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This commit is contained in:
Stephen Seo 2023-12-12 12:44:35 +09:00
parent da6038dc92
commit 695002bfe5
4 changed files with 253 additions and 123 deletions

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@ -1 +1 @@
3.1.44
3.1.50

172
wasm_include/raylib.h vendored
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@ -1,6 +1,6 @@
/**********************************************************************************************
*
* raylib v4.5 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
* raylib v5.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
*
* FEATURES:
* - NO external dependencies, all required libraries included with raylib
@ -81,10 +81,10 @@
#include <stdarg.h> // Required for: va_list - Only used by TraceLogCallback
#define RAYLIB_VERSION_MAJOR 4
#define RAYLIB_VERSION_MINOR 5
#define RAYLIB_VERSION_MAJOR 5
#define RAYLIB_VERSION_MINOR 0
#define RAYLIB_VERSION_PATCH 0
#define RAYLIB_VERSION "4.5"
#define RAYLIB_VERSION "5.0"
// Function specifiers in case library is build/used as a shared library (Windows)
// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
@ -133,12 +133,20 @@
// NOTE: MSVC C++ compiler does not support compound literals (C99 feature)
// Plain structures in C++ (without constructors) can be initialized with { }
// This is called aggregate initialization (C++11 feature)
#if defined(__cplusplus)
#define CLITERAL(type) type
#else
#define CLITERAL(type) (type)
#endif
// Some compilers (mostly macos clang) default to C++98,
// where aggregate initialization can't be used
// So, give a more clear error stating how to fix this
#if !defined(_MSC_VER) && (defined(__cplusplus) && __cplusplus < 201103L)
#error "C++11 or later is required. Add -std=c++11"
#endif
// NOTE: We set some defines with some data types declared by raylib
// Other modules (raymath, rlgl) also require some of those types, so,
// to be able to use those other modules as standalone (not depending on raylib)
@ -402,6 +410,7 @@ typedef struct ModelAnimation {
int frameCount; // Number of animation frames
BoneInfo *bones; // Bones information (skeleton)
Transform **framePoses; // Poses array by frame
char name[32]; // Animation name
} ModelAnimation;
// Ray, ray for raycasting
@ -497,6 +506,20 @@ typedef struct FilePathList {
char **paths; // Filepaths entries
} FilePathList;
// Automation event
typedef struct AutomationEvent {
unsigned int frame; // Event frame
unsigned int type; // Event type (AutomationEventType)
int params[4]; // Event parameters (if required)
} AutomationEvent;
// Automation event list
typedef struct AutomationEventList {
unsigned int capacity; // Events max entries (MAX_AUTOMATION_EVENTS)
unsigned int count; // Events entries count
AutomationEvent *events; // Events entries
} AutomationEventList;
//----------------------------------------------------------------------------------
// Enumerators Definition
//----------------------------------------------------------------------------------
@ -517,6 +540,7 @@ typedef enum {
FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer
FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI
FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode
FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X
FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D)
} ConfigFlags;
@ -802,6 +826,9 @@ typedef enum {
PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float)
PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float)
PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float)
PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
@ -905,8 +932,8 @@ typedef enum {
// Callbacks to hook some internal functions
// WARNING: These callbacks are intended for advance users
typedef void (*TraceLogCallback)(int logLevel, const char *text, va_list args); // Logging: Redirect trace log messages
typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, unsigned int *bytesRead); // FileIO: Load binary data
typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, unsigned int bytesToWrite); // FileIO: Save binary data
typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize); // FileIO: Load binary data
typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize); // FileIO: Save binary data
typedef char *(*LoadFileTextCallback)(const char *fileName); // FileIO: Load text data
typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data
@ -925,8 +952,8 @@ extern "C" { // Prevents name mangling of functions
// Window-related functions
RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
RLAPI void CloseWindow(void); // Close window and unload OpenGL context
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)
@ -938,17 +965,20 @@ RLAPI bool IsWindowState(unsigned int flag); // Check if on
RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)
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)
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 SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
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 *GetWindowHandle(void); // Get native window handle
RLAPI int GetScreenWidth(void); // Get current screen width
RLAPI int GetScreenHeight(void); // Get current screen height
@ -964,20 +994,12 @@ RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specifi
RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor
RLAPI Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor
RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
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 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
// Custom frame control functions
// NOTE: Those functions are intended for advance users that want full control over the frame processing
// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
RLAPI void PollInputEvents(void); // Register all input events
RLAPI void WaitTime(double seconds); // Wait for some time (halt program execution)
// Cursor-related functions
RLAPI void ShowCursor(void); // Shows cursor
RLAPI void HideCursor(void); // Hides cursor
@ -1033,24 +1055,37 @@ RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the
// Timing-related functions
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
RLAPI int GetFPS(void); // Get current FPS
RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)
RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow()
RLAPI int GetFPS(void); // Get current FPS
// Custom frame control functions
// NOTE: Those functions are intended for advance users that want full control over the frame processing
// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
RLAPI void PollInputEvents(void); // Register all input events
RLAPI void WaitTime(double seconds); // Wait for some time (halt program execution)
// Random values generation functions
RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator
RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
RLAPI int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated
RLAPI void UnloadRandomSequence(int *sequence); // Unload random values sequence
// Misc. functions
RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator
RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available)
// NOTE: Following functions implemented in module [utils]
//------------------------------------------------------------------
RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator
RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator
RLAPI void MemFree(void *ptr); // Internal memory free
RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available)
// Set custom callbacks
// WARNING: Callbacks setup is intended for advance users
RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
@ -1060,13 +1095,16 @@ RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom
RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
// Files management functions
RLAPI unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read)
RLAPI unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read)
RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData()
RLAPI bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write), returns true on success
RLAPI bool ExportDataAsCode(const unsigned char *data, unsigned int size, const char *fileName); // Export data to code (.h), returns true on success
RLAPI bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success
RLAPI bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success
RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText()
RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success
//------------------------------------------------------------------
// File system functions
RLAPI bool FileExists(const char *fileName); // Check if file exists
RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists
RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
@ -1077,7 +1115,7 @@ RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filenam
RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
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 if the running application (uses static string)
RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string)
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 FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths
@ -1094,18 +1132,29 @@ RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataS
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()
// Automation events functionality
RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
RLAPI void UnloadAutomationEventList(AutomationEventList *list); // Unload automation events list from file
RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file
RLAPI void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to
RLAPI void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording
RLAPI void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set)
RLAPI void StopAutomationEventRecording(void); // Stop recording automation events
RLAPI void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
// 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 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
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
// Input-related functions: gamepads
RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
@ -1146,7 +1195,7 @@ RLAPI int GetTouchPointCount(void); // Get number of t
// Gestures and Touch Handling Functions (Module: rgestures)
//------------------------------------------------------------------------------------
RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected
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 Vector2 GetGestureDragVector(void); // Get gesture drag vector
@ -1172,18 +1221,17 @@ RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set t
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 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 (Vector version)
RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
RLAPI void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); // Draw line using quadratic bezier curves with a control point
RLAPI void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color); // Draw line using cubic bezier curves with 2 control points
RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence
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)
RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)
RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
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 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)
RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
@ -1207,6 +1255,25 @@ RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Col
RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
// Splines drawing functions
RLAPI void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
RLAPI void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
RLAPI void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
RLAPI void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
RLAPI void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points
RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
RLAPI void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point
RLAPI void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points
// Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
RLAPI Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear
RLAPI Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline
RLAPI Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom
RLAPI Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier
RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier
