diff --git a/src/raymath.h b/src/raymath.h index 84e1ff80..835ce812 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -1,6 +1,6 @@ /********************************************************************************************** * -* raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions +* raymath v2.0 - Math functions to work with Vector2, Vector3, Matrix and Quaternions * * CONVENTIONS: * - Matrix structure is defined as row-major (memory layout) but parameters naming AND all @@ -12,7 +12,7 @@ * - 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 use always a "result" variable for return (except C++ operators) * - 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++ @@ -27,7 +27,7 @@ * Define static inline functions code, so #include header suffices for use. * This may use up lots of memory. * -* #define RAYMATH_DISABLE_OPERATORS +* #define RAYMATH_DISABLE_CPP_OPERATORS * Disables C++ operator overloads for raymath types. * * LICENSE: zlib/libpng @@ -2582,12 +2582,12 @@ RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotatio } } +#if defined(__cplusplus) && !defined(RAYMATH_DISABLE_CPP_OPERATORS) -// optional C++ math operators -// define RAYLIB_DISABLE_VECTOR_OPERATORS to disable -#if defined(__cplusplus) && !defined(RAYMATH_DISABLE_OPERATORS) +// Optional C++ math operators +//------------------------------------------------------------------------------- -//------------------Vector2-----------------// +// Vector2 operators static constexpr Vector2 Vector2Zeros = { 0, 0 }; static constexpr Vector2 Vector2Ones = { 1, 1 }; static constexpr Vector2 Vector2UnitX = { 1, 0 }; @@ -2595,92 +2595,92 @@ static constexpr Vector2 Vector2UnitY = { 0, 1 }; inline Vector2 operator + (const Vector2& lhs, const Vector2& rhs) { - return Vector2Add(lhs, rhs); + return Vector2Add(lhs, rhs); } inline const Vector2& operator += (Vector2& lhs, const Vector2& rhs) { - lhs = Vector2Add(lhs, rhs); - return lhs; + lhs = Vector2Add(lhs, rhs); + return lhs; } inline Vector2 operator - (const Vector2& lhs, const Vector2& rhs) { - return Vector2Subtract(lhs, rhs); + return Vector2Subtract(lhs, rhs); } inline const Vector2& operator -= (Vector2& lhs, const Vector2& rhs) { - lhs = Vector2Subtract(lhs, rhs); - return lhs; + lhs = Vector2Subtract(lhs, rhs); + return lhs; } inline Vector2 operator * (const Vector2& lhs, const float& rhs) { - return Vector2Scale(lhs, rhs); + return Vector2Scale(lhs, rhs); } inline const Vector2& operator *= (Vector2& lhs, const float& rhs) { - lhs = Vector2Scale(lhs, rhs); - return lhs; + lhs = Vector2Scale(lhs, rhs); + return lhs; } inline Vector2 operator * (const Vector2& lhs, const Vector2& rhs) { - return Vector2Multiply(lhs, rhs); + return Vector2Multiply(lhs, rhs); } inline const Vector2& operator *= (Vector2& lhs, const Vector2& rhs) { - lhs = Vector2Multiply(lhs, rhs); - return lhs; + lhs = Vector2Multiply(lhs, rhs); + return lhs; } inline Vector2 operator * (const Vector2& lhs, const Matrix& rhs) { - return Vector2Transform(lhs, rhs); + return Vector2Transform(lhs, rhs); } inline const Vector2& operator -= (Vector2& lhs, const Matrix& rhs) { - lhs = Vector2Transform(lhs, rhs); - return lhs; + lhs = Vector2Transform(lhs, rhs); + return lhs; } inline Vector2 operator / (const Vector2& lhs, const float& rhs) { - return Vector2Scale(lhs, 1.0f / rhs); + return Vector2Scale(lhs, 1.0f / rhs); } inline const Vector2& operator /= (Vector2& lhs, const float& rhs) { - lhs = Vector2Scale(lhs, rhs); - return lhs; + lhs = Vector2Scale(lhs, rhs); + return lhs; } inline Vector2 operator / (const Vector2& lhs, const Vector2& rhs) { - return Vector2Divide(lhs, rhs); + return Vector2Divide(lhs, rhs); } inline const Vector2& operator /= (Vector2& lhs, const