diff options
| author | raysan5 <[email protected]> | 2021-10-05 18:33:41 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2021-10-05 18:33:41 +0200 |
| commit | b972b8d324621e7a9df048f0d2d3f3f322f061dc (patch) | |
| tree | a310699162e99e814908b5285c1068d0e4a7dfc8 /src/raymath.h | |
| parent | 9f4a83985325d83d217f4061f84eb4869ae46d48 (diff) | |
| download | raylib-b972b8d324621e7a9df048f0d2d3f3f322f061dc.tar.gz raylib-b972b8d324621e7a9df048f0d2d3f3f322f061dc.zip | |
REVIEWED: API functions specifiers
Diffstat (limited to 'src/raymath.h')
| -rw-r--r-- | src/raymath.h | 228 |
1 files changed, 110 insertions, 118 deletions
diff --git a/src/raymath.h b/src/raymath.h index 67f5b0a4..4b03b519 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -4,11 +4,6 @@ * * CONFIGURATION: * -* #define RAYMATH_IMPLEMENTATION -* Generates the implementation of the library into the included file. -* If not defined, the library is in header only mode and can be included in other headers -* or source files without problems. But only ONE file should hold the implementation. -* * #define RAYMATH_STATIC_INLINE * Define static inline functions code, so #include header suffices for use. * This may use up lots of memory. @@ -47,28 +42,25 @@ #ifndef RAYMATH_H #define RAYMATH_H -#if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_STATIC_INLINE) - #error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_STATIC_INLINE is contradictory" +// Function specifiers definition +#ifndef RMAPI + #define RMAPI extern inline // Functions defined as 'extern inline' by default #endif -#if defined(RAYMATH_IMPLEMENTATION) - #if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED) - #define RMDEF __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll). - #elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED) - #define RMDEF __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll) - #else - #define RMDEF extern inline // Provide external definition - #endif -#elif defined(RAYMATH_STATIC_INLINE) - #define RMDEF static inline // Functions may be inlined, no external out-of-line definition -#else - #if defined(__TINYC__) - #define RMDEF static inline // WARNING: Plain inline not supported by tinycc (See issue #435) - #else - #define RMDEF inline // Functions may be inlined or external definition used +// Function specifiers in case library is build/used as a shared library (Windows) +// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll +#if defined(_WIN32) + #if defined(BUILD_LIBTYPE_SHARED) + #define RMAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll) + #elif defined(USE_LIBTYPE_SHARED) + #define RMAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll) #endif #endif +#if defined(RAYMATH_STATIC_INLINE) + #define RMAPI static inline // Functions may be inlined, no external out-of-line definition +#endif + //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- @@ -160,7 +152,7 @@ typedef struct float16 { //---------------------------------------------------------------------------------- // Clamp float value -RMDEF float Clamp(float value, float min, float max) +RMAPI float Clamp(float value, float min, float max) { float result = (value < min)? min : value; @@ -170,7 +162,7 @@ RMDEF float Clamp(float value, float min, float max) } // Calculate linear interpolation between two floats -RMDEF float Lerp(float start, float end, float amount) +RMAPI float Lerp(float start, float end, float amount) { float result = start + amount*(end - start); @@ -178,7 +170,7 @@ RMDEF float Lerp(float start, float end, float amount) } // Normalize input value within