From 6ffc8cb7990fb4ff40f205cb53bec797b10e48a2 Mon Sep 17 00:00:00 2001 From: Ahmad Fatoum Date: Thu, 22 Feb 2018 02:05:00 +0100 Subject: raymath.h: Use C99 inline semantics RAYMATH_EXTERN_INLINE was renamed to RAYMATH_HEADER_ONLY, which user code may define if they want to use it as header-only library. If multiple files in the same project define RAYMATH_HEADER_ONLY, they might each have duplicate out-of-line definitions of the same functions. By default, raymath.h exposes inline definitions, which instructs the compiler _not_ to generate out-of-line definitons, if out-of-line definitions are required, those of the file defined with RAYLIB_IMPLEMENTATION are used instead. There may be only one such file. In C++ mode, the compiler will select only one out-of-line definition automatically, so no need to define a RAYLIB_IMPLEMENTATION. Unfortunately, we have to remove raymath function declaration from raylib.h as those declarations would lead to duplicate out-of-line definitions which would yield linker errors. This problem didn't exist with GNU89 or C++, because there multiple defintions are ok, but in C99 they aren't. --- examples/models/models_skybox.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'examples/models/models_skybox.c') diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c index 46297e41..9f0d8c17 100644 --- a/examples/models/models_skybox.c +++ b/examples/models/models_skybox.c @@ -62,7 +62,7 @@ int main() Begin3dMode(camera); - DrawModel(skybox, Vector3Zero(), 1.0f, WHITE); + DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE); DrawGrid(10, 1.0f); -- cgit v1.2.3 From a5881fb9ccaf60ea0ff4f6afd7f3925e24330cac Mon Sep 17 00:00:00 2001 From: Ahmad Fatoum Date: Sat, 24 Feb 2018 15:38:54 +0100 Subject: Revert "raymath.h: Use C99 inline semantics" This reverts commit 6ffc8cb7990fb4ff40f205cb53bec797b10e48a2. and commit e4d7bbec1ef08279495ac41f5f8c4be359c58cf0. which I pushed by mistake... --- examples/models/models_skybox.c | 2 +- src/core.c | 7 +- src/raylib.h | 7 ++ src/raymath.h | 189 ++++++++++++++++++++++++++++------------ 4 files changed, 145 insertions(+), 60 deletions(-) (limited to 'examples/models/models_skybox.c') diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c index 9f0d8c17..46297e41 100644 --- a/examples/models/models_skybox.c +++ b/examples/models/models_skybox.c @@ -62,7 +62,7 @@ int main() Begin3dMode(camera); - DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE); + DrawModel(skybox, Vector3Zero(), 1.0f, WHITE); DrawGrid(10, 1.0f); diff --git a/src/core.c b/src/core.c index 0382aacd..137c0b61 100644 --- a/src/core.c +++ b/src/core.c @@ -98,12 +98,13 @@ #define _POSIX_C_SOURCE 199309L // Required for CLOCK_MONOTONIC if compiled with c99 without gnu ext. #endif -#define RAYMATH_IMPLEMENTATION // Define external out-of-line implementation of raymath here -#include "raymath.h" // Required for: Vector3 and Matrix functions - #include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2 #include "utils.h" // Required for: fopen() Android mapping +#define RAYMATH_IMPLEMENTATION // Use raymath as a header-only library (includes implementation) +#define RAYMATH_EXTERN_INLINE // Compile raymath functions as static inline (remember, it's a compiler hint) +#include "raymath.h" // Required for: Vector3 and Matrix functions + #if defined(SUPPORT_GESTURES_SYSTEM) #define GESTURES_IMPLEMENTATION #include "gestures.h" // Gestures detection functionality diff --git a/src/raylib.h b/src/raylib.h index 66598b27..41755dc3 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -742,6 +742,13 @@ RLAPI Vector3 ColorToHSV(Color color); // Returns HSV RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f +// Math useful functions (available from raymath.h) +RLAPI float *Vector3ToFloat(Vector3 vec); // Returns Vector3 as float array +RLAPI float *MatrixToFloat(Matrix mat); // Returns Matrix as float array +RLAPI Vector3 Vector3Zero(void); // Vector with components value 0.0f +RLAPI Vector3 Vector3One(void); // Vector with components value 1.0f +RLAPI Matrix MatrixIdentity(void); // Returns identity matrix + // Misc. functions RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags) RLAPI void SetConfigFlags(unsigned char flags); // Setup window configuration flags (view FLAGS) diff --git a/src/raymath.h b/src/raymath.h index a781ec80..c29c6b95 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -9,9 +9,8 @@ * 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_HEADER_ONLY -* Define static inline functions code, so #include header suffices for use. -* This may use up lots of memory. +* #define RAYMATH_EXTERN_INLINE +* Inlines all functions code, so it runs faster. This requires lots of memory on system. * * #define RAYMATH_STANDALONE * Avoid raylib.h header inclusion in this file. @@ -42,8 +41,8 @@ #ifndef RAYMATH_H #define RAYMATH_H -//#define RAYMATH_STANDALONE // NOTE: To use raymath as standalone lib, just uncomment this line -//#define RAYMATH_HEADER_ONLY // NOTE: To compile functions as static inline, uncomment this line +//#define RAYMATH_STANDALONE // NOTE: To use raymath as standalone lib, just uncomment this line +//#define RAYMATH_EXTERN_INLINE // NOTE: To compile functions as static inline, uncomment this line #ifndef RAYMATH_STANDALONE #include "raylib.h" // Required for structs: Vector3, Matrix @@ -52,22 +51,15 @@ #ifdef __cplusplus #define RMEXTERN extern "C" // Functions visible from other files (no name mangling of functions in C++) #else - #define RMEXTERN // Functions visible from other files + #define RMEXTERN extern // Functions visible from other files #endif -#if defined RAYMATH_IMPLEMENTATION && defined RAYMATH_HEADER_ONLY - #error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_HEADER_ONLY is contradictory" -#endif - -#ifdef RAYMATH_IMPLEMENTATION - #define RMDEF extern inline // Provide external definition -#elif defined RAYMATH_HEADER_ONLY - #define RMDEF static inline // Functions may be inlined, no external out-of-line definition +#if defined(RAYMATH_EXTERN_INLINE) + #define RMDEF RMEXTERN inline // Functions are embeded inline (compiler generated code) #else - #define RMDEF inline // Functions may be inlined or external definition used + #define RMDEF RMEXTERN #endif - //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- @@ -110,14 +102,6 @@ } Matrix; #endif -// Helper types to be used instead of array return types for *ToFloat functions -typedef struct Float3 { - float f[3]; -} Float3; -typedef struct Float16 { - float f[16]; -} Float16; - // Quaternion type typedef struct Quaternion { float x; @@ -126,6 +110,105 @@ typedef struct Quaternion { float w; } Quaternion; +#ifndef RAYMATH_EXTERN_INLINE + +//------------------------------------------------------------------------------------ +// Functions Declaration - math utils +//------------------------------------------------------------------------------------ +RMDEF float Clamp(float value, float min, float max); // Clamp float value + +//------------------------------------------------------------------------------------ +// Functions Declaration to work with Vector2 +//------------------------------------------------------------------------------------ +RMDEF Vector2 Vector2Zero(void); // Vector with components value 0.0f +RMDEF Vector2 Vector2One(void); // Vector with components value 1.0f +RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2); // Add two vectors (v1 + v2) +RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2); // Subtract two vectors (v1 - v2) +RMDEF float Vector2Length(Vector2 v); // Calculate vector length +RMDEF float Vector2DotProduct(Vector2 v1, Vector2 v2); // Calculate two vectors dot product +RMDEF float Vector2Distance(Vector2 v1, Vector2 v2); // Calculate distance between two vectors +RMDEF float Vector2Angle(Vector2 v1, Vector2 v2); // Calculate angle between two vectors in X-axis +RMDEF void Vector2Scale(Vector2 *v, float scale); // Scale vector (multiply by value) +RMDEF void Vector2Negate(Vector2 *v); // Negate vector +RMDEF void Vector2Divide(Vector2 *v, float div); // Divide vector by a float value +RMDEF void Vector2Normalize(Vector2 *v); // Normalize provided vector + +//------------------------------------------------------------------------------------ +// Functions Declaration to work with Vector3 +//------------------------------------------------------------------------------------ +RMDEF Vector3 Vector3Zero(void); // Vector with components value 0.0f +RMDEF Vector3 Vector3One(void); // Vector with components value 1.0f +RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2); // Add two vectors +RMDEF Vector3 Vector3Multiply(Vector3 v, float scalar); // Multiply vector by scalar +RMDEF Vector3 Vector3MultiplyV(Vector3 v1, Vector3 v2); // Multiply vector by vector +RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2); // Substract two vectors +RMDEF Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2); // Calculate two vectors cross product +RMDEF Vector3 Vector3Perpendicular(Vector3 v); // Calculate one vector perpendicular vector +RMDEF float Vector3Length(const Vector3 v); // Calculate vector length +RMDEF float Vector3DotProduct(Vector3 v1, Vector3 v2); // Calculate two vectors dot product +RMDEF float Vector3Distance(Vector3 v1, Vector3 v2); // Calculate distance between two points +RMDEF void Vector3Scale(Vector3 *v, float scale); // Scale provided vector +RMDEF void Vector3Negate(Vector3 *v); // Negate provided vector (invert direction) +RMDEF void Vector3Normalize(Vector3 *v); // Normalize provided vector +RMDEF void Vector3Transform(Vector3 *v, Matrix mat); // Transforms a Vector3 by a given Matrix +RMDEF Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount); // Calculate linear interpolation between two vectors +RMDEF Vector3 Vector3Reflect(Vector3 vector, Vector3 normal); // Calculate reflected vector to normal +RMDEF Vector3 Vector3Min(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components +RMDEF Vector3 Vector3Max(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components +RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycenter coords for p in triangle abc +RMDEF float *Vector3ToFloat(Vector3 vec); // Returns Vector3 as float array + +//------------------------------------------------------------------------------------ +// Functions Declaration to work with Matrix +//------------------------------------------------------------------------------------ +RMDEF float MatrixDeterminant(Matrix mat); // Compute matrix determinant +RMDEF float MatrixTrace(Matrix mat); // Returns the trace of the matrix (sum of the values along the diagonal) +RMDEF void MatrixTranspose(Matrix *mat); // Transposes provided matrix +RMDEF void MatrixInvert(Matrix *mat); // Invert provided matrix +RMDEF void MatrixNormalize(Matrix *mat); // Normalize provided matrix +RMDEF Matrix MatrixIdentity(void); // Returns identity matrix +RMDEF Matrix MatrixAdd(Matrix left, Matrix right); // Add two matrices +RMDEF Matrix MatrixSubstract(Matrix left, Matrix right); // Substract two matrices (left - right) +RMDEF Matrix MatrixTranslate(float x, float y, float