Update C sources, add new functions and rename package to

This commit is contained in:
Milan Nikolic 2018-10-08 18:56:34 +02:00
parent 391c25482d
commit 08aa518a46
156 changed files with 34542 additions and 19573 deletions

View file

@ -8,43 +8,43 @@ import (
)
// Vector2Zero - Vector with components value 0.0
func Vector2Zero() raylib.Vector2 {
return raylib.NewVector2(0.0, 0.0)
func Vector2Zero() rl.Vector2 {
return rl.NewVector2(0.0, 0.0)
}
// Vector2One - Vector with components value 1.0
func Vector2One() raylib.Vector2 {
return raylib.NewVector2(1.0, 1.0)
func Vector2One() rl.Vector2 {
return rl.NewVector2(1.0, 1.0)
}
// Vector2Add - Add two vectors (v1 + v2)
func Vector2Add(v1, v2 raylib.Vector2) raylib.Vector2 {
return raylib.NewVector2(v1.X+v2.X, v1.Y+v2.Y)
func Vector2Add(v1, v2 rl.Vector2) rl.Vector2 {
return rl.NewVector2(v1.X+v2.X, v1.Y+v2.Y)
}
// Vector2Subtract - Subtract two vectors (v1 - v2)
func Vector2Subtract(v1, v2 raylib.Vector2) raylib.Vector2 {
return raylib.NewVector2(v1.X-v2.X, v1.Y-v2.Y)
func Vector2Subtract(v1, v2 rl.Vector2) rl.Vector2 {
return rl.NewVector2(v1.X-v2.X, v1.Y-v2.Y)
}
// Vector2Length - Calculate vector length
func Vector2Length(v raylib.Vector2) float32 {
func Vector2Length(v rl.Vector2) float32 {
return float32(math.Sqrt(float64((v.X * v.X) + (v.Y * v.Y))))
}
// Vector2DotProduct - Calculate two vectors dot product
func Vector2DotProduct(v1, v2 raylib.Vector2) float32 {
func Vector2DotProduct(v1, v2 rl.Vector2) float32 {
return (v1.X*v2.X + v1.Y*v2.Y)
}
// Vector2Distance - Calculate distance between two vectors
func Vector2Distance(v1, v2 raylib.Vector2) float32 {
func Vector2Distance(v1, v2 rl.Vector2) float32 {
return float32(math.Sqrt(float64((v1.X-v2.X)*(v1.X-v2.X) + (v1.Y-v2.Y)*(v1.Y-v2.Y))))
}
// Vector2Angle - Calculate angle between two vectors in X-axis
func Vector2Angle(v1, v2 raylib.Vector2) float32 {
angle := float32(math.Atan2(float64(v2.Y-v1.Y), float64(v2.X-v1.X)) * (180.0 / float64(raylib.Pi)))
func Vector2Angle(v1, v2 rl.Vector2) float32 {
angle := float32(math.Atan2(float64(v2.Y-v1.Y), float64(v2.X-v1.X)) * (180.0 / float64(rl.Pi)))
if angle < 0 {
angle += 360.0
@ -54,53 +54,53 @@ func Vector2Angle(v1, v2 raylib.Vector2) float32 {
}
// Vector2Scale - Scale vector (multiply by value)
func Vector2Scale(v *raylib.Vector2, scale float32) {
func Vector2Scale(v *rl.Vector2, scale float32) {
v.X *= scale
v.Y *= scale
}
// Vector2Negate - Negate vector
func Vector2Negate(v *raylib.Vector2) {
func Vector2Negate(v *rl.Vector2) {
v.X = -v.X
v.Y = -v.Y
}
// Vector2Divide - Divide vector by a float value
func Vector2Divide(v *raylib.Vector2, div float32) {
func Vector2Divide(v *rl.Vector2, div float32) {
v.X = v.X / div
v.Y = v.Y / div
}
// Vector2Normalize - Normalize provided vector
func Vector2Normalize(v *raylib.Vector2) {
func Vector2Normalize(v *rl.Vector2) {
Vector2Divide(v, Vector2Length(*v))
}
// Vector2CrossProduct - Calculate two vectors cross product
func Vector2CrossProduct(v1, v2 raylib.Vector2) float32 {
func Vector2CrossProduct(v1, v2 rl.Vector2) float32 {
