REVIEWED: Formatting and raymath version #4385
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@ -1,6 +1,6 @@
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/**********************************************************************************************
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*
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* raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
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* raymath v2.0 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
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*
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* CONVENTIONS:
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* - Matrix structure is defined as row-major (memory layout) but parameters naming AND all
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@ -12,7 +12,7 @@
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* - Functions are always self-contained, no function use another raymath function inside,
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* required code is directly re-implemented inside
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* - Functions input parameters are always received by value (2 unavoidable exceptions)
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* - Functions use always a "result" variable for return
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* - Functions use always a "result" variable for return (except C++ operators)
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* - Functions are always defined inline
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* - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
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* - No compound literals used to make sure libray is compatible with C++
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@ -27,7 +27,7 @@
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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_DISABLE_OPERATORS
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* #define RAYMATH_DISABLE_CPP_OPERATORS
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* Disables C++ operator overloads for raymath types.
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*
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* LICENSE: zlib/libpng
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@ -2582,12 +2582,12 @@ RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotatio
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}
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}
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#if defined(__cplusplus) && !defined(RAYMATH_DISABLE_CPP_OPERATORS)
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// optional C++ math operators
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// define RAYLIB_DISABLE_VECTOR_OPERATORS to disable
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#if defined(__cplusplus) && !defined(RAYMATH_DISABLE_OPERATORS)
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// Optional C++ math operators
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//-------------------------------------------------------------------------------
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//------------------Vector2-----------------//
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// Vector2 operators
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static constexpr Vector2 Vector2Zeros = { 0, 0 };
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static constexpr Vector2 Vector2Ones = { 1, 1 };
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static constexpr Vector2 Vector2UnitX = { 1, 0 };
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@ -2680,7 +2680,7 @@ inline bool operator != (const Vector2& lhs, const Vector2& rhs)
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return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y);
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}
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//------------------Vector3-----------------//
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// Vector3 operators
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static constexpr Vector3 Vector3Zeros = { 0, 0, 0 };
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static constexpr Vector3 Vector3Ones = { 1, 1, 1 };
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static constexpr Vector3 Vector3UnitX = { 1, 0, 0 };
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@ -2774,7 +2774,7 @@ inline bool operator != (const Vector3& lhs, const Vector3& rhs)
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return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z);
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}
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//------------------Vector4-----------------//
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// Vector4 operators
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static constexpr Vector4 Vector4Zeros = { 0, 0, 0, 0 };
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static constexpr Vector4 Vector4Ones = { 1, 1, 1, 1 };
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static constexpr Vector4 Vector4UnitX = { 1, 0, 0, 0 };
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@ -2858,7 +2858,7 @@ inline bool operator != (const Vector4& lhs, const Vector4& rhs)
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return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z) || !FloatEquals(lhs.w, rhs.w);
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}
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//------------------Quaternion-----------------//
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// Quaternion operators
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static constexpr Quaternion QuaternionZeros = { 0, 0, 0, 0 };
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static constexpr Quaternion QuaternionOnes = { 1, 1, 1, 1 };
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static constexpr Quaternion QuaternionUnitX = { 0, 0, 0, 1 };
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@ -2895,6 +2895,8 @@ inline const Quaternion& operator *= (Quaternion& lhs, const Matrix& rhs)
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lhs = QuaternionTransform(lhs, rhs);
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return lhs;
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}
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//-------------------------------------------------------------------------------
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#endif // C++ operators
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#endif // RAYMATH_H
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