input range -RMDEF float Normalize(float value, float start, float end) +RMAPI float Normalize(float value, float start, float end) { float result = (value - start)/(end - start); @@ -186,7 +178,7 @@ RMDEF float Normalize(float value, float start, float end) } // Remap input value within input range to output range -RMDEF float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd) +RMAPI float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd) { float result =(value - inputStart)/(inputEnd - inputStart)*(outputEnd - outputStart) + outputStart; @@ -198,7 +190,7 @@ RMDEF float Remap(float value, float inputStart, float inputEnd, float outputSta //---------------------------------------------------------------------------------- // Vector with components value 0.0f -RMDEF Vector2 Vector2Zero(void) +RMAPI Vector2 Vector2Zero(void) { Vector2 result = { 0.0f, 0.0f }; @@ -206,7 +198,7 @@ RMDEF Vector2 Vector2Zero(void) } // Vector with components value 1.0f -RMDEF Vector2 Vector2One(void) +RMAPI Vector2 Vector2One(void) { Vector2 result = { 1.0f, 1.0f }; @@ -214,7 +206,7 @@ RMDEF Vector2 Vector2One(void) } // Add two vectors (v1 + v2) -RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2) +RMAPI Vector2 Vector2Add(Vector2 v1, Vector2 v2) { Vector2 result = { v1.x + v2.x, v1.y + v2.y }; @@ -222,7 +214,7 @@ RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2) } // Add vector and float value -RMDEF Vector2 Vector2AddValue(Vector2 v, float add) +RMAPI Vector2 Vector2AddValue(Vector2 v, float add) { Vector2 result = { v.x + add, v.y + add }; @@ -230,7 +222,7 @@ RMDEF Vector2 Vector2AddValue(Vector2 v, float add) } // Subtract two vectors (v1 - v2) -RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2) +RMAPI Vector2 Vector2Subtract(Vector2 v1, Vector2 v2) { Vector2 result = { v1.x - v2.x, v1.y - v2.y }; @@ -238,7 +230,7 @@ RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2) } // Subtract vector by float value -RMDEF Vector2 Vector2SubtractValue(Vector2 v, float sub) +RMAPI Vector2 Vector2SubtractValue(Vector2 v, float sub) { Vector2 result = { v.x - sub, v.y - sub }; @@ -246,7 +238,7 @@ RMDEF Vector2 Vector2SubtractValue(Vector2 v, float sub) } // Calculate vector length -RMDEF float Vector2Length(Vector2 v) +RMAPI float Vector2Length(Vector2 v) { float result = sqrtf((v.x*v.x) + (v.y*v.y)); @@ -254,7 +246,7 @@ RMDEF float Vector2Length(Vector2 v) } // Calculate vector square length -RMDEF float Vector2LengthSqr(Vector2 v) +RMAPI float Vector2LengthSqr(Vector2 v) { float result = (v.x*v.x) + (v.y*v.y); @@ -262,7 +254,7 @@ RMDEF float Vector2LengthSqr(Vector2 v) } // Calculate two vectors dot product -RMDEF float Vector2DotProduct(Vector2 v1, Vector2 v2) +RMAPI float Vector2DotProduct(Vector2 v1, Vector2 v2) { float result = (v1.x*v2.x + v1.y*v2.y); @@ -270,7 +262,7 @@ RMDEF float Vector2DotProduct(Vector2 v1, Vector2 v2) } // Calculate distance between two vectors -RMDEF float Vector2Distance(Vector2 v1, Vector2 v2) +RMAPI float Vector2Distance(Vector2 v1, Vector2 v2) { float result = sqrtf((v1.x - v2.x)*(v1.x - v2.x) + (v1.y - v2.y)*(v1.y - v2.y)); @@ -278,7 +270,7 @@ RMDEF float Vector2Distance(Vector2 v1, Vector2 v2) } // Calculate angle from two vectors in X-axis -RMDEF float Vector2Angle(Vector2 v1, Vector2 v2) +RMAPI float Vector2Angle(Vector2 v1, Vector2 v2) { float result = atan2f(v2.y - v1.y, v2.x - v1.x)*(180.0f/PI); @@ -288,7 +280,7 @@ RMDEF float Vector2Angle(Vector2 v1, Vector2 v2) } // Scale vector (multiply by value) -RMDEF Vector2 Vector2Scale(Vector2 v, float scale) +RMAPI Vector2 Vector2Scale(Vector2 v, float