[Renderers/Raylib] Update files for v5.5 release (#109)

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Anthony Carbajal 2024-12-26 01:02:33 -06:00 committed by GitHub
parent 04694b0da2
commit 08033b03cb
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2 changed files with 438 additions and 61 deletions

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@ -1,6 +1,6 @@
/**********************************************************************************************
*
* raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
* raymath v2.0 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
*
* CONVENTIONS:
* - Matrix structure is defined as row-major (memory layout) but parameters naming AND all
@ -12,7 +12,7 @@
* - Functions are always self-contained, no function use another raymath function inside,
* required code is directly re-implemented inside
* - Functions input parameters are always received by value (2 unavoidable exceptions)
* - Functions use always a "result" variable for return
* - Functions use always a "result" variable for return (except C++ operators)
* - Functions are always defined inline
* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
* - No compound literals used to make sure libray is compatible with C++
@ -27,6 +27,8 @@
* Define static inline functions code, so #include header suffices for use.
* This may use up lots of memory.
*
* #define RAYMATH_DISABLE_CPP_OPERATORS
* Disables C++ operator overloads for raymath types.
*
* LICENSE: zlib/libpng
*
@ -2567,7 +2569,13 @@ RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotatio
if (!FloatEquals(det, 0))
{
clone.m0 /= s.x;
clone.m4 /= s.x;
clone.m8 /= s.x;
clone.m1 /= s.y;
clone.m5 /= s.y;
clone.m9 /= s.y;
clone.m2 /= s.z;
clone.m6 /= s.z;
clone.m10 /= s.z;
// Extract rotation
@ -2580,4 +2588,354 @@ RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotatio
}
}
#endif // RAYMATH_H
#if defined(__cplusplus) && !defined(RAYMATH_DISABLE_CPP_OPERATORS)
// Optional C++ math operators
//-------------------------------------------------------------------------------
// Vector2 operators
static constexpr Vector2 Vector2Zeros = { 0, 0 };
static constexpr Vector2 Vector2Ones = { 1, 1 };
static constexpr Vector2 Vector2UnitX = { 1, 0 };
static constexpr Vector2 Vector2UnitY = { 0, 1 };
inline Vector2 operator + (const Vector2& lhs, const Vector2& rhs)
{
return Vector2Add(lhs, rhs);
}
inline const Vector2& operator += (Vector2& lhs, const Vector2& rhs)
{
lhs = Vector2Add(lhs, rhs);
return lhs;
}
inline Vector2 operator - (const Vector2& lhs, const Vector2& rhs)
{
return Vector2Subtract(lhs, rhs);
}
inline const Vector2& operator -= (Vector2& lhs, const Vector2& rhs)
{
lhs = Vector2Subtract(lhs, rhs);
return lhs;
}
inline Vector2 operator * (const Vector2& lhs, const float& rhs)
{
return Vector2Scale(lhs, rhs);
}
inline const Vector2& operator *= (Vector2& lhs, const float& rhs)
{
lhs = Vector2Scale(lhs, rhs);
return lhs;
}
inline Vector2 operator * (const Vector2& lhs, const Vector2& rhs)
{
return Vector2Multiply(lhs, rhs);
}
inline const Vector2& operator *= (Vector2& lhs, const Vector2& rhs)
{
lhs = Vector2Multiply(lhs, rhs);
return lhs;
}
inline Vector2 operator * (const Vector2& lhs, const Matrix& rhs)
{
return Vector2Transform(lhs, rhs);
}