z); // Returns translation matrix +RMDEF Matrix MatrixRotate(Vector3 axis, float angle); // Returns rotation matrix for an angle around an specified axis (angle in radians) +RMDEF Matrix MatrixRotateX(float angle); // Returns x-rotation matrix (angle in radians) +RMDEF Matrix MatrixRotateY(float angle); // Returns y-rotation matrix (angle in radians) +RMDEF Matrix MatrixRotateZ(float angle); // Returns z-rotation matrix (angle in radians) +RMDEF Matrix MatrixScale(float x, float y, float z); // Returns scaling matrix +RMDEF Matrix MatrixMultiply(Matrix left, Matrix right); // Returns two matrix multiplication +RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far); // Returns perspective projection matrix +RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Returns perspective projection matrix +RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far); // Returns orthographic projection matrix +RMDEF Matrix MatrixLookAt(Vector3 position, Vector3 target, Vector3 up); // Returns camera look-at matrix (view matrix) +RMDEF float *MatrixToFloat(Matrix mat); // Returns float array of Matrix data + +//------------------------------------------------------------------------------------ +// Functions Declaration to work with Quaternions +//------------------------------------------------------------------------------------ +RMDEF Quaternion QuaternionIdentity(void); // Returns identity quaternion +RMDEF float QuaternionLength(Quaternion quat); // Compute the length of a quaternion +RMDEF void QuaternionNormalize(Quaternion *q); // Normalize provided quaternion +RMDEF void QuaternionInvert(Quaternion *quat); // Invert provided quaternion +RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); // Calculate two quaternion multiplication +RMDEF Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount); // Calculate linear interpolation between two quaternions +RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount); // Calculate slerp-optimized interpolation between two quaternions +RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount); // Calculates spherical linear interpolation between two quaternions +RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to); // Calculate quaternion based on the rotation from one vector to another +RMDEF Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion for a given rotation matrix +RMDEF Matrix QuaternionToMatrix(Quaternion q); // Returns a matrix for a given quaternion +RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle); // Returns rotation quaternion for an angle and axis +RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); // Returns the rotation angle and axis for a given quaternion +RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw); // Returns he quaternion equivalent to Euler angles +RMDEF Vector3 QuaternionToEuler(Quaternion q); // Return the Euler angles equivalent to quaternion (roll, pitch, yaw) +RMDEF void QuaternionTransform(Quaternion *q, Matrix mat); // Transform a quaternion given a transformation matrix + +#endif // notdef RAYMATH_EXTERN_INLINE + +#endif // RAYMATH_H +//////////////////////////////////////////////////////////////////// end of header file + +#if defined(RAYMATH_IMPLEMENTATION) || defined(RAYMATH_EXTERN_INLINE) + #include // Required for: sinf(), cosf(), tan(), fabs() //---------------------------------------------------------------------------------- @@ -465,19 +548,16 @@ RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c) } // Returns Vector3 as float array -RMDEF Float3 Vector3ToFloat_(Vector3 vec) +RMDEF float *Vector3ToFloat(Vector3 vec) { - Float3 buffer; + static float buffer[3]; - buffer.f[0] = vec.x; - buffer.f[1] = vec.y; - buffer.f[2] = vec.z; + buffer[0] = vec.x; + buffer[1] = vec.y; + buffer[2] = vec.z; return buffer; } -#ifndef Vector3ToFloat -#define Vector3ToFloat(vec) (Vector3ToFloat_(vec).f) -#endif //---------------------------------------------------------------------------------- // Module Functions Definition - Matrix math @@ -913,32 +993,29 @@ RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up) } // Returns float array of matrix data -RMDEF Float16 MatrixToFloat_(Matrix mat) -{ - Float16 buffer; - - buffer.f[0] = mat.m0; - buffer.f[1] = mat.m1; - buffer.f[2] = mat.m2; - buffer.f[3] = mat.m3; - buffer.f[4] = mat.m4; - buffer.f[5] = mat.m5; - buffer.f[6] = mat.m6; - buffer.f[7] = mat.m7; - buffer.f[8] = mat.m8; - buffer.f[9] = mat.m9; - buffer.f[10] = mat.m10; - buffer.f[11] = mat.m11; - buffer.f[12] = mat.m12; - buffer.f[13] = mat.m13; - buffer.f[14] = mat.m14; - buffer.f[15] = mat.m15; +RMDEF float *MatrixToFloat(Matrix mat) +{ + static float buffer[16]; + + buffer[0] = mat.m0; + buffer[1] = mat.m1; + buffer[2] = mat.m2; + buffer[3] = mat.m3; + buffer[4] = mat.m4; + buffer[5] = mat.m5; + buffer[6] = mat.m6; + buffer[7] = mat.m7; + buffer[8] = mat.m8; + buffer[9] = mat.m9; + buffer[10] = mat.m10; + buffer[11] = mat.m11; + buffer[12] = mat.m12; + buffer[13] = mat.m13; + buffer[14] = mat.m14; + buffer[15] = mat.m15; return buffer; } -#ifndef MatrixToFloat -#define MatrixToFloat(mat) (MatrixToFloat_(mat).f) -#endif //---------------------------------------------------------------------------------- // Module Functions Definition - Quaternion math @@ -1301,4 +1378,4 @@ RMDEF void QuaternionTransform(Quaternion *q, Matrix mat) q->w = mat.m3*x + mat.m7*y + mat.m11*z + mat.m15*w; } -#endif // RAYMATH_H +#endif // RAYMATH_IMPLEMENTATION -- cgit v1.2.3 From f52d2de582643719814987f7335668b611a4edbd Mon Sep 17 00:00:00 2001 From: Ahmad Fatoum Date: Thu, 