scale) { Vector2 result = { v.x*scale, v.y*scale }; @@ -296,7 +288,7 @@ RMDEF Vector2 Vector2Scale(Vector2 v, float scale) } // Multiply vector by vector -RMDEF Vector2 Vector2Multiply(Vector2 v1, Vector2 v2) +RMAPI Vector2 Vector2Multiply(Vector2 v1, Vector2 v2) { Vector2 result = { v1.x*v2.x, v1.y*v2.y }; @@ -304,7 +296,7 @@ RMDEF Vector2 Vector2Multiply(Vector2 v1, Vector2 v2) } // Negate vector -RMDEF Vector2 Vector2Negate(Vector2 v) +RMAPI Vector2 Vector2Negate(Vector2 v) { Vector2 result = { -v.x, -v.y }; @@ -312,7 +304,7 @@ RMDEF Vector2 Vector2Negate(Vector2 v) } // Divide vector by vector -RMDEF Vector2 Vector2Divide(Vector2 v1, Vector2 v2) +RMAPI Vector2 Vector2Divide(Vector2 v1, Vector2 v2) { Vector2 result = { v1.x/v2.x, v1.y/v2.y }; @@ -320,7 +312,7 @@ RMDEF Vector2 Vector2Divide(Vector2 v1, Vector2 v2) } // Normalize provided vector -RMDEF Vector2 Vector2Normalize(Vector2 v) +RMAPI Vector2 Vector2Normalize(Vector2 v) { Vector2 result = { 0 }; float length = sqrtf((v.x*v.x) + (v.y*v.y)); @@ -335,7 +327,7 @@ RMDEF Vector2 Vector2Normalize(Vector2 v) } // Calculate linear interpolation between two vectors -RMDEF Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount) +RMAPI Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount) { Vector2 result = { 0 }; @@ -346,7 +338,7 @@ RMDEF Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount) } // Calculate reflected vector to normal -RMDEF Vector2 Vector2Reflect(Vector2 v, Vector2 normal) +RMAPI Vector2 Vector2Reflect(Vector2 v, Vector2 normal) { Vector2 result = { 0 }; @@ -359,7 +351,7 @@ RMDEF Vector2 Vector2Reflect(Vector2 v, Vector2 normal) } // Rotate vector by angle -RMDEF Vector2 Vector2Rotate(Vector2 v, float angle) +RMAPI Vector2 Vector2Rotate(Vector2 v, float angle) { Vector2 result = { 0 }; @@ -370,7 +362,7 @@ RMDEF Vector2 Vector2Rotate(Vector2 v, float angle) } // Move Vector towards target -RMDEF Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance) +RMAPI Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance) { Vector2 result = { 0 }; @@ -393,7 +385,7 @@ RMDEF Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance) //---------------------------------------------------------------------------------- // Vector with components value 0.0f -RMDEF Vector3 Vector3Zero(void) +RMAPI Vector3 Vector3Zero(void) { Vector3 result = { 0.0f, 0.0f, 0.0f }; @@ -401,7 +393,7 @@ RMDEF Vector3 Vector3Zero(void) } // Vector with components value 1.0f -RMDEF Vector3 Vector3One(void) +RMAPI Vector3 Vector3One(void) { Vector3 result = { 1.0f, 1.0f, 1.0f }; @@ -409,7 +401,7 @@ RMDEF Vector3 Vector3One(void) } // Add two vectors -RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2) +RMAPI Vector3 Vector3Add(Vector3 v1, Vector3 v2) { Vector3 result = { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z }; @@ -417,7 +409,7 @@ RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2) } // Add vector and float value -RMDEF Vector3 Vector3AddValue(Vector3 v, float add) +RMAPI Vector3 Vector3AddValue(Vector3 v, float add) { Vector3 result = { v.x + add, v.y + add, v.z + add }; @@ -425,7 +417,7 @@ RMDEF Vector3 Vector3AddValue(Vector3 v, float add) } // Subtract two vectors -RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2) +RMAPI Vector3 Vector3Subtract(Vector3 v1, Vector3 v2) { Vector3 result = { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z }; @@ -433,7 +425,7 @@ RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2) } // Subtract vector by float value -RMDEF Vector3 Vector3SubtractValue(Vector3 v, float sub) +RMAPI Vector3 Vector3SubtractValue(Vector3 v, float