From ed6962edd37d362db2425c6d476dc4688243256c Mon Sep 17 00:00:00 2001 From: Ahmad Fatoum Date: Thu, 22 Feb 2018 03:22:59 +0100 Subject: [PATCH 1/2] Make MatrixToFloat and Vector3ToFloat reentrant Besides making it thread-safe, it suppresses a GCC warning when making them static inline in an upcoming patch. --- src/raylib.h | 18 +++++++++++++-- src/raymath.h | 62 ++++++++++++++++++++++++++++++--------------------- 2 files changed, 53 insertions(+), 27 deletions(-) diff --git a/src/raylib.h b/src/raylib.h index 41755dc3..a740e234 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -338,6 +338,14 @@ typedef struct Matrix { float m3, m7, m11, m15; } Matrix; +typedef struct Float3 { + float f[3]; +} Float3; + +typedef struct Float16 { + float f[16]; +} Float16; + // Color type, RGBA (32bit) typedef struct Color { unsigned char r; @@ -743,11 +751,17 @@ RLAPI Color GetColor(int hexValue); // Returns a C RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f // Math useful functions (available from raymath.h) -RLAPI float *Vector3ToFloat(Vector3 vec); // Returns Vector3 as float array -RLAPI float *MatrixToFloat(Matrix mat); // Returns Matrix as float array RLAPI Vector3 Vector3Zero(void); // Vector with components value 0.0f RLAPI Vector3 Vector3One(void); // Vector with components value 1.0f RLAPI Matrix MatrixIdentity(void); // Returns identity matrix +#ifndef Vector3ToFloat +#define Vector3ToFloat(vec) (Vector3ToFloat_(vec).f) // Returns Vector3 as float array +RLAPI Float3 Vector3ToFloat_(Vector3 vec); // don't use, use above +#endif +#ifndef MatrixToFloat +#define MatrixToFloat(mat) (MatrixToFloat_(mat).f) // Returns Matrix as float array +RLAPI Float16 MatrixToFloat_(Matrix mat); // don't use, use above +#endif // Misc. functions RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags) diff --git a/src/raymath.h b/src/raymath.h index c29c6b95..0eb010f1 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -100,6 +100,12 @@ float m2, m6, m10, m14; float m3, m7, m11, m15; } Matrix; + typedef struct Float3 { + float f[3]; + } Float3; + typedef struct Float16 { + float f[16]; + } Float16; #endif // Quaternion type @@ -156,7 +162,7 @@ RMDEF Vector3 Vector3Reflect(Vector3 vector, Vector3 normal); // Calculate re RMDEF Vector3 Vector3Min(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components RMDEF Vector3 Vector3Max(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycenter coords for p in triangle abc -RMDEF float *Vector3ToFloat(Vector3 vec); // Returns Vector3 as float array +RMDEF Float3 Vector3ToFloat_(Vector3 vec); // Returns Vector3 as float array //------------------------------------------------------------------------------------ // Functions Declaration to work with Matrix @@ -180,7 +186,7 @@ RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Returns perspective projection matrix RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far); // Returns orthographic projection matrix RMDEF Matrix MatrixLookAt(Vector3 position, Vector3 target, Vector3 up); // Returns camera look-at matrix (view matrix) -RMDEF float *MatrixToFloat(Matrix mat); // Returns float array of Matrix data +RMDEF Float16 MatrixToFloat_(Matrix mat); // Returns float array of Matrix data //------------------------------------------------------------------------------------ // Functions Declaration to work with Quaternions @@ -548,16 +554,19 @@ RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c) } // Returns Vector3 as float array -RMDEF float *Vector3ToFloat(Vector3 vec) +RMDEF Float3 Vector3ToFloat_(Vector3 vec) { - static float buffer[3]; + Float3 buffer; - buffer[0] = vec.x; - buffer[1] = vec.y; - buffer[2] = vec.z; + buffer.f[0] = vec.x; + buffer.f[1] = vec.y; + buffer.f[2] = vec.z; return buffer; } +#ifndef Vector3ToFloat +#define Vector3ToFloat(vec) (Vector3ToFloat_(vec).f) +#endif //---------------------------------------------------------------------------------- // Module Functions Definition - Matrix math @@ -993,29 +1002,32 @@ RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up) } // Returns float array of matrix data -RMDEF float *MatrixToFloat(Matrix mat) +RMDEF Float16 MatrixToFloat_(Matrix mat) { - static float buffer[16]; + Float16 buffer; - buffer[0] = mat.m0; - buffer[1] = mat.m1; - buffer[2] = mat.m2; - buffer[3] = mat.m3; - buffer[4] = mat.m4; - buffer[5] = mat.m5; - buffer[6] = mat.m6; - buffer[7] = mat.m7; - buffer[8] = mat.m8; - buffer[9] = mat.m9; - buffer[10] = mat.m10; - buffer[11] = mat.m11; - buffer[12] = mat.m12; - buffer[13] = mat.m13; - buffer[14] = mat.m14; - buffer[15] = mat.m15; + buffer.f[0] = mat.m0; + buffer.f[1] = mat.m1; + buffer.f[2] = mat.m2; + buffer.f[3] = mat.m3; + buffer.f[4] = mat.m4; + buffer.f[5] = mat.m5; + buffer.f[6] = mat.m6; + buffer.f[7] = mat.m7; + buffer.f[8] = mat.m8; + buffer.f[9] = mat.m9; + buffer.f[10] = mat.m10; + buffer.f[11] = mat.m11; + buffer.f[12] = mat.m12; + buffer.f[13] = mat.m13; + buffer.f[14] = mat.m14; + buffer.f[15] = mat.m15; return buffer; } +#ifndef MatrixToFloat +#define MatrixToFloat(mat) (MatrixToFloat_(mat).f) +#endif //---------------------------------------------------------------------------------- // Module Functions Definition - Quaternion math From f52d2de582643719814987f7335668b611a4edbd Mon Sep 17 00:00:00 2001 From: Ahmad Fatoum Date: Thu, 22 Feb 2018 02:05:00 +0100 Subject: [PATCH 2/2] raymath.h: Use C99 inline semantics RAYMATH_EXTERN_INLINE was renamed to RAYMATH_HEADER_ONLY, which user code may define if they want to use it as header-only library. If multiple files in the same project define RAYMATH_HEADER_ONLY, they might each have duplicate out-of-line definitions of the same functions. By default, raymath.h exposes inline definitions, which instructs the compiler _not_ to generate out-of-line definitons, if out-of-line definitions are required, those of the file defined with RAYLIB_IMPLEMENTATION are used instead. There may be only one such file. In C++ mode, the compiler will select only one out-of-line definition automatically, so no need to define a RAYLIB_IMPLEMENTATION. Unfortunately, we have to remove raymath function declaration from raylib.h as those declarations would lead to duplicate out-of-line definitions which would yield linker errors. This problem didn't exist with GNU89 or C++, because there multiple defintions are ok, but in C99 they aren't. --- examples/models/models_skybox.c | 2 +- src/core.c | 7 +- src/raylib.h | 21 ----- src/raymath.h | 141 ++++++-------------------------- 4 files changed, 30 insertions(+), 141 deletions(-) diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c index 46297e41..9f0d8c17 100644 --- a/examples/models/models_skybox.c +++ b/examples/models/models_skybox.c @@ -62,7 +62,7 @@ int main() Begin3dMode(camera); - DrawModel(skybox, Vector3Zero(), 1.0f, WHITE); + DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE); DrawGrid(10, 1.0f); diff --git a/src/core.c b/src/core.c index 137c0b61..0382aacd 100644 --- a/src/core.c +++ b/src/core.c @@ -98,13 +98,12 @@ #define _POSIX_C_SOURCE 199309L // Required for CLOCK_MONOTONIC if compiled with c99 without gnu ext. #endif +#define RAYMATH_IMPLEMENTATION // Define external out-of-line implementation of raymath here +#include "raymath.h" // Required for: Vector3 and Matrix functions + #include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2 #include "utils.h" // Required for: fopen() Android mapping -#define RAYMATH_IMPLEMENTATION // Use raymath as a header-only library (includes implementation) -#define RAYMATH_EXTERN_INLINE // Compile raymath functions as static inline (remember, it's a compiler hint) -#include "raymath.h" // Required for: Vector3 and Matrix functions - #if defined(SUPPORT_GESTURES_SYSTEM) #define GESTURES_IMPLEMENTATION #include "gestures.h" // Gestures detection functionality diff --git a/src/raylib.h b/src/raylib.h index a740e234..66598b27 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -338,14 +338,6 @@ typedef struct Matrix { float m3, m7, m11, m15; } Matrix; -typedef struct Float3 { - float f[3]; -} Float3; - -typedef struct Float16 { - float f[16]; -} Float16; - // Color type, RGBA (32bit) typedef struct Color { unsigned char r; @@ -750,19 +742,6 @@ RLAPI Vector3 ColorToHSV(Color color); // Returns HSV RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f -// Math useful functions (available from raymath.h) -RLAPI Vector3 Vector3Zero(void); // Vector with components value 0.0f -RLAPI Vector3 Vector3One(void); // Vector with components value 1.0f -RLAPI Matrix MatrixIdentity(void); // Returns identity matrix -#ifndef Vector3ToFloat -#define Vector3ToFloat(vec) (Vector3ToFloat_(vec).f) // Returns Vector3 as float array -RLAPI Float3 Vector3ToFloat_(Vector3 vec); // don't use, use above -#endif -#ifndef MatrixToFloat -#define MatrixToFloat(mat) (MatrixToFloat_(mat).f) // Returns Matrix as float array -RLAPI Float16 MatrixToFloat_(Matrix mat); // don't use, use above -#endif - // Misc. functions RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags) RLAPI void SetConfigFlags(unsigned char flags); // Setup window configuration flags (view FLAGS) diff --git a/src/raymath.h b/src/raymath.h index 0eb010f1..a781ec80 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -9,8 +9,9 @@ * If not defined, the library is in header only mode and can be included in other headers * or source files without problems. But only ONE file should hold the implementation. * -* #define RAYMATH_EXTERN_INLINE -* Inlines all functions code, so it runs faster. This requires lots of memory on system. +* #define RAYMATH_HEADER_ONLY +* Define static inline functions code, so #include header suffices for use. +* This may use up lots of memory. * * #define RAYMATH_STANDALONE * Avoid raylib.h header inclusion in this file. @@ -41,8 +42,8 @@ #ifndef RAYMATH_H #define RAYMATH_H -//#define RAYMATH_STANDALONE // NOTE: To use raymath as standalone lib, just uncomment this line -//#define RAYMATH_EXTERN_INLINE // NOTE: To compile functions as static inline, uncomment this line +//#define RAYMATH_STANDALONE // NOTE: To use raymath as standalone lib, just uncomment this line +//#define RAYMATH_HEADER_ONLY // NOTE: To compile functions as static inline, uncomment this line #ifndef RAYMATH_STANDALONE #include "raylib.h" // Required for structs: Vector3, Matrix @@ -51,15 +52,22 @@ #ifdef __cplusplus #define RMEXTERN extern "C" // Functions visible from other files (no name mangling of functions in C++) #else - #define RMEXTERN extern // Functions visible from other files + #define RMEXTERN // Functions visible from other files #endif -#if defined(RAYMATH_EXTERN_INLINE) - #define RMDEF RMEXTERN inline // Functions are embeded inline (compiler generated code) -#else - #define RMDEF RMEXTERN +#if defined RAYMATH_IMPLEMENTATION && defined RAYMATH_HEADER_ONLY + #error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_HEADER_ONLY is contradictory" #endif +#ifdef RAYMATH_IMPLEMENTATION + #define RMDEF extern inline // Provide external definition +#elif defined RAYMATH_HEADER_ONLY + #define RMDEF static inline // Functions may be inlined, no external out-of-line definition +#else + #define RMDEF inline // Functions may be inlined or external definition used +#endif + + //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- @@ -100,14 +108,16 @@ float m2, m6, m10, m14; float m3, m7, m11, m15; } Matrix; - typedef struct Float3 { - float f[3]; - } Float3; - typedef struct Float16 { - float f[16]; - } Float16; #endif +// Helper types to be used instead of array return types for *ToFloat functions +typedef struct Float3 { + float f[3]; +} Float3; +typedef struct Float16 { + float f[16]; +} Float16; + // Quaternion type typedef struct Quaternion { float x; @@ -116,105 +126,6 @@ typedef struct Quaternion { float w; } Quaternion; -#ifndef RAYMATH_EXTERN_INLINE - -//------------------------------------------------------------------------------------ -// Functions Declaration - math utils -//------------------------------------------------------------------------------------ -RMDEF float Clamp(float value, float min, float max); // Clamp float value - -//------------------------------------------------------------------------------------ -// Functions Declaration to work with Vector2 -//------------------------------------------------------------------------------------ -RMDEF Vector2 Vector2Zero(void); // Vector with components value 0.0f -RMDEF Vector2 Vector2One(void); // Vector with components value 1.0f -RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2); // Add two vectors (v1 + v2) -RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2); // Subtract two vectors (v1 - v2) -RMDEF float Vector2Length(Vector2 v); // Calculate vector length -RMDEF float Vector2DotProduct(Vector2 v1, Vector2 v2); // Calculate two vectors dot product -RMDEF float Vector2Distance(Vector2 v1, Vector2 v2); // Calculate distance between two vectors -RMDEF float Vector2Angle(Vector2 v1, Vector2 v2); // Calculate angle between two vectors in X-axis -RMDEF void Vector2Scale(Vector2 *v, float scale); // Scale vector (multiply by value) -RMDEF void Vector2Negate(Vector2 *v); // Negate vector -RMDEF void Vector2Divide(Vector2 *v, float div); // Divide vector by a float value -RMDEF void Vector2Normalize(Vector2 *v); // Normalize provided vector - -//------------------------------------------------------------------------------------ -// Functions Declaration to work with Vector3 -//------------------------------------------------------------------------------------ -RMDEF Vector3 Vector3Zero(void); // Vector with components value 0.0f -RMDEF Vector3 Vector3One(void); // Vector with components value 1.0f -RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2); // Add two vectors -RMDEF Vector3 Vector3Multiply(Vector3 v, float scalar); // Multiply vector by scalar -RMDEF Vector3 Vector3MultiplyV(Vector3 v1, Vector3 v2); // Multiply vector by vector -RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2); // Substract two vectors -RMDEF Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2); // Calculate two vectors cross product -RMDEF Vector3 Vector3Perpendicular(Vector3 v); // Calculate one vector perpendicular vector -RMDEF float Vector3Length(const Vector3 v); // Calculate vector length -RMDEF float Vector3DotProduct(Vector3 v1, Vector3 v2); // Calculate two vectors dot product -RMDEF float Vector3Distance(Vector3 v1, Vector3 v2); // Calculate distance between two points -RMDEF void Vector3Scale(Vector3 *v, float scale); // Scale provided vector -RMDEF void Vector3Negate(Vector3 *v); // Negate provided vector (invert direction) -RMDEF void Vector3Normalize(Vector3 *v); // Normalize provided vector -RMDEF void Vector3Transform(Vector3 *v, Matrix mat); // Transforms a Vector3 by a given Matrix -RMDEF Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount); // Calculate linear interpolation between two vectors -RMDEF Vector3 Vector3Reflect(Vector3 vector, Vector3 normal); // Calculate reflected vector to normal -RMDEF Vector3 Vector3Min(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components -RMDEF Vector3 Vector3Max(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components -RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycenter coords for p in triangle abc -RMDEF Float3 Vector3ToFloat_(Vector3 vec); // Returns Vector3 as float array - -//------------------------------------------------------------------------------------ -// Functions Declaration to work with Matrix -//------------------------------------------------------------------------------------ -RMDEF float MatrixDeterminant(Matrix mat); // Compute matrix determinant -RMDEF float MatrixTrace(Matrix mat); // Returns the trace of the matrix (sum of the values along the diagonal) -RMDEF void MatrixTranspose(Matrix *mat); // Transposes provided matrix -RMDEF void MatrixInvert(Matrix *mat); // Invert