// Basic shapes collision detection functions
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
@ -1227,6 +1294,7 @@ 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 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
@ -1234,13 +1302,14 @@ RLAPI Image LoadImageFromScreen(void);
RLAPI bool IsImageReady(Image image); // Check if an image is ready
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
RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success
// Image generation functions
RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color
RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
RLAPI Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
RLAPI Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient
RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
@ -1267,6 +1336,7 @@ RLAPI void ImageMipmaps(Image *image);
RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
RLAPI void ImageRotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359)
RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg
RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
@ -1309,7 +1379,7 @@ RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout);
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready
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 IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
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
@ -1351,13 +1421,13 @@ 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 *fontChars, int glyphCount); // Load font from file with extended parameters, use NULL for fontChars and 0 for glyphCount 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
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 *fontChars, int glyphCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
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 GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount, int type); // Load font data for further use
RLAPI Image GenImageFontAtlas(const GlyphInfo *chars, Rectangle **recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
RLAPI void UnloadFontData(GlyphInfo *chars, int glyphCount); // Unload font chars info data (RAM)
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)
RLAPI void UnloadFont(Font font); // Unload font from GPU memory (VRAM)
RLAPI bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success
@ -1367,9 +1437,10 @@ RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color co
RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
RLAPI void DrawTextCodepoints(Font font, const int *codepoints, int count, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
RLAPI void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
// Text font info functions
RLAPI void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks
RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
RLAPI int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
@ -1485,10 +1556,10 @@ RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture
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, unsigned int *animCount); // Load model animations from file
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 UnloadModelAnimation(ModelAnimation anim); // Unload animation data
RLAPI void UnloadModelAnimations(ModelAnimation *animations, unsigned int count); // Unload animation array data
RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
// Collision detection functions
@ -1511,6 +1582,7 @@ RLAPI void InitAudioDevice(void); // Initial
RLAPI void CloseAudioDevice(void); // Close the audio device and context
RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
RLAPI float GetMasterVolume(void); // Get master volume (listener)
// Wave/Sound loading/unloading functions
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
@ -1518,10 +1590,12 @@ RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileDat
RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready
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 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
RLAPI void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data)
RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success
RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success
@ -1573,12 +1647,12 @@ RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set vol
RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
RLAPI void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream
RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as <float>s
RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline
RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s
RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
#if defined(__cplusplus)

202
wasm_include/raymath.h vendored
View file

@ -2,25 +2,30 @@
*
* raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
*
* CONFIGURATION:
*
* #define RAYMATH_IMPLEMENTATION
* Generates the implementation of the library into the included file.
* If not defined, the library is in header only mode and can be included in other headers
* or source files without problems. But only ONE file should hold the implementation.
*
* #define RAYMATH_STATIC_INLINE
* Define static inline functions code, so #include header suffices for use.
* This may use up lots of memory.
*
* CONVENTIONS:
*
* - Matrix structure is defined as row-major (memory layout) but parameters naming AND all
* math operations performed by the library consider the structure as it was column-major
* It is like transposed versions of the matrices are used for all the maths
* It benefits some functions making them cache-friendly and also avoids matrix
* transpositions sometimes required by OpenGL
* Example: In memory order, row0 is [m0 m4 m8 m12] but in semantic math row0 is [m0 m1 m2 m3]
* - 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 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++
*
* CONFIGURATION:
* #define RAYMATH_IMPLEMENTATION
* Generates the implementation of the library into the included file.
* If not defined, the library is in header only mode and can be included in other headers
* or source files without problems. But only ONE file should hold the implementation.
*
* #define RAYMATH_STATIC_INLINE
* Define static inline functions code, so #include header suffices for use.
* This may use up lots of memory.
