From 3655c6e4663d62e93099cdf4871a03a4b0944c6a Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sat, 22 Jul 2017 22:13:26 +0200 Subject: [PATCH] Renamed Vector*() functions to Vector3*() For consistency! --- src/raymath.h | 125 +++++++++++++++++++++++++++----------------------- 1 file changed, 68 insertions(+), 57 deletions(-) diff --git a/src/raymath.h b/src/raymath.h index 93ae90aee..e85367c2b 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -136,25 +136,26 @@ RMDEF void Vector2Normalize(Vector2 *v); // Normalize pro //------------------------------------------------------------------------------------ // Functions Declaration to work with Vector3 //------------------------------------------------------------------------------------ -RMDEF Vector3 VectorZero(void); // Vector with components value 0.0f -RMDEF Vector3 VectorOne(void); // Vector with components value 1.0f -RMDEF Vector3 VectorAdd(Vector3 v1, Vector3 v2); // Add two vectors -RMDEF Vector3 VectorSubtract(Vector3 v1, Vector3 v2); // Substract two vectors -RMDEF Vector3 VectorCrossProduct(Vector3 v1, Vector3 v2); // Calculate two vectors cross product -RMDEF Vector3 VectorPerpendicular(Vector3 v); // Calculate one vector perpendicular vector -RMDEF float VectorLength(const Vector3 v); // Calculate vector length -RMDEF float VectorDotProduct(Vector3 v1, Vector3 v2); // Calculate two vectors dot product -RMDEF float VectorDistance(Vector3 v1, Vector3 v2); // Calculate distance between two points -RMDEF void VectorScale(Vector3 *v, float scale); // Scale provided vector -RMDEF void VectorNegate(Vector3 *v); // Negate provided vector (invert direction) -RMDEF void VectorNormalize(Vector3 *v); // Normalize provided vector -RMDEF void VectorTransform(Vector3 *v, Matrix mat); // Transforms a Vector3 by a given Matrix -RMDEF Vector3 VectorLerp(Vector3 v1, Vector3 v2, float amount); // Calculate linear interpolation between two vectors -RMDEF Vector3 VectorReflect(Vector3 vector, Vector3 normal); // Calculate reflected vector to normal -RMDEF Vector3 VectorMin(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components -RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components -RMDEF Vector3 VectorBarycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycenter coords for p in triangle abc -RMDEF float *VectorToFloat(Vector3 vec); // Returns Vector3 as float array +RMDEF Vector3 Vector3Zero(void); // Vector with components value 0.0f +RMDEF Vector3 Vector3One(void); // Vector with components value 1.0f +RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2); // Add two vectors +RMDEF Vector3 Vector3Multiply(Vector3 v, float scalar); // Multiply vector by scalar +RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2); // Substract two vectors +RMDEF Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2); // Calculate two vectors cross product +RMDEF Vector3 Vector3Perpendicular(Vector3 v); // Calculate one vector perpendicular vector +RMDEF float Vector3Length(const Vector3 v); // Calculate vector length +RMDEF float Vector3DotProduct(Vector3 v1, Vector3 v2); // Calculate two vectors dot product +RMDEF float Vector3Distance(Vector3 v1, Vector3 v2); // Calculate distance between two points +RMDEF void Vector3Scale(Vector3 *v, float scale); // Scale provided vector +RMDEF void Vector3Negate(Vector3 *v); // Negate provided vector (invert direction) +RMDEF void Vector3Normalize(Vector3 *v); // Normalize provided vector +RMDEF void Vector3Transform(Vector3 *v, Matrix mat); // Transforms a Vector3 by a given Matrix +RMDEF Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount); // Calculate linear interpolation between two vectors +RMDEF Vector3 Vector3Reflect(Vector3 vector, Vector3 normal); // Calculate reflected vector to normal +RMDEF Vector3 Vector3Min(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components +RMDEF Vector3 Vector3Max(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components +RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycenter coords for p in triangle abc +RMDEF float *Vector3ToFloat(Vector3 vec); // Returns Vector3 as float array //------------------------------------------------------------------------------------ // Functions Declaration to work with Matrix @@ -297,25 +298,35 @@ RMDEF void Vector2Normalize(Vector2 *v) //---------------------------------------------------------------------------------- // Vector with components value 0.0f -RMDEF Vector3 VectorZero(void) { return (Vector3){ 0.0f, 0.0f, 0.0f }; } +RMDEF Vector3 Vector3Zero(void) { return (Vector3){ 0.0f, 0.0f, 0.0f }; } // Vector with components value 1.0f -RMDEF Vector3 VectorOne(void) { return (Vector3){ 1.0f, 1.0f, 1.0f }; } +RMDEF Vector3 Vector3One(void) { return (Vector3){ 1.0f, 1.0f, 1.0f }; } // Add two vectors -RMDEF Vector3 VectorAdd(Vector3 v1, Vector3 v2) +RMDEF Vector3 Vector3Add(Vector3 v1, Vector3 v2) { return (Vector3){ v1.x + v2.x, v1.y + v2.y, v1.z + v2.z }; } // Substract two vectors -RMDEF Vector3 VectorSubtract(Vector3 v1, Vector3 v2) +RMDEF Vector3 Vector3Subtract(Vector3 v1, Vector3 v2) { return (Vector3){ v1.x - v2.x, v1.y - v2.y, v1.z - v2.z }; } +// Multiply vector by scalar +RMDEF Vector3 Vector3Multiply(Vector3 v, float scalar) +{ + v.x *= scalar; + v.y *= scalar; + v.z *= scalar; + + return v; +} + // Calculate two vectors cross product -RMDEF Vector3 VectorCrossProduct(Vector3 v1, Vector3 v2) +RMDEF Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2) { Vector3 result; @@ -327,7 +338,7 @@ RMDEF Vector3 VectorCrossProduct(Vector3 v1, Vector3 v2) } // Calculate one vector perpendicular vector -RMDEF Vector3 VectorPerpendicular(Vector3 v) +RMDEF Vector3 Vector3Perpendicular(Vector3 v) { Vector3 result; @@ -345,25 +356,25 @@ RMDEF Vector3 VectorPerpendicular(Vector3 v) cardinalAxis = (Vector3){0.0f, 0.0f, 1.0f}; } - result = VectorCrossProduct(v, cardinalAxis); + result = Vector3CrossProduct(v, cardinalAxis); return result; } // Calculate vector length -RMDEF float VectorLength(const Vector3 v) +RMDEF float Vector3Length(const Vector3 v) { return sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); } // Calculate two vectors dot product -RMDEF float VectorDotProduct(Vector3 v1, Vector3 v2) +RMDEF float Vector3DotProduct(Vector3 v1, Vector3 v2) { return (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z); } // Calculate distance between two vectors -RMDEF float VectorDistance(Vector3 v1, Vector3 v2) +RMDEF float Vector3Distance(Vector3 v1, Vector3 v2) { float dx = v2.x - v1.x; float dy = v2.y - v1.y; @@ -373,7 +384,7 @@ RMDEF float VectorDistance(Vector3 v1, Vector3 v2) } // Scale provided vector -RMDEF void VectorScale(Vector3 *v, float scale) +RMDEF void Vector3Scale(Vector3 *v, float scale) { v->x *= scale; v->y *= scale; @@ -381,7 +392,7 @@ RMDEF void VectorScale(Vector3 *v, float scale) } // Negate provided vector (invert direction) -RMDEF void VectorNegate(Vector3 *v) +RMDEF void Vector3Negate(Vector3 *v) { v->x = -v->x; v->y = -v->y; @@ -389,11 +400,11 @@ RMDEF void VectorNegate(Vector3 *v) } // Normalize provided vector -RMDEF void VectorNormalize(Vector3 *v) +RMDEF void Vector3Normalize(Vector3 *v) { float length, ilength; - length = VectorLength(*v); + length = Vector3Length(*v); if (length == 0.0f) length = 1.0f; @@ -405,7 +416,7 @@ RMDEF void VectorNormalize(Vector3 *v) } // Transforms a Vector3 by a given Matrix -RMDEF void VectorTransform(Vector3 *v, Matrix mat) +RMDEF void Vector3Transform(Vector3 *v, Matrix mat) { float x = v->x; float y = v->y; @@ -417,7 +428,7 @@ RMDEF void VectorTransform(Vector3 *v, Matrix mat) }; // Calculate linear interpolation between two vectors -RMDEF Vector3 VectorLerp(Vector3 v1, Vector3 v2, float amount) +RMDEF Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount) { Vector3 result; @@ -429,7 +440,7 @@ RMDEF Vector3 VectorLerp(Vector3 v1, Vector3 v2, float amount) } // Calculate reflected vector to normal -RMDEF Vector3 VectorReflect(Vector3 vector, Vector3 normal) +RMDEF Vector3 Vector3Reflect(Vector3 vector, Vector3 normal) { // I is the original vector // N is the normal of the incident plane @@ -437,7 +448,7 @@ RMDEF Vector3 VectorReflect(Vector3 vector, Vector3 normal) Vector3 result; - float dotProduct = VectorDotProduct(vector, normal); + float dotProduct = Vector3DotProduct(vector, normal); result.x = vector.x - (2.0f*normal.x)*dotProduct; result.y = vector.y - (2.0f*normal.y)*dotProduct; @@ -447,7 +458,7 @@ RMDEF Vector3 VectorReflect(Vector3 vector, Vector3 normal) } // Return min value for each pair of components -RMDEF Vector3 VectorMin(Vector3 vec1, Vector3 vec2) +RMDEF Vector3 Vector3Min(Vector3 vec1, Vector3 vec2) { Vector3 result; @@ -459,7 +470,7 @@ RMDEF Vector3 VectorMin(Vector3 vec1, Vector3 vec2) } // Return max value for each pair of components -RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2) +RMDEF Vector3 Vector3Max(Vector3 vec1, Vector3 vec2) { Vector3 result; @@ -472,18 +483,18 @@ RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2) // 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 -RMDEF Vector3 VectorBarycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c) +RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c) { //Vector v0 = b - a, v1 = c - a, v2 = p - a; - Vector3 v0 = VectorSubtract(b, a); - Vector3 v1 = VectorSubtract(c, a); - Vector3 v2 = VectorSubtract(p, a); - float d00 = VectorDotProduct(v0, v0); - float d01 = VectorDotProduct(v0, v1); - float d11 = VectorDotProduct(v1, v1); - float d20 = VectorDotProduct(v2, v0); - float d21 = VectorDotProduct(v2, v1); + Vector3 v0 = Vector3Subtract(b, a); + Vector3 v1 = Vector3Subtract(c, a); + Vector3 v2 = Vector3Subtract(p, a); + float d00 = Vector3DotProduct(v0, v0); + float d01 = Vector3DotProduct(v0, v1); + float d11 = Vector3DotProduct(v1, v1); + float d20 = Vector3DotProduct(v2, v0); + float d21 = Vector3DotProduct(v2, v1); float denom = d00*d11 - d01*d01; @@ -497,7 +508,7 @@ RMDEF Vector3 VectorBarycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c) } // Returns Vector3 as float array -RMDEF float *VectorToFloat(Vector3 vec) +RMDEF float *Vector3ToFloat(Vector3 vec) { static float buffer[3]; @@ -922,12 +933,12 @@ RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up) { Matrix result; - Vector3 z = VectorSubtract(eye, target); - VectorNormalize(&z); - Vector3 x = VectorCrossProduct(up, z); - VectorNormalize(&x); - Vector3 y = VectorCrossProduct(z, x); - VectorNormalize(&y); + Vector3 z = Vector3Subtract(eye, target); + Vector3Normalize(&z); + Vector3 x = Vector3CrossProduct(up, z); + Vector3Normalize(&x); + Vector3 y = Vector3CrossProduct(z, x); + Vector3Normalize(&y); result.m0 = x.x; result.m1 = x.y; @@ -1176,11 +1187,11 @@ RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle) { Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; - if (VectorLength(axis) != 0.0f) + if (Vector3Length(axis) != 0.0f) angle *= 0.5f; - VectorNormalize(&axis); + Vector3Normalize(&axis); float sinres = sinf(angle); float cosres = cosf(angle);