return v1.X*v2.Y - v1.Y*v2.X
}
// Vector2Cross - Calculate the cross product of a vector and a value
func Vector2Cross(value float32, vector raylib.Vector2) raylib.Vector2 {
return raylib.NewVector2(-value*vector.Y, value*vector.X)
func Vector2Cross(value float32, vector rl.Vector2) rl.Vector2 {
return rl.NewVector2(-value*vector.Y, value*vector.X)
}
// Vector2LenSqr - Returns the len square root of a vector
func Vector2LenSqr(vector raylib.Vector2) float32 {
func Vector2LenSqr(vector rl.Vector2) float32 {
return vector.X*vector.X + vector.Y*vector.Y
}
// Mat2Radians - Creates a matrix 2x2 from a given radians value
func Mat2Radians(radians float32) raylib.Mat2 {
func Mat2Radians(radians float32) rl.Mat2 {
c := float32(math.Cos(float64(radians)))
s := float32(math.Sin(float64(radians)))
return raylib.NewMat2(c, -s, s, c)
return rl.NewMat2(c, -s, s, c)
}
// Mat2Set - Set values from radians to a created matrix 2x2
func Mat2Set(matrix *raylib.Mat2, radians float32) {
func Mat2Set(matrix *rl.Mat2, radians float32) {
cos := float32(math.Cos(float64(radians)))
sin := float32(math.Sin(float64(radians)))
@ -111,33 +111,33 @@ func Mat2Set(matrix *raylib.Mat2, radians float32) {
}
// Mat2Transpose - Returns the transpose of a given matrix 2x2
func Mat2Transpose(matrix raylib.Mat2) raylib.Mat2 {
return raylib.NewMat2(matrix.M00, matrix.M10, matrix.M01, matrix.M11)
func Mat2Transpose(matrix rl.Mat2) rl.Mat2 {
return rl.NewMat2(matrix.M00, matrix.M10, matrix.M01, matrix.M11)
}
// Mat2MultiplyVector2 - Multiplies a vector by a matrix 2x2
func Mat2MultiplyVector2(matrix raylib.Mat2, vector raylib.Vector2) raylib.Vector2 {
return raylib.NewVector2(matrix.M00*vector.X+matrix.M01*vector.Y, matrix.M10*vector.X+matrix.M11*vector.Y)
func Mat2MultiplyVector2(matrix rl.Mat2, vector rl.Vector2) rl.Vector2 {
return rl.NewVector2(matrix.M00*vector.X+matrix.M01*vector.Y, matrix.M10*vector.X+matrix.M11*vector.Y)
}
// Vector3Zero - Vector with components value 0.0
func Vector3Zero() raylib.Vector3 {
return raylib.NewVector3(0.0, 0.0, 0.0)
func Vector3Zero() rl.Vector3 {
return rl.NewVector3(0.0, 0.0, 0.0)
}
// Vector3One - Vector with components value 1.0
func Vector3One() raylib.Vector3 {
return raylib.NewVector3(1.0, 1.0, 1.0)
func Vector3One() rl.Vector3 {
return rl.NewVector3(1.0, 1.0, 1.0)
}
// Vector3Add - Add two vectors
func Vector3Add(v1, v2 raylib.Vector3) raylib.Vector3 {
return raylib.NewVector3(v1.X+v2.X, v1.Y+v2.Y, v1.Z+v2.Z)
func Vector3Add(v1, v2 rl.Vector3) rl.Vector3 {
return rl.NewVector3(v1.X+v2.X, v1.Y+v2.Y, v1.Z+v2.Z)
}
// Vector3Multiply - Multiply vector by scalar
func Vector3Multiply(v raylib.Vector3, scalar float32) raylib.Vector3 {
result := raylib.Vector3{}
func Vector3Multiply(v rl.Vector3, scalar float32) rl.Vector3 {
result := rl.Vector3{}
result.X = v.X * scalar
result.Y = v.Y * scalar
@ -147,8 +147,8 @@ func Vector3Multiply(v raylib.Vector3, scalar float32) raylib.Vector3 {
}
// Vector3MultiplyV - Multiply vector by vector
func Vector3MultiplyV(v1, v2 raylib.Vector3) raylib.Vector3 {
result := raylib.Vector3{}