*
*
* LICENSE: zlib/libpng
@ -209,6 +214,10 @@ RMAPI float Wrap(float value, float min, float max)
// Check whether two given floats are almost equal
RMAPI int FloatEquals(float x, float y)
{
#if !defined(EPSILON)
#define EPSILON 0.000001f
#endif
int result = (fabsf(x - y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(x), fabsf(y))));
return result;
@ -310,7 +319,12 @@ RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2)
// NOTE: Angle is calculated from origin point (0, 0)
RMAPI float Vector2Angle(Vector2 v1, Vector2 v2)
{
float result = atan2f(v2.y - v1.y, v2.x - v1.x);
float result = 0.0f;
float dot = v1.x*v2.x + v1.y*v2.y;
float det = v1.x*v2.y - v1.y*v2.x;
result = atan2f(det, dot);
return result;
}
@ -322,17 +336,8 @@ RMAPI float Vector2LineAngle(Vector2 start, Vector2 end)
{
float result = 0.0f;
float dot = start.x*end.x + start.y*end.y; // Dot product
float dotClamp = (dot < -1.0f)? -1.0f : dot; // Clamp
if (dotClamp > 1.0f) dotClamp = 1.0f;
result = acosf(dotClamp);
// Alternative implementation, more costly
//float v1Length = sqrtf((start.x*start.x) + (start.y*start.y));
//float v2Length = sqrtf((end.x*end.x) + (end.y*end.y));
//float result = -acosf((start.x*end.x + start.y*end.y)/(v1Length*v2Length));
// TODO(10/9/2023): Currently angles move clockwise, determine if this is wanted behavior
result = -atan2f(end.y - start.y, end.x - start.x);
return result;
}
@ -507,6 +512,10 @@ RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max)
// Check whether two given vectors are almost equal
RMAPI int Vector2Equals(Vector2 p, Vector2 q)
{
#if !defined(EPSILON)
#define EPSILON 0.000001f
#endif
int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y)))));
@ -703,12 +712,48 @@ RMAPI Vector3 Vector3Normalize(Vector3 v)
Vector3 result = v;
float length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
if (length == 0.0f) length = 1.0f;
float ilength = 1.0f/length;
if (length != 0.0f)
{
float ilength = 1.0f/length;
result.x *= ilength;
result.y *= ilength;
result.z *= ilength;
result.x *= ilength;
result.y *= ilength;
result.z *= ilength;
}
return result;
}
//Calculate the projection of the vector v1 on to v2
RMAPI Vector3 Vector3Project(Vector3 v1, Vector3 v2)
{
Vector3 result = { 0 };
float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);
float mag = v1dv2/v2dv2;
result.x = v2.x*mag;
result.y = v2.y*mag;
result.z = v2.z*mag;
return result;
}
//Calculate the rejection of the vector v1 on to v2
RMAPI Vector3 Vector3Reject(Vector3 v1, Vector3 v2)
{
Vector3 result = { 0 };
float v1dv2 = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
float v2dv2 = (v2.x*v2.x + v2.y*v2.y + v2.z*v2.z);
float mag = v1dv2/v2dv2;
result.x = v1.x - (v2.x*mag);
result.y = v1.y - (v2.y*mag);
result.z = v1.z - (v2.z*mag);
return result;
}
@ -785,7 +830,7 @@ RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle)
Vector3 result = v;
// Vector3Normalize(axis);
float length = sqrtf(axis.x * axis.x + axis.y * axis.y + axis.z * axis.z);
float length = sqrtf(axis.x*axis.x + axis.y*axis.y + axis.z*axis.z);
if (length == 0.0f) length = 1.0f;
float ilength = 1.0f / length;
axis.x *= ilength;
@ -794,19 +839,19 @@ RMAPI Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle)
angle /= 2.0f;
float a = sinf(angle);
float b = axis.x * a;
float c = axis.y * a;
float d = axis.z * a;
float b = axis.x*a;
float c = axis.y*a;
float d = axis.z*a;
a = cosf(angle);
Vector3 w = { b, c, d };
// Vector3CrossProduct(w, v)
Vector3 wv = { w.y * v.z - w.z * v.y, w.z * v.x - w.x * v.z, w.x * v.y - w.y * v.x };
Vector3 wv = { w.y*v.z - w.z*v.y, w.z*v.x - w.x*v.z, w.x*v.y - w.y*v.x };