22 Feb 2018 02:05:00 +0100 Subject: raymath.h: Use C99 inline semantics RAYMATH_EXTERN_INLINE was renamed to RAYMATH_HEADER_ONLY, which user code may define if they want to use it as header-only library. If multiple files in the same project define RAYMATH_HEADER_ONLY, they might each have duplicate out-of-line definitions of the same functions. By default, raymath.h exposes inline definitions, which instructs the compiler _not_ to generate out-of-line definitons, if out-of-line definitions are required, those of the file defined with RAYLIB_IMPLEMENTATION are used instead. There may be only one such file. In C++ mode, the compiler will select only one out-of-line definition automatically, so no need to define a RAYLIB_IMPLEMENTATION. Unfortunately, we have to remove raymath function declaration from raylib.h as those declarations would lead to duplicate out-of-line definitions which would yield linker errors. This problem didn't exist with GNU89 or C++, because there multiple defintions are ok, but in C99 they aren't. --- examples/models/models_skybox.c | 2 +- src/core.c | 7 +- src/raylib.h | 21 ------ src/raymath.h | 139 ++++++++-------------------------------- 4 files changed, 29 insertions(+), 140 deletions(-) (limited to 'examples/models/models_skybox.c') diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c index 46297e41..9f0d8c17 100644 --- a/examples/models/models_skybox.c +++ b/examples/models/models_skybox.c @@ -62,7 +62,7 @@ int main() Begin3dMode(camera); - DrawModel(skybox, Vector3Zero(), 1.0f, WHITE); + DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE); DrawGrid(10, 1.0f); diff --git a/src/core.c b/src/core.c index 137c0b61..0382aacd 100644 --- a/src/core.c +++ b/src/core.c @@ -98,13 +98,12 @@ #define _POSIX_C_SOURCE 199309L // Required for CLOCK_MONOTONIC if compiled with c99 without gnu ext. #endif +#define RAYMATH_IMPLEMENTATION // Define external out-of-line implementation of raymath here +#include "raymath.h" // Required for: Vector3 and Matrix functions + #include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2 #include "utils.h" // Required for: fopen() Android mapping -#define RAYMATH_IMPLEMENTATION // Use raymath as a header-only library (includes implementation) -#define RAYMATH_EXTERN_INLINE // Compile raymath functions as static inline (remember, it's a compiler hint) -#include "raymath.h" // Required for: Vector3 and Matrix functions - #if defined(SUPPORT_GESTURES_SYSTEM) #define GESTURES_IMPLEMENTATION #include "gestures.h" // Gestures detection functionality diff --git a/src/raylib.h b/src/raylib.h index a740e234..66598b27 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -338,14 +338,6 @@ typedef struct Matrix { float m3, m7, m11, m15; } Matrix; -typedef struct Float3 { - float f[3]; -} Float3; - -typedef struct Float16 { - float f[16]; -} Float16; - // Color type, RGBA (32bit) typedef struct Color { unsigned char r; @@ -750,19 +742,6 @@ RLAPI Vector3 ColorToHSV(Color color); // Returns HSV RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f -// Math useful functions (available from raymath.h) -RLAPI Vector3 Vector3Zero(void); // Vector with components value 0.0f -RLAPI Vector3 Vector3One(void); // Vector with components value 1.0f -RLAPI Matrix MatrixIdentity(void); // Returns identity matrix -#ifndef Vector3ToFloat -#define Vector3ToFloat(vec) (Vector3ToFloat_(vec).f) // Returns Vector3 as float array -RLAPI Float3 Vector3ToFloat_(Vector3 vec); // don't use, use above -#endif -#ifndef MatrixToFloat -#define MatrixToFloat(mat) (MatrixToFloat_(mat).f) // Returns Matrix as float array -RLAPI Float16 MatrixToFloat_(Matrix mat); // don't use, use above -#endif - // Misc. functions RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags) RLAPI void SetConfigFlags(unsigned char flags); // Setup window configuration flags (view FLAGS) diff --git a/src/raymath.h b/src/raymath.h index 0eb010f1..a781ec80 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -9,8 +9,9 @@ * 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_EXTERN_INLINE -* Inlines all functions code, so it runs faster. This requires lots of memory on system. +* #define RAYMATH_HEADER_ONLY +* Define static inline functions code, so #include header suffices for use. +* This may use up lots of memory. * * #define RAYMATH_STANDALONE * Avoid raylib.h header inclusion in this file. @@ -41,8 +42,8 @@ #ifndef RAYMATH_H #define RAYMATH_H -//#define RAYMATH_STANDALONE // NOTE: To use raymath as standalone lib, just uncomment this line -//#define RAYMATH_EXTERN_INLINE // NOTE: To compile functions as static inline, uncomment this line +//#define RAYMATH_STANDALONE // NOTE: To use raymath as standalone lib, just uncomment this line +//#define RAYMATH_HEADER_ONLY // NOTE: To compile functions as static inline, uncomment this line #ifndef RAYMATH_STANDALONE #include "raylib.h" // Required for structs: Vector3, Matrix @@ -51,15 +52,22 @@ #ifdef __cplusplus #define RMEXTERN extern "C" // Functions visible from other files (no name mangling of functions in C++) #else - #define RMEXTERN extern // Functions visible from other files + #define RMEXTERN // Functions visible from other files #endif -#if defined(RAYMATH_EXTERN_INLINE) - #define RMDEF RMEXTERN inline // Functions are embeded inline (compiler generated code) +#if defined RAYMATH_IMPLEMENTATION && defined RAYMATH_HEADER_ONLY + #error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_HEADER_ONLY is contradictory" +#endif + +#ifdef RAYMATH_IMPLEMENTATION + #define RMDEF extern inline // Provide external definition +#elif defined RAYMATH_HEADER_ONLY + #define RMDEF static inline // Functions may be inlined, no external out-of-line definition #else - #define RMDEF RMEXTERN + #define RMDEF inline // Functions may be inlined or external definition used #endif + //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- @@ -100,14 +108,16 @@ float m2, m6, m10, m14; float m3, m7, m11, m15; } Matrix; - typedef struct Float3 { - float f[3]; - } Float3; - typedef struct Float16 { - float f[16]; - } Float16; #endif +// Helper types to be used instead of array return types for *ToFloat functions +typedef struct Float3 { + float f[3]; +} Float3; +typedef struct Float16 { + float f[16]; +} Float16; + // Quaternion type typedef struct Quaternion { float x; @@ -116,105 +126,6 @@ typedef struct Quaternion { float w; } Quaternion; -#ifndef RAYMATH_EXTERN_INLINE - -//------------------------------------------------------------------------------------ -// Functions Declaration - math utils -//------------------------------------------------------------------------------------ -RMDEF float Clamp(float value, float min, float max); // Clamp float value - -//------------------------------------------------------------------------------------ -// Functions Declaration to work with Vector2 -//------------------------------------------------------------------------------------ -RMDEF Vector2 Vector2Zero(void); // Vector with components value 0.0f -RMDEF Vector2 Vector2One(void); // Vector with components value 1.0f -RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2); // Add two vectors (v1 + v2) -RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2); // Subtract two vectors (v1 - v2) -RMDEF float Vector2Length(Vector2 v); // Calculate vector length -RMDEF float Vector2DotProduct(Vector2 v1, Vector2 v2); // Calculate two vectors dot product -RMDEF float Vector2Distance(Vector2 v1, Vector2 v2); // Calculate distance between two vectors -RMDEF float Vector2Angle(Vector2 v1, Vector2 v2); // Calculate angle between two vectors in X-axis -RMDEF void Vector2Scale(Vector2 *v, float scale); // Scale vector (multiply by value) -RMDEF void Vector2Negate(Vector2 *v); // Negate vector -RMDEF void Vector2Divide(Vector2 *v, float div); // Divide vector by a float value -RMDEF void Vector2Normalize(Vector2 *v); // Normalize provided vector - -//------------------------------------------------------------------------------------ -// Functions Declaration to work with Vector3 -//------------------------------------------------------------------------------------ -RMDEF Vector3 Vector3Zero(void); // Vector with components value 0.0f -RMDEF Vector3 Vector3One(void); // Vector with components value 1.0f -RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2); // Add two vectors -RMDEF Vector3 Vector3Multiply(Vector3 v, float scalar); // Multiply vector by scalar -RMDEF Vector3 Vector3MultiplyV(Vector3 v1, Vector3 v2); // Multiply vector by vector -RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2); // Substract two vectors -RMDEF Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2); // Calculate two vectors cross product -RMDEF Vector3 Vector3Perpendicular(Vector3 v); // Calculate one vector perpendicular vector -RMDEF float Vector3Length(const Vector3 v); // Calculate vector length -RMDEF float Vector3DotProduct(Vector3 v1, Vector3 v2); // Calculate two vectors dot product -RMDEF float Vector3Distance(Vector3 v1, Vector3 v2); // Calculate distance between two points -RMDEF void Vector3Scale(Vector3 *v, float scale); // Scale provided vector -RMDEF void Vector3Negate(Vector3 *v); // Negate provided vector (invert direction) -RMDEF void Vector3Normalize(Vector3 *v); // Normalize provided vector -RMDEF void Vector3Transform(Vector3 *v, Matrix mat); // Transforms a Vector3 by a given Matrix -RMDEF Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount); // Calculate linear interpolation between two vectors -RMDEF Vector3 Vector3Reflect(Vector3 vector, Vector3 normal); // Calculate reflected vector to normal -RMDEF Vector3 Vector3Min(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components -RMDEF Vector3 Vector3Max(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components -RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycenter coords for p in triangle abc -RMDEF Float3 Vector3ToFloat_(Vector3 vec); // Returns Vector3 as float array - -//------------------------------------------------------------------------------------ -// Functions Declaration to work with Matrix -//------------------------------------------------------------------------------------ -RMDEF float MatrixDeterminant(Matrix mat); // Compute matrix determinant -RMDEF float MatrixTrace(Matrix mat); // Returns the trace of the matrix (sum of the values along the diagonal) -RMDEF void MatrixTranspose(Matrix *mat); // Transposes provided matrix -RMDEF void MatrixInvert(Matrix *mat); // Invert provided matrix -RMDEF void MatrixNormalize(Matrix *mat); // Normalize provided matrix -RMDEF Matrix MatrixIdentity(void); // Returns identity matrix -RMDEF Matrix MatrixAdd(Matrix left, Matrix right); // Add two matrices -RMDEF Matrix MatrixSubstract(Matrix left, Matrix right); // Substract two matrices (left - right) -RMDEF Matrix MatrixTranslate(float x, float y, float z); // Returns translation matrix -RMDEF Matrix MatrixRotate(Vector3 axis, float angle); // Returns rotation matrix for an angle around an specified axis (angle in radians) -RMDEF Matrix MatrixRotateX(float angle); // Returns x-rotation matrix (angle in radians) -RMDEF Matrix