sub) { Vector3 result = { v.x - sub, v.y - sub, v.z - sub }; @@ -441,7 +433,7 @@ RMDEF Vector3 Vector3SubtractValue(Vector3 v, float sub) } // Multiply vector by scalar -RMDEF Vector3 Vector3Scale(Vector3 v, float scalar) +RMAPI Vector3 Vector3Scale(Vector3 v, float scalar) { Vector3 result = { v.x*scalar, v.y*scalar, v.z*scalar }; @@ -449,7 +441,7 @@ RMDEF Vector3 Vector3Scale(Vector3 v, float scalar) } // Multiply vector by vector -RMDEF Vector3 Vector3Multiply(Vector3 v1, Vector3 v2) +RMAPI Vector3 Vector3Multiply(Vector3 v1, Vector3 v2) { Vector3 result = { v1.x*v2.x, v1.y*v2.y, v1.z*v2.z }; @@ -457,7 +449,7 @@ RMDEF Vector3 Vector3Multiply(Vector3 v1, Vector3 v2) } // Calculate two vectors cross product -RMDEF Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2) +RMAPI Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2) { 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 }; @@ -465,7 +457,7 @@ RMDEF Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2) } // Calculate one vector perpendicular vector -RMDEF Vector3 Vector3Perpendicular(Vector3 v) +RMAPI Vector3 Vector3Perpendicular(Vector3 v) { Vector3 result = { 0 }; @@ -494,7 +486,7 @@ RMDEF Vector3 Vector3Perpendicular(Vector3 v) } // Calculate vector length -RMDEF float Vector3Length(const Vector3 v) +RMAPI float Vector3Length(const Vector3 v) { float result = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); @@ -502,7 +494,7 @@ RMDEF float Vector3Length(const Vector3 v) } // Calculate vector square length -RMDEF float Vector3LengthSqr(const Vector3 v) +RMAPI float Vector3LengthSqr(const Vector3 v) { float result = v.x*v.x + v.y*v.y + v.z*v.z; @@ -510,7 +502,7 @@ RMDEF float Vector3LengthSqr(const Vector3 v) } // Calculate two vectors dot product -RMDEF float Vector3DotProduct(Vector3 v1, Vector3 v2) +RMAPI float Vector3DotProduct(Vector3 v1, Vector3 v2) { float result = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); @@ -518,7 +510,7 @@ RMDEF float Vector3DotProduct(Vector3 v1, Vector3 v2) } // Calculate distance between two vectors -RMDEF float Vector3Distance(Vector3 v1, Vector3 v2) +RMAPI float Vector3Distance(Vector3 v1, Vector3 v2) { float result = 0.0f; @@ -531,7 +523,7 @@ RMDEF float Vector3Distance(Vector3 v1, Vector3 v2) } // Calculate angle between two vectors in XY and XZ -RMDEF Vector2 Vector3Angle(Vector3 v1, Vector3 v2) +RMAPI Vector2 Vector3Angle(Vector3 v1, Vector3 v2) { Vector2 result = { 0 }; @@ -546,7 +538,7 @@ RMDEF Vector2 Vector3Angle(Vector3 v1, Vector3 v2) } // Negate provided vector (invert direction) -RMDEF Vector3 Vector3Negate(Vector3 v) +RMAPI Vector3 Vector3Negate(Vector3 v) { Vector3 result = { -v.x, -v.y, -v.z }; @@ -554,7 +546,7 @@ RMDEF Vector3 Vector3Negate(Vector3 v) } // Divide vector by vector -RMDEF Vector3 Vector3Divide(Vector3 v1, Vector3 v2) +RMAPI Vector3 Vector3Divide(Vector3 v1, Vector3 v2) { Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z }; @@ -562,7 +554,7 @@ RMDEF Vector3 Vector3Divide(Vector3 v1, Vector3 v2) } // Normalize provided vector -RMDEF Vector3 Vector3Normalize(Vector3 v) +RMAPI Vector3 Vector3Normalize(Vector3 v) { Vector3 result = v; @@ -580,7 +572,7 @@ RMDEF Vector3 Vector3Normalize(Vector3 v) // Orthonormalize provided vectors // Makes vectors normalized and orthogonal to each other // Gram-Schmidt function implementation -RMDEF void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2) +RMAPI void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2) { float length = 0.0f; float ilength = 0.0f; @@ -613,7 +605,7 @@ RMDEF void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2) } // Transforms