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raylib-python-cffi/raylib/raymath.h.modified
Ashley Sommer 9b48e57bb1 Bump Raylib to v5.0.0, RayGUI 4.0 is designed to be used with RayLib 5, so bump RayGUI too to 4.0.
Updated some core examples to match the changes in Raylib-c v5.0.0
2023-12-19 10:49:31 +10:00

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/**********************************************************************************************
*
* raymath v1.5 - 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
* math operations performed by the library consider the structure as it was column-major
* It is like transposed versions of the matrices are used for all the maths
* It benefits some functions making them cache-friendly and also avoids matrix
* transpositions sometimes required by OpenGL
* Example: In memory order, row0 is [m0 m4 m8 m12] but in semantic math row0 is [m0 m1 m2 m3]
* - 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 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++
*
* CONFIGURATION:
* #define RAYMATH_IMPLEMENTATION
* Generates the implementation of the library into the included file.
* If not defined, the library is in header only mode and can be included in other headers
* or source files without problems. But only ONE file should hold the implementation.
*
* #define RAYMATH_STATIC_INLINE
* This may use up lots of memory.
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
// Function specifiers definition
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// Get float vector for Matrix
// Get float vector for Vector3
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// NOTE: Helper types to be used instead of array return types for *ToFloat functions
typedef struct float3 {
float v[3];
} float3;
typedef struct float16 {
float v[16];
} float16;
//----------------------------------------------------------------------------------
// Module Functions Definition - Utils math
//----------------------------------------------------------------------------------
// Clamp float value
inline /* Functions may be inlined or external definition used*/ float Clamp(float value, float min, float max);// Calculate linear interpolation between two floats
inline /* Functions may be inlined or external definition used*/ float Lerp(float start, float end, float amount);// Normalize input value within input range
inline /* Functions may be inlined or external definition used*/ float Normalize(float value, float start, float end);// Remap input value within input range to output range
inline /* Functions may be inlined or external definition used*/ float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd);// Wrap input value from min to max
inline /* Functions may be inlined or external definition used*/ float Wrap(float value, float min, float max);// Check whether two given floats are almost equal
inline /* Functions may be inlined or external definition used*/ int FloatEquals(float x, float y);//----------------------------------------------------------------------------------
// Module Functions Definition - Vector2 math
//----------------------------------------------------------------------------------
// Vector with components value 0.0f
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Zero(void);// Vector with components value 1.0f
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2One(void);// Add two vectors (v1 + v2)
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Add(Vector2 v1, Vector2 v2);// Add vector and float value
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2AddValue(Vector2 v, float add);// Subtract two vectors (v1 - v2)
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Subtract(Vector2 v1, Vector2 v2);// Subtract vector by float value
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2SubtractValue(Vector2 v, float sub);// Calculate vector length
inline /* Functions may be inlined or external definition used*/ float Vector2Length(Vector2 v);// Calculate vector square length
inline /* Functions may be inlined or external definition used*/ float Vector2LengthSqr(Vector2 v);// Calculate two vectors dot product
inline /* Functions may be inlined or external definition used*/ float Vector2DotProduct(Vector2 v1, Vector2 v2);// Calculate distance between two vectors
inline /* Functions may be inlined or external definition used*/ float Vector2Distance(Vector2 v1, Vector2 v2);// Calculate square distance between two vectors
inline /* Functions may be inlined or external definition used*/ float Vector2DistanceSqr(Vector2 v1, Vector2 v2);// Calculate angle between two vectors
// NOTE: Angle is calculated from origin point (0, 0)
inline /* Functions may be inlined or external definition used*/ float Vector2Angle(Vector2 v1, Vector2 v2);// Calculate angle defined by a two vectors line
// NOTE: Parameters need to be normalized
// Current implementation should be aligned with glm::angle
inline /* Functions may be inlined or external definition used*/ float Vector2LineAngle(Vector2 start, Vector2 end);// Scale vector (multiply by value)
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Scale(Vector2 v, float scale);// Multiply vector by vector
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Multiply(Vector2 v1, Vector2 v2);// Negate vector
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Negate(Vector2 v);// Divide vector by vector
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Divide(Vector2 v1, Vector2 v2);// Normalize provided vector
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Normalize(Vector2 v);// Transforms a Vector2 by a given Matrix
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Transform(Vector2 v, Matrix mat);// Calculate linear interpolation between two vectors
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount);// Calculate reflected vector to normal
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Reflect(Vector2 v, Vector2 normal);// Rotate vector by angle
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Rotate(Vector2 v, float angle);// Move Vector towards target
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance);// Invert the given vector
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Invert(Vector2 v);// Clamp the components of the vector between
// min and max values specified by the given vectors
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max);// Clamp the magnitude of the vector between two min and max values
inline /* Functions may be inlined or external definition used*/ Vector2 Vector2ClampValue(Vector2 v, float min, float max);// Check whether two given vectors are almost equal