Vector2& rhs) { - lhs = Vector2Divide(lhs, rhs); - return lhs; + lhs = Vector2Divide(lhs, rhs); + return lhs; } inline bool operator == (const Vector2& lhs, const Vector2& rhs) { - return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y); + return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y); } inline bool operator != (const Vector2& lhs, const Vector2& rhs) { - return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y); + return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y); } -//------------------Vector3-----------------// +// Vector3 operators static constexpr Vector3 Vector3Zeros = { 0, 0, 0 }; static constexpr Vector3 Vector3Ones = { 1, 1, 1 }; static constexpr Vector3 Vector3UnitX = { 1, 0, 0 }; @@ -2689,92 +2689,92 @@ static constexpr Vector3 Vector3UnitZ = { 0, 0, 1 }; inline Vector3 operator + (const Vector3& lhs, const Vector3& rhs) { - return Vector3Add(lhs, rhs); + return Vector3Add(lhs, rhs); } inline const Vector3& operator += (Vector3& lhs, const Vector3& rhs) { - lhs = Vector3Add(lhs, rhs); - return lhs; + lhs = Vector3Add(lhs, rhs); + return lhs; } inline Vector3 operator - (const Vector3& lhs, const Vector3& rhs) { - return Vector3Subtract(lhs, rhs); + return Vector3Subtract(lhs, rhs); } inline const Vector3& operator -= (Vector3& lhs, const Vector3& rhs) { - lhs = Vector3Subtract(lhs, rhs); - return lhs; + lhs = Vector3Subtract(lhs, rhs); + return lhs; } inline Vector3 operator * (const Vector3& lhs, const float& rhs) { - return Vector3Scale(lhs, rhs); + return Vector3Scale(lhs, rhs); } inline const Vector3& operator *= (Vector3& lhs, const float& rhs) { - lhs = Vector3Scale(lhs, rhs); - return lhs; + lhs = Vector3Scale(lhs, rhs); + return lhs; } inline Vector3 operator * (const Vector3& lhs, const Vector3& rhs) { - return Vector3Multiply(lhs, rhs); + return Vector3Multiply(lhs, rhs); } inline const Vector3& operator *= (Vector3& lhs, const Vector3& rhs) { - lhs = Vector3Multiply(lhs, rhs); - return lhs; + lhs = Vector3Multiply(lhs, rhs); + return lhs; } inline Vector3 operator * (const Vector3& lhs, const Matrix& rhs) { - return Vector3Transform(lhs, rhs); + return Vector3Transform(lhs, rhs); } inline const Vector3& operator -= (Vector3& lhs, const Matrix& rhs) { - lhs = Vector3Transform(lhs, rhs); - return lhs; + lhs = Vector3Transform(lhs, rhs); + return lhs; } inline Vector3 operator / (const Vector3& lhs, const float& rhs) { - return Vector3Scale(lhs, 1.0f / rhs); + return Vector3Scale(lhs, 1.0f / rhs); } inline const Vector3& operator /= (Vector3& lhs, const float& rhs) { - lhs = Vector3Scale(lhs, rhs); - return lhs; + lhs = Vector3Scale(lhs, rhs); + return lhs; } inline Vector3 operator / (const Vector3& lhs, const Vector3& rhs) { - return Vector3Divide(lhs, rhs); + return Vector3Divide(lhs, rhs); } inline const Vector3& operator /= (Vector3& lhs, const Vector3& rhs) { - lhs = Vector3Divide(lhs, rhs); - return lhs; + lhs = Vector3Divide(lhs, rhs); + return lhs; } inline bool operator == (const Vector3& lhs, const Vector3& rhs) { - return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z); + return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z); } inline bool operator != (const Vector3& lhs, const Vector3& rhs) { - return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z); + return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z); } -//------------------Vector4-----------------// +// Vector4 operators static constexpr Vector4 Vector4Zeros = { 0, 0, 0, 0 }; static constexpr Vector4 Vector4Ones = { 1, 1, 1, 1 }; static constexpr Vector4 Vector4UnitX = { 1, 0, 0, 0 }; @@ -2784,117 +2784,119 @@ static constexpr Vector4 Vector4UnitW = { 0, 0, 0, 1 }; inline Vector4 operator + (const Vector4& lhs, const