MatrixRotateY(float angle); // Returns y-rotation matrix (angle in radians) -RMDEF Matrix MatrixRotateZ(float angle); // Returns z-rotation matrix (angle in radians) -RMDEF Matrix MatrixScale(float x, float y, float z); // Returns scaling matrix -RMDEF Matrix MatrixMultiply(Matrix left, Matrix right); // Returns two matrix multiplication -RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far); // Returns perspective projection matrix -RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Returns perspective projection matrix -RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far); // Returns orthographic projection matrix -RMDEF Matrix MatrixLookAt(Vector3 position, Vector3 target, Vector3 up); // Returns camera look-at matrix (view matrix) -RMDEF Float16 MatrixToFloat_(Matrix mat); // Returns float array of Matrix data - -//------------------------------------------------------------------------------------ -// Functions Declaration to work with Quaternions -//------------------------------------------------------------------------------------ -RMDEF Quaternion QuaternionIdentity(void); // Returns identity quaternion -RMDEF float QuaternionLength(Quaternion quat); // Compute the length of a quaternion -RMDEF void QuaternionNormalize(Quaternion *q); // Normalize provided quaternion -RMDEF void QuaternionInvert(Quaternion *quat); // Invert provided quaternion -RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); // Calculate two quaternion multiplication -RMDEF Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount); // Calculate linear interpolation between two quaternions -RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount); // Calculate slerp-optimized interpolation between two quaternions -RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount); // Calculates spherical linear interpolation between two quaternions -RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to); // Calculate quaternion based on the rotation from one vector to another -RMDEF Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion for a given rotation matrix -RMDEF Matrix QuaternionToMatrix(Quaternion q); // Returns a matrix for a given quaternion -RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle); // Returns rotation quaternion for an angle and axis -RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); // Returns the rotation angle and axis for a given quaternion -RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw); // Returns he quaternion equivalent to Euler angles -RMDEF Vector3 QuaternionToEuler(Quaternion q); // Return the Euler angles equivalent to quaternion (roll, pitch, yaw) -RMDEF void QuaternionTransform(Quaternion *q, Matrix mat); // Transform a quaternion given a transformation matrix - -#endif // notdef RAYMATH_EXTERN_INLINE - -#endif // RAYMATH_H -//////////////////////////////////////////////////////////////////// end of header file - -#if defined(RAYMATH_IMPLEMENTATION) || defined(RAYMATH_EXTERN_INLINE) - #include // Required for: sinf(), cosf(), tan(), fabs() //---------------------------------------------------------------------------------- @@ -1390,4 +1301,4 @@ RMDEF void QuaternionTransform(Quaternion *q, Matrix mat) q->w = mat.m3*x + mat.m7*y + mat.m11*z + mat.m15*w; } -#endif // RAYMATH_IMPLEMENTATION +#endif // RAYMATH_H -- cgit v1.2.3 From 4cc12ef2b32f66f160e4e401e5cd76d1740eaf61 Mon Sep 17 00:00:00 2001 From: Ray San Date: Wed, 11 Apr 2018 10:13:00 +0200 Subject: Review camera definition on examples --- examples/core/core_3d_camera_first_person.c | 7 ++++- examples/core/core_world_screen.c | 7 ++++- examples/models/models_billboard.c | 8 ++++- examples/models/models_box_collisions.c | 2 +- examples/models/models_cubicmap.c | 2 +- examples/models/models_geometric_shapes.c | 7 ++++- examples/models/models_heightmap.c | 2 +- examples/models/models_material_pbr.c | 2 +- examples/models/models_mesh_generation.c | 2 +- examples/models/models_obj_loading.c | 7 ++++- examples/models/models_orthographic_projection.c | 37 +++++++----------------- examples/models/models_skybox.c | 2 +- examples/models/models_yaw_pitch_roll.c | 1 + examples/shaders/shaders_custom_uniform.c | 7 ++++- examples/shaders/shaders_model_shader.c | 7 ++++- examples/shaders/shaders_postprocessing.c | 2 +- src/raylib.h | 14 ++++----- 17 files changed, 69 insertions(+), 47 deletions(-) (limited to 'examples/models/models_skybox.c') diff --git a/examples/core/core_3d_camera_first_person.c b/examples/core/core_3d_camera_first_person.c index 3998af81..775e6c57 100644 --- a/examples/core/core_3d_camera_first_person.c +++ b/examples/core/core_3d_camera_first_person.c @@ -23,7 +23,12 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person"); // Define the camera to look into our 3d world (position, target, up vector) - Camera camera = {{ 4.0f, 2.0f, 4.0f }, { 0.0f, 1.8f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f }; + Camera camera = { 0 }; + camera.position = (Vector3){ 4.0f, 2.0f, 4.0f }; + camera.target = (Vector3){ 0.0f, 1.8f, 0.0f }; + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; + camera.fovy = 60.0f; + camera.type = CAMERA_PERSPECTIVE; // Generates some random columns float heights[MAX_COLUMNS]; diff --git a/examples/core/core_world_screen.c b/examples/core/core_world_screen.c index f8c53c70..78ca6eb4 100644 --- a/examples/core/core_world_screen.c +++ b/examples/core/core_world_screen.c @@ -21,7 +21,12 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free"); // Define the camera to look into our 3d world - Camera camera = {{ 10.