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.
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@ -62,7 +62,7 @@ int main()
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Begin3dMode(camera);
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DrawModel(skybox, Vector3Zero(), 1.0f, WHITE);
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DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
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DrawGrid(10, 1.0f);
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@ -98,13 +98,12 @@
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#define _POSIX_C_SOURCE 199309L // Required for CLOCK_MONOTONIC if compiled with c99 without gnu ext.
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#endif
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#define RAYMATH_IMPLEMENTATION // Define external out-of-line implementation of raymath here
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#include "raymath.h" // Required for: Vector3 and Matrix functions
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#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
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#include "utils.h" // Required for: fopen() Android mapping
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#define RAYMATH_IMPLEMENTATION // Use raymath as a header-only library (includes implementation)
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#define RAYMATH_EXTERN_INLINE // Compile raymath functions as static inline (remember, it's a compiler hint)
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#include "raymath.h" // Required for: Vector3 and Matrix functions
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#if defined(SUPPORT_GESTURES_SYSTEM)
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#define GESTURES_IMPLEMENTATION
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#include "gestures.h" // Gestures detection functionality
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21
src/raylib.h
21
src/raylib.h
@ -338,14 +338,6 @@ typedef struct Matrix {
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float m3, m7, m11, m15;
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} Matrix;
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typedef struct Float3 {
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float f[3];
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} Float3;
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typedef struct Float16 {
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float f[16];
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} Float16;
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// Color type, RGBA (32bit)
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typedef struct Color {
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unsigned char r;
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@ -750,19 +742,6 @@ RLAPI Vector3 ColorToHSV(Color color); // Returns HSV
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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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// Math useful functions (available from raymath.h)
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RLAPI Vector3 Vector3Zero(void); // Vector with components value 0.0f
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RLAPI Vector3 Vector3One(void); // Vector with components value 1.0f
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RLAPI Matrix MatrixIdentity(void); // Returns identity matrix
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#ifndef Vector3ToFloat
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#define Vector3ToFloat(vec) (Vector3ToFloat_(vec).f) // Returns Vector3 as float array
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RLAPI Float3 Vector3ToFloat_(Vector3 vec); // don't use, use above
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#endif
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#ifndef MatrixToFloat
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#define MatrixToFloat(mat) (MatrixToFloat_(mat).f) // Returns Matrix as float array
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RLAPI Float16 MatrixToFloat_(Matrix mat); // don't use, use above
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#endif
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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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RLAPI void SetConfigFlags(unsigned char flags); // Setup window configuration flags (view FLAGS)
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129
src/raymath.h
129
src/raymath.h
@ -9,8 +9,9 @@
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* If not defined, the library is in header only mode and can be included in other headers
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* or source files without problems. But only ONE file should hold the implementation.
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*
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* #define RAYMATH_EXTERN_INLINE
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* Inlines all functions code, so it runs faster. This requires lots of memory on system.
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* #define RAYMATH_HEADER_ONLY
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* Define static inline functions code, so #include header suffices for use.
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* This may use up lots of memory.
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*
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* #define RAYMATH_STANDALONE
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* Avoid raylib.h header inclusion in this file.
