inline const Vector4& operator *= (Vector4& lhs, const float& rhs) | ||
| 2819 | { | ||
| 2820 | lhs = Vector4Scale(lhs, rhs); | ||
| 2821 | return lhs; | ||
| 2822 | } | ||
| 2823 | |||
| 2824 | inline Vector4 operator * (const Vector4& lhs, const Vector4& rhs) | ||
| 2825 | { | ||
| 2826 | return Vector4Multiply(lhs, rhs); | ||
| 2827 | } | ||
| 2828 | |||
| 2829 | inline const Vector4& operator *= (Vector4& lhs, const Vector4& rhs) | ||
| 2830 | { | ||
| 2831 | lhs = Vector4Multiply(lhs, rhs); | ||
| 2832 | return lhs; | ||
| 2833 | } | ||
| 2834 | |||
| 2835 | inline Vector4 operator / (const Vector4& lhs, const float& rhs) | ||
| 2836 | { | ||
| 2837 | return Vector4Scale(lhs, 1.0f / rhs); | ||
| 2838 | } | ||
| 2839 | |||
| 2840 | inline const Vector4& operator /= (Vector4& lhs, const float& rhs) | ||
| 2841 | { | ||
| 2842 | lhs = Vector4Scale(lhs, rhs); | ||
| 2843 | return lhs; | ||
| 2844 | } | ||
| 2845 | |||
| 2846 | inline Vector4 operator / (const Vector4& lhs, const Vector4& rhs) | ||
| 2847 | { | ||
| 2848 | return Vector4Divide(lhs, rhs); | ||
| 2849 | } | ||
| 2850 | |||
| 2851 | inline const Vector4& operator /= (Vector4& lhs, const Vector4& rhs) | ||
| 2852 | { | ||
| 2853 | lhs = Vector4Divide(lhs, rhs); | ||
| 2854 | return lhs; | ||
| 2855 | } | ||
| 2856 | |||
| 2857 | inline bool operator == (const Vector4& lhs, const Vector4& rhs) | ||
| 2858 | { | ||
| 2859 | return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z) && FloatEquals(lhs.w, rhs.w); | ||
| 2860 | } | ||
| 2861 | |||
| 2862 | inline bool operator != (const Vector4& lhs, const Vector4& rhs) | ||
| 2863 | { | ||
| 2864 | return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z) || !FloatEquals(lhs.w, rhs.w); | ||
| 2865 | } | ||
| 2866 | |||
| 2867 | // Quaternion operators | ||
| 2868 | static constexpr Quaternion QuaternionZeros = { 0, 0, 0, 0 }; | ||
| 2869 | static constexpr Quaternion QuaternionOnes = { 1, 1, 1, 1 }; | ||
| 2870 | static constexpr Quaternion QuaternionUnitX = { 0, 0, 0, 1 }; | ||
| 2871 | |||
| 2872 | inline Quaternion operator + (const Quaternion& lhs, const float& rhs) | ||
| 2873 | { | ||
| 2874 | return QuaternionAddValue(lhs, rhs); | ||
| 2875 | } | ||
| 2876 | |||
| 2877 | inline const Quaternion& operator += (Quaternion& lhs, const float& rhs) | ||
| 2878 | { | ||
| 2879 | lhs = QuaternionAddValue(lhs, rhs); | ||
| 2880 | return lhs; | ||
| 2881 | } | ||
| 2882 | |||
| 2883 | inline Quaternion operator - (const Quaternion& lhs, const float& rhs) | ||
| 2884 | { | ||
| 2885 | return QuaternionSubtractValue(lhs, rhs); | ||
| 2886 | } | ||
| 2887 | |||
| 2888 | inline const Quaternion& operator -= (Quaternion& lhs, const float& rhs) | ||
| 2889 | { | ||
| 2890 | lhs = QuaternionSubtractValue(lhs, rhs); | ||
| 2891 | return lhs; | ||
| 2892 | } | ||
| 2893 | |||
| 2894 | inline Quaternion operator * (const Quaternion& lhs, const Matrix& rhs) | ||
| 2895 | { | ||
| 2896 | return QuaternionTransform(lhs, rhs); | ||
| 2897 | } | ||
| 2898 | |||
| 2899 | inline const Quaternion& operator *= (Quaternion& lhs, const Matrix& rhs) | ||
| 2900 | { | ||
| 2901 | lhs = QuaternionTransform(lhs, rhs); | ||
| 2902 | return lhs; | ||
| 2903 | } | ||
| 2904 | |||
| 2905 | // Matrix operators | ||
| 2906 | inline Matrix operator + (const Matrix& lhs, const Matrix& rhs) | ||
| 2907 | { | ||
| 2908 | return MatrixAdd(lhs, rhs); | ||
| 2909 | } | ||
| 2910 | |||
| 2911 | inline const Matrix& operator += (Matrix& lhs, const Matrix& rhs) | ||
| 2912 | { | ||
| 2913 | lhs = MatrixAdd(lhs, rhs); | ||
| 2914 | return lhs; | ||
| 2915 | } | ||
| 2916 | |||
| 2917 | inline Matrix operator - (const Matrix& lhs, const Matrix& rhs) | ||
| 2918 | { | ||
| 2919 | return MatrixSubtract(lhs, rhs); | ||
| 2920 | } | ||
| 2921 | |||
| 2922 | inline const Matrix& operator -= (Matrix& lhs, const Matrix& rhs) | ||
| 2923 | { | ||
| 2924 | lhs = MatrixSubtract(lhs, rhs); | ||
| 2925 | return lhs; | ||
| 2926 | } | ||
| 2927 | |||
| 2928 | inline Matrix operator * (const Matrix& lhs, const Matrix& rhs) | ||
| 2929 | { | ||
| 2930 | return MatrixMultiply(lhs, rhs); | ||
| 2931 | } | ||
| 2932 | |||
| 2933 | inline const Matrix& operator *= (Matrix& lhs, const Matrix& rhs) | ||
| 2934 | { | ||
| 2935 | lhs = MatrixMultiply(lhs, rhs); | ||
| 2936 | return lhs; | ||
| 2937 | } | ||
| 2938 | //------------------------------------------------------------------------------- | ||
| 2939 | #endif // C++ operators | ||
| 2940 | |||
| 2941 | #endif // RAYMATH_H | ||