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; + Camera camera = { 0 }; + camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; + camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; + camera.fovy = 45.0f; + camera.type = CAMERA_PERSPECTIVE; Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; diff --git a/examples/models/models_billboard.c b/examples/models/models_billboard.c index bca9faf8..3b3efc47 100644 --- a/examples/models/models_billboard.c +++ b/examples/models/models_billboard.c @@ -21,7 +21,13 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards"); // Define the camera to look into our 3d world - Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; + Camera camera = { 0 }; + camera.position = (Vector3){ 5.0f, 4.0f, 5.0f }; + camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; + camera.fovy = 45.0f; + camera.type = CAMERA_PERSPECTIVE; + Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard diff --git a/examples/models/models_box_collisions.c b/examples/models/models_box_collisions.c index 69cec418..eb72c54c 100644 --- a/examples/models/models_box_collisions.c +++ b/examples/models/models_box_collisions.c @@ -21,7 +21,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions"); // Define the camera to look into our 3d world - Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; + Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; Vector3 playerPosition = { 0.0f, 1.0f, 2.0f }; Vector3 playerSize = { 1.0f, 2.0f, 1.0f }; diff --git a/examples/models/models_cubicmap.c b/examples/models/models_cubicmap.c index d8be9329..47b88748 100644 --- a/examples/models/models_cubicmap.c +++ b/examples/models/models_cubicmap.c @@ -21,7 +21,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing"); // Define the camera to look into our 3d world - Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; + Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM) Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM) diff --git a/examples/models/models_geometric_shapes.c b/examples/models/models_geometric_shapes.c index a13a1f3b..7a1e7e48 100644 --- a/examples/models/models_geometric_shapes.c +++ b/examples/models/models_geometric_shapes.c @@ -21,7 +21,12 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes"); // Define the camera to look into our 3d world - Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; + Camera camera = { 0 }; + camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; + camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; + camera.fovy = 45.0f; + camera.type = CAMERA_PERSPECTIVE; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- diff --git a/examples/models/models_heightmap.c b/examples/models/models_heightmap.c index e476d1b7..55474185 100644 --- a/examples/models/models_heightmap.c +++ b/examples/models/models_heightmap.c @@ -21,7 +21,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing"); // Define our custom camera to look into our 3d world - Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; + Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM) Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM) diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c index d98d7eac..4ad2c9e7 100644 --- a/examples/models/models_material_pbr.c +++ b/examples/models/models_material_pbr.c @@ -34,7 +34,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material"); // Define the camera to look into our 3d world - Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 0.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; + Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 0.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; // Load model and PBR material Model model = LoadModel("resources/pbr/trooper.obj"); diff --git a/examples/models/models_mesh_generation.c b/examples/models/models_mesh_generation.c index 72222156..d9c28ac2 100644 --- a/examples/models/models_mesh_generation.c +++ b/examples/models/models_mesh_generation.c @@ -41,7 +41,7 @@ int main() for (int i = 0; i < NUM_MODELS; i++) models[i].material.maps[MAP_DIFFUSE].texture = texture; // Define the camera to look into our 3d world - Camera camera = {{ 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; + Camera camera = {{ 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; // Model drawing position Vector3 position = { 0.0f, 0.0f, 0.0f }; diff --git a/examples/models/models_obj_loading.c b/examples/models/models_obj_loading.c index 70f92168..4f89130f 100644 --- a/examples/models/models_obj_loading.c +++ b/examples/models/models_obj_loading.c @@ -21,7 +21,12 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading"); // Define the camera to look into our 3d world - Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; + Camera camera = { 0 }; + camera.position = (Vector3){ 3.0f, 3.0f, 3.0f }; + camera.target = (Vector3){ 0.0f, 1.5f, 0.0f }; + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; + camera.fovy = 45.0f; + camera.type = CAMERA_PERSPECTIVE; Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture diff --git a/examples/models/models_orthographic_projection.c b/examples/models/models_orthographic_projection.c index 2c2a89d1..cb5ea053 100644 --- a/examples/models/models_orthographic_projection.c +++ b/examples/models/models_orthographic_projection.c @@ -4,17 +4,17 @@ * * This program is heavily based on the geometric objects example * -* This example has been created using raylib 1.0 (www.raylib.com) +* This example has been created using raylib 1.9.7 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * -* Copyright (c) 2014 Ramon