func Vector3MultiplyV(v1, v2 rl.Vector3) rl.Vector3 {
result := rl.Vector3{}
result.X = v1.X * v2.X
result.Y = v1.Y * v2.Y
@ -158,13 +158,13 @@ func Vector3MultiplyV(v1, v2 raylib.Vector3) raylib.Vector3 {
}
// Vector3Subtract - Subtract two vectors
func Vector3Subtract(v1, v2 raylib.Vector3) raylib.Vector3 {
return raylib.NewVector3(v1.X-v2.X, v1.Y-v2.Y, v1.Z-v2.Z)
func Vector3Subtract(v1, v2 rl.Vector3) rl.Vector3 {
return rl.NewVector3(v1.X-v2.X, v1.Y-v2.Y, v1.Z-v2.Z)
}
// Vector3CrossProduct - Calculate two vectors cross product
func Vector3CrossProduct(v1, v2 raylib.Vector3) raylib.Vector3 {
result := raylib.Vector3{}
func Vector3CrossProduct(v1, v2 rl.Vector3) rl.Vector3 {
result := rl.Vector3{}
result.X = v1.Y*v2.Z - v1.Z*v2.Y
result.Y = v1.Z*v2.X - v1.X*v2.Z
@ -174,19 +174,19 @@ func Vector3CrossProduct(v1, v2 raylib.Vector3) raylib.Vector3 {
}
// Vector3Perpendicular - Calculate one vector perpendicular vector
func Vector3Perpendicular(v raylib.Vector3) raylib.Vector3 {
result := raylib.Vector3{}
func Vector3Perpendicular(v rl.Vector3) rl.Vector3 {
result := rl.Vector3{}
min := math.Abs(float64(v.X))
cardinalAxis := raylib.NewVector3(1.0, 0.0, 0.0)
cardinalAxis := rl.NewVector3(1.0, 0.0, 0.0)
if math.Abs(float64(v.Y)) < min {
min = math.Abs(float64(v.Y))
cardinalAxis = raylib.NewVector3(0.0, 1.0, 0.0)
cardinalAxis = rl.NewVector3(0.0, 1.0, 0.0)
}
if math.Abs(float64(v.Z)) < min {
cardinalAxis = raylib.NewVector3(0.0, 0.0, 1.0)
cardinalAxis = rl.NewVector3(0.0, 0.0, 1.0)
}
result = Vector3CrossProduct(v, cardinalAxis)
@ -195,17 +195,17 @@ func Vector3Perpendicular(v raylib.Vector3) raylib.Vector3 {
}
// Vector3Length - Calculate vector length
func Vector3Length(v raylib.Vector3) float32 {
func Vector3Length(v rl.Vector3) float32 {
return float32(math.Sqrt(float64(v.X*v.X + v.Y*v.Y + v.Z*v.Z)))
}
// Vector3DotProduct - Calculate two vectors dot product
func Vector3DotProduct(v1, v2 raylib.Vector3) float32 {
func Vector3DotProduct(v1, v2 rl.Vector3) float32 {
return v1.X*v2.X + v1.Y*v2.Y + v1.Z*v2.Z
}
// Vector3Distance - Calculate distance between two vectors
func Vector3Distance(v1, v2 raylib.Vector3) float32 {
func Vector3Distance(v1, v2 rl.Vector3) float32 {
dx := v2.X - v1.X
dy := v2.Y - v1.Y
dz := v2.Z - v1.Z
@ -214,21 +214,21 @@ func Vector3Distance(v1, v2 raylib.Vector3) float32 {
}
// Vector3Scale - Scale provided vector
func Vector3Scale(v *raylib.Vector3, scale float32) {
func Vector3Scale(v *rl.Vector3, scale float32) {
v.X *= scale
v.Y *= scale
v.Z *= scale
}
// Vector3Negate - Negate provided vector (invert direction)
func Vector3Negate(v *raylib.Vector3) {
func Vector3Negate(v *rl.Vector3) {
v.X = -v.X
v.Y = -v.Y
v.Z = -v.Z
}
// Vector3Normalize - Normalize provided vector
func Vector3Normalize(v *raylib.Vector3) {
func Vector3Normalize(v *rl.Vector3) {
var length, ilength float32
length = Vector3Length(*v)
@ -245,7 +245,7 @@ func Vector3Normalize(v *raylib.Vector3) {
}
// Vector3Transform - Transforms a Vector3 by a given Matrix
func Vector3Transform(v *raylib.Vector3, mat raylib.Matrix) {