provided matrix -RMDEF void MatrixNormalize(Matrix *mat); // Normalize provided matrix -RMDEF Matrix MatrixIdentity(void); // Returns identity matrix -RMDEF Matrix MatrixAdd(Matrix left, Matrix right); // Add two matrices -RMDEF Matrix MatrixSubstract(Matrix left, Matrix right); // Substract two matrices (left - right) -RMDEF Matrix MatrixTranslate(float x, float y, float z); // Returns translation matrix -RMDEF Matrix MatrixRotate(Vector3 axis, float angle); // Returns rotation matrix for an angle around an specified axis (angle in radians) -RMDEF Matrix MatrixRotateX(float angle); // Returns x-rotation matrix (angle in radians) -RMDEF Matrix MatrixRotateY(float angle); // Returns y-rotation matrix (angle in radians) -RMDEF Matrix MatrixRotateZ(float angle); // Returns z-rotation matrix (angle in radians) -RMDEF Matrix MatrixScale(float x, float y, float z); // Returns scaling matrix -RMDEF Matrix MatrixMultiply(Matrix left, Matrix right); // Returns two matrix multiplication -RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far); // Returns perspective projection matrix -RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Returns perspective projection matrix -RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far); // Returns orthographic projection matrix -RMDEF Matrix MatrixLookAt(Vector3 position, Vector3 target, Vector3 up); // Returns camera look-at matrix (view matrix) -RMDEF Float16 MatrixToFloat_(Matrix mat); // Returns float array of Matrix data - -//------------------------------------------------------------------------------------ -// Functions Declaration to work with Quaternions -//------------------------------------------------------------------------------------ -RMDEF Quaternion QuaternionIdentity(void); // Returns identity quaternion -RMDEF float QuaternionLength(Quaternion quat); // Compute the length of a quaternion -RMDEF void QuaternionNormalize(Quaternion *q); // Normalize provided quaternion -RMDEF void QuaternionInvert(Quaternion *quat); // Invert provided quaternion -RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); // Calculate two quaternion multiplication -RMDEF Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount); // Calculate linear interpolation between two quaternions -RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount); // Calculate slerp-optimized interpolation between two quaternions -RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount); // Calculates spherical linear interpolation between two quaternions -RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to); // Calculate quaternion based on the rotation from one vector to another -RMDEF Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion for a given rotation matrix -RMDEF Matrix QuaternionToMatrix(Quaternion q); // Returns a matrix for a given quaternion -RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle); // Returns rotation quaternion for an angle and axis -RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); // Returns the rotation angle and axis for a given quaternion -RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw); // Returns he quaternion equivalent to Euler angles -RMDEF Vector3 QuaternionToEuler(Quaternion q); // Return the Euler angles equivalent to quaternion (roll, pitch, yaw) -RMDEF void QuaternionTransform(Quaternion *q, Matrix mat); // Transform a quaternion given a transformation matrix - -#endif // notdef RAYMATH_EXTERN_INLINE - -#endif // RAYMATH_H -//////////////////////////////////////////////////////////////////// end of header file - -#if defined(RAYMATH_IMPLEMENTATION) || defined(RAYMATH_EXTERN_INLINE) - #include // Required for: sinf(), cosf(), tan(), fabs() //---------------------------------------------------------------------------------- @@ -1390,4 +1301,4 @@ RMDEF void QuaternionTransform(Quaternion *q, Matrix mat) q->w = mat.m3*x + mat.m7*y + mat.m11*z + mat.m15*w; } -#endif // RAYMATH_IMPLEMENTATION +#endif // RAYMATH_H