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authorraysan5 <[email protected]>2021-10-05 18:33:41 +0200
committerraysan5 <[email protected]>2021-10-05 18:33:41 +0200
commitb972b8d324621e7a9df048f0d2d3f3f322f061dc (patch)
treea310699162e99e814908b5285c1068d0e4a7dfc8 /src/raymath.h
parent9f4a83985325d83d217f4061f84eb4869ae46d48 (diff)
downloadraylib-b972b8d324621e7a9df048f0d2d3f3f322f061dc.tar.gz
raylib-b972b8d324621e7a9df048f0d2d3f3f322f061dc.zip
REVIEWED: API functions specifiers
Diffstat (limited to 'src/raymath.h')
-rw-r--r--src/raymath.h228
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 };