a Vector3 by a given Matrix -RMDEF Vector3 Vector3Transform(Vector3 v, Matrix mat) +RMAPI Vector3 Vector3Transform(Vector3 v, Matrix mat) { Vector3 result = { 0 }; @@ -629,7 +621,7 @@ RMDEF Vector3 Vector3Transform(Vector3 v, Matrix mat) } // Transform a vector by quaternion rotation -RMDEF Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q) +RMAPI Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q) { Vector3 result = { 0 }; @@ -641,7 +633,7 @@ RMDEF Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q) } // Calculate linear interpolation between two vectors -RMDEF Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount) +RMAPI Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount) { Vector3 result = { 0 }; @@ -653,7 +645,7 @@ RMDEF Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount) } // Calculate reflected vector to normal -RMDEF Vector3 Vector3Reflect(Vector3 v, Vector3 normal) +RMAPI Vector3 Vector3Reflect(Vector3 v, Vector3 normal) { Vector3 result = { 0 }; @@ -671,7 +663,7 @@ RMDEF Vector3 Vector3Reflect(Vector3 v, Vector3 normal) } // Get min value for each pair of components -RMDEF Vector3 Vector3Min(Vector3 v1, Vector3 v2) +RMAPI Vector3 Vector3Min(Vector3 v1, Vector3 v2) { Vector3 result = { 0 }; @@ -683,7 +675,7 @@ RMDEF Vector3 Vector3Min(Vector3 v1, Vector3 v2) } // Get max value for each pair of components -RMDEF Vector3 Vector3Max(Vector3 v1, Vector3 v2) +RMAPI Vector3 Vector3Max(Vector3 v1, Vector3 v2) { Vector3 result = { 0 }; @@ -696,7 +688,7 @@ RMDEF Vector3 Vector3Max(Vector3 v1, Vector3 v2) // Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c) // NOTE: Assumes P is on the plane of the triangle -RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c) +RMAPI Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c) { Vector3 result = { 0 }; @@ -720,7 +712,7 @@ RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c) // Projects a Vector3 from screen space into object space // NOTE: We are avoiding calling other raymath functions despite available -RMDEF Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view) +RMAPI Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view) { Vector3 result = { 0 }; @@ -803,7 +795,7 @@ RMDEF Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view) } // Get Vector3 as float array -RMDEF float3 Vector3ToFloatV(Vector3 v) +RMAPI float3 Vector3ToFloatV(Vector3 v) { float3 buffer = { 0 }; @@ -819,7 +811,7 @@ RMDEF float3 Vector3ToFloatV(Vector3 v) //---------------------------------------------------------------------------------- // Compute matrix determinant -RMDEF float MatrixDeterminant(Matrix mat) +RMAPI float MatrixDeterminant(Matrix mat) { float result = 0.0f; @@ -840,7 +832,7 @@ RMDEF float MatrixDeterminant(Matrix mat) } // Get the trace of the matrix (sum of the values along the diagonal) -RMDEF float MatrixTrace(Matrix mat) +RMAPI float MatrixTrace(Matrix mat) { float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15); @@ -848,7 +840,7 @@ RMDEF float MatrixTrace(Matrix mat) } // Transposes provided matrix -RMDEF Matrix MatrixTranspose(Matrix mat) +RMAPI Matrix MatrixTranspose(Matrix mat) { Matrix result = { 0 }; @@ -873,7 +865,7 @@ RMDEF Matrix MatrixTranspose(Matrix mat) } // Invert provided matrix -RMDEF Matrix MatrixInvert(Matrix mat) +RMAPI Matrix MatrixInvert(Matrix mat) { Matrix result = { 0 }; @@ -920,7 +912,7 @@ RMDEF Matrix MatrixInvert(Matrix mat) } // Normalize provided matrix -RMDEF Matrix MatrixNormalize(Matrix mat) +RMAPI Matrix MatrixNormalize(Matrix mat) { Matrix result = { 0 }; @@ -959,7 +951,7 @@ RMDEF Matrix MatrixNormalize(Matrix