// Vector3CrossProduct(w, wv)
Vector3 wwv = { w.y * wv.z - w.z * wv.y, w.z * wv.x - w.x * wv.z, w.x * wv.y - w.y * wv.x };
Vector3 wwv = { w.y*wv.z - w.z*wv.y, w.z*wv.x - w.x*wv.z, w.x*wv.y - w.y*wv.x };
// Vector3Scale(wv, 2 * a)
// Vector3Scale(wv, 2*a)
a *= 2;
wv.x *= a;
wv.y *= a;
@ -1055,19 +1100,22 @@ RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max)
// Check whether two given vectors are almost equal
RMAPI int Vector3Equals(Vector3 p, Vector3 q)
{
#if !defined(EPSILON)
#define EPSILON 0.000001f
#endif
int result = ((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z)))));
((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z)))));
return result;
}
// Compute the direction of a refracted ray where v specifies the
// normalized direction of the incoming ray, n specifies the
// normalized normal vector of the interface of two optical media,
// and r specifies the ratio of the refractive index of the medium
// from where the ray comes to the refractive index of the medium
// on the other side of the surface
// Compute the direction of a refracted ray
// v: normalized direction of the incoming ray
// n: normalized normal vector of the interface of two optical media
// r: ratio of the refractive index of the medium from where the ray comes
// to the refractive index of the medium on the other side of the surface
RMAPI Vector3 Vector3Refract(Vector3 v, Vector3 n, float r)
{
Vector3 result = { 0 };
@ -1509,11 +1557,11 @@ RMAPI Matrix MatrixFrustum(double left, double right, double bottom, double top,
// Get perspective projection matrix
// NOTE: Fovy angle must be provided in radians
RMAPI Matrix MatrixPerspective(double fovy, double aspect, double near, double far)
RMAPI Matrix MatrixPerspective(double fovY, double aspect, double nearPlane, double farPlane)
{
Matrix result = { 0 };
double top = near*tan(fovy*0.5);
double top = nearPlane*tan(fovY*0.5);
double bottom = -top;
double right = top*aspect;
double left = -right;
@ -1521,27 +1569,27 @@ RMAPI Matrix MatrixPerspective(double fovy, double aspect, double near, double f
// MatrixFrustum(-right, right, -top, top, near, far);
float rl = (float)(right - left);
float tb = (float)(top - bottom);
float fn = (float)(far - near);
float fn = (float)(farPlane - nearPlane);
result.m0 = ((float)near*2.0f)/rl;
result.m5 = ((float)near*2.0f)/tb;
result.m0 = ((float)nearPlane*2.0f)/rl;
result.m5 = ((float)nearPlane*2.0f)/tb;
result.m8 = ((float)right + (float)left)/rl;
result.m9 = ((float)top + (float)bottom)/tb;
result.m10 = -((float)far + (float)near)/fn;
result.m10 = -((float)farPlane + (float)nearPlane)/fn;
result.m11 = -1.0f;
result.m14 = -((float)far*(float)near*2.0f)/fn;
result.m14 = -((float)farPlane*(float)nearPlane*2.0f)/fn;
return result;
}
// Get orthographic projection matrix
RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far)
RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, double nearPlane, double farPlane)
{
Matrix result = { 0 };
float rl = (float)(right - left);
float tb = (float)(top - bottom);
float fn = (float)(far - near);
float fn = (float)(farPlane - nearPlane);
result.m0 = 2.0f/rl;
result.m1 = 0.0f;
@ -1557,7 +1605,7 @@ RMAPI Matrix MatrixOrtho(double left, double right, double bottom, double top, d
result.m11 = 0.0f;
result.m12 = -((float)left + (float)right)/rl;
result.m13 = -((float)top + (float)bottom)/tb;
result.m14 = -((float)far + (float)near)/fn;
result.m14 = -((float)farPlane + (float)nearPlane)/fn;
result.m15 = 1.0f;
return result;
@ -1812,6 +1860,10 @@ RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