inline const Vector2& operator -= (Vector2& lhs, const Matrix& rhs)
{
lhs = Vector2Transform(lhs, rhs);
return lhs;
}
inline Vector2 operator / (const Vector2& lhs, const float& rhs)
{
return Vector2Scale(lhs, 1.0f / rhs);
}
inline const Vector2& operator /= (Vector2& lhs, const float& rhs)
{
lhs = Vector2Scale(lhs, rhs);
return lhs;
}
inline Vector2 operator / (const Vector2& lhs, const Vector2& rhs)
{
return Vector2Divide(lhs, rhs);
}
inline const Vector2& operator /= (Vector2& lhs, const Vector2& rhs)
{
lhs = Vector2Divide(lhs, rhs);
return lhs;
}
inline bool operator == (const Vector2& lhs, const Vector2& rhs)
{
return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y);
}
inline bool operator != (const Vector2& lhs, const Vector2& rhs)
{
return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y);
}
// Vector3 operators
static constexpr Vector3 Vector3Zeros = { 0, 0, 0 };
static constexpr Vector3 Vector3Ones = { 1, 1, 1 };
static constexpr Vector3 Vector3UnitX = { 1, 0, 0 };
static constexpr Vector3 Vector3UnitY = { 0, 1, 0 };
static constexpr Vector3 Vector3UnitZ = { 0, 0, 1 };
inline Vector3 operator + (const Vector3& lhs, const Vector3& rhs)
{
return Vector3Add(lhs, rhs);
}
inline const Vector3& operator += (Vector3& lhs, const Vector3& rhs)
{
lhs = Vector3Add(lhs, rhs);
return lhs;
}
inline Vector3 operator - (const Vector3& lhs, const Vector3& rhs)
{
return Vector3Subtract(lhs, rhs);
}
inline const Vector3& operator -= (Vector3& lhs, const Vector3& rhs)
{
lhs = Vector3Subtract(lhs, rhs);
return lhs;
}
inline Vector3 operator * (const Vector3& lhs, const float& rhs)
{
return Vector3Scale(lhs, rhs);
}
inline const Vector3& operator *= (Vector3& lhs, const float& rhs)
{
lhs = Vector3Scale(lhs, rhs);
return lhs;
}
inline Vector3 operator * (const Vector3& lhs, const Vector3& rhs)
{
return Vector3Multiply(lhs, rhs);
}
inline const Vector3& operator *= (Vector3& lhs, const Vector3& rhs)
{
lhs = Vector3Multiply(lhs, rhs);
return lhs;
}
inline Vector3 operator * (const Vector3& lhs, const Matrix& rhs)
{
return Vector3Transform(lhs, rhs);
}
inline const Vector3& operator -= (Vector3& lhs, const Matrix& rhs)
{
lhs = Vector3Transform(lhs, rhs);
return lhs;
}
inline Vector3 operator / (const Vector3& lhs, const float& rhs)
{
return Vector3Scale(lhs, 1.0f / rhs);
}
inline const Vector3& operator /= (Vector3& lhs, const float& rhs)
{
lhs = Vector3Scale(lhs, rhs);
return lhs;
}
inline Vector3 operator / (const Vector3& lhs, const Vector3& rhs)
{
return Vector3Divide(lhs, rhs);
}
inline const Vector3& operator /= (Vector3& lhs, const Vector3& rhs)
{
lhs = Vector3Divide(lhs, rhs);
return lhs;
}
inline bool operator == (const Vector3& lhs, const Vector3& rhs)
{
return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z);
}
inline bool operator != (const Vector3& lhs, const Vector3& rhs)
{
return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z);
}
// Vector4 operators
static constexpr Vector4 Vector4Zeros = { 0, 0, 0, 0 };
static constexpr Vector4 Vector4Ones = { 1, 1, 1, 1 };
static constexpr Vector4 Vector4UnitX = { 1, 0, 0, 0 };
static constexpr Vector4 Vector4UnitY = { 0, 1, 0, 0 };
static constexpr Vector4 Vector4UnitZ = { 0, 0, 1, 0 };
static constexpr Vector4 Vector4UnitW = { 0, 0, 0, 1 };
inline Vector4 operator + (const Vector4& lhs, const Vector4& rhs)