mat) } // Get identity matrix -RMDEF Matrix MatrixIdentity(void) +RMAPI Matrix MatrixIdentity(void) { Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, @@ -970,7 +962,7 @@ RMDEF Matrix MatrixIdentity(void) } // Add two matrices -RMDEF Matrix MatrixAdd(Matrix left, Matrix right) +RMAPI Matrix MatrixAdd(Matrix left, Matrix right) { Matrix result = { 0 }; @@ -995,7 +987,7 @@ RMDEF Matrix MatrixAdd(Matrix left, Matrix right) } // Subtract two matrices (left - right) -RMDEF Matrix MatrixSubtract(Matrix left, Matrix right) +RMAPI Matrix MatrixSubtract(Matrix left, Matrix right) { Matrix result = { 0 }; @@ -1021,7 +1013,7 @@ RMDEF Matrix MatrixSubtract(Matrix left, Matrix right) // Get two matrix multiplication // NOTE: When multiplying matrices... the order matters! -RMDEF Matrix MatrixMultiply(Matrix left, Matrix right) +RMAPI Matrix MatrixMultiply(Matrix left, Matrix right) { Matrix result = { 0 }; @@ -1046,7 +1038,7 @@ RMDEF Matrix MatrixMultiply(Matrix left, Matrix right) } // Get translation matrix -RMDEF Matrix MatrixTranslate(float x, float y, float z) +RMAPI Matrix MatrixTranslate(float x, float y, float z) { Matrix result = { 1.0f, 0.0f, 0.0f, x, 0.0f, 1.0f, 0.0f, y, @@ -1058,7 +1050,7 @@ RMDEF Matrix MatrixTranslate(float x, float y, float z) // Create rotation matrix from axis and angle // NOTE: Angle should be provided in radians -RMDEF Matrix MatrixRotate(Vector3 axis, float angle) +RMAPI Matrix MatrixRotate(Vector3 axis, float angle) { Matrix result = { 0 }; @@ -1102,7 +1094,7 @@ RMDEF Matrix MatrixRotate(Vector3 axis, float angle) } // Get x-rotation matrix (angle in radians) -RMDEF Matrix MatrixRotateX(float angle) +RMAPI Matrix MatrixRotateX(float angle) { Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, @@ -1121,7 +1113,7 @@ RMDEF Matrix MatrixRotateX(float angle) } // Get y-rotation matrix (angle in radians) -RMDEF Matrix MatrixRotateY(float angle) +RMAPI Matrix MatrixRotateY(float angle) { Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, @@ -1140,7 +1132,7 @@ RMDEF Matrix MatrixRotateY(float angle) } // Get z-rotation matrix (angle in radians) -RMDEF Matrix MatrixRotateZ(float angle) +RMAPI Matrix MatrixRotateZ(float angle) { Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, @@ -1160,7 +1152,7 @@ RMDEF Matrix MatrixRotateZ(float angle) // Get xyz-rotation matrix (angles in radians) -RMDEF Matrix MatrixRotateXYZ(Vector3 ang) +RMAPI Matrix MatrixRotateXYZ(Vector3 ang) { Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, @@ -1190,7 +1182,7 @@ RMDEF Matrix MatrixRotateXYZ(Vector3 ang) } // Get zyx-rotation matrix (angles in radians) -RMDEF Matrix MatrixRotateZYX(Vector3 ang) +RMAPI Matrix MatrixRotateZYX(Vector3 ang) { Matrix result = { 0 }; @@ -1225,7 +1217,7 @@ RMDEF Matrix MatrixRotateZYX(Vector3 ang) } // Get scaling matrix -RMDEF Matrix MatrixScale(float x, float y, float z) +RMAPI Matrix MatrixScale(float x, float y, float z) { Matrix result = { x, 0.0f, 0.0f, 0.0f, 0.0f, y, 0.0f, 0.0f, @@ -1236,7 +1228,7 @@ RMDEF Matrix MatrixScale(float x, float y, float z) } // Get perspective projection matrix -RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far) +RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far) { Matrix result = { 0 }; @@ -1269,7 +1261,7 @@ RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, // Get perspective projection matrix // NOTE: Angle should be provided in radians -RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far) +RMAPI Matrix MatrixPerspective(double fovy, double aspect, double near, double far) { Matrix result = { 0 }; @@ -1295,7 +1287,7 @@ RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double f } // Get orthographic projection matrix -RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far) +RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far) { Matrix result = { 0 }; @@ -1324,7 +1316,7 @@ RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, d } // Get camera look-at matrix (view matrix) -RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up) +RMAPI Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up) { Matrix result = { 0 }; @@ -1379,7 +1371,7 @@ RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up) } // Get float array of matrix data -RMDEF float16 MatrixToFloatV(Matrix mat) +RMAPI float16 MatrixToFloatV(Matrix mat) { float16 result = { 0 }; @@ -1408,7 +1400,7 @@ RMDEF float16 MatrixToFloatV(Matrix mat) //---------------------------------------------------------------------------------- // Add two quaternions -RMDEF Quaternion QuaternionAdd(Quaternion q1, Quaternion q2) +RMAPI Quaternion QuaternionAdd(Quaternion q1, Quaternion q2) { Quaternion result = {q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w}; @@ -1416,7 +1408,7 @@ RMDEF Quaternion QuaternionAdd(Quaternion q1, Quaternion q2) } // Add quaternion and float value -RMDEF Quaternion QuaternionAddValue(Quaternion q, float add) +RMAPI Quaternion QuaternionAddValue(Quaternion q, float add) { Quaternion result = {q.x + add, q.y + add, q.z + add, q.w + add}; @@ -1424,7 +1416,7 @@ RMDEF Quaternion QuaternionAddValue(Quaternion q, float add) } // Subtract two quaternions -RMDEF Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2) +RMAPI Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2) { Quaternion result = {q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w}; @@ -1432,7 +1424,7 @@ RMDEF Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2) } // Subtract quaternion and float value -RMDEF Quaternion QuaternionSubtractValue(Quaternion q, float sub) +RMAPI Quaternion QuaternionSubtractValue(Quaternion q, float sub) { Quaternion result = {q.x - sub, q.y - sub, q.z - sub, q.w - sub}; @@ -1440,7 +1432,7 @@ RMDEF Quaternion QuaternionSubtractValue(Quaternion q, float sub) } // Get identity quaternion -RMDEF Quaternion QuaternionIdentity(void) +RMAPI Quaternion QuaternionIdentity(void) { Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; @@ -1448,7 +1440,7 @@ RMDEF Quaternion QuaternionIdentity(void) } // Computes the length of a quaternion -RMDEF float QuaternionLength(Quaternion q) +RMAPI float QuaternionLength(Quaternion q) { float result = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w); @@ -1456,7 +1448,7 @@ RMDEF float QuaternionLength(Quaternion q) } // Normalize provided quaternion -RMDEF Quaternion QuaternionNormalize(Quaternion q) +RMAPI Quaternion QuaternionNormalize(Quaternion q) { Quaternion result = { 0 }; @@ -1473,7 +1465,7 @@ RMDEF Quaternion QuaternionNormalize(Quaternion q) } // Invert provided quaternion -RMDEF Quaternion QuaternionInvert(Quaternion q) +RMAPI Quaternion QuaternionInvert(Quaternion q) { Quaternion result = q; @@ -1494,7 +1486,7 @@ RMDEF Quaternion QuaternionInvert(Quaternion q) } // Calculate two quaternion multiplication -RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2) +RMAPI Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2) { Quaternion result = { 0 }; @@ -1510,7 +1502,7 @@ RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2) } // Scale quaternion by float value -RMDEF Quaternion QuaternionScale(Quaternion q, float mul) +RMAPI Quaternion QuaternionScale(Quaternion q, float mul) { Quaternion result = { 0 }; @@ -1525,7 +1517,7 @@ RMDEF