inline /* Functions may be inlined or external definition used*/ int Vector2Equals(Vector2 p, Vector2 q);//----------------------------------------------------------------------------------
// Module Functions Definition - Vector3 math
//----------------------------------------------------------------------------------
// Vector with components value 0.0f
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Zero(void);// Vector with components value 1.0f
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3One(void);// Add two vectors
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Add(Vector3 v1, Vector3 v2);// Add vector and float value
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3AddValue(Vector3 v, float add);// Subtract two vectors
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Subtract(Vector3 v1, Vector3 v2);// Subtract vector by float value
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3SubtractValue(Vector3 v, float sub);// Multiply vector by scalar
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Scale(Vector3 v, float scalar);// Multiply vector by vector
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Multiply(Vector3 v1, Vector3 v2);// Calculate two vectors cross product
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2);// Calculate one vector perpendicular vector
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Perpendicular(Vector3 v);// Calculate vector length
inline /* Functions may be inlined or external definition used*/ float Vector3Length(const Vector3 v);// Calculate vector square length
inline /* Functions may be inlined or external definition used*/ float Vector3LengthSqr(const Vector3 v);// Calculate two vectors dot product
inline /* Functions may be inlined or external definition used*/ float Vector3DotProduct(Vector3 v1, Vector3 v2);// Calculate distance between two vectors
inline /* Functions may be inlined or external definition used*/ float Vector3Distance(Vector3 v1, Vector3 v2);// Calculate square distance between two vectors
inline /* Functions may be inlined or external definition used*/ float Vector3DistanceSqr(Vector3 v1, Vector3 v2);// Calculate angle between two vectors
inline /* Functions may be inlined or external definition used*/ float Vector3Angle(Vector3 v1, Vector3 v2);// Negate provided vector (invert direction)
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Negate(Vector3 v);// Divide vector by vector
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Divide(Vector3 v1, Vector3 v2);// Normalize provided vector
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Normalize(Vector3 v);//Calculate the projection of the vector v1 on to v2
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Project(Vector3 v1, Vector3 v2);//Calculate the rejection of the vector v1 on to v2
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Reject(Vector3 v1, Vector3 v2);// Orthonormalize provided vectors
// Makes vectors normalized and orthogonal to each other
// Gram-Schmidt function implementation
inline /* Functions may be inlined or external definition used*/ void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2);// Transforms a Vector3 by a given Matrix
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Transform(Vector3 v, Matrix mat);// Transform a vector by quaternion rotation
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q);// Rotates a vector around an axis
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle);// Calculate linear interpolation between two vectors
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount);// Calculate reflected vector to normal
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Reflect(Vector3 v, Vector3 normal);// Get min value for each pair of components
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Min(Vector3 v1, Vector3 v2);// Get max value for each pair of components
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Max(Vector3 v1, Vector3 v2);// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c)
// NOTE: Assumes P is on the plane of the triangle
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c);// Projects a Vector3 from screen space into object space
// NOTE: We are avoiding calling other raymath functions despite available
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view);// Get Vector3 as float array
inline /* Functions may be inlined or external definition used*/ float3 Vector3ToFloatV(Vector3 v);// Invert the given vector
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Invert(Vector3 v);// Clamp the components of the vector between
// min and max values specified by the given vectors
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max);// Clamp the magnitude of the vector between two values
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3ClampValue(Vector3 v, float min, float max);// Check whether two given vectors are almost equal
inline /* Functions may be inlined or external definition used*/ int Vector3Equals(Vector3 p, Vector3 q);// Compute the direction of a refracted ray
// v: normalized direction of the incoming ray
// n: normalized normal vector of the interface of two optical media
// r: ratio of the refractive index of the medium from where the ray comes
// to the refractive index of the medium on the other side of the surface
inline /* Functions may be inlined or external definition used*/ Vector3 Vector3Refract(Vector3 v, Vector3 n, float r);//----------------------------------------------------------------------------------
// Module Functions Definition - Matrix math
//----------------------------------------------------------------------------------
// Compute matrix determinant
inline /* Functions may be inlined or external definition used*/ float MatrixDeterminant(Matrix mat);// Get the trace of the matrix (sum of the values along the diagonal)
inline /* Functions may be inlined or external definition used*/ float MatrixTrace(Matrix mat);// Transposes provided matrix
inline /* Functions may be inlined or external definition used*/ Matrix MatrixTranspose(Matrix mat);// Invert provided matrix
inline /* Functions may be inlined or external definition used*/ Matrix MatrixInvert(Matrix mat);// Get identity matrix
inline /* Functions may be inlined or external definition used*/ Matrix MatrixIdentity(void);// Add two matrices
inline /* Functions may be inlined or external definition used*/ Matrix MatrixAdd(Matrix left, Matrix right);// Subtract two matrices (left - right)
inline /* Functions may be inlined or external definition used*/ Matrix MatrixSubtract(Matrix left, Matrix right);// Get two matrix multiplication
// NOTE: When multiplying matrices... the order matters!
