[Renderers/Raylib] Update files for v5.5 release (#109)
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Anthony Carbajal 2024-12-26 01:02:33 -06:00 committed by GitHub
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2 changed files with 438 additions and 61 deletions

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@ -1,22 +1,22 @@
/**********************************************************************************************
*
* raylib v5.5-dev - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
* raylib v5.5 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
*
* FEATURES:
* - NO external dependencies, all required libraries included with raylib
* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
* MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
* - Written in plain C code (C99) in PascalCase/camelCase notation
* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile)
* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3, ES2, ES3 - choose at compile)
* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
* - Multiple Fonts formats supported (TTF, OTF, FNT, BDF, Sprite fonts)
* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
* - Flexible Materials system, supporting classic maps and PBR maps
* - Animated 3D models supported (skeletal bones animation) (IQM)
* - Animated 3D models supported (skeletal bones animation) (IQM, M3D, GLTF)
* - Shaders support, including Model shaders and Postprocessing shaders
* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, QOA, XM, MOD)
* - VR stereo rendering with configurable HMD device parameters
* - Bindings to multiple programming languages available!
*
@ -27,29 +27,35 @@
* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
*
* DEPENDENCIES (included):
* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
* [rcore][GLFW] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input
* [rcore][RGFW] rgfw (ColleagueRiley - github.com/ColleagueRiley/RGFW) for window/context management and input
* [rlgl] glad/glad_gles2 (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading
* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
*
* OPTIONAL DEPENDENCIES (included):
* [rcore] msf_gif (Miles Fogle) for GIF recording
* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
* [rcore] rprand (Ramon Snatamaria) for pseudo-random numbers generation
* [rtextures] qoi (Dominic Szablewski - https://phoboslab.org) for QOI image manage
* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
* [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
* [rtextures] stb_image_resize2 (Sean Barret) for image resizing algorithms
* [rtextures] stb_perlin (Sean Barret) for Perlin Noise image generation
* [rtext] stb_truetype (Sean Barret) for ttf fonts loading
* [rtext] stb_rect_pack (Sean Barret) for rectangles packing
* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
* [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
* [rmodels] m3d (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
* [rmodels] vox_loader (Johann Nadalutti) for models loading (VOX)
* [raudio] dr_wav (David Reid) for WAV audio file loading
* [raudio] dr_flac (David Reid) for FLAC audio file loading
* [raudio] dr_mp3 (David Reid) for MP3 audio file loading
* [raudio] stb_vorbis (Sean Barret) for OGG audio loading
* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
* [raudio] qoa (Dominic Szablewski - https://phoboslab.org) for QOA audio manage
*
*
* LICENSE: zlib/libpng
@ -84,7 +90,7 @@
#define RAYLIB_VERSION_MAJOR 5
#define RAYLIB_VERSION_MINOR 5
#define RAYLIB_VERSION_PATCH 0
#define RAYLIB_VERSION "5.5-dev"
#define RAYLIB_VERSION "5.5"
// Function specifiers in case library is build/used as a shared library
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
@ -352,8 +358,10 @@ typedef struct Mesh {
// Animation vertex data
float *animVertices; // Animated vertex positions (after bones transformations)
float *animNormals; // Animated normals (after bones transformations)
unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)
float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
Matrix *boneMatrices; // Bones animated transformation matrices
int boneCount; // Number of bones
// OpenGL identifiers
unsigned int vaoId; // OpenGL Vertex Array Object id
@ -790,7 +798,10 @@ typedef enum {
SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
SHADER_LOC_MAP_BRDF, // Shader location: sampler2d texture: brdf
SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds
SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights
SHADER_LOC_BONE_MATRICES // Shader location: array of matrices uniform: boneMatrices
} ShaderLocationIndex;
#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
@ -872,8 +883,7 @@ typedef enum {
CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces
CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map)
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE // Layout is defined by a 4x3 cross with cubemap faces
} CubemapLayout;
// Font type, defines generation method
@ -960,36 +970,36 @@ RLAPI void CloseWindow(void); // Close windo
RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP)
RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP)
RLAPI bool IsWindowHidden(void); // Check if window is currently hidden
RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized
RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized
RLAPI bool IsWindowFocused(void); // Check if window is currently focused
RLAPI bool IsWindowResized(void); // Check if window has been resized last frame
RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)
RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags
RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags
RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed, resizes monitor to match window resolution
RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed, resizes window to match monitor resolution
RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable
RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable
RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized
RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit)
RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit)
RLAPI void SetWindowTitle(const char *title); // Set title for window
RLAPI void SetWindowPosition(int x, int y); // Set window position on screen
RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window
RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
RLAPI void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
RLAPI void SetWindowSize(int width, int height); // Set window dimensions
RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
RLAPI void SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP)
RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f]
RLAPI void SetWindowFocused(void); // Set window focused
RLAPI void *GetWindowHandle(void); // Get native window handle
RLAPI int GetScreenWidth(void); // Get current screen width
RLAPI int GetScreenHeight(void); // Get current screen height
RLAPI int GetRenderWidth(void); // Get current render width (it considers HiDPI)
RLAPI int GetRenderHeight(void); // Get current render height (it considers HiDPI)
RLAPI int GetMonitorCount(void); // Get number of connected monitors
RLAPI int GetCurrentMonitor(void); // Get current connected monitor
RLAPI int GetCurrentMonitor(void); // Get current monitor where window is placed
RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)
RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor)
@ -1001,6 +1011,7 @@ RLAPI Vector2 GetWindowScaleDPI(void); // Get window
RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor
RLAPI void SetClipboardText(const char *text); // Set clipboard text content
RLAPI const char *GetClipboardText(void); // Get clipboard text content
RLAPI Image GetClipboardImage(void); // Get clipboard image content
RLAPI void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling
RLAPI void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling
@ -1039,7 +1050,7 @@ RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR s
// NOTE: Shader functionality is not available on OpenGL 1.1
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI bool IsShaderReady(Shader shader); // Check if a shader is ready
RLAPI bool IsShaderValid(Shader shader); // Check if a shader is valid (loaded on GPU)
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
@ -1122,11 +1133,12 @@ RLAPI const char *GetDirectoryPath(const char *filePath); // Get full pa
RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string)
RLAPI int MakeDirectory(const char *dirPath); // Create directories (including full path requested), returns 0 on success
RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success
RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory
RLAPI bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS
RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths
RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths
@ -1138,6 +1150,10 @@ RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *
RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree()
RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree()
RLAPI unsigned int ComputeCRC32(unsigned char *data, int dataSize); // Compute CRC32 hash code
RLAPI unsigned int *ComputeMD5(unsigned char *data, int dataSize); // Compute MD5 hash code, returns static int[4] (16 bytes)
RLAPI unsigned int *ComputeSHA1(unsigned char *data, int dataSize); // Compute SHA1 hash code, returns static int[5] (20 bytes)
// Automation events functionality
RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
@ -1155,7 +1171,7 @@ RLAPI void PlayAutomationEvent(AutomationEvent event);
// Input-related functions: keyboard
RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once
RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again
RLAPI bool IsKeyDown(int key); // Check if a key is being pressed
RLAPI bool IsKeyReleased(int key); // Check if a key has been released once
RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed
@ -1174,7 +1190,7 @@ RLAPI int GetGamepadButtonPressed(void);
RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor); // Set gamepad vibration for both motors
RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds)
// Input-related functions: mouse
RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
@ -1205,7 +1221,7 @@ RLAPI int GetTouchPointCount(void); // Get number of t
RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected
RLAPI int GetGestureDetected(void); // Get latest detected gesture
RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in seconds
RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
@ -1228,8 +1244,8 @@ RLAPI Texture2D GetShapesTexture(void); // Get t
RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing
// Basic shapes drawing functions
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel using geometry [Can be slow, use with care]
RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel using geometry (Vector version) [Can be slow, use with care]
RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
@ -1238,7 +1254,7 @@ RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color c
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color inner, Color outer); // Draw a gradient-filled circle
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
RLAPI void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
@ -1250,9 +1266,9 @@ RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color)