Quaternion QuaternionScale(Quaternion q, float mul) } // Divide two quaternions -RMDEF Quaternion QuaternionDivide(Quaternion q1, Quaternion q2) +RMAPI Quaternion QuaternionDivide(Quaternion q1, Quaternion q2) { Quaternion result = { q1.x/q2.x, q1.y/q2.y, q1.z/q2.z, q1.w/q2.w }; @@ -1533,7 +1525,7 @@ RMDEF Quaternion QuaternionDivide(Quaternion q1, Quaternion q2) } // Calculate linear interpolation between two quaternions -RMDEF Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount) +RMAPI Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount) { Quaternion result = { 0 }; @@ -1546,7 +1538,7 @@ RMDEF Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount) } // Calculate slerp-optimized interpolation between two quaternions -RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount) +RMAPI Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount) { Quaternion result = { 0 }; @@ -1571,7 +1563,7 @@ RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount) } // Calculates spherical linear interpolation between two quaternions -RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount) +RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount) { Quaternion result = { 0 }; @@ -1613,7 +1605,7 @@ RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount) } // Calculate quaternion based on the rotation from one vector to another -RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to) +RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to) { Quaternion result = { 0 }; @@ -1641,7 +1633,7 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to) } // Get a quaternion for a given rotation matrix -RMDEF Quaternion QuaternionFromMatrix(Matrix mat) +RMAPI Quaternion QuaternionFromMatrix(Matrix mat) { Quaternion result = { 0 }; @@ -1675,7 +1667,7 @@ RMDEF Quaternion QuaternionFromMatrix(Matrix mat) } // Get a matrix for a given quaternion -RMDEF Matrix QuaternionToMatrix(Quaternion q) +RMAPI Matrix QuaternionToMatrix(Quaternion q) { Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, @@ -1709,7 +1701,7 @@ RMDEF Matrix QuaternionToMatrix(Quaternion q) // Get rotation quaternion for an angle and axis // NOTE: angle must be provided in radians -RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle) +RMAPI Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle) { Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; @@ -1754,7 +1746,7 @@ RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle) } // Get the rotation angle and axis for a given quaternion -RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle) +RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle) { if (fabs(q.w) > 1.0f) { @@ -1792,7 +1784,7 @@ RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle // Get the quaternion equivalent to Euler angles // NOTE: Rotation order is ZYX -RMDEF Quaternion QuaternionFromEuler(float pitch, float yaw, float roll) +RMAPI Quaternion QuaternionFromEuler(float pitch, float yaw, float roll) { Quaternion result = { 0 }; @@ -1813,7 +1805,7 @@ RMDEF Quaternion QuaternionFromEuler(float pitch, float yaw, float roll) // Get the Euler angles equivalent to quaternion (roll, pitch, yaw) // NOTE: Angles are returned in a Vector3 struct in radians -RMDEF Vector3 QuaternionToEuler(Quaternion q) +RMAPI Vector3 QuaternionToEuler(Quaternion q) { Vector3 result = { 0 }; @@ -1837,7 +1829,7 @@ RMDEF Vector3 QuaternionToEuler(Quaternion q) } // Transform a quaternion given a transformation matrix -RMDEF Quaternion QuaternionTransform(Quaternion q, Matrix mat) +RMAPI Quaternion QuaternionTransform(Quaternion q, Matrix mat) { Quaternion result = { 0 }; |