func Vector3Transform(v *rl.Vector3, mat rl.Matrix) {
x := v.X
y := v.Y
z := v.Z
@ -256,8 +256,8 @@ func Vector3Transform(v *raylib.Vector3, mat raylib.Matrix) {
}
// Vector3Lerp - Calculate linear interpolation between two vectors
func Vector3Lerp(v1, v2 raylib.Vector3, amount float32) raylib.Vector3 {
result := raylib.Vector3{}
func Vector3Lerp(v1, v2 rl.Vector3, amount float32) rl.Vector3 {
result := rl.Vector3{}
result.X = v1.X + amount*(v2.X-v1.X)
result.Y = v1.Y + amount*(v2.Y-v1.Y)
@ -267,12 +267,12 @@ func Vector3Lerp(v1, v2 raylib.Vector3, amount float32) raylib.Vector3 {
}
// Vector3Reflect - Calculate reflected vector to normal
func Vector3Reflect(vector, normal raylib.Vector3) raylib.Vector3 {
func Vector3Reflect(vector, normal rl.Vector3) rl.Vector3 {
// I is the original vector
// N is the normal of the incident plane
// R = I - (2*N*( DotProduct[ I,N] ))
result := raylib.Vector3{}
result := rl.Vector3{}
dotProduct := Vector3DotProduct(vector, normal)
@ -284,8 +284,8 @@ func Vector3Reflect(vector, normal raylib.Vector3) raylib.Vector3 {
}
// Vector3Min - Return min value for each pair of components
func Vector3Min(vec1, vec2 raylib.Vector3) raylib.Vector3 {
result := raylib.Vector3{}
func Vector3Min(vec1, vec2 rl.Vector3) rl.Vector3 {
result := rl.Vector3{}
result.X = float32(math.Min(float64(vec1.X), float64(vec2.X)))
result.Y = float32(math.Min(float64(vec1.Y), float64(vec2.Y)))
@ -295,8 +295,8 @@ func Vector3Min(vec1, vec2 raylib.Vector3) raylib.Vector3 {
}
// Vector3Max - Return max value for each pair of components
func Vector3Max(vec1, vec2 raylib.Vector3) raylib.Vector3 {
result := raylib.Vector3{}
func Vector3Max(vec1, vec2 rl.Vector3) rl.Vector3 {
result := rl.Vector3{}
result.X = float32(math.Max(float64(vec1.X), float64(vec2.X)))
result.Y = float32(math.Max(float64(vec1.Y), float64(vec2.Y)))
@ -306,7 +306,7 @@ func Vector3Max(vec1, vec2 raylib.Vector3) raylib.Vector3 {
}
// Vector3Barycenter - Barycenter coords for p in triangle abc
func Vector3Barycenter(p, a, b, c raylib.Vector3) raylib.Vector3 {
func Vector3Barycenter(p, a, b, c rl.Vector3) rl.Vector3 {
v0 := Vector3Subtract(b, a)
v1 := Vector3Subtract(c, a)
v2 := Vector3Subtract(p, a)
@ -318,7 +318,7 @@ func Vector3Barycenter(p, a, b, c raylib.Vector3) raylib.Vector3 {
denom := d00*d11 - d01*d01
result := raylib.Vector3{}
result := rl.Vector3{}
result.Y = (d11*d20 - d01*d21) / denom
result.Z = (d00*d21 - d01*d20) / denom
@ -328,7 +328,7 @@ func Vector3Barycenter(p, a, b, c raylib.Vector3) raylib.Vector3 {
}
// MatrixDeterminant - Compute matrix determinant
func MatrixDeterminant(mat raylib.Matrix) float32 {
func MatrixDeterminant(mat rl.Matrix) float32 {
var result float32
a00 := mat.M0
@ -359,13 +359,13 @@ func MatrixDeterminant(mat raylib.Matrix) float32 {
}
// MatrixTrace - Returns the trace of the matrix (sum of the values along the diagonal)
func MatrixTrace(mat raylib.Matrix) float32 {
func MatrixTrace(mat rl.Matrix) float32 {
return mat.M0 + mat.M5 + mat.M10 + mat.M15
}
// MatrixTranspose - Transposes provided matrix
func MatrixTranspose(mat *raylib.Matrix) {