{
return Vector4Add(lhs, rhs);
}
inline const Vector4& operator += (Vector4& lhs, const Vector4& rhs)
{
lhs = Vector4Add(lhs, rhs);
return lhs;
}
inline Vector4 operator - (const Vector4& lhs, const Vector4& rhs)
{
return Vector4Subtract(lhs, rhs);
}
inline const Vector4& operator -= (Vector4& lhs, const Vector4& rhs)
{
lhs = Vector4Subtract(lhs, rhs);
return lhs;
}
inline Vector4 operator * (const Vector4& lhs, const float& rhs)
{
return Vector4Scale(lhs, rhs);
}
inline const Vector4& operator *= (Vector4& lhs, const float& rhs)
{
lhs = Vector4Scale(lhs, rhs);
return lhs;
}
inline Vector4 operator * (const Vector4& lhs, const Vector4& rhs)
{
return Vector4Multiply(lhs, rhs);
}
inline const Vector4& operator *= (Vector4& lhs, const Vector4& rhs)
{
lhs = Vector4Multiply(lhs, rhs);
return lhs;
}
inline Vector4 operator / (const Vector4& lhs, const float& rhs)
{
return Vector4Scale(lhs, 1.0f / rhs);
}
inline const Vector4& operator /= (Vector4& lhs, const float& rhs)
{
lhs = Vector4Scale(lhs, rhs);
return lhs;
}
inline Vector4 operator / (const Vector4& lhs, const Vector4& rhs)
{
return Vector4Divide(lhs, rhs);
}
inline const Vector4& operator /= (Vector4& lhs, const Vector4& rhs)
{
lhs = Vector4Divide(lhs, rhs);
return lhs;
}
inline bool operator == (const Vector4& lhs, const Vector4& rhs)
{
return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z) && FloatEquals(lhs.w, rhs.w);
}
inline bool operator != (const Vector4& lhs, const Vector4& rhs)
{
return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z) || !FloatEquals(lhs.w, rhs.w);
}
// Quaternion operators
static constexpr Quaternion QuaternionZeros = { 0, 0, 0, 0 };
static constexpr Quaternion QuaternionOnes = { 1, 1, 1, 1 };
static constexpr Quaternion QuaternionUnitX = { 0, 0, 0, 1 };
inline Quaternion operator + (const Quaternion& lhs, const float& rhs)
{
return QuaternionAddValue(lhs, rhs);
}
inline const Quaternion& operator += (Quaternion& lhs, const float& rhs)
{
lhs = QuaternionAddValue(lhs, rhs);
return lhs;
}
inline Quaternion operator - (const Quaternion& lhs, const float& rhs)
{
return QuaternionSubtractValue(lhs, rhs);
}
inline const Quaternion& operator -= (Quaternion& lhs, const float& rhs)
{
lhs = QuaternionSubtractValue(lhs, rhs);
return lhs;
}
inline Quaternion operator * (const Quaternion& lhs, const Matrix& rhs)
{
return QuaternionTransform(lhs, rhs);
}
inline const Quaternion& operator *= (Quaternion& lhs, const Matrix& rhs)
{
lhs = QuaternionTransform(lhs, rhs);
return lhs;
}
// Matrix operators
inline Matrix operator + (const Matrix& lhs, const Matrix& rhs)
{
return MatrixAdd(lhs, rhs);
}
inline const Matrix& operator += (Matrix& lhs, const Matrix& rhs)
{
lhs = MatrixAdd(lhs, rhs);
return lhs;
}
inline Matrix operator - (const Matrix& lhs, const Matrix& rhs)
{
return MatrixSubtract(lhs, rhs);
}
inline const Matrix& operator -= (Matrix& lhs, const Matrix& rhs)
{
lhs = MatrixSubtract(lhs, rhs);
return lhs;
}
inline Matrix operator * (const Matrix& lhs, const Matrix& rhs)
{
return MatrixMultiply(lhs, rhs);
}
inline const Matrix& operator *= (Matrix& lhs, const Matrix& rhs)
{
lhs = MatrixMultiply(lhs, rhs);
return lhs;
}
//-------------------------------------------------------------------------------
#endif // C++ operators
#endif // RAYMATH_H