Santamaria (@raysan5) +* Copyright (c) 2018 Max Danielsson & Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" -#define FOVY_PERSPECTIVE 45.0f -#define WIDTH_ORTHOGRAPHIC 10.0f +#define FOVY_PERSPECTIVE 45.0f +#define WIDTH_ORTHOGRAPHIC 10.0f int main() { @@ -36,15 +36,9 @@ int main() { // Update //---------------------------------------------------------------------------------- - // TODO: Update your variables here - //---------------------------------------------------------------------------------- - // - - // Input - //---------------------------------------------------------------------------------- - if(IsKeyPressed(KEY_SPACE)) + if (IsKeyPressed(KEY_SPACE)) { - if(camera.type == CAMERA_PERSPECTIVE) + if (camera.type == CAMERA_PERSPECTIVE) { camera.fovy = WIDTH_ORTHOGRAPHIC; camera.type = CAMERA_ORTHOGRAPHIC; @@ -55,12 +49,10 @@ int main() camera.type = CAMERA_PERSPECTIVE; } } - + //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- - - BeginDrawing(); ClearBackground(RAYWHITE); @@ -85,19 +77,12 @@ int main() End3dMode(); - DrawFPS(10, 10); + DrawText("Press Spacebar to switch camera type", 10, GetScreenHeight() - 30, 20, DARKGRAY); - DrawText("Press Spacebar to switch camera type", 10, 40, 24, BLACK); - - if(camera.type == CAMERA_ORTHOGRAPHIC) - { - DrawText("Orthographic", 10, 65, 24, BLACK); - } - else if(camera.type == CAMERA_PERSPECTIVE) - { - DrawText("Perspective", 10, 65, 24, BLACK); - } + if (camera.type == CAMERA_ORTHOGRAPHIC) DrawText("ORTHOGRAPHIC", 10, 40, 20, BLACK); + else if (camera.type == CAMERA_PERSPECTIVE) DrawText("PERSPECTIVE", 10, 40, 20, BLACK); + DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c index 9f0d8c17..700824d3 100644 --- a/examples/models/models_skybox.c +++ b/examples/models/models_skybox.c @@ -21,7 +21,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing"); // Define the camera to look into our 3d world - Camera camera = {{ 1.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; + Camera camera = {{ 1.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; // Load skybox model Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); diff --git a/examples/models/models_yaw_pitch_roll.c b/examples/models/models_yaw_pitch_roll.c index 4fdbd4d7..c559e67b 100644 --- a/examples/models/models_yaw_pitch_roll.c +++ b/examples/models/models_yaw_pitch_roll.c @@ -48,6 +48,7 @@ int main() camera.target = (Vector3){ 0.0f, 12.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 30.0f; // Camera field-of-view Y + camera.type = CAMERA_PERSPECTIVE; // Camera type float pitch = 0.0f; float roll = 0.0f; diff --git a/examples/shaders/shaders_custom_uniform.c b/examples/shaders/shaders_custom_uniform.c index a0f6fd22..4e160455 100644 --- a/examples/shaders/shaders_custom_uniform.c +++ b/examples/shaders/shaders_custom_uniform.c @@ -30,7 +30,12 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable"); // Define the camera to look into our 3d world - Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; + Camera camera = { 0 }; + camera.position = (Vector3){ 3.0f, 3.0f, 3.0f }; + camera.target = (Vector3){ 0.0f, 1.5f, 0.0f }; + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; + camera.fovy = 45.0f; + camera.type = CAMERA_PERSPECTIVE; Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map) diff --git a/examples/shaders/shaders_model_shader.c b/examples/shaders/shaders_model_shader.c index f1a349c6..51acc836 100644 --- a/examples/shaders/shaders_model_shader.c +++ b/examples/shaders/shaders_model_shader.c @@ -30,7 +30,12 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader"); // Define the camera to look into our 3d world - Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; + Camera camera = { 0 }; + camera.position = (Vector3){ 3.0f, 3.0f, 3.0f }; + camera.target = (Vector3){ 0.0f, 1.5f, 0.0f }; + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; + camera.fovy = 45.0f; + camera.type = CAMERA_PERSPECTIVE; Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture diff --git a/examples/shaders/shaders_postprocessing.c b/examples/shaders/shaders_postprocessing.c index b8b5f6ae..5eeda896 100644 --- a/examples/shaders/shaders_postprocessing.c +++ b/examples/shaders/shaders_postprocessing.c @@ -70,7 +70,7 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader"); // Define the camera to look into our 3d world - Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; + Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map) diff --git a/src/raylib.h b/src/raylib.h index fd4b9b21..9c50ecf7 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -396,19 +396,13 @@ typedef struct SpriteFont { CharInfo *chars; // Characters info data } SpriteFont; -// Camera projection modes -typedef enum { - CAMERA_PERSPECTIVE = 0, - CAMERA_ORTHOGRAPHIC -} CameraType; - // Camera type, defines a camera position/orientation in 3d space typedef struct Camera { Vector3 position; // Camera position Vector3 target; // Camera target it looks-at Vector3 up; // Camera up vector (rotation over its axis) float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic - CameraType type; // Camera type, controlling projection type, either CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC. + int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC } Camera; // Camera2D type, defines a 2d camera @@ -673,6 +667,12 @@ typedef enum { CAMERA_THIRD_PERSON } CameraMode; +// Camera projection modes +typedef enum { + CAMERA_PERSPECTIVE = 0, + CAMERA_ORTHOGRAPHIC +} CameraType; + // Head Mounted Display devices typedef enum { HMD_DEFAULT_DEVICE = 0, -- cgit v1.2.3