var temp raylib.Matrix
func MatrixTranspose(mat *rl.Matrix) {
var temp rl.Matrix
temp.M0 = mat.M0
temp.M1 = mat.M4
@ -388,8 +388,8 @@ func MatrixTranspose(mat *raylib.Matrix) {
}
// MatrixInvert - Invert provided matrix
func MatrixInvert(mat *raylib.Matrix) {
var temp raylib.Matrix
func MatrixInvert(mat *rl.Matrix) {
var temp rl.Matrix
a00 := mat.M0
a01 := mat.M1
@ -445,7 +445,7 @@ func MatrixInvert(mat *raylib.Matrix) {
}
// MatrixNormalize - Normalize provided matrix
func MatrixNormalize(mat *raylib.Matrix) {
func MatrixNormalize(mat *rl.Matrix) {
det := MatrixDeterminant(*mat)
mat.M0 /= det
@ -467,8 +467,8 @@ func MatrixNormalize(mat *raylib.Matrix) {
}
// MatrixIdentity - Returns identity matrix
func MatrixIdentity() raylib.Matrix {
return raylib.NewMatrix(
func MatrixIdentity() rl.Matrix {
return rl.NewMatrix(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
@ -476,7 +476,7 @@ func MatrixIdentity() raylib.Matrix {
}
// MatrixAdd - Add two matrices
func MatrixAdd(left, right raylib.Matrix) raylib.Matrix {
func MatrixAdd(left, right rl.Matrix) rl.Matrix {
result := MatrixIdentity()
result.M0 = left.M0 + right.M0
@ -500,7 +500,7 @@ func MatrixAdd(left, right raylib.Matrix) raylib.Matrix {
}
// MatrixSubtract - Subtract two matrices (left - right)
func MatrixSubtract(left, right raylib.Matrix) raylib.Matrix {
func MatrixSubtract(left, right rl.Matrix) rl.Matrix {
result := MatrixIdentity()
result.M0 = left.M0 - right.M0
@ -524,8 +524,8 @@ func MatrixSubtract(left, right raylib.Matrix) raylib.Matrix {
}
// MatrixTranslate - Returns translation matrix
func MatrixTranslate(x, y, z float32) raylib.Matrix {
return raylib.NewMatrix(
func MatrixTranslate(x, y, z float32) rl.Matrix {
return rl.NewMatrix(
1.0, 0.0, 0.0, x,
0.0, 1.0, 0.0, y,
0.0, 0.0, 1.0, z,
@ -533,8 +533,8 @@ func MatrixTranslate(x, y, z float32) raylib.Matrix {
}
// MatrixRotate - Returns rotation matrix for an angle around an specified axis (angle in radians)
func MatrixRotate(axis raylib.Vector3, angle float32) raylib.Matrix {
var result raylib.Matrix
func MatrixRotate(axis rl.Vector3, angle float32) rl.Matrix {
var result rl.Matrix
mat := MatrixIdentity()
@ -602,7 +602,7 @@ func MatrixRotate(axis raylib.Vector3, angle float32) raylib.Matrix {
}
// MatrixRotateX - Returns x-rotation matrix (angle in radians)
func MatrixRotateX(angle float32) raylib.Matrix {
func MatrixRotateX(angle float32) rl.Matrix {
result := MatrixIdentity()
cosres := float32(math.Cos(float64(angle)))
@ -617,7 +617,7 @@ func MatrixRotateX(angle float32) raylib.Matrix {
}
// MatrixRotateY - Returns y-rotation matrix (angle in radians)
func MatrixRotateY(angle float32) raylib.Matrix {
func MatrixRotateY(angle float32) rl.Matrix {
result := MatrixIdentity()
cosres := float32(math.Cos(float64(angle)))
@ -632,7 +632,7 @@ func MatrixRotateY(angle float32) raylib.Matrix {
}
// MatrixRotateZ - Returns z-rotation matrix (angle in radians)
func MatrixRotateZ(angle float32) raylib.Matrix {
func MatrixRotateZ(angle float32) rl.Matrix {
result := MatrixIdentity()