Vector4& rhs) { - return Vector4Add(lhs, rhs); + return Vector4Add(lhs, rhs); } inline const Vector4& operator += (Vector4& lhs, const Vector4& rhs) { - lhs = Vector4Add(lhs, rhs); - return lhs; + lhs = Vector4Add(lhs, rhs); + return lhs; } inline Vector4 operator - (const Vector4& lhs, const Vector4& rhs) { - return Vector4Subtract(lhs, rhs); + return Vector4Subtract(lhs, rhs); } inline const Vector4& operator -= (Vector4& lhs, const Vector4& rhs) { - lhs = Vector4Subtract(lhs, rhs); - return lhs; + lhs = Vector4Subtract(lhs, rhs); + return lhs; } inline Vector4 operator * (const Vector4& lhs, const float& rhs) { - return Vector4Scale(lhs, rhs); + return Vector4Scale(lhs, rhs); } inline const Vector4& operator *= (Vector4& lhs, const float& rhs) { - lhs = Vector4Scale(lhs, rhs); - return lhs; + lhs = Vector4Scale(lhs, rhs); + return lhs; } inline Vector4 operator * (const Vector4& lhs, const Vector4& rhs) { - return Vector4Multiply(lhs, rhs); + return Vector4Multiply(lhs, rhs); } inline const Vector4& operator *= (Vector4& lhs, const Vector4& rhs) { - lhs = Vector4Multiply(lhs, rhs); - return lhs; + lhs = Vector4Multiply(lhs, rhs); + return lhs; } inline Vector4 operator / (const Vector4& lhs, const float& rhs) { - return Vector4Scale(lhs, 1.0f / rhs); + return Vector4Scale(lhs, 1.0f / rhs); } inline const Vector4& operator /= (Vector4& lhs, const float& rhs) { - lhs = Vector4Scale(lhs, rhs); - return lhs; + lhs = Vector4Scale(lhs, rhs); + return lhs; } inline Vector4 operator / (const Vector4& lhs, const Vector4& rhs) { - return Vector4Divide(lhs, rhs); + return Vector4Divide(lhs, rhs); } inline const Vector4& operator /= (Vector4& lhs, const Vector4& rhs) { - lhs = Vector4Divide(lhs, rhs); - return lhs; + lhs = Vector4Divide(lhs, rhs); + return lhs; } inline bool operator == (const Vector4& lhs, const Vector4& rhs) { - return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z) && FloatEquals(lhs.w, rhs.w); + return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z) && FloatEquals(lhs.w, rhs.w); } inline bool operator != (const Vector4& lhs, const Vector4& rhs) { - return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z) || !FloatEquals(lhs.w, rhs.w); + return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z) || !FloatEquals(lhs.w, rhs.w); } -//------------------Quaternion-----------------// +// Quaternion operators static constexpr Quaternion QuaternionZeros = { 0, 0, 0, 0 }; static constexpr Quaternion QuaternionOnes = { 1, 1, 1, 1 }; static constexpr Quaternion QuaternionUnitX = { 0, 0, 0, 1 }; inline Quaternion operator + (const Quaternion& lhs, const float& rhs) { - return QuaternionAddValue(lhs, rhs); + return QuaternionAddValue(lhs, rhs); } inline const Quaternion& operator += (Quaternion& lhs, const float& rhs) { - lhs = QuaternionAddValue(lhs, rhs); - return lhs; + lhs = QuaternionAddValue(lhs, rhs); + return lhs; } inline Quaternion operator - (const Quaternion& lhs, const float& rhs) { - return QuaternionSubtractValue(lhs, rhs); + return QuaternionSubtractValue(lhs, rhs); } inline const Quaternion& operator -= (Quaternion& lhs, const float& rhs) { - lhs = QuaternionSubtractValue(lhs, rhs); - return lhs; + lhs = QuaternionSubtractValue(lhs, rhs); + return lhs; } inline Quaternion operator * (const Quaternion& lhs, const Matrix& rhs) { - return QuaternionTransform(lhs, rhs); + return QuaternionTransform(lhs, rhs); } inline const Quaternion& operator *= (Quaternion& lhs, const Matrix& rhs) { - lhs = QuaternionTransform(lhs, rhs); - return lhs; + lhs = QuaternionTransform(lhs, rhs); + return lhs; } -#endif // C++ operators +//------------------------------------------------------------------------------- +#endif // C++ operators + #endif // RAYMATH_H