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@ -42,7 +43,7 @@
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#define RAYMATH_H
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//#define RAYMATH_STANDALONE // NOTE: To use raymath as standalone lib, just uncomment this line
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//#define RAYMATH_EXTERN_INLINE // NOTE: To compile functions as static inline, uncomment this line
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//#define RAYMATH_HEADER_ONLY // NOTE: To compile functions as static inline, uncomment this line
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#ifndef RAYMATH_STANDALONE
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#include "raylib.h" // Required for structs: Vector3, Matrix
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@ -51,15 +52,22 @@
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#ifdef __cplusplus
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#define RMEXTERN extern "C" // Functions visible from other files (no name mangling of functions in C++)
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#else
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#define RMEXTERN extern // Functions visible from other files
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#define RMEXTERN // Functions visible from other files
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#endif
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#if defined(RAYMATH_EXTERN_INLINE)
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#define RMDEF RMEXTERN inline // Functions are embeded inline (compiler generated code)
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#else
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#define RMDEF RMEXTERN
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#if defined RAYMATH_IMPLEMENTATION && defined RAYMATH_HEADER_ONLY
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#error "Specifying both RAYMATH_IMPLEMENTATION and RAYMATH_HEADER_ONLY is contradictory"
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#endif
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#ifdef RAYMATH_IMPLEMENTATION
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#define RMDEF extern inline // Provide external definition
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#elif defined RAYMATH_HEADER_ONLY
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#define RMDEF static inline // Functions may be inlined, no external out-of-line definition
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#else
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#define RMDEF inline // Functions may be inlined or external definition used
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#endif
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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@ -100,13 +108,15 @@
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float m2, m6, m10, m14;
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float m3, m7, m11, m15;
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} Matrix;
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#endif
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// Helper types to be used instead of array return types for *ToFloat functions
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typedef struct Float3 {
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float f[3];
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} Float3;
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typedef struct Float16 {
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float f[16];
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} Float16;
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#endif
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// Quaternion type
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typedef struct Quaternion {
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@ -116,105 +126,6 @@ typedef struct Quaternion {
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float w;
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} Quaternion;
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#ifndef RAYMATH_EXTERN_INLINE
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//------------------------------------------------------------------------------------
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// Functions Declaration - math utils
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//------------------------------------------------------------------------------------
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RMDEF float Clamp(float value, float min, float max); // Clamp float value
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//------------------------------------------------------------------------------------
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// Functions Declaration to work with Vector2
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//------------------------------------------------------------------------------------
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RMDEF Vector2 Vector2Zero(void); // Vector with components value 0.0f
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RMDEF Vector2 Vector2One(void); // Vector with components value 1.0f
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RMDEF Vector2 Vector2Add(Vector2 v1, Vector2 v2); // Add two vectors (v1 + v2)
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RMDEF Vector2 Vector2Subtract(Vector2 v1, Vector2 v2); // Subtract two vectors (v1 - v2)
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RMDEF float Vector2Length(Vector2 v); // Calculate vector length
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RMDEF float Vector2DotProduct(Vector2 v1, Vector2 v2); // Calculate two vectors dot product
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RMDEF float Vector2Distance(Vector2 v1, Vector2 v2); // Calculate distance between two vectors
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RMDEF float Vector2Angle(Vector2 v1, Vector2 v2); // Calculate angle between two vectors in X-axis
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RMDEF void Vector2Scale(Vector2 *v, float scale); // Scale vector (multiply by value)
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RMDEF void Vector2Negate(Vector2 *v); // Negate vector
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RMDEF void Vector2Divide(Vector2 *v, float div); // Divide vector by a float value
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RMDEF void Vector2Normalize(Vector2 *v); // Normalize provided vector
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//------------------------------------------------------------------------------------
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// Functions Declaration to work with Vector3
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//------------------------------------------------------------------------------------
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RMDEF Vector3 Vector3Zero(void); // Vector with components value 0.0f
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RMDEF Vector3 Vector3One(void); // Vector with components value 1.0f
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RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2); // Add two vectors
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RMDEF Vector3 Vector3Multiply(Vector3 v, float scalar); // Multiply vector by scalar
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RMDEF Vector3 Vector3MultiplyV(Vector3 v1, Vector3 v2); // Multiply vector by vector
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RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2); // Substract two vectors
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RMDEF Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2); // Calculate two vectors cross product
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RMDEF Vector3 Vector3Perpendicular(Vector3 v); // Calculate one vector perpendicular vector