cosres := float32(math.Cos(float64(angle)))
@ -647,8 +647,8 @@ func MatrixRotateZ(angle float32) raylib.Matrix {
}
// MatrixScale - Returns scaling matrix
func MatrixScale(x, y, z float32) raylib.Matrix {
result := raylib.NewMatrix(
func MatrixScale(x, y, z float32) rl.Matrix {
result := rl.NewMatrix(
x, 0.0, 0.0, 0.0,
0.0, y, 0.0, 0.0,
0.0, 0.0, z, 0.0,
@ -658,8 +658,8 @@ func MatrixScale(x, y, z float32) raylib.Matrix {
}
// MatrixMultiply - Returns two matrix multiplication
func MatrixMultiply(left, right raylib.Matrix) raylib.Matrix {
var result raylib.Matrix
func MatrixMultiply(left, right rl.Matrix) rl.Matrix {
var result rl.Matrix
result.M0 = right.M0*left.M0 + right.M1*left.M4 + right.M2*left.M8 + right.M3*left.M12
result.M1 = right.M0*left.M1 + right.M1*left.M5 + right.M2*left.M9 + right.M3*left.M13
@ -682,8 +682,8 @@ func MatrixMultiply(left, right raylib.Matrix) raylib.Matrix {
}
// MatrixFrustum - Returns perspective projection matrix
func MatrixFrustum(left, right, bottom, top, near, far float32) raylib.Matrix {
var result raylib.Matrix
func MatrixFrustum(left, right, bottom, top, near, far float32) rl.Matrix {
var result rl.Matrix
rl := right - left
tb := top - bottom
@ -713,16 +713,16 @@ func MatrixFrustum(left, right, bottom, top, near, far float32) raylib.Matrix {
}
// MatrixPerspective - Returns perspective projection matrix
func MatrixPerspective(fovy, aspect, near, far float32) raylib.Matrix {
top := near * float32(math.Tan(float64(fovy*raylib.Pi)/360.0))
func MatrixPerspective(fovy, aspect, near, far float32) rl.Matrix {
top := near * float32(math.Tan(float64(fovy*rl.Pi)/360.0))
right := top * aspect
return MatrixFrustum(-right, right, -top, top, near, far)
}
// MatrixOrtho - Returns orthographic projection matrix
func MatrixOrtho(left, right, bottom, top, near, far float32) raylib.Matrix {
var result raylib.Matrix
func MatrixOrtho(left, right, bottom, top, near, far float32) rl.Matrix {
var result rl.Matrix
rl := (right - left)
tb := (top - bottom)
@ -749,8 +749,8 @@ func MatrixOrtho(left, right, bottom, top, near, far float32) raylib.Matrix {
}
// MatrixLookAt - Returns camera look-at matrix (view matrix)
func MatrixLookAt(eye, target, up raylib.Vector3) raylib.Matrix {
var result raylib.Matrix
func MatrixLookAt(eye, target, up rl.Vector3) rl.Matrix {
var result rl.Matrix
z := Vector3Subtract(eye, target)
Vector3Normalize(&z)
@ -780,12 +780,12 @@ func MatrixLookAt(eye, target, up raylib.Vector3) raylib.Matrix {
}
// QuaternionLength - Compute the length of a quaternion
func QuaternionLength(quat raylib.Quaternion) float32 {
func QuaternionLength(quat rl.Quaternion) float32 {
return float32(math.Sqrt(float64(quat.X*quat.X + quat.Y*quat.Y + quat.Z*quat.Z + quat.W*quat.W)))
}
// QuaternionNormalize - Normalize provided quaternion
func QuaternionNormalize(q *raylib.Quaternion) {
func QuaternionNormalize(q *rl.Quaternion) {
var length, ilength float32
length = QuaternionLength(*q)
@ -803,7 +803,7 @@ func QuaternionNormalize(q *raylib.Quaternion) {
}
// QuaternionInvert - Invert provided quaternion