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom); // Draw a vertical-gradient-filled rectangle
RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right); // Draw a horizontal-gradient-filled rectangle
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight); // Draw a gradient-filled rectangle with custom vertex colors
RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters
RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
@ -1289,13 +1305,13 @@ RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vect
RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2]
RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
RLAPI bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2]
RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
//------------------------------------------------------------------------------------
@ -1306,13 +1322,12 @@ RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);
// NOTE: These functions do not require GPU access
RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
RLAPI Image LoadImageSvg(const char *fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size
RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
RLAPI Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int *frames); // Load image sequence from memory buffer
RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
RLAPI bool IsImageReady(Image image); // Check if an image is ready
RLAPI bool IsImageValid(Image image); // Check if an image is valid (data and parameters)
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
@ -1398,9 +1413,9 @@ RLAPI Texture2D LoadTexture(const char *fileName);
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready
RLAPI bool IsTextureValid(Texture2D texture); // Check if a texture is valid (loaded in GPU)
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
RLAPI bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is valid (loaded in GPU)
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
@ -1431,6 +1446,7 @@ RLAPI Color ColorBrightness(Color color, float factor); // G
RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
RLAPI Color ColorLerp(Color color1, Color color2, float factor); // Get color lerp interpolation between two colors, factor [0.0f..1.0f]
RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
@ -1443,10 +1459,10 @@ RLAPI int GetPixelDataSize(int width, int height, int format); // G
// Font loading/unloading functions
RLAPI Font GetFontDefault(void); // Get the default Font
RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height
RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
RLAPI bool IsFontReady(Font font); // Check if a font is ready
RLAPI bool IsFontValid(Font font); // Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
@ -1536,7 +1552,7 @@ RLAPI void DrawGrid(int slices, float spacing);
// Model management functions
RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
RLAPI bool IsModelReady(Model model); // Check if a model is ready
RLAPI bool IsModelValid(Model model); // Check if a model is valid (loaded in GPU, VAO/VBOs)
RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
@ -1545,6 +1561,8 @@ RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);
RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
RLAPI void DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points
RLAPI void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model as points with extended parameters
RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
@ -1577,14 +1595,15 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
// Material loading/unloading functions
RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
RLAPI bool IsMaterialReady(Material material); // Check if a material is ready
RLAPI bool IsMaterialValid(Material material); // Check if a material is valid (shader assigned, map textures loaded in GPU)
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
// Model animations loading/unloading functions
RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose (CPU)
RLAPI void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning)
RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
@ -1614,11 +1633,11 @@ RLAPI float GetMasterVolume(void); // Get mas
// Wave/Sound loading/unloading functions
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready
RLAPI bool IsWaveValid(Wave wave); // Checks if wave data is valid (data loaded and parameters)
RLAPI Sound LoadSound(const char *fileName); // Load sound from file
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready
RLAPI bool IsSoundValid(Sound sound); // Checks if a sound is valid (data loaded and buffers initialized)
RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
RLAPI void UnloadWave(Wave wave); // Unload wave data
RLAPI void UnloadSound(Sound sound); // Unload sound
@ -1644,7 +1663,7 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload
// Music management functions
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
RLAPI bool IsMusicReady(Music music); // Checks if a music stream is ready
RLAPI bool IsMusicValid(Music music); // Checks if a music stream is valid (context and buffers initialized)
RLAPI void UnloadMusicStream(Music music); // Unload music stream
RLAPI void PlayMusicStream(Music music); // Start music playing
RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
@ -1661,7 +1680,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur
// AudioStream management functions
RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
RLAPI bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready
RLAPI bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is valid (buffers initialized)
RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill

View File

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