Moved some functions to raymath
Exposed some raymath useful functions to raylib API
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980d9d4cd4
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39
src/core.c
39
src/core.c
@ -1098,45 +1098,6 @@ float *ColorToFloat(Color color)
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return buffer;
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}
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// Converts Vector3 to float array
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float *VectorToFloat(Vector3 vec)
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{
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static float buffer[3];
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buffer[0] = vec.x;
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buffer[1] = vec.y;
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buffer[2] = vec.z;
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return buffer;
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}
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// NOTE: Returned vector is a transposed version of the Matrix struct,
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// it should be this way because, despite raymath use OpenGL column-major convention,
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// Matrix struct memory alignment and variables naming are not coherent
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float *MatrixToFloat(Matrix mat)
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{
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static float buffer[16];
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buffer[0] = mat.m0;
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buffer[1] = mat.m4;
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buffer[2] = mat.m8;
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buffer[3] = mat.m12;
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buffer[4] = mat.m1;
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buffer[5] = mat.m5;
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buffer[6] = mat.m9;
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buffer[7] = mat.m13;
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buffer[8] = mat.m2;
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buffer[9] = mat.m6;
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buffer[10] = mat.m10;
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buffer[11] = mat.m14;
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buffer[12] = mat.m3;
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buffer[13] = mat.m7;
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buffer[14] = mat.m11;
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buffer[15] = mat.m15;
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return buffer;
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}
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// Returns a Color struct from hexadecimal value
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Color GetColor(int hexValue)
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{
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@ -742,8 +742,13 @@ RLAPI int GetHexValue(Color color); // Returns hex
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RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
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RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
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RLAPI float *ColorToFloat(Color color); // Converts Color to float array and normalizes
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RLAPI float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array
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RLAPI float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
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// Math useful functions (available from raymath.h)
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RLAPI float *VectorToFloat(Vector3 vec); // Returns Vector3 as float array
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RLAPI float *MatrixToFloat(Matrix mat); // Returns Matrix as float array
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RLAPI Vector3 VectorZero(void); // Vector with components value 0.0f
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RLAPI Vector3 VectorOne(void); // Vector with components value 1.0f
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RLAPI Matrix MatrixIdentity(void); // Returns identity matrix
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// Misc. functions
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RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags)
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@ -154,6 +154,7 @@ RMDEF Vector3 VectorReflect(Vector3 vector, Vector3 normal); // Calculate ref
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RMDEF Vector3 VectorMin(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components
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RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components
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RMDEF Vector3 VectorBarycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycenter coords for p in triangle abc
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RMDEF float *VectorToFloat(Vector3 vec); // Returns Vector3 as float array
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//------------------------------------------------------------------------------------
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// Functions Declaration to work with Matrix
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@ -177,6 +178,7 @@ RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top,
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RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Returns perspective projection matrix
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RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far); // Returns orthographic projection matrix
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RMDEF Matrix MatrixLookAt(Vector3 position, Vector3 target, Vector3 up); // Returns camera look-at matrix (view matrix)
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RMDEF float *MatrixToFloat(Matrix mat); // Returns float array of Matrix data
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//------------------------------------------------------------------------------------
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// Functions Declaration to work with Quaternions
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@ -502,6 +504,18 @@ RMDEF Vector3 VectorBarycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
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return result;
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}
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// Returns Vector3 as float array
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RMDEF float *VectorToFloat(Vector3 vec)
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{
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static float buffer[3];
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buffer[0] = vec.x;
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buffer[1] = vec.y;
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buffer[2] = vec.z;
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return buffer;
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Matrix math
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//----------------------------------------------------------------------------------
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@ -943,6 +957,34 @@ RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
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return result;
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}
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// Returns float array of matrix data
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// NOTE: Returned vector is a transposed version of the Matrix struct,
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// it should be this way because, despite raymath use OpenGL column-major convention,
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// Matrix struct memory alignment and variables naming are not coherent
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RMDEF float *MatrixToFloat(Matrix mat)
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{
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static float buffer[16];
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buffer[0] = mat.m0;
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buffer[1] = mat.m4;
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buffer[2] = mat.m8;
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buffer[3] = mat.m12;
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buffer[4] = mat.m1;
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buffer[5] = mat.m5;
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buffer[6] = mat.m9;
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buffer[7] = mat.m13;
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buffer[8] = mat.m2;
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buffer[9] = mat.m6;
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buffer[10] = mat.m10;
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buffer[11] = mat.m14;
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buffer[12] = mat.m3;
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buffer[13] = mat.m7;
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buffer[14] = mat.m11;
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buffer[15] = mat.m15;
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return buffer;
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Quaternion math
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//----------------------------------------------------------------------------------
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38
src/rlgl.c
38
src/rlgl.c
@ -360,10 +360,6 @@ static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
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static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
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#endif
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#if defined(RLGL_STANDALONE)
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float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
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#endif
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Matrix operations
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//----------------------------------------------------------------------------------
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@ -477,15 +473,15 @@ void rlScalef(float x, float y, float z)
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}
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// Multiply the current matrix by another matrix
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void rlMultMatrixf(float *m)
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void rlMultMatrixf(float *mat)
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{
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// Matrix creation from array
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Matrix mat = { m[0], m[1], m[2], m[3],
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Matrix mat2 = { m[0], m[1], m[2], m[3],
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m[4], m[5], m[6], m[7],
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m[8], m[9], m[10], m[11],
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m[12], m[13], m[14], m[15] };
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*currentMatrix = MatrixMultiply(*currentMatrix, mat);
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*currentMatrix = MatrixMultiply(*currentMatrix, mat2);
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}
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// Multiply the current matrix by a perspective matrix generated by parameters
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@ -4176,32 +4172,4 @@ void TraceLog(int msgType, const char *text, ...)
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if (msgType == LOG_ERROR) exit(1);
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}
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// Converts Matrix to float array
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// NOTE: Returned vector is a transposed version of the Matrix struct,
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// it should be this way because, despite raymath use OpenGL column-major convention,
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// Matrix struct memory alignment and variables naming are not coherent
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float *MatrixToFloat(Matrix mat)
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{
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static float buffer[16];
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buffer[0] = mat.m0;
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buffer[1] = mat.m4;
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buffer[2] = mat.m8;
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buffer[3] = mat.m12;
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buffer[4] = mat.m1;
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buffer[5] = mat.m5;
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buffer[6] = mat.m9;
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buffer[7] = mat.m13;
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buffer[8] = mat.m2;
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buffer[9] = mat.m6;
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buffer[10] = mat.m10;
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buffer[11] = mat.m14;
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buffer[12] = mat.m3;
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buffer[13] = mat.m7;
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buffer[14] = mat.m11;
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buffer[15] = mat.m15;
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return buffer;
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}
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#endif
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@ -465,7 +465,6 @@ void BeginVrDrawing(void); // Begin VR stereo rende
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void EndVrDrawing(void); // End VR stereo rendering
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void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
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float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
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#endif
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#ifdef __cplusplus
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