Make raymath more consistent (#1197)
* Make raymath naming and functions more consistent * Minor fixes * Fix examples * Fix Physac * New naming rules * Apply naming to Quaternion functions * Apply to models.c * Remove *MulitplyValue / *DivideValue
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@ -245,7 +245,7 @@ void ResetStar(Star *s)
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} while (!(fabs(s->vel.x) + fabs(s->vel.y) > 1));
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s->pos = Vector2Add(s->pos, Vector2MultiplyV(s->vel, (Vector2){ 8, 8 }));
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s->pos = Vector2Add(s->pos, Vector2Multiply(s->vel, (Vector2){ 8, 8 }));
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}
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void UpdateStar(Star *s)
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100
src/raymath.h
100
src/raymath.h
@ -179,6 +179,13 @@ RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2)
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return result;
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}
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// Add vector and float value
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RMDEF Vector2 Vector2AddValue(Vector2 v, float add)
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{
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Vector2 result = { v.x + add, v.y + add };
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return result;
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}
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// Subtract two vectors (v1 - v2)
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RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
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{
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@ -186,6 +193,13 @@ RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
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return result;
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}
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// Subtract vector by float value
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RMDEF Vector2 Vector2SubtractValue(Vector2 v, float sub)
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{
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Vector2 result = { v.x - sub, v.y - sub };
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return result;
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}
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// Calculate vector length
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RMDEF float Vector2Length(Vector2 v)
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{
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@ -223,7 +237,7 @@ RMDEF Vector2 Vector2Scale(Vector2 v, float scale)
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}
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// Multiply vector by vector
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RMDEF Vector2 Vector2MultiplyV(Vector2 v1, Vector2 v2)
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RMDEF Vector2 Vector2Multiply(Vector2 v1, Vector2 v2)
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{
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Vector2 result = { v1.x*v2.x, v1.y*v2.y };
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return result;
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@ -236,15 +250,8 @@ RMDEF Vector2 Vector2Negate(Vector2 v)
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return result;
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}
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// Divide vector by a float value
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RMDEF Vector2 Vector2Divide(Vector2 v, float div)
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{
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Vector2 result = { v.x/div, v.y/div };
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return result;
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}
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// Divide vector by vector
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RMDEF Vector2 Vector2DivideV(Vector2 v1, Vector2 v2)
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RMDEF Vector2 Vector2Divide(Vector2 v1, Vector2 v2)
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{
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Vector2 result = { v1.x/v2.x, v1.y/v2.y };
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return result;
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@ -253,7 +260,7 @@ RMDEF Vector2 Vector2DivideV(Vector2 v1, Vector2 v2)
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// Normalize provided vector
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RMDEF Vector2 Vector2Normalize(Vector2 v)
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{
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Vector2 result = Vector2Divide(v, Vector2Length(v));
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Vector2 result = Vector2Scale(v, 1/Vector2Length(v));
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return result;
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}
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@ -301,6 +308,13 @@ RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2)
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return result;
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}
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// Add vector and float value
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RMDEF Vector3 Vector3AddValue(Vector3 v, float add)
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{
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Vector3 result = { v.x + add, v.y + add, v.z + add };
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return result;
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}
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// Subtract two vectors
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RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2)
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{
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@ -308,6 +322,13 @@ RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2)
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return result;
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}
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// Subtract vector by float value
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RMDEF Vector3 Vector3SubtractValue(Vector3 v, float sub)
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{
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Vector3 result = { v.x - sub, v.y - sub, v.z - sub };
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return result;
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}
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// Multiply vector by scalar
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RMDEF Vector3 Vector3Scale(Vector3 v, float scalar)
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{
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@ -386,15 +407,8 @@ RMDEF Vector3 Vector3Negate(Vector3 v)
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return result;
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}
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// Divide vector by a float value
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RMDEF Vector3 Vector3Divide(Vector3 v, float div)
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{
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Vector3 result = { v.x / div, v.y / div, v.z / div };
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return result;
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}
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// Divide vector by vector
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RMDEF Vector3 Vector3DivideV(Vector3 v1, Vector3 v2)
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RMDEF Vector3 Vector3Divide(Vector3 v1, Vector3 v2)
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{
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Vector3 result = { v1.x/v2.x, v1.y/v2.y, v1.z/v2.z };
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return result;
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@ -1040,6 +1054,34 @@ RMDEF float16 MatrixToFloatV(Matrix mat)
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// Module Functions Definition - Quaternion math
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//----------------------------------------------------------------------------------
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// Add two quaternions
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RMDEF Quaternion QuaternionAdd(Quaternion q1, Quaternion q2)
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{
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Quaternion result = {q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w};
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return result;
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}
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// Add quaternion and float value
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RMDEF Quaternion QuaternionAddValue(Quaternion q, float add)
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{
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Quaternion result = {q.x + add, q.y + add, q.z + add, q.w + add};
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return result;
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}
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// Subtract two quaternions
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RMDEF Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2)
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{
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Quaternion result = {q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w};
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return result;
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}
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// Subtract quaternion and float value
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RMDEF Quaternion QuaternionSubtractValue(Quaternion q, float sub)
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{
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Quaternion result = {q.x - sub, q.y - sub, q.z - sub, q.w - sub};
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return result;
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}
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// Returns identity quaternion
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RMDEF Quaternion QuaternionIdentity(void)
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{
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@ -1108,6 +1150,28 @@ RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2)
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return result;
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}
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// Scale quaternion by float value
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RMDEF Quaternion QuaternionScale(Quaternion q, float mul)
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{
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Quaternion result = { 0 };
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float qax = q.x, qay = q.y, qaz = q.z, qaw = q.w;
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result.x = qax * mul + qaw * mul + qay * mul - qaz * mul;
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result.y = qay * mul + qaw * mul + qaz * mul - qax * mul;
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result.z = qaz * mul + qaw * mul + qax * mul - qay * mul;
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result.w = qaw * mul - qax * mul - qay * mul - qaz * mul;
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return result;
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}
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// Divide two quaternions
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RMDEF Quaternion QuaternionDivide(Quaternion q1, Quaternion q2)
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{
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Quaternion result = {q1.x / q2.x, q1.y / q2.y, q1.z / q2.z, q1.w / q2.w};
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return result;
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}
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// Calculate linear interpolation between two quaternions
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RMDEF Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount)
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{
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