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RMDEF float Vector3Length(const Vector3 v); // Calculate vector length
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RMDEF float Vector3DotProduct(Vector3 v1, Vector3 v2); // Calculate two vectors dot product
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RMDEF float Vector3Distance(Vector3 v1, Vector3 v2); // Calculate distance between two points
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RMDEF void Vector3Scale(Vector3 *v, float scale); // Scale provided vector
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RMDEF void Vector3Negate(Vector3 *v); // Negate provided vector (invert direction)
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RMDEF void Vector3Normalize(Vector3 *v); // Normalize provided vector
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RMDEF void Vector3Transform(Vector3 *v, Matrix mat); // Transforms a Vector3 by a given Matrix
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RMDEF Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount); // Calculate linear interpolation between two vectors
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RMDEF Vector3 Vector3Reflect(Vector3 vector, Vector3 normal); // Calculate reflected vector to normal
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RMDEF Vector3 Vector3Min(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components
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RMDEF Vector3 Vector3Max(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components
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RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycenter coords for p in triangle abc
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RMDEF Float3 Vector3ToFloat_(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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//------------------------------------------------------------------------------------
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RMDEF float MatrixDeterminant(Matrix mat); // Compute matrix determinant
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RMDEF float MatrixTrace(Matrix mat); // Returns the trace of the matrix (sum of the values along the diagonal)
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RMDEF void MatrixTranspose(Matrix *mat); // Transposes provided matrix
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RMDEF void MatrixInvert(Matrix *mat); // Invert provided matrix
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RMDEF void MatrixNormalize(Matrix *mat); // Normalize provided matrix
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RMDEF Matrix MatrixIdentity(void); // Returns identity matrix
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RMDEF Matrix MatrixAdd(Matrix left, Matrix right); // Add two matrices
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RMDEF Matrix MatrixSubstract(Matrix left, Matrix right); // Substract two matrices (left - right)
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RMDEF Matrix MatrixTranslate(float x, float y, float z); // Returns translation matrix
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RMDEF Matrix MatrixRotate(Vector3 axis, float angle); // Returns rotation matrix for an angle around an specified axis (angle in radians)
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RMDEF Matrix MatrixRotateX(float angle); // Returns x-rotation matrix (angle in radians)
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RMDEF Matrix MatrixRotateY(float angle); // Returns y-rotation matrix (angle in radians)
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RMDEF Matrix MatrixRotateZ(float angle); // Returns z-rotation matrix (angle in radians)
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RMDEF Matrix MatrixScale(float x, float y, float z); // Returns scaling matrix
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RMDEF Matrix MatrixMultiply(Matrix left, Matrix right); // Returns two matrix multiplication
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RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far); // Returns perspective projection matrix
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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 Float16 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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//------------------------------------------------------------------------------------
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RMDEF Quaternion QuaternionIdentity(void); // Returns identity quaternion
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RMDEF float QuaternionLength(Quaternion quat); // Compute the length of a quaternion
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RMDEF void QuaternionNormalize(Quaternion *q); // Normalize provided quaternion
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RMDEF void QuaternionInvert(Quaternion *quat); // Invert provided quaternion
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RMDEF Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); // Calculate two quaternion multiplication
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RMDEF Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount); // Calculate linear interpolation between two quaternions
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RMDEF Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount); // Calculate slerp-optimized interpolation between two quaternions
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RMDEF Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount); // Calculates spherical linear interpolation between two quaternions
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RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to); // Calculate quaternion based on the rotation from one vector to another
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RMDEF Quaternion QuaternionFromMatrix(Matrix matrix); // Returns a quaternion for a given rotation matrix
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RMDEF Matrix QuaternionToMatrix(Quaternion q); // Returns a matrix for a given quaternion
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RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle); // Returns rotation quaternion for an angle and axis
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RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); // Returns the rotation angle and axis for a given quaternion
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RMDEF Quaternion QuaternionFromEuler(float roll, float pitch, float yaw); // Returns he quaternion equivalent to Euler angles
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RMDEF Vector3 QuaternionToEuler(Quaternion q); // Return the Euler angles equivalent to quaternion (roll, pitch, yaw)
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RMDEF void QuaternionTransform(Quaternion *q, Matrix mat); // Transform a quaternion given a transformation matrix
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#endif // notdef RAYMATH_EXTERN_INLINE
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#endif // RAYMATH_H
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//////////////////////////////////////////////////////////////////// end of header file
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#if defined(RAYMATH_IMPLEMENTATION) || defined(RAYMATH_EXTERN_INLINE)
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#include <math.h> // Required for: sinf(), cosf(), tan(), fabs()
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//----------------------------------------------------------------------------------
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@ -1390,4 +1301,4 @@ RMDEF void QuaternionTransform(Quaternion *q, Matrix mat)
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q->w = mat.m3*x + mat.m7*y + mat.m11*z + mat.m15*w;
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}
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#endif // RAYMATH_IMPLEMENTATION
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#endif // RAYMATH_H
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