inline /* Functions may be inlined or external definition used*/ Matrix MatrixMultiply(Matrix left, Matrix right);// Get translation matrix
inline /* Functions may be inlined or external definition used*/ Matrix MatrixTranslate(float x, float y, float z);// Create rotation matrix from axis and angle
// NOTE: Angle should be provided in radians
inline /* Functions may be inlined or external definition used*/ Matrix MatrixRotate(Vector3 axis, float angle);// Get x-rotation matrix
// NOTE: Angle must be provided in radians
inline /* Functions may be inlined or external definition used*/ Matrix MatrixRotateX(float angle);// Get y-rotation matrix
// NOTE: Angle must be provided in radians
inline /* Functions may be inlined or external definition used*/ Matrix MatrixRotateY(float angle);// Get z-rotation matrix
// NOTE: Angle must be provided in radians
inline /* Functions may be inlined or external definition used*/ Matrix MatrixRotateZ(float angle);// Get xyz-rotation matrix
// NOTE: Angle must be provided in radians
inline /* Functions may be inlined or external definition used*/ Matrix MatrixRotateXYZ(Vector3 angle);// Get zyx-rotation matrix
// NOTE: Angle must be provided in radians
inline /* Functions may be inlined or external definition used*/ Matrix MatrixRotateZYX(Vector3 angle);// Get scaling matrix
inline /* Functions may be inlined or external definition used*/ Matrix MatrixScale(float x, float y, float z);// Get perspective projection matrix
inline /* Functions may be inlined or external definition used*/ Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far);// Get perspective projection matrix
// NOTE: Fovy angle must be provided in radians
inline /* Functions may be inlined or external definition used*/ Matrix MatrixPerspective(double fovY, double aspect, double nearPlane, double farPlane);// Get orthographic projection matrix
inline /* Functions may be inlined or external definition used*/ Matrix MatrixOrtho(double left, double right, double bottom, double top, double nearPlane, double farPlane);// Get camera look-at matrix (view matrix)
inline /* Functions may be inlined or external definition used*/ Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);// Get float array of matrix data
inline /* Functions may be inlined or external definition used*/ float16 MatrixToFloatV(Matrix mat);//----------------------------------------------------------------------------------
// Module Functions Definition - Quaternion math
//----------------------------------------------------------------------------------
// Add two quaternions
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionAdd(Quaternion q1, Quaternion q2);// Add quaternion and float value
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionAddValue(Quaternion q, float add);// Subtract two quaternions
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2);// Subtract quaternion and float value
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionSubtractValue(Quaternion q, float sub);// Get identity quaternion
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionIdentity(void);// Computes the length of a quaternion
inline /* Functions may be inlined or external definition used*/ float QuaternionLength(Quaternion q);// Normalize provided quaternion
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionNormalize(Quaternion q);// Invert provided quaternion
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionInvert(Quaternion q);// Calculate two quaternion multiplication
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2);// Scale quaternion by float value
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionScale(Quaternion q, float mul);// Divide two quaternions
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionDivide(Quaternion q1, Quaternion q2);// Calculate linear interpolation between two quaternions
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount);// Calculate slerp-optimized interpolation between two quaternions
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount);// Calculates spherical linear interpolation between two quaternions
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount);// Calculate quaternion based on the rotation from one vector to another
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to);// Get a quaternion for a given rotation matrix
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionFromMatrix(Matrix mat);// Get a matrix for a given quaternion
inline /* Functions may be inlined or external definition used*/ Matrix QuaternionToMatrix(Quaternion q);// Get rotation quaternion for an angle and axis
// NOTE: Angle must be provided in radians
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle);// Get the rotation angle and axis for a given quaternion
inline /* Functions may be inlined or external definition used*/ void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle);// Get the quaternion equivalent to Euler angles
// NOTE: Rotation order is ZYX
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionFromEuler(float pitch, float yaw, float roll);// Get the Euler angles equivalent to quaternion (roll, pitch, yaw)
// NOTE: Angles are returned in a Vector3 struct in radians
inline /* Functions may be inlined or external definition used*/ Vector3 QuaternionToEuler(Quaternion q);// Transform a quaternion given a transformation matrix
inline /* Functions may be inlined or external definition used*/ Quaternion QuaternionTransform(Quaternion q, Matrix mat);// Check whether two given quaternions are almost equal
inline /* Functions may be inlined or external definition used*/ int QuaternionEquals(Quaternion p, Quaternion q);