{
Quaternion result = { 0 };
#if !defined(EPSILON)
#define EPSILON 0.000001f
#endif
float cosHalfTheta = q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w;
if (cosHalfTheta < 0)
@ -1827,7 +1879,7 @@ RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
float halfTheta = acosf(cosHalfTheta);
float sinHalfTheta = sqrtf(1.0f - cosHalfTheta*cosHalfTheta);
if (fabsf(sinHalfTheta) < 0.001f)
if (fabsf(sinHalfTheta) < EPSILON)
{
result.x = (q1.x*0.5f + q2.x*0.5f);
result.y = (q1.y*0.5f + q2.y*0.5f);
@ -1882,9 +1934,9 @@ RMAPI Quaternion QuaternionFromMatrix(Matrix mat)
{
Quaternion result = { 0 };
float fourWSquaredMinus1 = mat.m0 + mat.m5 + mat.m10;
float fourXSquaredMinus1 = mat.m0 - mat.m5 - mat.m10;
float fourYSquaredMinus1 = mat.m5 - mat.m0 - mat.m10;
float fourWSquaredMinus1 = mat.m0 + mat.m5 + mat.m10;
float fourXSquaredMinus1 = mat.m0 - mat.m5 - mat.m10;
float fourYSquaredMinus1 = mat.m5 - mat.m0 - mat.m10;
float fourZSquaredMinus1 = mat.m10 - mat.m0 - mat.m5;
int biggestIndex = 0;
@ -1907,34 +1959,34 @@ RMAPI Quaternion QuaternionFromMatrix(Matrix mat)
biggestIndex = 3;
}
float biggestVal = sqrtf(fourBiggestSquaredMinus1 + 1.0f) * 0.5f;
float biggestVal = sqrtf(fourBiggestSquaredMinus1 + 1.0f)*0.5f;
float mult = 0.25f / biggestVal;
switch (biggestIndex)
{
case 0:
result.w = biggestVal;
result.x = (mat.m6 - mat.m9) * mult;
result.y = (mat.m8 - mat.m2) * mult;
result.z = (mat.m1 - mat.m4) * mult;
result.x = (mat.m6 - mat.m9)*mult;
result.y = (mat.m8 - mat.m2)*mult;
result.z = (mat.m1 - mat.m4)*mult;
break;
case 1:
result.x = biggestVal;
result.w = (mat.m6 - mat.m9) * mult;
result.y = (mat.m1 + mat.m4) * mult;
result.z = (mat.m8 + mat.m2) * mult;
result.w = (mat.m6 - mat.m9)*mult;
result.y = (mat.m1 + mat.m4)*mult;
result.z = (mat.m8 + mat.m2)*mult;
break;
case 2:
result.y = biggestVal;
result.w = (mat.m8 - mat.m2) * mult;
result.x = (mat.m1 + mat.m4) * mult;
result.z = (mat.m6 + mat.m9) * mult;
result.w = (mat.m8 - mat.m2)*mult;
result.x = (mat.m1 + mat.m4)*mult;
result.z = (mat.m6 + mat.m9)*mult;
break;
case 3:
result.z = biggestVal;
result.w = (mat.m1 - mat.m4) * mult;
result.x = (mat.m8 + mat.m2) * mult;
result.y = (mat.m6 + mat.m9) * mult;
result.w = (mat.m1 - mat.m4)*mult;
result.x = (mat.m8 + mat.m2)*mult;
result.y = (mat.m6 + mat.m9)*mult;
break;
}
@ -2040,7 +2092,7 @@ RMAPI void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle
float resAngle = 2.0f*acosf(q.w);
float den = sqrtf(1.0f - q.w*q.w);
if (den > 0.0001f)
if (den > EPSILON)
{
resAxis.x = q.x/den;
resAxis.y = q.y/den;
@ -2119,11 +2171,15 @@ RMAPI Quaternion QuaternionTransform(Quaternion q, Matrix mat)
// Check whether two given quaternions are almost equal
RMAPI int QuaternionEquals(Quaternion p, Quaternion q)
{
#if !defined(EPSILON)
#define EPSILON 0.000001f
#endif
int result = (((fabsf(p.x - q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
((fabsf(p.y - q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
((fabsf(p.z - q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) &&
((fabsf(p.w - q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w)))))) ||
(((fabsf(p.x + q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
(((fabsf(p.x + q.x)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.x), fabsf(q.x))))) &&
((fabsf(p.y + q.y)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.y), fabsf(q.y))))) &&
((fabsf(p.z + q.z)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.z), fabsf(q.z))))) &&
((fabsf(p.w + q.w)) <= (EPSILON*fmaxf(1.0f, fmaxf(fabsf(p.w), fabsf(q.w))))));

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