Update C sources
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22 changed files with 14167 additions and 10920 deletions
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@ -32,7 +32,7 @@
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2015-2024 Ramon Santamaria (@raysan5)
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* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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@ -304,6 +304,14 @@ RMAPI float Vector2DotProduct(Vector2 v1, Vector2 v2)
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return result;
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}
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// Calculate two vectors cross product
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RMAPI float Vector2CrossProduct(Vector2 v1, Vector2 v2)
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{
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float result = (v1.x*v2.y - v1.y*v2.x);
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return result;
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}
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// Calculate distance between two vectors
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RMAPI float Vector2Distance(Vector2 v1, Vector2 v2)
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{
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@ -320,8 +328,9 @@ RMAPI float Vector2DistanceSqr(Vector2 v1, Vector2 v2)
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return result;
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}
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// Calculate angle between two vectors
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// NOTE: Angle is calculated from origin point (0, 0)
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// Calculate the signed angle from v1 to v2, relative to the origin (0, 0)
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// NOTE: Coordinate system convention: positive X right, positive Y down,
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// positive angles appear clockwise, and negative angles appear counterclockwise
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RMAPI float Vector2Angle(Vector2 v1, Vector2 v2)
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{
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float result = 0.0f;
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@ -1459,19 +1468,35 @@ RMAPI int Vector4Equals(Vector4 p, Vector4 q)
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RMAPI float MatrixDeterminant(Matrix mat)
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{
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float result = 0.0f;
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/*
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// Cache the matrix values (speed optimization)
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float a00 = mat.m0, a01 = mat.m1, a02 = mat.m2, a03 = mat.m3;
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float a10 = mat.m4, a11 = mat.m5, a12 = mat.m6, a13 = mat.m7;
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float a20 = mat.m8, a21 = mat.m9, a22 = mat.m10, a23 = mat.m11;
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float a30 = mat.m12, a31 = mat.m13, a32 = mat.m14, a33 = mat.m15;
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// NOTE: It takes 72 multiplication to calculate 4x4 matrix determinant
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result = a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 +
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a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 +
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a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 +
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a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 +
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a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 +
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a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33;
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*/
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// Using Laplace expansion (https://en.wikipedia.org/wiki/Laplace_expansion),
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// previous operation can be simplified to 40 multiplications, decreasing matrix
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// size from 4x4 to 2x2 using minors
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// Cache the matrix values (speed optimization)
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float m0 = mat.m0, m1 = mat.m1, m2 = mat.m2, m3 = mat.m3;
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float m4 = mat.m4, m5 = mat.m5, m6 = mat.m6, m7 = mat.m7;
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float m8 = mat.m8, m9 = mat.m9, m10 = mat.m10, m11 = mat.m11;
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float m12 = mat.m12, m13 = mat.m13, m14 = mat.m14, m15 = mat.m15;
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result = (m0*((m5*(m10*m15 - m11*m14) - m9*(m6*m15 - m7*m14) + m13*(m6*m11 - m7*m10))) -
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m4*((m1*(m10*m15 - m11*m14) - m9*(m2*m15 - m3*m14) + m13*(m2*m11 - m3*m10))) +
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m8*((m1*(m6*m15 - m7*m14) - m5*(m2*m15 - m3*m14) + m13*(m2*m7 - m3*m6))) -
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m12*((m1*(m6*m11 - m7*m10) - m5*(m2*m11 - m3*m10) + m9*(m2*m7 - m3*m6))));
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return result;
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}
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@ -2648,7 +2673,7 @@ inline Vector2 operator * (const Vector2& lhs, const Matrix& rhs)
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return Vector2Transform(lhs, rhs);
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}
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inline const Vector2& operator -= (Vector2& lhs, const Matrix& rhs)
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inline const Vector2& operator *= (Vector2& lhs, const Matrix& rhs)
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{
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lhs = Vector2Transform(lhs, rhs);
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return lhs;
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@ -2656,12 +2681,12 @@ inline const Vector2& operator -= (Vector2& lhs, const Matrix& rhs)
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inline Vector2 operator / (const Vector2& lhs, const float& rhs)
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{
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return Vector2Scale(lhs, 1.0f / rhs);
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return Vector2Scale(lhs, 1.0f/rhs);
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}
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inline const Vector2& operator /= (Vector2& lhs, const float& rhs)
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{
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lhs = Vector2Scale(lhs, rhs);
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lhs = Vector2Scale(lhs, 1.0f/rhs);
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return lhs;
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}
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@ -2742,7 +2767,7 @@ inline Vector3 operator * (const Vector3& lhs, const Matrix& rhs)
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return Vector3Transform(lhs, rhs);
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}
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inline const Vector3& operator -= (Vector3& lhs, const Matrix& rhs)
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inline const Vector3& operator *= (Vector3& lhs, const Matrix& rhs)
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{
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lhs = Vector3Transform(lhs, rhs);
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return lhs;
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@ -2750,12 +2775,12 @@ inline const Vector3& operator -= (Vector3& lhs, const Matrix& rhs)
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inline Vector3 operator / (const Vector3& lhs, const float& rhs)
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{
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return Vector3Scale(lhs, 1.0f / rhs);
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return Vector3Scale(lhs, 1.0f/rhs);
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}
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inline const Vector3& operator /= (Vector3& lhs, const float& rhs)
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{
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lhs = Vector3Scale(lhs, rhs);
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lhs = Vector3Scale(lhs, 1.0f/rhs);
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return lhs;
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}
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@ -2834,12 +2859,12 @@ inline const Vector4& operator *= (Vector4& lhs, const Vector4& rhs)
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inline Vector4 operator / (const Vector4& lhs, const float& rhs)
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{
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return Vector4Scale(lhs, 1.0f / rhs);
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return Vector4Scale(lhs, 1.0f/rhs);
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}
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inline const Vector4& operator /= (Vector4& lhs, const float& rhs)
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{
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lhs = Vector4Scale(lhs, rhs);
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lhs = Vector4Scale(lhs, 1.0f/rhs);
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return lhs;
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}
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