func QuaternionInvert(quat *raylib.Quaternion) {
func QuaternionInvert(quat *rl.Quaternion) {
length := QuaternionLength(*quat)
lengthSq := length * length
@ -818,8 +818,8 @@ func QuaternionInvert(quat *raylib.Quaternion) {
}
// QuaternionMultiply - Calculate two quaternion multiplication
func QuaternionMultiply(q1, q2 raylib.Quaternion) raylib.Quaternion {
var result raylib.Quaternion
func QuaternionMultiply(q1, q2 rl.Quaternion) rl.Quaternion {
var result rl.Quaternion
qax := q1.X
qay := q1.Y
@ -839,8 +839,8 @@ func QuaternionMultiply(q1, q2 raylib.Quaternion) raylib.Quaternion {
}
// QuaternionSlerp - Calculates spherical linear interpolation between two quaternions
func QuaternionSlerp(q1, q2 raylib.Quaternion, amount float32) raylib.Quaternion {
var result raylib.Quaternion
func QuaternionSlerp(q1, q2 rl.Quaternion, amount float32) rl.Quaternion {
var result rl.Quaternion
cosHalfTheta := q1.X*q2.X + q1.Y*q2.Y + q1.Z*q2.Z + q1.W*q2.W
@ -870,8 +870,8 @@ func QuaternionSlerp(q1, q2 raylib.Quaternion, amount float32) raylib.Quaternion
}
// QuaternionFromMatrix - Returns a quaternion for a given rotation matrix
func QuaternionFromMatrix(matrix raylib.Matrix) raylib.Quaternion {
var result raylib.Quaternion
func QuaternionFromMatrix(matrix rl.Matrix) rl.Quaternion {
var result rl.Quaternion
trace := MatrixTrace(matrix)
@ -919,8 +919,8 @@ func QuaternionFromMatrix(matrix raylib.Matrix) raylib.Quaternion {
}
// QuaternionToMatrix - Returns a matrix for a given quaternion
func QuaternionToMatrix(q raylib.Quaternion) raylib.Matrix {
var result raylib.Matrix
func QuaternionToMatrix(q rl.Quaternion) rl.Matrix {
var result rl.Matrix
x := q.X
y := q.Y
@ -964,8 +964,8 @@ func QuaternionToMatrix(q raylib.Quaternion) raylib.Matrix {
}
// QuaternionFromAxisAngle - Returns rotation quaternion for an angle and axis
func QuaternionFromAxisAngle(axis raylib.Vector3, angle float32) raylib.Quaternion {
result := raylib.NewQuaternion(0.0, 0.0, 0.0, 1.0)
func QuaternionFromAxisAngle(axis rl.Vector3, angle float32) rl.Quaternion {
result := rl.NewQuaternion(0.0, 0.0, 0.0, 1.0)
if Vector3Length(axis) != 0.0 {
angle *= 0.5
@ -987,12 +987,12 @@ func QuaternionFromAxisAngle(axis raylib.Vector3, angle float32) raylib.Quaterni
}
// QuaternionToAxisAngle - Returns the rotation angle and axis for a given quaternion
func QuaternionToAxisAngle(q raylib.Quaternion, outAxis *raylib.Vector3, outAngle *float32) {
func QuaternionToAxisAngle(q rl.Quaternion, outAxis *rl.Vector3, outAngle *float32) {
if math.Abs(float64(q.W)) > 1.0 {
QuaternionNormalize(&q)
}
resAxis := raylib.NewVector3(0.0, 0.0, 0.0)
resAxis := rl.NewVector3(0.0, 0.0, 0.0)
resAngle := 2.0 * float32(math.Acos(float64(q.W)))
den := float32(math.Sqrt(float64(1.0 - q.W*q.W)))
@ -1012,7 +1012,7 @@ func QuaternionToAxisAngle(q raylib.Quaternion, outAxis *raylib.Vector3, outAngl
}
// QuaternionTransform - Transform a quaternion given a transformation matrix
func QuaternionTransform(q *raylib.Quaternion, mat raylib.Matrix) {
func QuaternionTransform(q *rl.Quaternion, mat rl.Matrix) {
x := q.X
y := q.Y
z := q.Z